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  1. #1
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100

    Onion Knight (ONK) Limited Job Proposal

    Limited Job in the Tank role

    It emulates the old cross-class system and increases in power based on how many other jobs you have leveled past 50, 60 or 70. It gains additional skills based on which DoW or DoM jobs you have levelled past the thresholds of 30, 40, 50, 60 and 70.
    It has a bare-bones tank skillset for itself, all other skills will come from levelling other jobs. As you have to have levelled at least one other job to 50 in order to unlock Onion Knight, then you’ll have at least three more skills than this when you unlock it, if not more.

    Similar to Blue Mage, you can slot up to 24 different skills, including the Onion Knights 7 default skills, so that’s up to 17 additional skills from other jobs.
    As you can gain four skills from each job, you’re essentially combining about four other jobs into the Onion Knights skillset, but you can also mix and match individual skills if you want. (however some skills have combo or interaction which means you’ll want them together)
    With a level cap of 70 (intended to match BLU when it gets it's next update) and 84 skills to choose from in total, similar to BLU.

    The level 70 skills are Limit Break skills, and only one of them can be equipped at a time and are counted as Role skills, not Job skills, so that they’re available when synced.
    (This goes hand in hand with my suggestion of giving Limit Break spells to BLU at level 70)

    Obviously, the skills from RDM, SAM, GNB and DNC can all be acquired more or less instantly. However anyone who has already levelled all jobs can do this with every job already anyway. The point of this Limited Job (unlike BLU) is not the acquisition of skills, but the implementation of those skills, with the added bonus of incentivising the levelling of multiple jobs and roles, so that players can get to try out other roles. Besides, you still need to actually level up Onion Knight from level 1 to use any of those abilities. Also level sync would apply to all skills, so in a level 30 instance you’d only have access to your level 30 skills. This could be pre-empted for by slotting all of your level 30 skills, etc.
    It essentially brings back the Cross-Class system, without the necessity that you have to level other jobs and roles, because this is purely for Onion Knight, which you can choose not to play as you could always play BLU instead.

    Lore:
    Marcus, former actor and theatre troupe manager with his assistants Weimer and Haagen has arrived in Uldah seeking work. Formerly a member of the Tantalus theatre troupe, he was kicked out for implementing dangerous techniques in his plays that nearly cost the lives of one of his actors. His goal was to imbue a soulstone with the memories of former actors in order to build upon the expertise of multiple actors and enhance the performance, he thought that by working in techniques from real adventurers and warriors that this would give his performances and the performances of any actors who used the soulstone greater authenticity.
    By compiling various techniques and imbuing them to the soulstone, we can create an acting aid that will greatly enhance the realism of the wielders performances!
    Unfortunately, his endeavours almost cost the life of his former lover and co-star Ruby, when a scene involving her getting stabbed in the gut turned a little too realistic. Since then, Marcus has sought to learn more defensive techniques, and tread more carefully when learning offensive techniques, in the hope that his method could be used safely someday in the future.
    Marcus has heard of you the WoL and seeks to learn some techniques from you, and so hires you to impart your knowledge and further learn techniques for him.
    While in Uldah he catches the attention of Royse, who thinks his brand of showmanship may have a place within the Masked Carnivale. A performing Swordsman to complement the performing Magician she already employs.
    As an Onion Knight in the Masked Carnivale, you take up the mantle of a character from one of Marcus's plays, based on the legend of Allagan Onion Knights.
    As it turns out, the soulstone Marcus has been using to compile all of these techniques, is in fact a repurposed processing crystal from an actual Allagan Onion Knight.


    Weapons:
    Lv. 1 Onion Blade
    Physical damage: 6
    Magical damage: 1

    Lv. 50 Onion Sword
    Physical Damage: 3 + 1 for each DoW levelled to 50, up to a max of 7
    Magical damage: 1

    Lv. 60 Royal Sword
    Physical damage: 5
    Magical damage: 1 + 1 for each DoM levelled to 50, up to a max of 5
    2 Materia Slots

    Lv. 70 Tyrfing
    Physical Damage: 3 + 1 for each DoW levelled to 50, up to a max of 7
    Magical damage: 1 + 1 for each DoM levelled to 50, up to a max of 5
    2 Materia Slots


    Default Weaponskills and Abilities:
    Lv. 1 Attack (weaponskill)
    120 potency attack

    Lv. 4 Strike (weaponskill)
    100 potency attack
    Combo: Attack
    Combo potency: 160
    Additional Effect: Increases the potency of your next weaponskill, spell or ability by 10%

    Lv. 10 Kinsman (ability)
    Tank Stance. Increases enmity generation, lowers all damage output by 30%.

