Idea For A Magic Knight Dps Job

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The magic knight (Mystic Knight, Spellblade, etc) is one of the few notable FF jobs that haven't been implemented, so I though I'd take a stab at theorycrafting it (maybe again, It's been awhile since I used these forums so Idon't know if I done something like this before)

  • Role: Melee DPS
  • Armor Class: Maiming
  • Weapon: Spellblade
  • Abbreviation: MYK
  • Starting Level: 70 (assumes it debuts in 6.0)
  • General idea: the MGK is a Job that specializes inusing elemental aether to augment their sword play, to do this, they use use a weapon with a material hilt and handle and an aetheral blade (to give a basic idea, look at the Padjali swords and daggers and imagine their handles aren't glowy). However influence from several religious groups and ensure they also have the ability to call on the power of the Twelve as well, granting them various boons to help their teammates with. Basically they are a support melee class.
  • Lore: A traveler is looking to revive a lost art is is looking for 13 students. The art of the Mystic Knight is believed to been granted power from the Twelve themselves. They travel to find the runestones Louisoux scattered across Eorzea and the worshipers of the members of this pantheon.
  • The basics: the MSK toolkit has three aspects. The Weaponskills, the En- spells and the Runes.
    • The weaponskills are of course the basic skills and consist of a 3 skill combo and an AoE skill. With a oGCD for going into and out of melee range.
    • The En- Spells serve to augment these weaponskills, aspecting them to a certain element and granting access to the runes. There's one for each element. The effects they grant include a DoT of the aspected element (which like the En spells themselves you've already seen before) for the first skill and a chance to make the next En spell have no MP cost. They all have instant cast times but take up 2000 MP each.
    • The Runes are where the utility abilities goes. They are divided into Astral and Umbral Runes. The Astral Runes provivade debuffs to the target and nearby mobs, while the Umbral Runes provide buffs to the player and nearby allies. The runes are unlocked by casting an En spell of the same element (for example, Enblizzard would unlock the Halone and Menphina runes)
  • Other notes:
    • The Aetheral blades have a yellow color unless they're dyed, an en spell is in play or are Primal weapons. In which case they take on the color of the element in the latter two cases and the dye in the former
    • While the Runes are AoE, entities can have more than one rune at once, Same applies to the DoTs. the general idea is to cycle though the elements and get 6 DoTs on the mobs or full a supportive role
    • The general aesthetic would draw on the battle mage, hence the Maiming gear would be used for this Job.
    • The first AF weapon will be called Durendal, if they aren't using that for PLD relics.
    • Also the Job will use the existing En- (obv) and elemental DoT statuses (Electrocution, Burns, Dropsy, etc)
What do you think?

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