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  1. #1
    Player
    Wayfinder3's Avatar
    Join Date
    Jul 2016
    Location
    The Crystarium
    Posts
    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    So lets discuss this Mystic Knight under the lense of FFXIV

    Q: What would Mystic Knight be?
    A: melee dps that does magic damage and doesn't cast like Red Mage (according to OP)

    Q: but why does it do magic damage as a melee dps, what benefit would this give the job, how would positionals come into play, will it have alot like MNK or a little like SAM?
    A: IDK

    Q: What gimmicks might it have?
    A: It can do the following:
    Imbue Weps of Party Members with Elements(What effects would these be if Elements inherently don't matter in this game?)

    Q: Where would this job place relative to the other jobs in it's Role, Monk, Dragoon, Ninja, and Samurai
    A: Since we've decided this job will empower party members, this job will be a utility DPS which will place it around Dragoon, and Ninja

    Q: will this job have more utility than Dragoon but less damage similar to Ninja, or will it have less utility than Ninja but more damage akin to Dragoon. what is the target balance in relation to them?
    A: IDK

    Q: This job has elements very similar to Red Mage, what is the distinction between this job and Red mage beyond the range they fight in?
    A: there really isn't as RDM can and has done many of the things these jobs are being sold as in this thread but you're free to tell me some.

    Q: How would the Melee Role balance now having 5 dps in 1 role when raids only can take at most 2.
    A: Melee dps would for sure need to have 2 slots and this will give additional benefits to dissuade groups from taking 3 ranged roles. Melee dps would need to be significantly stronger which will translate to the role being stronger on average to prevent the 2 worst melees from being outcast. (it's currently the strongest role in the game)

    these are just some of the questions that the dev team likely considers when approaching a new job, if we're going to talk about a new melee dps that does magic damage, lets start with these.

    Quote Originally Posted by Archwizard View Post
    Resource gauge tracks the current Enchantment timer and stocked Runic Charges.

    For the time being, consider all attacks in each "Chain" section to be interchangeable within each step of a combo.

    Chain 1 attacks:
    - Smite: Deal unaspected damage to the target
    - Sparkstrike/Thunder Stroke: Deal minor lightning damage to the target and gain Enthunder, causing auto-attacks and weaponskills to chain additional lightning damage to nearby enemies; mutually exclusive with Enfire and Enblizzard
    - Nightblade: Deal minor damage to the target and siphon off a percentage of the damage dealt as HP

    Chain 2 attacks:
    - Flamestrike/Flametongue: Deal fire damage; if used as a combo action, gain Enfire, causing auto-attacks and weaponskills to deal a modicum of additional fire damage and inflict a stacking DoT effect; mutually exclusive with Enblizzard and Enthunder
    - Froststrike/Icebrand: Deal ice damage; if used as a combo action, gain Enblizzard, causing auto-attacks and weaponskills to deal a larger amount of additional ice damage and return MP; mutually exclusive with Enfire and Enthunder
    - Aquastrike/Liquid Steel: Deal increased water damage to the target; does not interfere with current enchantments
    - Blitz: Deal damage to surrounding enemies, inheriting the element of your active enchantment

    Chain 3 attacks:
    - Galestrike: Deal wind damage to the target; if used as a combo action, gain Quickening, causing your next spell to become instant and reducing its GCD
    - Whirlwind: Deal damage to surrounding enemies, inheriting the element of your active enchantment; if used as a combo action, gain Quickening, causing your next spell to become instant and reducing its GCD

    Spells (5 sec cast time apiece):
    - Imperil: Deal minor unaspected damage and increase target vulnerability to your magic damage for a modest MP cost
    - Banish: Deal heavy unaspected damage to a single target for a high MP cost
    - Alterna: Deal moderate damage to the target and diminishing damage to nearby enemies for a heavy MP cost

    For each use of a finishing spell, the user gains a Runic Charge. Upon accumulating 3 Runic Charges, the user has access to one of two Finishing moves:
    - Ars Arcanum: After a cast time, unleash a devastating multi-hit melee attack on the target
    - Aetherial Slice: After a cast time, unleash a wave-motion attack against enemies in a cone before you

    Gap closer:
    - Warp Strike: Throw an aetherial blade toward the enemy and teleport to it, dealing damage to the target; 30 sec CD
    --> Improved Warp Strike: Allows the accumulation of charges on Warp Strike, allowing it to be used twice in succession
    --> Link Strikes: Allows Warp Strike to be used on allied targets as well, restoring the target's HP and causing your next Warp Strike within 15 sec to critically hit

    Ranged attack:
    - Strike Raid: Instantly toss your weapon at the target in a spinning slash before summoning it back to your hand. 20% chance to gain Quickening in the process.

    Other oGCDs:
    - Breaker Blade: Deal Earth elemental damage damage and extend your current enchantment's duration
    - Tempered Saber: Increase personal attack power and accuracy for a short duration
    - Endrain: Enchant your allies' weapons, causing all weaponskills and spells to siphon off a percentage of damage dealt as HP
    - Runic Shell: Create a barrier, absorbing magic damage received by all allies for a brief duration to charge your own MP

    Rough idea is:
    - Chain Smite -> Flametongue -> Galestrike -> Imperil to open or keep debuffs up
    - Chain Smite -> Liquid Steel -> Galestrike -> Banish as your core combo to build up to Ars Arcanum
    - Weave Icebrand in place of Flametongue/Liquid Steel when Flametongue's DoT stacks to its maximum
    - Chain Thunder Stroke -> Blitz -> Whirlwind -> Alterna for AoE damage to build Aetherial Slice
    --> Alternately, Thunder Stroke -> Liquid Steel -> Galestrike -> Alterna in two-targets
    - Spam Strike Raid at range unless a proc comes up to cast a spell
    - Nightblade to recover, since Bloodbath won't really be an option with all this magic damage now will it
    Lets assume this is how the job played. This is fine and i can get behind it however, What would the job do in the bigger picture. All of this is just conjecture of how it would play, but none of this talks about it's synergies, it's strengths, it's weakness, it's contribution. It's just an identity and concept given a skeleton but none of the actual meat that jobs require to be realized.

    edit: alot of the skill names are Keyblade abilities, it feels like you want that as a playable job and are using mystic knight as a vehicle for it.
    (2)
    Last edited by Wayfinder3; 09-24-2019 at 08:46 AM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

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