    Lv. 15 Cleave (weapon skill)
    100 potency 180-degree front arc AoE attack
    Additional Effect: Increases the potency of your next weaponskill, spell or ability by 10%

    Lv. 20 Pyro (spell)
    100 potency ranged attack
    Addition effect: Increases Enmity when under the effect of Kinsman.
    Cast: Instant MP: 400

    Lv. 50 Taste Steel! (weaponskill)
    100 potency attack
    Combo: Strike
    Combo potency: 200
    Additional Effect: Increases potency by +10 for each DoW or DoM job you have at level 50 or above, up to a maximum of +30.*

    Lv. 60 Poly (ability)
    Reduces incoming damage by 30% for each DoW or DoM job you have at level 50, up to a maximum of 90%.*
    Duration: 10s Recast: 360s


    Default Role Skills:
    Lv. 8 Rampart
    Lv. 15 Provoke
    Lv. 20 Interject
    Lv. 45 Shirk

    *RDM and SAM must be levelled to 60. GNB and DNC must be levelled to 70.



    Job Skills:

    Job Skills (and their related Role Skills) are acquired once you reach the given level with that respective Job.
    Activating them requires you to speak to the respective Job mentor for each job and have them ‘attune’ your soulstones.
    Many of these skills are slightly different to their native counterparts, tweaked slightly to fit the Onion Knight skillset and may have unique skill interactions. (e.g. Souleater now combos from the Onion Knight weaponskill ‘Strike’)

    Tanks:
    Paladin

    Lv. 30 Spirits Within (ability)
    Delivers an attack with a potency of 100.
    Potency increases up to 300 as own HP nears maximum.
    Additional Effect: Restores MP
    Recast: 30s

    Lv. 40 Sentinel (ability)
    Reduces damage taken by 20%.
    Duration: 15s Recast: 120s

    Lv. 50 Cover (ability)
    Take all damage intended for another party member.
    Can only be executed when member is closer than 10 yalms. Does not activate with certain attacks.
    Duration: 12s Recast: 120s

    Lv. 60 Divine Veil (ability)
    Upon HP recovery via healing magic cast by self or a party member, a protective barrier is cast on all party members within a radius of 15 yalms. Duration: 30s
    Barrier Effect: Prevents damage up to 10% of your maximum HP. Duration: 30s
    Effect ends upon additional HP recovery via healing magic. Recast: 120s


    Warrior

    Lv. 30 Berserk (ability)
    Guarantees that all attacks are critical and direct hits. Does not apply to damage over time.
    Duration: 10s Recast: 120s

    Lv. 40 Thrill of Battle (ability)
    Increases maximum HP by 20% and restores the amount increased.
    Duration: 10s Recast: 120s

    Lv. 50 Vengeance (ability)
    Reduces damage taken by 10% and delivers an attack with a potency of 60 every time you suffer physical damage.
    Duration: 15s Recast 120s

    Lv. 60 Infuriate (ability)
    Grants 3 stacks of Nascent Chaos.
    Nascent Chaos Effect: Increases the potency of your next weaponskill by 50.
    Duration: 20s Recast: 120s


    Dark Knight

    Lv. 30 Souleater (weaponskill)
    Delivers an attack with a potency of 100.
    Combo Action: Strike
    Combo Potency: 200
    Combo Bonus: Restores own HP
    Cure Potency: 200

    Lv. 40 Blood Weapon (ability)
    Restores HP and MP upon landing weaponskills or spells.
    Effect does not stack when hitting multiple targets with a single attack.
    Duration: 10s Recast: 120s

