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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,978
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Psychic (Tank)

    *Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form.*

    Psychic (PSY)
    Damage-Decreasing Caster Tank
    Weapon: Crystal Cores, Floating crystals that allow the user to control the flow of aether with their mind
    Attack: Blunt, Long-Range
    Armor: Casting
    Role Action: Tanking
    Limit Break: Excellence (Tanking)
    Inspiration: Psychic from X-2, Kuja from IX and Dissidia, Mutants from Legend



    TL;DR version
    Defensive-kit focuses on barriers and reducing the damage enemies can do.
    Gain stacks while in Tank-stance that decreases damage you take but are also used as a cost for certain abilities.
    Offensive-kit is focused on gaining one-of-two types of stacks randomly from your basic spells to unlock other spells and abilites in lieu of weaponskill combos.
    All spells are insta-cast, ranged (along with your auto-attack), and cost MP (even if they have a stack cost).
    Has a small amount of CC for dungeon runs.

    Special Mechanic
    Thought Stacks
    In place of weaponskill combos, Psychic gain a Thought Stack from their basic spells, Mind Blast and Psychic Bomb, which then give them access to their other spells and abilities.
    There are two types of thought Stacks: Dark Thoughts and Tranquil Thoughts. Basic spells will randomly give you one.
    Strike Energy, and Psyche Shift will switch the users current Thought stack to the other.

    Psychokinesis and Psychokinetic Stacks
    While under the effect of their ability Psychokinesis, Psychics can absorb the kinetic energy of their enemies' attacks and store them as Psychokinetic energy then unleash that energy back onto said enemy.
    Additionally, Psychokinetic stacks decreases damage the holder takes by 2% per stack.
    A Psychic can hold up to 5 Psychokinetic Stacks.

    Skills

    Thought Skills
    -Burst Energy: GCD Spell. Uses up the user's Thought stack. Damage all enemies with in 5 yalms of the user. Additionally, Restores MP. Potency of 200. Instant cast time. 2.5 second recast.
    -Fission: GCD Spell. Uses up a Dark Thought stack. Damage a selected target. Potency of 550. Instant cast time. 2.5 second recast.
    -Mind Blast: GCD Spell. Damage a selected target. Additionally, Grants the user a random Thought Stack. Potency of 200. Instant cast time. 2.5 second cooldown.
    -Osmosis: GCD Spell. Uses up a Tranquil Thought stack. Damage a selected target. Additionally, Restores MP. Potency of 400. Instant cast time. 2.5 second cooldown.
    -Psychic Bomb: GCD Spell. Damage all enemies with in 5 yalms of the user. Additionally, grants the user a random Thought Stack. Potency of 150. Instant cast time. 2.5 second cooldown.
    -Pyrokinesis: GCD Spell. Uses up a Dark Thought stack. Damage a selected target. Additionally, deals unaspected damage to the target over 21 seconds. Potency of 100 for burst, 90 for DoT. Instant cast time. 2.5 second cooldown.
    -Strike Energy: GCD Spell. Uses up the user's Thought Stack. Damage a selected target. Additionally, grants the user the opposite Thought Stack then what they used. Potency of 300. Instant cast time. 2.5 second cooldown.
    -Empathy: oGCD Spell. Uses a Tranquil Thought stack. Decrease damage a selected target does by 5% for 4 seconds. Instant cast time. 50 second cooldown.
    -Psyche Shift: oGCD Ability. Changes the user's Thought to the opposite. Instant cast time. 30 second cooldown.
    -Thought Materialization: oGCD Ability. Uses up the user's Thought stack. Grant the user a buff for 15 seconds depending on what Thought stack was used. Instant cast time. 90 second cooldown. Shares a cooldown with Thought Projection.
    Dark Thought: Increase damage the user does by 20%.
    Tranquil Thought: Decrease damage the user receives by 20%.
    -Thought Projection: oGCD Ability. Uses up the user's Thought stack. Grant a selected partymember a buff for 10 seconds depending on what stack was used.. Instant cast time. 90 second cooldown. Shares a cooldown with Thought Materialization.
    Dark Thought: Decreases Physical Damage Taken by 20%.
    Tranquil Thought: Decreases Magical Damage Taken by 20%.

