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    Player
    PatronasCharm's Avatar
    Join Date
    Jul 2017
    Posts
    270
    Character
    Patronas Charm
    World
    Leviathan
    Main Class
    Red Mage Lv 96

    The Mystic Knight (Magical Melee DPS)

    The Mystic Knight

    Weapon: Great Hammer

    Class: Magical Melee DPS

    Gear: STR based

    *Though it's abilities are Magic driven, it's empowered by STR
    Thanks Archwizard for feedback =)
    -

    First and foremost I'd like to thank those that contributed to the discussion in these forums about "If a Magical Melee DPS" could be a thing. I believe it can, and it won't steal from the Magical Ranged DPS class =)

    [The Story of the Mystic Knight]

    [A Tale of Destinies... One that's rivaled by the ambitions wrought by the Garlemald to manipulate the magic of the Black Mage]


    How would a Mystic Knight operate in the holy trinity system of the world of Final Fantasy XIV

    The Mystic Knight will bring Elementally Charged Weapon Skills, and their goal is to utilize Elemental Weaknesses to empower their Weapon Skills.
    The Mystic Knight will have:
    • Six Single Target Elemental WS composed of all Six Elements
    • o Closer Finishers composed of “Dark” and “Holy”

    • Rotations will be based by Elemental Weaknesses, so the Mystic Knight can do whatever it wishes if the element is weak against

    [The Elemental Weakness is the Mystic Knight's own Mini-Game, it's an internal gimmick, based on Eureka's Elemental Wheel.]

    • The Mystic Knight will build up Elemental Enchainments, x3 Enchainments open their more powerful Combos.

    o One Powerful Combo is “AoE”
    o One Powerful Combo is “Single Target”
    o One Ultimate Combo if 3/3 Charges are held “Single Target”

    -
    The Mystic Knight’s Elemental System
    -

    The Mystic Knight has a gauge that looks like a Pentagon:

    Top Left is “Astral” ( Fire / Lightning / Wind)

    Top Right is “Umbral” (Earth / Water / Ice)

    Bottom Left: Holy
    Bottom Right: Dark

    1 Rotation grants a single charge from each element, x3 Charges triggers (Holy or Dark)

    3/3 allows the Mystic to conjure an “Ultimate” Mode WS series of attacks called: Chain Rush.

    Chain Rush is further explained below in the abilities.


    -

    How does the Mystic Knight stand apart from the other Melee jobs?

    The Mystic Knight will be up-close and person using “Elementally charged Weapon Skills” not casting spells. The Mystic Knight will NOT wield a sword, but a big Great Hammer (Unconventional). The Mystic Knight will chain its Weapon Skills for more powerful attacks. It’s simplified too, to not make it overly complex.

    The Gimmick? Just know elemental weaknesses. This is what the Mystic Knight is all about. The Player controls what WS it chooses to use and must strike with the opposite element to increase overall potency.

    Examples:
    • Water >>Lightning >> Earth
    • Ice >> Fire >> Wind

    Utilities: Below is a set of Raid Utilities it can bring to the table that can empower its Party Member(s) and self.

    -
    Weapon Skills / Abilities 1-80 [This is the entire list, further down you can break it down by category] This Google Doc. may be an easier read too: https://docs.google.com/document/d/1...it?usp=sharing

    [Level / Name of Ability or WS / (Recast / Charges) / Description]

    (1) Skullbreaker – Delivers an Attack with a Potency of 250

    (4) Stone Shatter – Deals Earth Damage with a potency of 100
    • Combo Bonus Skullbreaker
    • Combo Potency: 320
    • Combo Potency Elemental Bonus: 360
    • Combo Finisher Umbral Charge

    (6) Magic Shell – [45s] Reduces Damage Taken by 10%. 5 % of Damage Taken is returned to HP and MP.
    • Duration: 5s
    • Recast: 15s

    (15) Thunder Strike – Delivers a Ranged Attack with a Potency of 100.
    • Combo Bonus: Enhanced Thunder Strike
    • Combo Bonus Potency 200
    • Combo Bonus Liquid Steel
    • Potency Bonus 250