    Lv. 50 Dark Mind (ability)
    Reduces magic vulnerability by 30%.
    Duration: 10s Recast: 60s

    Lv. 60 Abyssal Drain (ability)
    Deals unaspected damage with a potency of 200 to target and all enemies nearby it.
    Additional Effect: Restores own HP. Cure Potency: 200
    Recast: 60s


    Gunbreaker

    Lv. 30 Camouflage (ability)
    Reduces physical vulnerability by 30%.
    Duration: 10s Recast: 60s

    Lv. 40 Danger Zone (ability)
    Delivers an attack with a potency of 100.
    Potency increases up to 400 as own HP nears zero.
    Recast: 30s

    Lv. 50 Aurora (ability)
    Grants Regen to target.
    Cure Potency: 200
    Duration: 18s Recast: 120s

    Lv. 60 Gnashing Fang (weaponskill)
    Delivers an attack with a potency of 400.
    Additional Effect: Resets the cooldown of Danger Zone.
    Recast: 60s


    Tank Role Skills
    Lv. 30 Reprisal
    Lv. 50 Arms Length

    Lv. 70 Knight’s Fourth Wall (ability)
    Reduces damage received for all party members by 80%. Duration: 10s
    Use of this skill reduces the party’s limit gauge by 1.


    Healers:
    White Mage

    Lv. 30 Cure (spell)
    Restores targets HP. Cure potency: 400
    Cast 1.5s MP: 2000

    Lv. 40 Curaga (spell)
    Restores HP of target and all party members nearby target. Cure Potency: 500
    Cast 2.5s MP: 3000

    Lv. 50 Benediction (ability)
    Restores 25% of targets HP for each DoW or DoM job you have at level 50 or above.
    Recast 180s

    Lv. 60 Assize (ability)
    Deals unaspected damage with a potency of 200 to all nearby enemies.
    Additional Effect: Restores own HP and the HP of nearby party members. Cure Potency: 200
    Recast: 60s


    Scholar

    Lv. 30 Bio (spell) (shared with Summoner)
    Deals unaspected damage over time. Potency: 30
    Cast: Instant Duration: 30s MP: 500

    Lv. 40 Bane (ability) (shared with Summoner)
    Spreads a target's Bio and Windbite effects to nearby enemies.
    Potency is reduced by 50% for all remaining enemies.
    Duration: Full duration of original effects
    No effect if target is not suffering from Bio or Windbite effects inflicted by you.
    Recast: 30s

    Lv. 50 Sacred Soil (ability)
    Creates a designated area in which party members will only suffer 90% of all damage inflicted.
    Additional Effect: Regen Cure Potency: 100
    Duration: 15s Recast: 120s

    Lv. 60 Excogitation (ability)
    Grants self or target party member the effect of Excogitation, restoring HP when member's HP falls below 50% or upon effect duration expiration. Cure Potency: 500
    Duration: 30s Recast: 120s


    Astrologian

    Lv. 30 Diurnal Sect (ability)
    Increases Healing Received by 10% and adds Regen to certain actions.
    Duration: 30s Recast 60s

    Lv. 40 Aspected Helios (spell)
    Restores own HP and HP of all nearby party members. Cure Potency: 200
    Diurnal Sect Effect: Regen Cure Potency: 100 Duration: 15s
    Nocturnal Sect Effect: Shield totalling 150% of HP restored Duration: 30s
    Cast: 1.5s MP: 3000

    Lv. 50 Nocturnal Sect (ability)
    Increases Healing potency by 10% and adds Shields to certain actions.
    Duration: 30s Recast 60s

    Lv. 60 Celestial Opposition (ability)
    Restores own HP and the HP of all nearby party members. Cure Potency: 200
    Diurnal Sect Effect: Regen. Cure Potency: 100 Duration: 15s
    Nocturnal Sect Effect: Erects a magicked barrier which nullifies damage equalling 150% of the amount of HP restored. Duration: 30s
    Can only be executed while under the effect of Diurnal Sect or Nocturnal Sect. Recast: 60s


    Healer Role Skills
    Lv. 30 Esuna
    Lv. 50 Raise

    Lv. 70 Seer’s Soliloquy (ability)
    Restores 90% of each party members maximum HP.
    Use of this skill reduces the party’s limit gauge by 1.


