Page 1 of 2 1 2 LastLast
Results 1 to 10 of 18
  1. #1
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80

    Do you think the Magic Knight Job is too redundant?

    For context, the Magic Knight (aka, Rune Fencer, Spellblade and some combinations of he above) is a Job that uses magics to enchant their weapons, usually with elemental spells.

    Red Mage however is a class that not only also uses a sword and elemental spells, but in this game also enchants the sword. On top of that Elemental affinities had been depreciated for a while now outside of Limited Jobs.

    With all that in mind, do you think that the Magic Knight class is too redundant for implementation as a full job (and likewise that RDM is in a similar scenario as BRD being an amalgamation of two Jobs) or do you think they can be differentiated in some form?
    (0)

  2. #2
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Well...pld and drk are also "magic knights" so I guess magic knight-the hypothetical addition of it-is redundant.
    (10)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  3. #3
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,104
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    I would say yes.

    I see a lot of threads where people say something like "I wish we had X job" when the lore for that job or the core identity is baked into another existing one, and the only thing really different is the name it goes by. Additionally there are simply some core design aspects of jobs that exist in other games that don't work here either because the job won't fit into the paradigm of strictly tank/healer/DPS and thus the job has to becomes something different with aspects of that other job baked in (see astrologian and time mage) or because the identity of the job is baked too heavily into things that don't matter in XIV like elemental affinity (as you stated)

    The act of enchanting your sword to do damage is part of the red mage gameplay in this game, and so to create another enchanted sword job would start to step on the toes of that job's identity.
    (5)

  4. #4
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,140
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    A Disciple of Magic who uses one of the three melee DD gear sets could be easily differentiable from RDM by being the opposite of what a RDM is: a mostly melee DD who occasionally casts ranged spells. And even though elemental damage means nothing mechanically, the various elements can still be present in their attacks by providing various effects similar to how BLM doesn't deal elemental damage but the elements have meaningful effects on their job mechanics and rotation. Bonus points if they actually make significant use of the Water element in their action set because nobody else does.

    In terms of Mystic Knight in particular, one idea would be for them to have a normal 1-2-3 melee combo that does pitiable damage until it's imbued with an element via an oGCD. E.g.,

    Fire Blade - Melee weaponskills deal (1.2x, 1.8x, 2.4x) damage but cost 10% MP per weaponskill
    Blizzard Blade - Melee weaponskills deal 1.0x damage but the the next three weaponskills restore 20%,30%,50% MP, respectively.
    Thunder Blade - Melee weaponskill chain deals 1.0x damage but apply a DoT to the target. DoT stacks up to three times, maybe.
    Drain Blade - Melee weaponskills absorb some of the damage dealt as HP, but some use-limiting criteria needs to be set so this can't be kept up for more than one or two combos.

    Then they would be melee DDs whose rotating elements have the MP bar going up and down in a way that feels very familiar to BLM players. And more powerful, build-up-to-these imbuements like (Burst/Flare/Flood) Blade might be Spells or Weaponskills on their own, imbuing the weapon and performing a finishing strike in one action.
    (6)
    Last edited by Rongway; 08-20-2020 at 05:38 AM.

  5. #5
    Player
    BasicBlake's Avatar
    Join Date
    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    I would say depending on the role it was introduced as would affect my thoughts on the redundancy.

    It’s my same thought on Geomancer vs Conjurer. As a healer it would be too redundant, but as a caster I don’t think it steps on the same toes thematically.

    So if it was to be put it, let’s say, a melee dps role I think it would be just fine. It would also depend on the weapon it was given.

    I don’t think it should be a DoM though.
    (3)

  6. #6
    Player
    MirronTulaxia's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    523
    Character
    Mirron Tulaxia
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    I don't think it's redundant, but as a general rule if it's a well established job I don't see any job as being redundant. Doesn't matter what job or what role, jobs cover a lot more territory than people seem to want them to.
    (3)

  7. #7
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Not if they make the job play like Gabranth from dissida, use Quickenings as its magic and share maiming gear.
    (1)

  8. #8
    Player
    WrenElessedil's Avatar
    Join Date
    Sep 2019
    Location
    Ul'dah
    Posts
    99
    Character
    Wren Elessedil
    World
    Leviathan
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Rongway View Post
    A Disciple of Magic who uses one of the three melee DD gear sets could be easily differentiable from RDM by being the opposite of what a RDM is: a mostly melee DD who occasionally casts ranged spells. And even though elemental damage means nothing mechanically, the various elements can still be present in their attacks by providing various effects similar to how BLM doesn't deal elemental damage but the elements have meaningful effects on their job mechanics and rotation. Bonus points if they actually make significant use of the Water element in their action set because nobody else does.

    In terms of Mystic Knight in particular, one idea would be for them to have a normal 1-2-3 melee combo that does pitiable damage until it's imbued with an element via an oGCD. E.g.,

    Fire Blade - Melee weaponskills deal (1.2x, 1.8x, 2.4x) damage but cost 10% MP per weaponskill
    Blizzard Blade - Melee weaponskills deal 1.0x damage but the the next three weaponskills restore 20%,30%,50% MP, respectively.
    Thunder Blade - Melee weaponskill chain deals 1.0x damage but apply a DoT to the target. DoT stacks up to three times, maybe.
    Drain Blade - Melee weaponskills absorb some of the damage dealt as HP, but some use-limiting criteria needs to be set so this can't be kept up for more than one or two combos.

    Then they would be melee DDs whose rotating elements have the MP bar going up and down in a way that feels very familiar to BLM players. And more powerful, build-up-to-these imbuements like (Burst/Flare/Flood) Blade might be Spells or Weaponskills on their own, imbuing the weapon and performing a finishing strike in one action.
    Definitely not redundant. This pretty much sums it up.
    (1)

  9. #9
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I think a melee damage dealer magic knight would be cool and not redundant since we don't have one. If you talk vaguely then sure but so is so many other things then, ranged magic caster 'so redundant'.


    Golbez, Ex-Death, Sauron inspired DD magic focused knight I think would be pretty cool.
    (3)

  10. #10
    Player
    Cetek14's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    385
    Character
    Claire Oreiro
    World
    Lich
    Main Class
    Red Mage Lv 90
    Obviously not. A bunch of attacks of PLD and DRK are magical, but its just aesthetic, not actual mechanic. We can make Mystic Knight whole rotation about different sword enchantments.
    And RDM is ranged caster, its just temporary measure for people who crave real meaty spellsword job. It would be also perfect opportunity to use maiming gear for 2nd job.
    (2)

Page 1 of 2 1 2 LastLast

Tags for this Thread