    (18) Flametongue – [30s] Deals Fire damage with a potency of 100.
    • 400 Potency When attacking from Flank
    • Flametongue Requires 2 Astral Enchantments to Execute
    • Combo Additional Effect: Increases Attack by 5%
    • Additional Effect: If performed after Ragnarok, Attack Bonus increased by 10%
    • Duration: 10s

    (26) Liquid Steel – Deals water damage with a potency of 100
    • Combo bonus Skullbreaker
    • Combo Potency 320
    • Combo Potency Elemental Bonus: 360
    • Combo Finisher Astral Charge

    (30) Elemental Seal – (90s) Increases Magic Potency Bonus for Elemental Weaknesses by an additional 15%.
    • Duration: 20s

    (30) Climhazzard – (30s) Self and Party Member(s) within range attacks are infused with the next Element on the Mystic Knight’s rotation.
    • Fire, Water, Ice, Wind, Thunder, Earth Enchantment Effect
    • Enchantment Potency is 4% of total damage inflicted per strike
    • Duration 14s

    (32) Firestarter – Deals Fire damage with a potency of 100
    Combo bonus Skullbreaker
    Combo Potency 320
    Combo Potency Elemental Bonus: 360

    (35) Realmrazer – (30s) (2 Charges) Delivers an attack with a potency of 350.
    Executes a jump to target up to 15 yalms away.

    (40) Judgement – Deals Lightning Damage with a potency of 150 to enemies within range.
    • Combo Bonus Flood Gates
    • Elemental Combo Potency Bonus 400

    (42) Burst Strike – Deals Lightning damage with a potency of 100.
    • Combo Bonus: Skullbreaker
    • Combo Potency 320
    • Combo Potency Elemental Bonus: 360

    (44) Icebrand – Deals Ice damage with a potency of 100.
    • Combo Bonus: Skullbreaker
    • Combo Potency 320
    • Combo Potency Elemental Bonus: 360

    (45) Galeshear – Deals Wind damage with a potency of 100.
    • Combo Bonus: Skullbreaker
    • Combo Potency 320
    • Combo Potency Elemental Bonus: 360

    (50) Dagan – Delivers an attack with a potency of 500. In order to perform Dagan, a total of Three Charges must be held by the Mystic knight. Charges are consumed upon use.
    • Combo Bonus Perform after Elemental Weapon Skill
    • Combo Potency Bonus 550
    • Additional Effect: Dagan becomes
    • Unlocks: Excalibur or Ragnarok depending on Umbral or Astral Alignment

    (50) Excalibur – Deals Holy damage with a potency of 620.
    • Additional Effect: Holy Light
    • Holy Light: Grants a Healing Over Time effect to Party Member(s) within range with a potency of 50
    • Duration: 21s

    (50) Ragnarok – Deals Dark damage with a potency of 620.
    • Additional Effect: Dark Light
    • Dark Light: Creates a Drain Sphere around self
    • Target(s) within aura are tagged with “Drain Touch”
    • 2% of Damage Inflicted is converted to HP and MP
    • Duration: 21s

    (54) Astral Illuminance (80s) Increases Cure Effects received for self and target party member(s) by 20%.
    • Duration: 20s
    • Astral Illuminance requires 2 Astral Charges to be Accessible

    (56) Flood Gates – Deals Water Damage with a potency of 320 in a cone shape before you.
    • 360 When Performed from the rear.
    • Flood Gates Require 2 Umbral Enchantments to Execute
    • Elemental Potency Bonus 400

    (58) Glacial Tundra – Deals Ice damage with a potency of 100 to all nearby enemies. All nearby targets inflicted with hypothermia that increases the potency of all fire effects.
    • Combo Bonus Judgement
    • Glacial Tundra Combo Potency 350
    • Hypothermia: 3% increase on all fire damage
    • Duration: 9s
    • Triggers Enhanced Judgement
    • Enhanced Judgement Potency 250
    • Enhanced Judgement Elemental Potency 300

    (60) Ultima Divide – Deals unaspected damage with a potency of 550 to all nearby enemies.
    • Ultima Divide grants 1 Umbral and Astral Enchantment
    • Enhanced Judgement triggers Ultima Divide

