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Proposed Builds Part 2: Mystic Knight

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  • #61
    Re: Proposed Builds Part 2: Mystic Knight

    Besides, the Geomancer is supposed to access the elements in their immediate vicinity. That's what made them so interesting.
    I see bells as a means to store that energy for later use. This makes the job practical without cheating on the basic flavor of it.

    And you are quite a bit off about NIN/BLM. Like it was mentioned above, this form of Geomancer has greater difference to NIN/BLM than COR does to RNG. You missed the purpose of the their "nuking" spells(the only thing they really have in common, aside from maybe Blink). They do not lower the monster's elemental weakness at all and receive a rather huge bonus on Skillchains. It's a simple hate grabber more than a potential damage dealer. A Geomancer would relay more on his subjob to tank, may it be PLD, RDM, or WAR(.../NIN would be very powerful, but not as strong of hate grabber). Then again, maybe the Geomancer will rely on his bow to be a DD rather than a tank.

    About the system being cumbersome... it's nothing more than what a BLU goes through. Think of it like this: Ice and Thunder are farther away and require a higher level to use(or they could just switch to their level 30+ job and get them), however which bells you have to use at the very beginning depends on what job you start at. This is very much like Blue Mage. Considering 3 to 4 elements would be free, and most of the time that will be Earth, Water, and Wind(Stoneskin, Aquaveil, and Blink... and also being able to MB on any Level 2 SC but Fusion)... it isn't as troublesome as some make it out to be. If a Geomancer ever felt lazy and gimp enough, he wouldn't have to carry around all his bells, just like a BLU doesn't have to get all his spells.

    Dancer I admit they are very similar to Bard, and that was the intention. I wouldn't say their songs are the same(or barely different). The difference may be little less than RDM compared to BLM(no cures, no buffs, no gravity for -aga spell line, elemental dot, sleepga), but it's still there. Dancer functions only while meleeing, opposed to BRD running around like crazy, it doesn't have any real crowd control prowess(being a variant of the best crowd control job, it's a big deal), has different debuffs, and is better at buffing melee jobs while completely unable to buff mages.

    About Dancer traditionally being an enfeebler... wouldn't that mean Bard would have no enfeebling songs? However, in FFXI, "rules" must be bent in order to make a decent job.

    And about there being another thread... I don't look at any other boards but this one and news. I honestly don't see the point in looking for it.
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    • #62
      Re: Proposed Builds Part 2: Mystic Knight

      http://www.ffxionline.com/forums/rac...-concepts.html

      Here ya go. It's nothing personal, but I just think it's somewhat rude to purposely 'hijack' a thread when a discussion about the same topic already exists elsewhere. And I'm not trying to insult your ideas either, but I just failed to see any true individuality or real purpose behind them other then a 'well it's sorta similar' attitude. Both ideas sounded more like a 'take a current job and change it' concept then an actual new job build theory to me, which is what my main concern was. But these jobs should be discussed in depth in the other topic and so we can allow this one to get back on track.
      "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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      • #63
        Re: Proposed Builds Part 2: Mystic Knight

        Moving to new thread...

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        • #64
          Re: Proposed Builds Part 2: Mystic Knight

          Thank you Ziero.
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          • #65
            Re: Proposed Builds Part 2: Mystic Knight

            Hmm...let's see here.. for Mystic Knight..I believe it will need the following Job Traits, note these aren't in any specific levels but what I feel would be good for it.

            Magic Defense Bonus: If this job is going to be a anti-magic tank then this trait should be obvious. I-IV tiers, possibly tier V at Lv 75.

            Auto Regen: Since PLD has Auto Refresh, then it would be good for the MKT to have Auto Regen to balance it out. Tier I only.

            Spell Blade Enchantment: Increases damage/duration of all spell blade effects. Tier IV max

            Resist Silence: Good for MKT for what it does. Up to Tier III.

            Auto Aquaviel: Reduces spell interruption. With a job like MKT, you might casting alot of Spellblade magic. Up to Tier II possibly.




            Originally posted by FFXI's view on other MMORPGs
            'Start learning boy, no you don't get a tutorial, this is man's country! Tutorial's are for little sissy babies who need their mommies! Now, are you a sissy baby or a man?"
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            • #66
              Re: Proposed Builds Part 2: Mystic Knight

              Originally posted by Dymlos View Post
              Hmm...let's see here.. for Mystic Knight..I believe it will need the following Job Traits, note these aren't in any specific levels but what I feel would be good for it.

