Erm...how can you say this:

Quote Originally Posted by NefGP View Post
No more pink mage/refresh whore please.
And then suggest this:

- Refresh: Recovers MP over time (spell, targetable)
- Regain: Recovers TP over time (spell, targetable)
While it needs tweaks, I personally like this version better:

Quote Originally Posted by Ramsey View Post
Fencer
魔法剣士 (lit. "Magic Swordsman")

Fencers are frontline casters who specialize in the use of mystical spellswords. Wielding magics as deftly as their blades, they posses the ability to both debilitate their enemies and bolster their allies as needed.


Abilities

Lv Ability Name
Description



1 Expose
Delivers a melee attack. Chance to decrease defense and magic defense, up to a maximum of three stacks.

2 Water Brand
Deals water damage. Fulfills the combo conditions of your next spell.
Combo Action: Manastrike
Combo Bonus: Converts your attacks into water attacks.

4 Runic
Absorbs the next magic attack and restores MP when an attack is absorbed. Effect fades upon absorption or after a certain period of time elapses.

6 Life Brand
Delivers a ranged attack and restores the HP of nearby allies.
Combo Action: Manastrike
Combo Bonus: Grants your attacks an HP restore effect.

10 Blood Price
Pay the cost of your next attack or spell with HP.

14 Manastrike
Delivers a melee attack and restores MP.

18 Thunder Brand
Deals lightning damage. Fulfills the combo conditions of your next spell.
Combo Action: Manastrike
Combo Bonus: Converts your attacks into lightning attacks.

22 Featherblow
Delivers a melee strike at high accuracy.
Combo Action: Expose
Combo Bonus: Grants a TP bonus.

26 Earth Brand
Deals earth damage. Fulfills the combo conditions of your next spell.
Combo Action: Manastrike
Combo Bonus: Converts your attacks into earth attacks.

30 Subdue
Delivers a melee attack. Chance to inflict Pacification when executed from in front of the target.
Combo Action: Expose
Combo Bonus: Removes an enhancement from the target.

34 Infuse
Converts MP into TP. TP does not diminish out of combat while effect is active.

38 Wind Brand
Deals wind damage. Fulfills the combo conditions of your next spell.
Combo Action: Manastrike
Combo Bonus: Converts your attacks into wind attacks.

42 Ice Brand
Deals ice damage. Fulfills the combo conditions of your next spell.
Combo Action: Manastrike
Combo Bonus: Converts your attacks into ice attacks.

46 Fire Brand
Deals fire damage. Fulfills the combo conditions of your next spell.
Combo Action: Manastrike
Combo Bonus: Converts your attacks into fire attacks.

50 Checkmate
Delivers an unavoidable melee attack.
Combo Action: Featherblow
Combo Bonus: Increased critical rate.



Traits

Lv Trait Name


8 Enhanced Physical Accuracy

12 Enhanced Magic Accuracy

16 Swift Runic
Halves the recast of Runic, resulting in it lasting its entire cooldown.

20 Auto-Refresh

24 Enhanced Magic Potency

28 Greater Healing

32 Enhanced Blood Price
Also reduces the cost of the attack by 50%.

36 Enhanced Parry

40 Swift Infuse
Halves the cooldown of Infuse.

44 Enhanced Physical Attack Power

48 Enhanced Manastrike
Makes Manastrike a ranged attack.




Red Mage
赤魔道士

Red Mages are powerful casters capable of wielding both offensive and restorative magic. Sacrificing physical attack power, the Red Mage gains MP and additional versatility in battle.


Abilities

Lv Ability Name
Description



30 Magic Sword
Casts level 2 magic based on the Red Mage's current spell brand.
Fire Brand ⇒ Fira
Ice Brand ⇒ Blizzara
Thunder Brand ⇒ Thundara
Water Brand ⇒ Watera
Earth Brand ⇒ Stonera
Wind Brand ⇒ Aerora
Life Brand ⇒ Cura

35 Altruism
Grants a bonus to healing magic potency. Reduces enmity generated by actions while effect is active. Effect fades over time and upon reuse. Cannot be used simultaneously with Composure or Malevolence.

40 Composure
Grants a bonus to maximum health. Increases enmity generated by actions while effect is active. Effect fades over time and upon reuse. Cannot be used simultaneously with Altruism or Malevolence.

45 Malevolence
Grants a bonus to attack magic potency and physical attack power. Effect fades over time and upon reuse. Cannot be used simultaneously with Altruism or Composure.

50 Chainspell
Removes cast time and recast time of all spells.