    (64) Chain Rush – (40s) Chain Rush requires 3 Astral and 3 Umbral Elements to Execute. It begins a Six-Fold Rotation of Elemental Weapon Skills that triggers either Excalibur or Ragnarok at the end of the rotation.
    • Chain Rush grants a Potency Increase for Elemental Weakness by 2% each Weapon Skill
    • Chain Rush grants 1 Astral and 1 Umbral Element at the end of the Rotation
    • Potency Bonus for each Weapon Skill increases by 2%

    [Charge Rush explained in further detail below]

    (66) Umbral Sense – (180s) Increases all party wide buffs by 5% and increases duration by 20%.
    • Umbral Sense Requires 2 Umbral Element to be Accessible

    (68) Attunement -- (60s) Next Elemental Rotation grants an additional corresponding Umbral or Astral Element.
    *Thank you Kabooa for recommendation!

    (70) Cardinal Chant– (90s) Grants three elemental charges for Umbral and Astral Gauge.

    (72) Exudation – (30s) Delivers an attack with a potency of 540 to target and all target(s) in a line in front of the Mystic Knight.
    • Combo Bonus Skullbreaker
    • Skullbreaker Bonus Potency 600
    • Additional Effect: Target(s) Elemental Weakness Increased by 25%
    • Duration: 10s

    (76) Randergirth – Deals Unaspected damage with a potency of 800.
    • Randergirth becomes available after the execution of the following:
    • Excalibur or Ragnarok
    • Additional Effect may one of the following:
    • Armor Break – Reduces Enemy Defense by 5%
    • Mind Break – Reduces Enemy Magical Defense by 5%
    • Duration: 10s

    (80) Darkside – (120s) When Executing finisher Astral and Umbral Enchantments are not consumed at the expense of sacrificing 50% of total HP. All healing is nullified temporarily.
    • Duration: 9s

    -
    [Final Comments]


    The Mystic Knight will deliver powerful magical weapon skills that ultimately are designated to not only be empowered by the proper “Elemental Weakness” but also build Astral / Umbral gauge to perform a series of powerful combos.

    The Mystic Knight has fun raid utilities too; if too OP let me know in comments lol.

    A standout ability is called: Chain Rush
    Chain Rush does a 6-fold Rotation (Sort of like GNB’s Continuation) its combo is based on what Elemental Weapon skill the player uses first, and potency increases by 2% per WS. For example:
    Charge Rush >> Skullbreaker >> Firestarter >> Liquid Steel (+2%) >> Burst Strike (4%) >> Stone Shatter (6%) >> Excalibur (8%)
    [When Randergrith is accessible] >> Randergrith (10%)

    Randergrith’s “Aftermath” effect is RNG, and isn’t determined by finisher.

    -
    [Rotation Examples / Other Comments]

    Kept the overall concept simple, nothing too complex, just knowing which Elemental Weakness is best could possibly scramble some brains?

    Examples: [Single Target] There are multiple Single Target Rotations

    Skullbreaker >> Burst Strike >> Stone Shatter = 1 Umbral Enchantment
    Skullbreaker Liquid Steel >> Burst Strike = 1 Astral Enchantment

    [The Mystic Knight has no DoT's]

    AoE Rotation: Judgement >> Glacial Tundra >> Enhanced Judgement >> Ultima Divide = [1/1] Umbral and Astral Enchantment

    (Level 80 Full Rotation Example) Skullbreaker >> Burst Strike >> Stone Shatter >> Dagan >> Excalibur or Ragnarok >> Rendergirth
    Consumes (3 Charges of Astral or Umbral to Execute)

    [Climhazzard]
    Upon using that Ability, and finishing a rotation, the final element is granted to Party member(s) within range. So if the last string of the combo is: Burst Strike self and member(s) will be giving Thunder Enchantment.

    -

    Thanks ahead of time if you did read this! Comment and chime in if you like it or not. Is it too much like other jobs? Could a magical melee DPS work?

    I'd like to thank all those that discussed a Magical Melee DPS in first place in another forum post. There were a plethora of ideas and each of them sounded awesome. This is my own interpretation, feel free to give me feedback.

    With the community feedback I'll keep updating! Thanks FFXIV Community =)

    See y’all in game!

    Pat out.
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    Last edited by PatronasCharm; 10-07-2019 at 08:16 PM.

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