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Proposed Builds Part 2: Mystic Knight

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  • Proposed Builds Part 2: Mystic Knight

    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 >.>
    sigpic


    "BLAH BLAH BLAH TIDAL WAVE!!!"

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

    Can we cast our own weapons and shields? I'd like to summon my own weaponry instead of just enhancing it. It would be interesting to see different combinations with different spells.

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    • #3
      Re: Proposed Builds Part 2: Mystic Knight

      Originally posted by Malacite View Post
      All that remains of them today are weak attempts by Red Mages to mimic their lost art.
      A - You should be beat to death
      B - Congratulations, you created the RDM without the ability to heal or support.
      I use a Mac because I'm just better than you are.

      HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

      loose

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      • #4
        Re: Proposed Builds Part 2: Mystic Knight

        No offense, but you shouldn't you try to keep all the job ideas in one topic?
        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

        Comment


        • #5
          Re: Proposed Builds Part 2: Mystic Knight

          Originally posted by Ziero View Post
          No offense, but you shouldn't you try to keep all the job ideas in one topic?
          wasn't that posted in the other thread?
          [FFXI Journal][Pld][War][Nin][Drg][Rng][Brd]



          http://i287.photobucket.com/albums/ll154/xsev/orly.jpg

          Comment


          • #6
            Re: Proposed Builds Part 2: Mystic Knight

            Originally posted by SevIfrit View Post
            wasn't that posted in the other thread?
            Pretty much
            "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

            Comment


            • #7
              Re: Proposed Builds Part 2: Mystic Knight

              hwo about more wrid stuff like drain so the can cure themselves like a pally or a spellblae ability that's like the THF merit ability "aura steal"
              Shadowneko's FFXI Newbie Guide 2009
              (have fun MMO players ^^)
              Jon Davies AKA: Shadowneko of Midradsomr...soon to be transferred to Quetzalcoatl

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              • #8
                Re: Proposed Builds Part 2: Mystic Knight

                I can already see brokeness with its 2hr.

                1 mystic knight. 5 100fist mnk/war.... 2hr and spellblade: drain and you have a pseudo bloodweapon kraken drk zerg fest team to keel ALL things.
                Omni@Remora: NIN75 RNG75 MNK75 COR75 BST64 BRD53
                ♪♫ San d'Oria Complete ♪♫ ZM Complete ♪♫ CoP Complete ♪♫ AM Complete ♪♫

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                • #9
                  Re: Proposed Builds Part 2: Mystic Knight

                  You mean BBQ's thread? Fair enough, I suppose I could have kept it to there.

                  And Mhurron and everyone else talking about enspells.... STFU. Please. The enspells are not the same thing at all. All they do is add crap extra damage to you melee swings (don't they cap at around 14 by 75 with merits and gear?)


                  Sad to say that I got better replies from the alla community on my previous build of this a while back... and it was way more broken then too. You guys disappoint me, I was hoping for some constructive criticism instead of childish name calling and flaming.

                  Rather than the two hour, I suppose that could be changed into a merit ability that lets you target another PT member. I was just putting out an idea. Good point about the 100F thing though, hadn't really considered that.
                  sigpic


                  "BLAH BLAH BLAH TIDAL WAVE!!!"

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                  • #10
                    Re: Proposed Builds Part 2: Mystic Knight

                    yea anything you give AOE enhancements to you gotta be careful because that's just asking to be abused.

                    Meriting it to be a single target might be cool. Though at the same time, if you have 3-4 mystic knights around and they do that to a mnk that 100 fists (or any fast attacking job: THF, WAR, NIN), you'll have the same problem.
                    Omni@Remora: NIN75 RNG75 MNK75 COR75 BST64 BRD53
                    ♪♫ San d'Oria Complete ♪♫ ZM Complete ♪♫ CoP Complete ♪♫ AM Complete ♪♫

                    Comment


                    • #11
                      Re: Proposed Builds Part 2: Mystic Knight

                      Originally posted by Malacite View Post
                      Sad to say that I got better replies from the alla community on my previous build of this a while back... and it was way more broken then too. You guys disappoint me, I was hoping for some constructive criticism instead of childish name calling and flaming.
                      RDMs are still trying to find a way to recover from the chip on thier shoulder that came with ToA. BLU's have higher sword skill and can solo monsters much more quickly. CORs can Dispel, Refresh and both jobs are welcomed on the melee frontline - something that still isn't considered acceptable for RDM. And RDM is now expected to play main healer and hardly gets to do the one thing they're better at than anyone else - enfeeble.