    Melee DPS:
    Monk

    Lv. 30 Fists of Earth (ability)
    Reduces damage received by 10%
    Duration: 40s Recast: 120s

    Lv. 40 Fists of Wind (ability)
    Increases movement speed and reduces weaponskill and spell recast times by 10%.
    Duration: 40s Recast: 120s

    Lv. 50 Fists of Fire (ability)
    Increases physical damage dealt by 10%
    Duration: 40s Recast: 120s

    Lv. 60 Meditation (ability)
    Grants a stack of meditation. Once 3 stacks of Meditation have been gained, becomes Forbidden Chakra.
    Recast: 10s

    Forbidden Chakra (ability)
    Delivers an attack with a potency of 400.
    This action cannot be assigned to a hotbar.


    Dragoon

    Lv. 30 Life Surge (ability)
    Ensures critical damage for first weaponskill used while Life Surge is active. Effect cannot be applied to damage over time.
    Additional Effect: Absorbs a portion of any critical damage dealt via weaponskills as HP and MP
    Duration: 10s Recast: 120s

    Lv. 40 Jump (ability)
    Delivers a jumping attack with a potency of 200. Returns you to your original position after the attack is made.
    Additional Effect: Grants Dive Ready. Cannot be executed while bound.
    Duration: 15s Recast: 30s

    Lv. 50 Dragonfire Dive (ability)
    Delivers a jumping fire-based attack with a potency of 200 to target and all enemies nearby it.
    Can only be used when Dive Ready. Cannot be executed while bound.
    Recast: 30s

    Lv. 60 Blood of the Dragon (ability)
    Increases the potency of Jump and Dragonfire Dive by 20%.
    Additional Effect: Absorbs a portion of any critical damage dealt via abilities as HP and MP
    Duration: 10s Recast: 120s


    Ninja

    Lv. 30 Fuma Shuriken (ability)
    Delivers a ranged ninjutsu attack with a potency of 100.
    Additional Effect: Stun Duration: 3s
    Recast: 30s Shares a recast with Raiton and Suiton.

    Lv. 40 Raiton (ability)
    Deals lightning damage with a potency of 300 to target.
    Recast: 30s Shares a recast with Fuma Shuriken and Suiton.

    Lv. 50 Suiton (ability)
    Deals water damage with a potency of 200.
    Additional Effect: Grants Suiton
    Suiton Effect: Increases the potency of your next three weaponskills by 10% Duration: 10s
    Recast: 30s Shares a recast with Fuma Shuriken and Raiton.

    Lv. 60 Assassinate (ability)
    Delivers an attack with a potency of 200.
    Potency increases up to 600 as targets HP nears zero.
    Additional Effect: Guarantees critical damage is inflicted if under the effect of Suiton.
    Recast: 60s


    Samurai

    Lv. 30 Third Eye (ability)
    Reduces the amount of damage taken by the next attack by 10%. Duration: 3s
    Additional Effect: Grants Eyes Open when hit. Duration: 15s
    Recast: 20s

    Lv. 40 Meikyo Shisui (ability)
    Execute up to 3 weaponskill combos without meeting combo prerequisites.
    Duration: 10s Recast: 90s

    Lv. 50 Merciful Eyes (ability)
    Instantly restores own HP. Cure Potency: 200
    Can only be executed while under the effect of Eyes Open.

    Lv. 60 Seigan (ability)
    Delivers an attack with a potency of 400.
    Can only be executed while under the effect of Eyes Open.


    Melee Role Skills
    Lv. 30 Feint
    Lv. 50 Bloodbath

    Lv. 70 Fighter’s Cue (ability)
    Delivers an attack with a potency of 1500.
    Use of this skill reduces the party’s limit gauge by 1.


