Before reading, keep in mind that I'm just having fun, and I don't really need total flaws and mistakes pointed out because I'm not a FFXI designer and there's no way they'd ever put this in the game anyway. I merely had a fun idea and went with it. Enjoy, folks.
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Chocobo Knight
Advanced Job (Lv. 30 req)
Chocobo Knights are a damage-dealing melee class, utilizing the strengths of their own mountable battle chocobo. Like Dragoons, these tough chocobos accompany the knight into battle. Unlike Dragoons, however, the Chocobo does not have its own HP bar, it is shared with the knight (unless the two hour ability is used).
Retreat
Level 1
Interval: 2 hours
Duration: (varies)
Sometimes in battles, things can get dicey. If Chocobo and Knight are low on HP or the party is suffering considerably, the Knight can bid farewell to its brave sidekick. When Retreat initiates, the Knight will dismount his Chocobo quickly. The Chocobo will now have its own HP bar and will have double the Knight's Max HP. Warking uncontrollably and dealing only as much damage as it can with claws and beak, it will hold the attention of the targeted monster (it will cause about as much hate as Benediction does to a WHM) until it dies in battle. As soon as the Chocobo has fallen, hate will be directed at the Knight it served. While the Chocobo is holding the attention of the monster, the knight and/or his party can utilize this time to either take a breather and regain composure to finish off the fight, or simply run as far away as they can while chocobo and monster are fighting. Once the Chocobo is felled, another one can be mounted if the Knight's Mount ability is refreshed.
EDIT: The Chocobo CANNOT be cured while the 2 HOUR is active. It will only maintain the defense of its helmet (if one is equipped) Therefore, it's meant to sacrifice itself.
Mount
Level 1
Interval: 45 minutes
Duration: 30 minutes
The Chocobo Knight will mount his battle chocobo. The Knight will only be able to mount in zones that are designated as fields or dungeons. They are not able to mount in towns or buildings, etc. Battle Chocobos wear armor just like the knight, and due to this factor, do not gain much of a speed advantage.
Fields: If mounted in a field, the Chocobo Knight gains a slight speed increase, presumably just under the speed granted by the BRD's Chocobo Mazurka. This increase will last as long as the Knight stays in zones designated as fields.
Dungeons: While mounting in dungeons is possible, due to the enclosed surroundings, the battle chocobo will remain wary of the enclosure and not receive any speed bonus. A knight will move at the normal running speed.
Crossing from dungeon to field zones and vice versa will not result in the knight dismounting. However, if a knight crosses from dungeon/field into a town, he will not appear in the town mounted, and the timers will be frozen in their spot until the knight has exited the town, where he will appear outside, mounted, with the timers running down where they left off.
While mounted, the Knight is fully susceptible to aggressive monsters.
Charge
Level 10
Interval: 5 minutes
Duration: 3 minutes
All attacks while mounted are enhanced.
Stand Ground
Level 20
Interval: 5 minutes
Duration: 3 minutes
Defense while mounted is enhanced.
(if anyone thinks of any other good JA's, feel free to speak up, after all, it's not a real job, so if you think of something suitable, hell, go for it.)
Dig
Level 25
Same as the 'Dig' command on a travel chocobo, no gyashl greens required.
Mounted Attack Bonus 10 Improves power of attacks while mounted
Intimidation 15 Lessens chance of catching aggro
Mounted Defense Bonus 25 Improves defense while mounted
Intimidation 30 Lessens chance of catching aggro
Speed Bonus 50 5% speed increase in dungeons (mount)
Speed Bonus 70 10% speed increase in dungeons (mount)
Speed Bonus 75 5% speed increase in fields (mount)
EDIT:
Example: When the Knight is mounted, Hard Slash is not accessible, only Hard Trample, but when the Knight is unmounted, Hard Slash is accessible but Hard Trample is not. It's one or the other.
Great Sword Weapon Skills and their Mounted Counterparts
Level 10- Hard Slash/Hard Trample
Level 30- Power Slash/Power Trample
Level 70- Frostbite/Frost Beak
Level 150- Shockwave/Wark
Level 175- Crescent Moon/Crescent Dash
Great Axe Weapon Skills and their Mounted Counterparts
Level 10- Shield Break/Corner
Level 40- Iron Tempest/Drill Beak
Level 100- Armor Break/Beak Smash
Level 150- Keen Edge/Terrorize
Level 175- Weapon Break/Clamp Beak
Polearm Weapon Skills and their Mounted Counterparts
Level 10- Double Thrust/Double Peck
Level 30- Thunder Thrust/Thundering Stampede
Level 100- Leg Sweep/Sweeping Stampede
Level 150- Penta Thrust/Weaving Stampede
Level 175- Vorpal Thrust/Viscious Rundown
The Chocobo Helm
Chocobos need armor too. Withstanding the attacks of monsters require special gear for the large birds that accompany their riders, however, the only equippable item is the selection of a Chocobo Helm. Chocobo Helmets are part of the "Shield" category, and therefore, to equip a Chocobo Helm, it would go in the Knight's shield box. I had previously allowed Knights to weild one handed swords, and when they weren't mounted, they could hold the Chocobo Helm as an actual shield, but I discarded that idea.
The Knight will only gain the defense of a Chocobo Helm if he is mounted, otherwise the stats are overlooked.
That's all I have for now, I may edit this post with additions later, but if anyone has helpful ideas, I encourage you to speak out! :D I also drew this, using the concept art as a reference. Wooooo...
__________________________
Chocobo Knight
Advanced Job (Lv. 30 req)
Chocobo Knights are a damage-dealing melee class, utilizing the strengths of their own mountable battle chocobo. Like Dragoons, these tough chocobos accompany the knight into battle. Unlike Dragoons, however, the Chocobo does not have its own HP bar, it is shared with the knight (unless the two hour ability is used).