    Psychokinetic Skills
    -Black Hole: oGCD Ability. Damage all enemies with in 10 yalms of the user. Additionally, if the user has Psychokinesis activated and has any Psychokinetic Stacks, use up one and draw all damaged enemies towards the user. Potency of 200. Instant cast time. 60 second cooldown.
    -Bubble: oGCD Ability. Uses up all the user's Psychokinetic stacks. Place a barrier on a selected partymember that will absorb damage equal to 5% of the user's Max HP per Psychokinetic stacks used. for 20 seconds. Afterwards, damage all enemies with in 5 yalms of the target. Potency of 200. Instant cast time. 90 second cooldown.
    -Inertia :oGCD Ability. Uses up all the user's Psychokinetic stacks. Restore the user's MP by 500 per stack used and HP by a potency of 250 per stack used. Instant cast time. 90 second cooldown.
    -Maser: oGCD Ability. Uses one of the user's Psychokinetic stacks. Damage a selected target and all enemies with in 5 yalms of them. Potency of 200. Instant cast time. 30 second cooldown.
    -Psionic Charge: oGCD Ability. Grant the user 5 Psychokinetic stacks. Instant cast time. 200 second cooldown.
    -Telekinesis: oGCD Ability. Damage a selected target. Additionally, if the user has Psychokinesis activated and has any Psychokinetic stacks, use up one and draw the target towards the user. Potency of 700. Instant cast time. 30 second cooldown.

    Defensive Skills
    -Blink: oGCD Ability.For 8 seconds, if the user receives damage and has any Psychokinetic stacks, they will loss a stack and take 0 damage. Instant cast time. 360 second cooldown.
    -Clairvoyance: oGCD Ability. For 15 seconds, whenever the user receives damage, restore 15% of that damage back to their HP. Instant cast time. 60 second cooldown.
    -Psychic Shell: oGCD Ability. For 15 seconds, all partymembers with in 8 yalms of the user will only receive 90% of damage they take. Instant cast time. 90 second cooldown.
    -Psychokinesis: oGCD Ability. Stance. While activated, decrease damage the user receives by 40% and significantly increase enmity generated. Additionally, when the user receives a total amount of damage that equals 8% of their maximum HP, they gain a Psychokinetic stack. Instant cast time. 10 second cooldown.
    -Reverse: oGCD Ability. Heal the user's own HP. Additionally, places a barrier on the user that absorbs damage equal to double the amount healed. Potency of 600. Instant cast time. 90 second cooldown.
    -Telepathy: oGCD Ability. Reduce damage a selected target does by 15% for 6 seconds. Instant cast time. 25 second cooldown.

    Other Skills
    -Brainstorm: oGCD Ability. Stun all enemies with in 5 yalms of the user for 4 seconds. Instant cast time. 15 second cooldown.
    -Warpstep: oGCD Ability. Rushes the user next to a selected enemy or partymember (must be with in 15 yalms or less). Instant cast time. 30 second cast time.

    Skill Levels
    1. Mind Blast
    2. Thought Materialize
    2. Psyche Shift
    4. Strike Energy
    6. Psychic Bomb
    10. Psychokinesis
    15. Telekinesis
    26. Maser
    30. Fission
    30. Empathy
    38. Warpstep
    40. Brainstorm
    45. Black Hole
    50. Blink
    54. Burst Energy
    56. Telepathy
    60. Bubble
    62. Psychokinesis
    64. Clairvoyance
    68. Inertia
    70. Psionic Charge
    72. Osmosis
    74. Reverse
    76. Psychic Shell
    80. Thought Projection
    (4)
    Last edited by Mimilu; 07-04-2020 at 12:16 AM.

  2. #2
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,978
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    I've only just started leveling tanks, so my tanking knowledge is limited.
    I just wanted to see if I could make the concept of a caster-tank work. >w>
    (1)

  3. #3
    Player
    Anienai's Avatar
    Join Date
    Sep 2013
    Location
    Camp Bluefrog
    Posts
    1,579
    Character
    Anienai Talenca
    World
    Zalera
    Main Class
    Marauder Lv 100
    A Sebastian Shaw type tank! I love it!

    -Powers and abilities
    Shaw is a mutant with the unique ability to absorb all kinetic and thermal energy directed at him and use it to augment his strength, speed, stamina and recuperation capabilities to superhuman levels.
    (0)
    Warriors are forged in fire. It is the privilege of lesser tanks to light the flame.-
    I was grateful to you for sharing your time with me during those very unstable times. I still remember the dazzlingly bright morning sunlight after a long night.-
    Quote Originally Posted by Illmaeran View Post
    Roe, no question. Why be a kitten when you can be a goddess?