    Physical Ranged DPS:
    Bard

    Lv. 30 Windbite (weaponskill)
    Deals wind damage with a potency of 60.
    Additional Effect: Wind damage over time. Potency: 40 (can be spread by Bane)
    Duration: 30s

    Lv. 40 Army’s Paeon (ability)
    Deals unaspected damage with a potency of 100.
    Additional Effect: Grants Army's Paeon to all party members within 30 yalms, increasing their direct hit rate by 3%
    Duration: 15s Recast: 60s

    Lv. 50 Battle Voice (ability)
    Increases direct hit rate of all nearby party members by 10%.
    Can only be executed while singing Army's Paeon. Shares a recast with Pitch Perfect.
    Duration: 10s Recast: 50s

    Lv. 60 Pitch Perfect (ability)
    Delivers an attack with a potency of 400
    Can only be executed while singing Army's Paeon. Shares a recast with Battle Voice.
    Recast: 50s


    Machinist

    Lv. 30 Gauss Slash (ability)
    Delivers an attack with a potency of 100. Maximum Charges: 3
    Recast: 30s

    Lv. 40 Hypercharge (ability)
    Releases the energy building within you, causing your sword to become Overcharged with aether, increasing the potency of single-target weaponskills and spells by 20.
    Duration: 8s Recast: 120s

    Lv. 50 Heat Slash (weaponskill)
    Delivers an attack with a potency of 140.
    Additional Effect: Reduces the recast time of both Gauss Slash and Ricochet by 15s
    Can only be executed when sword is Overcharged.
    Recast timer cannot be affected by status effects or gear attributes. Recast: 1.5s

    Lv. 60 Ricochet (ability)
    Deals damage to all nearby enemies with a potency of 100 for the first enemy, and 50% less for all remaining enemies. Maximum Charges: 3
    Recast: 30s


    Dancer

    Lv. 30 Bladeshower (weaponskill)
    Delivers an attack with a potency of 100 to all nearby enemies.
    Combo Action: Cleave
    Combo Potency: 150
    Combo Bonus: 20% chance of granting Flourishing Shower
    Duration: 20s

    Lv. 40 Bloodshower (weaponskill)
    Delivers an attack to all nearby enemies with a potency of 300 for the first enemy, and 50% less for all remaining enemies. Can only be executed while under the effect of Flourishing Shower.
    Additional Effect: Increases damage dealt by party members by 5%. Duration: 10s

    Lv. 50 En Avant (ability)
    Quickly dash 10 yalms forward. Maximum Charges: 3 Cannot be executed while bound.
    Recast: 30s

    Lv. 60 Shield Samba
    Reduces damage taken by self and nearby party members by 10%.
    Duration: 10s Recast: 90s


    Ranged Physical Role Skills

    Lv. 30 Leg Graze
    Lv. 50 Peloton

    Lv. 70 Ranger’s Rehearsal (ability)
    Delivers an attack with a potency of 1000 to all targets within a line AoE.
    Use of this skill reduces the party’s limit gauge by 1.


    Magical Ranged DPS:
    Black Mage

    Lv. 30 Scathe (spell)
    Deals unaspected damage with a potency of 120
    Additional Effect: 20% chance potency will double
    Combo Action: Pyro
    Combo Bonus: 60% chance potency will double
    Cast: Instant MP: 500

    Lv. 40 Freeze (spell)
    Deals ice damage with a potency of 100 to target and all enemies nearby it.
    Additional Effect: Reduces the MP cost of your next spell by 50%. Duration: 10s
    Cast: 1.5s MP: 1000

    Lv. 50 Flare (spell)
    Deals fire damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 50% less for all remaining enemies.
    Additional Effect: Increases the potency of your next spell by 20%. Duration: 10s
    Cast: 3s MP: 5000

    Lv. 60 Enochian (ability)
    Increases magic damage dealt by 10%
    Duration: 40s Recast: 120s


    Summoner

    Lv. 30 Bio (spell) (shared with Scholar)
    Deals unaspected damage over time. Potency: 30
    Cast: Instant Duration: 30s MP: 500

    Lv. 40 Bane (ability) (shared with Scholar)
    Spreads a target's Bio and Windbite effects to nearby enemies.
    Potency is reduced by 40% for all remaining enemies.
    Duration: Full duration of original effects
    No effect if target is not suffering from Bio or Windbite effects inflicted by you.
    Recast: 30s

    Lv. 50 Summon Ifrit (ability)
    Summons an Ifrit-Egi to fight by your side.
    Duration: 60s Recast: 90s

    Lv. 60 Enkindle (ability)
    Commands pet to use its signature attack. Can only be executed while in combat.
    Recast: 30s

    Burning Strike (spell)
    Deals fire damage with a potency of 70.
    This action cannot be assigned to a hotbar.

