Re: Proposed Builds Part 2: Mystic Knight
Honestly, I like the idea of using magic to change your melee dmg to magic dmg dot, but I think the job would need a bit more then that to be successful. While thinking of my own concept for Mystic Knight I came up with an idea that was sort of a combination of a Drg's Jump and Smns Bloodpacts. The basic concept went like this:
At XX lvl the MSK would get a new Job Ability, an ability to gain access to special one hit physical attacks based on a single timer. They could use one of many of these different types of strikes, which they would gain more as they lvled, whne the timer for the initial JA came up. (ala Blood Pacts).
As the MSK lvled higher, they would gain another JA, on it's own timer, that allowed something similar. But instead of the attacks being physical, they'd be magic based. And as they lvled, they'd gain access to even more of these attacks in their menu, but could only use one at a time.
And as they got even higher, 37+ so it becomes something only they could do, they would get a third JA that allowed them to do attacks that were a mix of Magic and Physical damage and effect. These would contain some of their strongest attacks, but would have the longest timer.
So in the end a MST could use one Physical Attack, then Magical attack, then a Mixed attack and have three different timers for each one. On top of that, they'd have their unique spell list combining some whm based self buffs (no cure or refresh) with their 'sword magics' which I was going to make as simple tiered en-spells. But honestly, I think mixing your idea of pure magic dmg weapons with my JA based attacks would work much better as a unique DD class.
As for Runic, that should be Pld JA. Plds have little to no magic defense as is, all their abilities focus more on physical defense. But a third eye-like JA that could absorb single target offensive spells cast on the pld and change it to restored MP would be awesome and simple to do.
Honestly, I like the idea of using magic to change your melee dmg to magic dmg dot, but I think the job would need a bit more then that to be successful. While thinking of my own concept for Mystic Knight I came up with an idea that was sort of a combination of a Drg's Jump and Smns Bloodpacts. The basic concept went like this:
At XX lvl the MSK would get a new Job Ability, an ability to gain access to special one hit physical attacks based on a single timer. They could use one of many of these different types of strikes, which they would gain more as they lvled, whne the timer for the initial JA came up. (ala Blood Pacts).
As the MSK lvled higher, they would gain another JA, on it's own timer, that allowed something similar. But instead of the attacks being physical, they'd be magic based. And as they lvled, they'd gain access to even more of these attacks in their menu, but could only use one at a time.
And as they got even higher, 37+ so it becomes something only they could do, they would get a third JA that allowed them to do attacks that were a mix of Magic and Physical damage and effect. These would contain some of their strongest attacks, but would have the longest timer.
So in the end a MST could use one Physical Attack, then Magical attack, then a Mixed attack and have three different timers for each one. On top of that, they'd have their unique spell list combining some whm based self buffs (no cure or refresh) with their 'sword magics' which I was going to make as simple tiered en-spells. But honestly, I think mixing your idea of pure magic dmg weapons with my JA based attacks would work much better as a unique DD class.
As for Runic, that should be Pld JA. Plds have little to no magic defense as is, all their abilities focus more on physical defense. But a third eye-like JA that could absorb single target offensive spells cast on the pld and change it to restored MP would be awesome and simple to do.
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