                      Some RDMs are still under the rather mistaken impression that they're supposed the be the premier fighter-mage class. They're the in-between of White Mage, Black Mage, they get a sword and specialize in enfeebling. That's it. Be thankful you have more endurance than most other jobs that can solo.

                      So they'll cry bloody murder if thier only other exclusive - enspells - falls to another class, no matter how good they still have it on invites. No matter how weak Enspells are, some RDM will insist the damage is amazing. Well, my holy bolts beg to differ, they laugh at your en-spell damage.

                      An ability I'd like to see - for this or PLD - is Runic. It was Cele's ability in FFVI where she could basically absorb a spell into her sword on the next enemy turn where a spell was cast. This not only protected the party from potential AoE damage, but restored MP to her directly.

                      Perhaps instead of being able to give a stronger enspell enhantment to the blade directly, Mystic Knight could draw a little trick from Steiner and Vivi in FFIX. Let MK attract a BLM's spell to his blade and then unleash the stored magic on the enemy via another job ability. This would not only be a means to pull BLMs back into PTs, but perhaps draw a tanking class into manaburn settings.

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                      • #12
                        Re: Proposed Builds Part 2: Mystic Knight

                        Steiner's ability to do that was just a throwback to Mystic Knight. While it did work rather well, I really wouldn't care for it in this game. Mainly because it A) Defeats the purpose of the class, and B) Requires you to be with another mage to be effective.


                        Giving Runic to PLD (or maybe this job) certainly would be great though. I was amazed that PLD didn't get it as a merit ability. I love fighter-mages, and Mystic Knight is pretty well the emodiment of it. As it stands BLU is the closest thing to it in the game and while it is great fun to play it's just not the same.

                        Admittedly the job has less utility than RDM or BLU, but that's also a good thing; it's one less job they have to deal with, and it gives us another viable tank that can also stick it to the mob.
                        sigpic


                        "BLAH BLAH BLAH TIDAL WAVE!!!"

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                        • #13
                          Re: Proposed Builds Part 2: Mystic Knight

                          Originally posted by Omgwtfbbqkitten View Post
                          Perhaps instead of being able to give a stronger enspell enhantment to the blade directly, Mystic Knight could draw a little trick from Steiner and Vivi in FFIX. Let MK attract a BLM's spell to his blade and then unleash the stored magic on the enemy via another job ability. This would not only be a means to pull BLMs back into PTs, but perhaps draw a tanking class into manaburn settings.
                          That sounds good, but I'm not sure the current system could handle that. With Counter mechanics Runic would be simple to pull off, but an offensive spell from an ally would not be able to target you. I'm sure a JA that would target a friendly player and use the interrupt check to determine if you absorb their spell would work, but it's hard to say. That would have potential for abuse.

                          What would happen if they used the spell? It would seem kind of useless, except for holding hate, to take a Blm's spell and cast it for him with a melee attack. If it can be used with SCs it would help boost SC and MB damages, which would be nice.

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                          • #14
                            Re: Proposed Builds Part 2: Mystic Knight

                            I guess there would have to be a five minute timer at least to absorb an ally's spell to your blade and you're right in saying it might be hard to code something like that in. But the idea that you could hold down one spell for a limited time and have the MK unleash the BLM spell for bursting - possibly with another MB incoming, could help them hold had and deal extra MB damage.

                            A potential problem would be that it would leave MK reliant on BLM, RDM, BLU, WHM or DRK foe the use of such an ability, much like COR is reliant on other jobs to grant bonuses to thier buffs. Some jobs just wouldn't match up with this job as well as others if this ability existed.

                            I think a big thing SE needs to do with the new jobs is get MB back in the picture. That's one shortcoming all ToA jobs had - COR can't MB with QD, BLUs can MB but its very limited and PUP's Stormwalker automation could MB, but its difficult for them just like its hard for SMN

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                            • #15
                              Re: Proposed Builds Part 2: Mystic Knight

                              I think there would be at least one mage in every party. Even in Rdm/Brd TP burns the Mystic Knight could absorb White Magic, Black Magic, and Enfeebles. If each spell effect had an extra effect with each swing as well as an unleashable effect the job might play well with others. Rdm might not be the super enfeebler, but with their help the knight could possibly absorb dispel, phalanx, refresh, and some other Rdm only spells.

                              There's a lot of potential.

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