              Magic Defense Bonus: If this job is going to be a anti-magic tank then this trait should be obvious. I-IV tiers, possibly tier V at Lv 75.

              Auto Regen: Since PLD has Auto Refresh, then it would be good for the MKT to have Auto Regen to balance it out. Tier I only.

              Spell Blade Enchantment: Increases damage/duration of all spell blade effects. Tier IV max

              Resist Silence: Good for MKT for what it does. Up to Tier III.

              Auto Aquaviel: Reduces spell interruption. With a job like MKT, you might casting alot of Spellblade magic. Up to Tier II possibly.

              That's what MAB (Magic Attack Bonus) is for. Not sure about the rest. 2-3 Mag Def Traits would be good though ( I only included one because of the job's Auto-Shell trait in FFV when HP got low)
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              • #67
                Re: Proposed Builds Part 2: Mystic Knight

                Crap really? Well I don't play as mages so . Hmm.. I wonder, you think their Spellblade spells should cost half of what BLM spells should? Especially since MKT would be casting it alot.




                Originally posted by FFXI's view on other MMORPGs
                'Start learning boy, no you don't get a tutorial, this is man's country! Tutorial's are for little sissy babies who need their mommies! Now, are you a sissy baby or a man?"
                Dymlos
                Bahamut server
                Lv 75 Ranger Lv 75 Samurai

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                • #68
                  Re: Proposed Builds Part 2: Mystic Knight

                  I'm inclined to say more actually, at least for the lower tiered stuff. It would depend on how strong the DMG modifier for the spell is because the job has to be kept in line with BLM.
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                  • #69
                    Re: Proposed Builds Part 2: Mystic Knight

                    Also, I would like to point out that normal Auto Regen doesn't even begin to compare to Auto Refresh. 1 point of HP is just one point of HP, but 1 point of MP can be turned into 4 HP, about 8 in the case of Divine Seal'd Cures or a Regen, and potentially more if it's invested into something like Flash. 20 HP a minute is really weak, and wouldn't be useful at all unless they got it at like level 10.

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                    • #70
                      Re: Proposed Builds Part 2: Mystic Knight

                      Well that is true how Auto Refresh > Auto Regen. My main concern is having too many jobs having Auto Refresh but it depends if they bring MKT on what it will be. On one side if it's a anti-magic tank like we would think it would be then the job would need Auto-Refresh, on the other hand if it's a straight out DD it doesn't need Auto-Refresh. That's if SE brings the job to XI in Wings. (And honestly I hope they do, Mystic Knight doesn't get enough 'cool time').




                      Originally posted by FFXI's view on other MMORPGs
                      'Start learning boy, no you don't get a tutorial, this is man's country! Tutorial's are for little sissy babies who need their mommies! Now, are you a sissy baby or a man?"
                      Dymlos
                      Bahamut server
                      Lv 75 Ranger Lv 75 Samurai

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                      • #71
                        Re: Proposed Builds Part 2: Mystic Knight

                        Originally posted by Malacite View Post
                        That's what MAB (Magic Attack Bonus) is for. Not sure about the rest. 2-3 Mag Def Traits would be good though ( I only included one because of the job's Auto-Shell trait in FFV when HP got low)
                        I dunno, MAN would only help the dmg hit harder, but the JT he described would help the spell last longer as well as do more Dmg and prevent resists. I think getting a JT to specifically help spellblades would be better then a simple MAB trait.
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                        • #72
                          Re: Proposed Builds Part 2: Mystic Knight

                          They'd have to change the way the system works, because EnSpells don't add extra enmity.

                          Just FYI.
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                          • #73
                            Re: Proposed Builds Part 2: Mystic Knight

                            But it wouldn't be enspells; the Mystic Knight would hit for magical damage (and ONLY magical damage) when he swings his swords. Since it's not an added effect, then you still get the enmity.

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                            • #74
                              Re: Proposed Builds Part 2: Mystic Knight

                              I don't think they would have the change the system at all if they count the individual hits the same as a spell. It would give TP to the mob and gain enmity.


                              Warrior TP Warrior WS

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                              • #75
                                Re: Proposed Builds Part 2: Mystic Knight

                                Yeah I'm really not 100% sure how to calculate the damage. I think Armando posted a formula earlier that could work. The attack itself is purely magical, but to be unique I feel it should include at least some physical aspects (like Weapon Damage and possibly STR)

                                As for unique job traits, that'd certainly be an option. I just thought since it's a spell, but also technically a melee, either attack or MAB (both???) could be used to boost it, giving us the first melee job that could use either /WAR or /BLM to be effective in battle.
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