    Inferno (ability)
    Deals fire damage with a potency of 300 to all enemies in a cone before it.
    This action cannot be assigned to a hotbar.


    Red Mage

    Lv. 30 Corps-a-corps (ability)
    Rushes target and delivers an attack with a potency of 140.
    Additional Effect: Increases the potency of your next weaponskill by 10%.
    Cannot be executed while bound.
    Recast: 60s

    Lv. 40 Displacement (ability)
    Delivers an attack with a potency of 140. 15-yalm backstep
    Additional Effect: Increases the potency of your next spell by 10%.
    Cannot be executed while bound.
    Recast: 60s

    Lv. 50 Acceleration (ability)
    Ensures the next three viable spells will grant you the effect of Dualcast
    Dualcast Effect: Your next spell will have no cast time.
    Duration: 20s Recast: 120s

    Lv. 60 Manafication (ability)
    Recovers 50% of your current MP.
    Recast: 120s


    Magical Ranged Role Skills
    Lv. 30 Addle
    Lv. 50 Swiftcast

    Lv. 70 Mage’s Monologue (ability)
    Delivers an attack with a potency of 1000 to all targets within a circle AoE.
    Use of this skill reduces the party’s limit gauge by 1.



    Plus, a new feature to make both ONK and BLU more worthwhile...

    Limited Roulette:
    A new roulette option in the duty finder, listed below Frontlines.
    You enter into a random Trial or Dungeon up to level 70 with other limited job players. Light parties have to have at least one Onion Knight and at least one Blue Mage, but the other two slots can be either. Full parties have to have at least two of each but the other four slots can be either.
    Rewards include Bonus EXP, Gil, Poetics and Allied Seals/Centurio Seals depending on the level of the duty.
    Would help fill the Blue Mage log and the new Onion Knight log.
    (0)
    Last edited by Seraphor; 09-24-2020 at 05:19 PM.

  2. #2
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,252
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Any possibility of an Onion Knight or 'Bare' class in the game was in 1.0's very early development where SE considered a basic 'Adventurer' class (abbreviation 'SPC') that was literal bare handed and presumedly could equip anything. But nothing ever came of it when 1.0 was eventually released.

    As it is Onion gear is already in the game as equipment that any class (or in some circumstances, certain existing classes) can equip (Onion Helm was a bonus item included with the 1.0 Collector's Edition, Red Onion Helm and Peregrine Helm are very rare Venture possibilities, the rest of the Onion Set is also found this way, the Onion Shield for GLA/PLD that is bought with Tomes of Poetics, and then there is the seperate Onion set for LNC/DRG that is found in the Labyrinth of the Ancients), so it's therefore pretty clear that precludes the actual Onion Knight Job appearing in the game (lore wise Onion Knights were actually not a class in Eorzea but robots used by the Allagan Empire, so that's another nail in the coffin I'm afriad).
    (3)
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  3. #3
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Enkidoh View Post
    Any possibility of an Onion Knight or 'Bare' class in the game was in 1.0's very early development where SE considered a basic 'Adventurer' class (abbreviation 'SPC') that was literal bare handed and presumedly could equip anything. But nothing ever came of it when 1.0 was eventually released.

    As it is Onion gear is already in the game as equipment that any class (or in some circumstances, certain existing classes) can equip (Onion Helm was a bonus item included with the 1.0 Collector's Edition, Red Onion Helm and Peregrine Helm are very rare Venture possibilities, the rest of the Onion Set is also found this way, the Onion Shield for GLA/PLD that is bought with Tomes of Poetics, and then there is the seperate Onion set for LNC/DRG that is found in the Labyrinth of the Ancients), so it's therefore pretty clear that precludes the actual Onion Knight Job appearing in the game (lore wise Onion Knights were actually not a class in Eorzea but robots used by the Allagan Empire, so that's another nail in the coffin I'm afriad).
    I don't see how that's a 'nail in the coffin' at all.
    BLU mage starts with pre-existing gear, your starting ONK gear could be an alternate version of this same Onion Knight set that's already in the game, with the level 50 gear being an updated version. And if you'll read the 'Lore' section, there's plenty of scope for Marcus to base his concept on the legend of Allagan Onion Knights.