  4. #4
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Caster tanks would still have to be in melee range for the entirety of the fight. You can't have mobs running around willy nilly because you'd drive melee dps up the wall.
    (1)

  5. #5
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,978
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Caster tanks would still have to be in melee range for the entirety of the fight. You can't have mobs running around willy nilly because you'd drive melee dps up the wall.
    That's a given.
    Mobs run to you when you aggro them anyway, so I figured it wouldn't be that much of an issue.
    I did it mostly for flavor to differentiate this from the rest of the tanks and to make it feel more caster-like. It also removes the need for a kiting/pulling skill because now all your offensive spells can fill that role.
    (0)

  6. #6
    Player
    Edax's Avatar
    Join Date
    May 2018
    Location
    Shirogane, W15 P60
    Posts
    2,002
    Character
    Edax Royeaux
    World
    Leviathan
    Main Class
    Samurai Lv 90
    I remember playing a Bounty Hunter tank in SWTOR, not exactly a "caster-tank" but it was a ranged tank. Tanks won't do well with cast bars because they need to react quickly to get aggro.
    (0)

  7. #7
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,978
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Edax View Post
    Tanks won't do well with cast bars because they need to react quickly to get aggro.
    That was my thought when making all the spells instacast.
    (0)

  8. #8
    Player
    WhiteArchmage's Avatar
    Join Date
    Jun 2015
    Posts
    1,455
    Character
    Samniel Atkascha
    World
    Faerie
    Main Class
    Dancer Lv 90
    I like the concept, and how the skills are more about pulling enemies towards you rather than moving yourself to them. I'd say, however, move Blink to lvl 50 (as that looks like the Tank Invuln skill) and either Warpstep lower (Like Shukuchi), or learn both skills at the same level (Like En Avant and Aetherial Manipulation).

    Also, Kuja's playstyle was my favorite in OG Dissidia and 012
    (1)

  9. #9
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,238
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Magic tank?
    I'm already sold, no need to read more. '3'
    (0)

  10. #10
    Player
    MariaArvana's Avatar
    Join Date
    Nov 2018
    Posts
    347
    Character
    Maria Rubrum
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    While you mentioned your tanking knowledge is limited, I do like the idea you've put forward, but there's a few main issues that I see with how you've designed it:

    1) Given that Tank mastery already gives 20% mitigation passively, having Psychokinesis give an additional 40% on top of that is ridiculously OP. Where the other tanks are only running around with 20% mit passively, your tank is running around with 52% damage mitigation passively between tank mastery + the 40%. the 40% would need to be dropped HARD.

    2) Blink is kinda...extremely weak compared to other tank invulns. Mostly in that it offers no protection against moves that deal a million damage that the other tanks can invuln. (Let's use Ultimate Alexander for example. While the other three tanks can take Punishing heat + the three Divine spear tankbusters back to back due to their invulns nullifying the magic vuln from Punishing heat, your tank would get obliterated on the first Divine spear since with the magic vuln, they take like 900k+ damage and 300% HP barrier ain't saving them at all.

    Another example would be Shiva. With several strats involving tanks invulning Morn Afah's, even with a 300% barrier, your tank would drop dead due to a solo-stack morn afah dealing 700k+ damage where the other 4 tanks would have no issues invulning it.

    An alternative I could suggest is to make it so that for those 8s, you take 0 damage if you have a Psychokinetic stack, but it consumes one stack per damage you take. That way it fits in with your job idea, would require resource management, and isn't just a copy-paste of Bolide/Hallowed, while offering the same protection the other tank vulns do.

    3) Assuming I'm reading it right, i would make thought projection the 20% mitigation to a party member only, or change the offensive one to something defensive, like a barrier. Giving it an offensive option that can be given to allies means Thought materialization is obsolete and will NEVER be used by any competent tank, since the 20% damage boost on an ally is way too strong to not use it in every situation unless the alternative is you die without that 20% damage reduction. Damage is absolute king and will obsolete Thought projection & materialization into only ever giving damage boosts to allies and nothing else. READ: How 'the balance' completely dominated every single card on AST in stormblood to the point that it was the only "worthwhile" pull outside of very fringe cases.

    4) Minor nitpick, but I hope by inertia you meant 500 potency and not 500 as a flat number, or this skill will require constant re-adjustment as 500 HP will be obsolete come next expansion, and is kinda already obsolete in this one.
    (2)

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