Background:The Mystic Knights were originally a division of the San d'Orian army. Though they were shunned by their peers for their "Perverse" brand of magic (the general consensus was that they were tainting their blades with their spells) none could defy their effectiveness in the battlefield. Employing various spells upon their swords they cut a bloody swath through the beastmen armies combining the elegance of the sword with the sheer power of black magic. All that remains of them today are weak attempts by Red Mages to mimic their lost art.
Primary Stats:
HP: A-
MP: C+
STR: B+
VIT: B-
DEX: C+
AGI: E
INT: B+
MND: D
CHR: E
Combat Skill Ratings:
Sword: A-, Dagger: C+, Shield: B+ Parry: C- Evasion: E
Magic Skill Ratings: Enhancing Magic A+
Equipment: Light, Medium and Heavy armors, all sword types, some daggers
and some shields. Can wear limited mage armors.
Job Traits:
Lv. 10 - Magic Defense Bonus
Job Abilities:
Lv. 1 - Arcane Fury: For one minute, any spellblade cast by the Mystic Knight will affect all party members in range. Recast - 2 hours
Sample Spell List:
Spellblade:Stone - Converts physical attacks into earth elemental damage. Lv 1
Spellblade: Dia - If damage is dealt, automatically inflicts Dia. Lv 3
Spellblade: Drain - Drains a random amount of HP in place of regular damage.
Ineffective against undead enemies. Lv 10
Spellblade: Sleep - Attacks deal no damage and Sleep is inflicted. Lv 20
Spellblade: Aspir - Drains a random amount of MP in place of regular damage.
Ineffective against undead enemies. Lv 25
About Spellblade:
Okay, this is more or less how I envision the job working all the while staying true to FFV. The spellblades will all cost about the same (possibly a little more) MP to cast as their counterparts. Casting time varies from the spells (e.g. Spellblade: Dia would take 5 seconds where as say Spellblade: Fire III would take 6 seconds)
As for how damage works, you would factor in STR and DMG as normal, but then the spell's effects (let's stay Thunder as an example) would be applies as an additional modifier. This of course, drags INT and Enhancing Magic skill level into the equation. I'm not sure if Enhancing Magic Skill should take the place of attack or not, similar to how Blue Magic works.
Essentially your physical attacks are "converted" into whatever spell you cast, but still retain the properties of your weapon and are also subject to whatever buffs you have on. This also means that if you're fighting a mob with high magic defense, or using an element they resist, well then your damage is going to go down the crapper.
In FFV if you used a status inducing spell such as Poison or Blind you wouldn't deal any physical damage at all, just the status effect. I'm not sure if that's a good idea in this case or not, given the limited MP but it probably is and I'm open to suggestion.
Spellblade duration is also based on enhancing skill, but I'm thinking a max of 3 minutes like most buffs. They are also self-targeted. Finally, there's the issue of TP gain... I was considering making these attacks all give either 0 TP or whatever TP is given from casting these spells normally, but that could be very broken. Or, as something of a "balance nerf", it could give the spell TP plus melee TP. That way, while you're piling on potentially sick damage, you're also feeding enemies a crap tonne of TP.
The job is intended to be able to either DD or Tank as needed. I'd like to broaden it's Job Abilities and Traits but for now I'm sticking as close to FFV as I can. I'd like for it to be similar to PLD in terms of tanking, but more anti-mage than physical, thus the lack of physical def traits and Shield Mastery.
I'm not sure about Auto-refresh or DD traits like Accuracy Bonus and Attack Bonus because the job is supposed to be limited by MP and it's ability to land successful blows along with monster elemental weaknesses. It's similar to WAR in that you can DD or Tank as needed, but with a more magical background and lack of enmity oriented abilities.
EDIT: I hope at least some people will actually like this build (SE in particular > . >) because I have to admit I'm a little biased; I love this class so much ^^ I'd totally crap myself if SE put it into WotG >.>
Primary Stats:
HP: A-
MP: C+
STR: B+
VIT: B-
DEX: C+
AGI: E
INT: B+
MND: D
CHR: E
Combat Skill Ratings:
Sword: A-, Dagger: C+, Shield: B+ Parry: C- Evasion: E
Magic Skill Ratings: Enhancing Magic A+
Equipment: Light, Medium and Heavy armors, all sword types, some daggers
and some shields. Can wear limited mage armors.
Job Traits:
Lv. 10 - Magic Defense Bonus
Job Abilities:
Lv. 1 - Arcane Fury: For one minute, any spellblade cast by the Mystic Knight will affect all party members in range. Recast - 2 hours
Sample Spell List:
Spellblade:Stone - Converts physical attacks into earth elemental damage. Lv 1
Spellblade: Dia - If damage is dealt, automatically inflicts Dia. Lv 3
Spellblade: Drain - Drains a random amount of HP in place of regular damage.
Ineffective against undead enemies. Lv 10
Spellblade: Sleep - Attacks deal no damage and Sleep is inflicted. Lv 20
Spellblade: Aspir - Drains a random amount of MP in place of regular damage.
Ineffective against undead enemies. Lv 25
About Spellblade:
Okay, this is more or less how I envision the job working all the while staying true to FFV. The spellblades will all cost about the same (possibly a little more) MP to cast as their counterparts. Casting time varies from the spells (e.g. Spellblade: Dia would take 5 seconds where as say Spellblade: Fire III would take 6 seconds)
As for how damage works, you would factor in STR and DMG as normal, but then the spell's effects (let's stay Thunder as an example) would be applies as an additional modifier. This of course, drags INT and Enhancing Magic skill level into the equation. I'm not sure if Enhancing Magic Skill should take the place of attack or not, similar to how Blue Magic works.
Essentially your physical attacks are "converted" into whatever spell you cast, but still retain the properties of your weapon and are also subject to whatever buffs you have on. This also means that if you're fighting a mob with high magic defense, or using an element they resist, well then your damage is going to go down the crapper.
In FFV if you used a status inducing spell such as Poison or Blind you wouldn't deal any physical damage at all, just the status effect. I'm not sure if that's a good idea in this case or not, given the limited MP but it probably is and I'm open to suggestion.
Spellblade duration is also based on enhancing skill, but I'm thinking a max of 3 minutes like most buffs. They are also self-targeted. Finally, there's the issue of TP gain... I was considering making these attacks all give either 0 TP or whatever TP is given from casting these spells normally, but that could be very broken. Or, as something of a "balance nerf", it could give the spell TP plus melee TP. That way, while you're piling on potentially sick damage, you're also feeding enemies a crap tonne of TP.
The job is intended to be able to either DD or Tank as needed. I'd like to broaden it's Job Abilities and Traits but for now I'm sticking as close to FFV as I can. I'd like for it to be similar to PLD in terms of tanking, but more anti-mage than physical, thus the lack of physical def traits and Shield Mastery.
I'm not sure about Auto-refresh or DD traits like Accuracy Bonus and Attack Bonus because the job is supposed to be limited by MP and it's ability to land successful blows along with monster elemental weaknesses. It's similar to WAR in that you can DD or Tank as needed, but with a more magical background and lack of enmity oriented abilities.
EDIT: I hope at least some people will actually like this build (SE in particular > . >) because I have to admit I'm a little biased; I love this class so much ^^ I'd totally crap myself if SE put it into WotG >.>
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