    EDIT: and there you go, I've added a bit to the Lore section to account for this.
    (0)
    Last edited by Seraphor; 07-14-2020 at 08:32 PM.

  4. #4
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    OP, the problem with your Onion Knight proposal is that because it gets powers from the other jobs you've levelled you don't play as ONK to progress as ONK.
    Hell, even the average player will have at least a good third to half of its kit unlocked when they pick it up.
    (3)

  5. #5
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ItMe View Post
    OP, the problem with your Onion Knight proposal is that because it gets powers from the other jobs you've levelled you don't play as ONK to progress as ONK.
    Hell, even the average player will have at least a good third to half of its kit unlocked when they pick it up.
    That's the entire point of it. As a Limited Job, it has a non-conventional growth system.
    In this case it outsources it's growth to other jobs. ONK content IS all of the other jobs, just as Onion knight has always been. Even the skills themselves are already animated, the work is done already, it's a non-intensive development.
    It incentivises people to play and level other jobs, instead of just sticking to one throughout the entire game. Building upon the games ability to multi-class one character.
    It shifts attention from BLU's hunting down skills, to actual gameplay content with the Limited Jobs, invoking the need for Limited job gameplay content outside of hunting down Blue Magic spells. By sharing this content with BLU, both gain from it. A more involved Masked Carnivale, a Limited Job Roulette, perhaps even Limited Job Deep Dungeon access, etc.
    It places more focus on combining skills from different jobs. Such as Bane being able to spread BRD's Windbite, or combining Berserk with DRG's Life Surge or Blood of the Dragon, using SAM's Meikyo Suishi to spam Souleater, rotating through Fists of Fire for physical damage boost and Enochian for a magical damage boost when needed, utilising Dualcast from RDM's Acceleration to fire off intsant Flares from BLM, etc.
    (0)
    Last edited by Seraphor; 07-14-2020 at 08:38 PM.

  6. #6
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Seraphor View Post
    It shifts attention from BLU's hunting down skills, to actual gameplay content with the Limited Jobs, invoking the need for Limited job gameplay content outside of hunting down Blue Magic spells.
    Like what?
    It sounds like you couldn't just have it run existing content like BLU, because being able to build your own class would trivialize all existing content.
    Even something as simple as building DRK's kit but adding lucid dreaming would be nuts.
    If the point is to focus on the content you'd use something like this for, can you explain what kind of stuff you have in mind?
    (2)

  7. #7
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ItMe View Post
    Like what?
    Literally the next couple sentences after you cut off my quote.

    Quote Originally Posted by ItMe View Post
    It sounds like you couldn't just have it run existing content like BLU, because being able to build your own class would trivialize all existing content.
    Even something as simple as building DRK's kit but adding lucid dreaming would be nuts.
    If the point is to focus on the content you'd use something like this for, can you explain what kind of stuff you have in mind?
    Did you read through the skills in the concept in the first post?
    Of the 4 DRK skills this ONK would get, none of them use MP.

    I admit the skillset I laid out may not be completely balanced, between stacking damage reductions and damage increases (some of which is entirely intentional just as BLU has things like Whistle and Final Sting) there could be combos that would be a bit too OP, but the concept is that it would be no more OP than BLU already is.
    (0)
    Last edited by Seraphor; 07-14-2020 at 10:54 PM.

  8. #8
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Seraphor View Post
    Did you read through the skills in the concept in the first post?
    Of the 4 DRK skills this ONK would get, none of them use MP.

