Class
Fencer: Considered outliers among their peers in the art of the sword, fencers utilize a fighting style developed around fluid movement and quick attacks. Where gladiators and marauders bring pure strength to the fray, these shifty combatants prefer to wear their targets down and win battles by attrition, waiting for the opportune time to close in for the coup de grace.
Originally a recreational combat style of the Ishgardian nobility, the fencing repertoire has expanded as more individuals took up the rapier, foil and epee. Crippling techniques and blade enchantments eventually became common among practitioners, allowing the fencer to close the gap with their brute force-focused counterparts that finesse alone cannot fill.
Concept: Front row fighter that can cripple opponents with sword techniques. They are also adept at bypassing their enemies' defenses by utilizing brands; sword enchantments that deal magical damage in addition to the blade's own damage.
Mechanics: Fencer can only keep one brand active, and is limited to two elements (Thunder, Earth). The activated brand reduces the Fencer's max MP by 15% until cancelled.
Sample Abilities
Earth Brand: Toggle effect. Your auto-attacks deal additional earth damage. Increases your damage resistance by 2% and your chance to parry an attack by 5%.
Thunder Brand: Toggle effect. Your auto-attacks deal additional lightning damage and ignore up to 10% of your target's armor.
Lunge: Delivers a melee attack.
Reprise: Delivers a melee attack. Can only be used if an attack misses.
Flick: Delivers a melee attack. Combo => Lunge: Slows target enemy's movement by 50% for 15 seconds
Sting: Delivers a melee attack with a poisoned blade. Poisons target enemy.
Reveal: Delivers a physical attack that reduces target enemy's defense by 4%.
Notes:
- The point of brands is to create a reasonable price to pay for the extra damage. Not quite sure how brand damage should scale.
- The enfeebling attacks like the snare from combo Flick, Sting and Reveal are merely samples and not all the job should get.
- As far as why I limited the class to two elements...well, you'll see in a bit.
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Job
Red Mage: Armed with enchanted rapiers and combat-caster instincts, the members of Ishgard's Order of the Crimson Blade are as recognized within the city walls as the dragoons are recognized outside its borders. Employing refined fencing skills and a slew of combat spells, these garish "magic fencers" have taken their chosen art to new levels, proudly serving as capable front line combatants with more than just a few tricks up their sleeves.
Where a traditional mage would prefer the safety of range, the red mage's talents shine in the thick of battle, swiftly crippling enemies with their blade before taking them out of the fight with a burst of magic or heal wounded allies. It is this versatility that has made them known not only for their ability to handle any situation, but to also bring things to a resolution.
Concept: Front row fighter-mage with some extra tricks and toys to bring into battle. While dealing less damage than a fencer, the Red Mage has other ways to make up for the lack of physical damage through being able to activate an additional brand along with abilities like Magic Sword and their spells.
Mechanics: Equipping the RDM crystal reduces the MP reduction from brands by 5%, and allows you to activate a second brand. Brand effects enhance weapon skills as well as auto attacks.
Sample Abilities
Fire Brand: Toggle effect. Your attacks deal additional fire damage and place the debuff "Burn" on your enemy.
_Burn: Deals X% of weapon damage on target enemy over 15 seconds. Can stack to 3 stacks and is refreshed by all attacks while Fire Brand is active. Increases damage taken by enemy from your attacks by 5% per stack.
Double: Quickly use the same weaponskill or spell twice in a row, invoking a doubled cooldown on that weaponskill or spell.
Stun: Incapacitate target enemy for up to 4 seconds.
Chant: 4 second cast time. Sacrifice HP to restore twice the amount sacrificed to an ally.
*Magic Sword: 4 second cast time. Casts an elemental spell on target enemy based on the most recent brand activated.
-OR-
*Magic Sword: Instantly casts an elemental spell on target enemy based on the most recent brand activated. Combo => Reveal: Increased damage.
Combat Casting: Passive proc. Your auto-attacks have a 25% chance to grant you Combat Casting, allowing your next Chant or Magic Sword/spell to be instant cast.
Unfair Advantage: Passive trait. Increases the effect and duration of Sting's poison debuff. While the poison is active, target enemy takes more damage from magic.
Notes:
- With the current GCD, Double would make you wait 6 seconds instead of 3 to reuse the WS or spell in question. Unsure on how to go about it.
- Part of why RDM is only getting Fire Brand is because I don't want to give room for "brand-twisting". As in "Start in Fire Brand, do WS then cancel Fire Brand and activate Lightning Brand then do two WS then Switch back to Fire Brand" etc.
- Magic Sword and Combat Casting are not finalized. Depending on whether RDM were to get access to spells from THM or CNJ (primarily the elemental spells), Combat Casting could instead affect these elemental spells, allowing Magic Sword to instead be an instant-use ability.
- I'm not too sure on the "allowing RDM to activate two brands" thing, either. I was originally thinking of having RDM get to use rapier and main gauche, thus justifying the job being able to use two brands at once.
- There were other things I wanted to give the job, including having Magic Sword give the group a buff called Resonance when used that increases MP recovered over time for 10 seconds, and giving Lunge a debuff based on the brand active. Not too sure on any of those, though. Even less so now that I've heard jobs still give you 5 abilities to use.
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Job
Mystic Knight: Though Red Mages embody the ultimate marriage between martial prowess and magic, there are others who bend the concepts behind magical combat to different ends. In the case of the mystic knights, the end is protection of their allies and surviving the onslaught of their enemies.
Forsaking the lighter side of fencing, these individuals instead ensorcel their blades and now-famous "gants", allowing them to use a very basic, yet effective, level of magic to the benefit of those around them. Though basic, the magic used on the mystic knight's armaments are more than up to the task of protecting their allies and ensuring the enemy does not stray from them.
Concept: Tank that uses brands and gant enchantments to shield themselves as they keep the attention of their enemies.
Mechanics: Equipping the MKT crystal allows the player to have a second enchant called a "gant" (glove). While brands still reduce your max MP by 15%, gant enchants reduce your max MP by 5%. Assuming no buffs, your second activated brand will become your gant enchant. You cannot have a brand and gant of the same element.
Sample Abilities
Ice Brand: Your auto-attacks deal additional ice damage and increases enmity generated by all actions by 35%.
Riposte: Delivers a melee attack that generates additional enmity. Can only be used after you parry an attack.
*Gant-Lightning: Increases your parry rate by X%
*Gant-Earth: Increases defense by X%.
*Gant-Ice: increases resistance to status effects by X%
Backhand: Delivers a melee attack with your offhand that generates high enmity but low damage. Grants an additional effect that depends on the gant enchant you have active.
Arcane Shield: Spend your gant enchant to reduce all damage taken by 50%.
Improved Reveal: The defense debuff from Reveal can now stack up to three times. Increases enmity generated by your attacks by 33.33% per stack.
Notes:
-I originally wanted Gants to be a separate piece of equipment, but I know the devs have a rule against special equipment that is completely different from what the classes can equip. To illustrate the point with Gants, I would design the MKT AF gloves to reflect this by having the off/left hand be covered by a bulky gauntlet while the main/right hand is wearing a thinner glove to facilitate movement.
- The way activating brands works with MKT is that the first brand will affect your weapon like normal. The second and all following brands will affect your Gant.
- In the event GLA is one of MKT's support classes, I would think shield abilities from GLA can be used while a Gant enchant is active.
- Gant enchant effects (marked with *) are not final, as I'm not sure how to go about it.
- MKT gameplay should ideally involve blending Gant abilities with sword WS.