JOB ABILITIES
______________________________
______________________________
Retreat
Level 1
Interval: 2 hours
Duration: (varies)
Sometimes in battles, things can get dicey. If Chocobo and Knight are low on HP or the party is suffering considerably, the Knight can bid farewell to its brave sidekick. When Retreat initiates, the Knight will dismount his Chocobo quickly. The Chocobo will now have its own HP bar and will have double the Knight's Max HP. Warking uncontrollably and dealing only as much damage as it can with claws and beak, it will hold the attention of the targeted monster (it will cause about as much hate as Benediction does to a WHM) until it dies in battle. As soon as the Chocobo has fallen, hate will be directed at the Knight it served. While the Chocobo is holding the attention of the monster, the knight and/or his party can utilize this time to either take a breather and regain composure to finish off the fight, or simply run as far away as they can while chocobo and monster are fighting. Once the Chocobo is felled, another one can be mounted if the Knight's Mount ability is refreshed.
EDIT: The Chocobo CANNOT be cured while the 2 HOUR is active. It will only maintain the defense of its helmet (if one is equipped) Therefore, it's meant to sacrifice itself.
Mount
Level 1
Interval: 45 minutes
Duration: 30 minutes
The Chocobo Knight will mount his battle chocobo. The Knight will only be able to mount in zones that are designated as fields or dungeons. They are not able to mount in towns or buildings, etc. Battle Chocobos wear armor just like the knight, and due to this factor, do not gain much of a speed advantage.
Fields: If mounted in a field, the Chocobo Knight gains a slight speed increase, presumably just under the speed granted by the BRD's Chocobo Mazurka. This increase will last as long as the Knight stays in zones designated as fields.
Dungeons: While mounting in dungeons is possible, due to the enclosed surroundings, the battle chocobo will remain wary of the enclosure and not receive any speed bonus. A knight will move at the normal running speed.
Crossing from dungeon to field zones and vice versa will not result in the knight dismounting. However, if a knight crosses from dungeon/field into a town, he will not appear in the town mounted, and the timers will be frozen in their spot until the knight has exited the town, where he will appear outside, mounted, with the timers running down where they left off.
While mounted, the Knight is fully susceptible to aggressive monsters.
Charge
Level 10
Interval: 5 minutes
Duration: 3 minutes
All attacks while mounted are enhanced.
Stand Ground
Level 20
Interval: 5 minutes
Duration: 3 minutes
Defense while mounted is enhanced.
(if anyone thinks of any other good JA's, feel free to speak up, after all, it's not a real job, so if you think of something suitable, hell, go for it.)
Dig
Level 25
Same as the 'Dig' command on a travel chocobo, no gyashl greens required.
JOB TRAITS
_______________________________
TRAIT LEVEL DESCRIPTION_______________________________
Mounted Attack Bonus 10 Improves power of attacks while mounted
Intimidation 15 Lessens chance of catching aggro
Mounted Defense Bonus 25 Improves defense while mounted
Intimidation 30 Lessens chance of catching aggro
Speed Bonus 50 5% speed increase in dungeons (mount)
Speed Bonus 70 10% speed increase in dungeons (mount)
Speed Bonus 75 5% speed increase in fields (mount)
WEAPONS
________________________________
Chocobo Knights will be restricted to 2-Handed weapons only. These include Great Swords (A+), Great Axes, and Polearms. While unmounted, the Knight will receive the normal weapon skills associated with the weapon he has equipped, however, alongside each weapon skill, a mounted skill for each weapon will also exist. Effects of each of the coinciding skills is the same, but each is slightly enchanced while mounted.________________________________
EDIT:
Example: When the Knight is mounted, Hard Slash is not accessible, only Hard Trample, but when the Knight is unmounted, Hard Slash is accessible but Hard Trample is not. It's one or the other.
Great Sword Weapon Skills and their Mounted Counterparts
Level 10- Hard Slash/Hard Trample
Level 30- Power Slash/Power Trample
Level 70- Frostbite/Frost Beak
Level 150- Shockwave/Wark
Level 175- Crescent Moon/Crescent Dash
Great Axe Weapon Skills and their Mounted Counterparts
Level 10- Shield Break/Corner
Level 40- Iron Tempest/Drill Beak
Level 100- Armor Break/Beak Smash
Level 150- Keen Edge/Terrorize
Level 175- Weapon Break/Clamp Beak
Polearm Weapon Skills and their Mounted Counterparts
Level 10- Double Thrust/Double Peck
Level 30- Thunder Thrust/Thundering Stampede
Level 100- Leg Sweep/Sweeping Stampede
Level 150- Penta Thrust/Weaving Stampede
Level 175- Vorpal Thrust/Viscious Rundown
ARMOR
_______________________________
Obviously, Chocobo Knights would benefit from +DEX, +ATK, and +DEF gear._______________________________
The Chocobo Helm
Chocobos need armor too. Withstanding the attacks of monsters require special gear for the large birds that accompany their riders, however, the only equippable item is the selection of a Chocobo Helm. Chocobo Helmets are part of the "Shield" category, and therefore, to equip a Chocobo Helm, it would go in the Knight's shield box. I had previously allowed Knights to weild one handed swords, and when they weren't mounted, they could hold the Chocobo Helm as an actual shield, but I discarded that idea.
The Knight will only gain the defense of a Chocobo Helm if he is mounted, otherwise the stats are overlooked.
That's all I have for now, I may edit this post with additions later, but if anyone has helpful ideas, I encourage you to speak out! :D I also drew this, using the concept art as a reference. Wooooo...
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