    I admit the skillset I laid out may not be completely balanced, between stacking damage reductions and damage increases (some of which is entirely intentional just as BLU has things like Whistle and Final Sting) there could be combos that would be a bit too OP, but the concept is that it would be no more OP than BLU already is.
    I understand that in your ONK breakdown the 4 DRK skills ONK would get wouldn't use MP. That's not my point.
    I was trying to illustrate how even small changes to the jobs as they are cause them to become many times more powerful, so being able to build your own (even if you're limited by what skills you can pick) would created super powerful characters.


    Quote Originally Posted by Seraphor View Post
    Literally the next couple sentences after you cut off my quote.
    As for my "Like what?" question.
    You said that ONK could "By sharing this content with BLU, both gain from it. A more involved Masked Carnivale, a Limited Job Roulette, perhaps even Limited Job Deep Dungeon access, etc."
    What I was trying to illustrate is that I don't believe this sort of stuff would be appropriate for ONK.
    An ONK version of the masked carnival? Cool. That's content that meets ONK where it's at.
    But your other suggestions... like I said, I feel your ONK would just trivialize all content not made for it.
    Rereading my post, I wasn't clear. I was asking you what other kind of custom content you think they could make for this ONK.
    (2)

  9. #9
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ItMe View Post
    I understand that in your ONK breakdown the 4 DRK skills ONK would get wouldn't use MP. That's not my point.
    I was trying to illustrate how even small changes to the jobs as they are cause them to become many times more powerful, so being able to build your own (even if you're limited by what skills you can pick) would created super powerful characters.
    Literally already exists in Blue Mage, 84 skills, and you make a build with 24 of them.
    This ONK even has exactly 84 skills, which is by complete chance as I only just totalled them up. (although this is based on a level cap of 70, once BLU gets to 70 I expect it'll have more like 94-99 skills, so this ONK actually has fewer skills than BLU would)
    So long as those 84 skills are balanced, which is the goal, then there's no issue.

    BLU has an abundance of offensive spells which are all very similar with some status spells and a splattering of utility, ONK would have it's skillset weighted more towards tank and healer skills, with more damage reduction, healing and support. Such as taking Third Eye from Samurai, which would fit perfectly on a tank.
    Instead of having a bunch of status spells and instant death spells to trivialise content, it can stack up multiple personal mitigations to aid its survival and use things like regens and party mitigation, with a couple of party buffs thrown in on top.

    Quote Originally Posted by ItMe View Post
    As for my "Like what?" question.
    You said that ONK could "By sharing this content with BLU, both gain from it. A more involved Masked Carnivale, a Limited Job Roulette, perhaps even Limited Job Deep Dungeon access, etc."
    What I was trying to illustrate is that I don't believe this sort of stuff would be appropriate for ONK.
    An ONK version of the masked carnival? Cool. That's content that meets ONK where it's at.
    But your other suggestions... like I said, I feel your ONK would just trivialize all content not made for it.
    Rereading my post, I wasn't clear. I was asking you what other kind of custom content you think they could make for this ONK.
    How?

    Limited Roulette: Matches up other Limited Job players.
    BLU can already run any duty content at its level, it just can't use DF for it, this would be an avenue for Limited Jobs to use DF. With ONK being just as balanced as BLU, pairing them up shouldn't be an issue. Even if the content ends up being more chaotic and messy, because of the inherent range of skillsets and ability between BLU and then ONK players, as it would be it's own roulette option players would know what they're getting in for, just as they do for MSQ roulette or Mentor roulette, you know it's a gamble. But the upside is that you could use it to tick off the BLU Log or the ONK Log gradually over time without having to PF everything.

    Limited Jobs in Deep Dungeons.
    Deep Dungeons are already trivial for groups up to a level, but even if Limited Jobs would trivialise it more, I'd suggest making it a seperate avenue. Have Limited Jobs partaking in Deep Dungeons separated off form the other jobs, just as they are in other duties, and have the 'Limited PotD' or 'Limited HoH' when we get there give out different rewards.

    These aren't even ONK specific, they're desperately needed content for Limited Jobs, even if that remains only BLU.
    (0)
    Last edited by Seraphor; 07-15-2020 at 01:49 AM.

  10. #10
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    I dig the idea of a mime/onion knight "build-a-class" limited job, definitely. would be real fun to theorycraft builds and solo content with at the very least.
    (1)

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