Mystic Knight - Magical Melee Dps

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Am I the only person who wants this? We already know from Paladin that hybrid melee classes can work well, and we know from Red Mage that hybridization in general is viable. So why not have a melee DPS based around magic damage? Rune Fencer/Spell Fencer/Spellblade/Mystic Knight is the perfect choice for this, and making it work would be so simple!

Y'all probably recall this class from other games, and the majority of the time they've worked one of two ways: 1) they've imbued their weapons with magical elemental buffs so that they could attack using that element, usually with bonus damage, or 2) they've used spells that immediately make them attack for more damage than average by imbuing their weapons with the aforementioned elemental magic. The game already has Enfire/Enwater/etc. on enemies, so it's not as though the concept is outside their perception, right?

So what I'm thinking is this: give them short cast times, the sort that a lot of spells already have, to use elemental strikes. Give them the DRG class armors--Maiming sets--to share, since those are a bit more resilient than average and this class would be slightly less mobile than the average DPS, so they might take more damage. Give them longer cast spells to lay elemental buffs on their weapons to augment autoattacks, prepare for specific combos and secondary rotations, and one buff that makes all their short-cast spells temporarily instant. Give them the classic "Runic" ability that Celes had back in FF6, but change it to a buff that increases magic defense while restoring MP based on a percentage of all damage received (rather than just magical). Does that sound sensible? Cuz I'd play this class to DEATH if we got it.

For a job gauge, I'd think something like a "Rune Gauge" wouldn't be out of place at all--gain runes by completing certain combos or using specific abilities, then spend accrued runes on abilities with various effects like offensive buffs, defensive buffs, temporary halved MP costs, etc. (which would function, in practice, sort of like a combined Sen and Kenki gauge; runes are gained similarly to sen, but are spent in set amounts instead of all at once, sort of like fourfold feathers/kenki/rage/etc.).

As mentioned, I think the DRG/Maiming armor sets would fit this incredibly well, and as for weapons: the Mystic Knight has traditionally used rapiers, knives, and swords. So why not have Mystic Knight Arms be a light sword + main gauche combo? A light blade like an estoc, rapier, saber, etc. in the main hand and a parrying dagger in the offhand. I think that'd maintain the classic feel and roots of the Job while still adding more variety to the weaponry already present in the game.

Ultimately, I feel it's an absolute shame that the team hasn't added any form of melee magic DPS yet, especially when we do already have a magic tank that people really enjoy playing, as well as a melee-comboing ranged mage that has been loved ever since its debut with Stormblood.

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