Spell Fencer Build (with Sketch)

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Hailing from Thavnair, spell fencers weave magic into their blades to support themselves in battle, occasionally unleashing powerful spells from their weapons.

~If Red Mage is a spell caster that wants to be a melee fighter, then Spell Fencer is a melee fighter that wants to be a spell caster.~

In Summary: Spell Fencer is a melee DPS that buffs itself through weapon skills, building up magic as it attacks, before unleashing destructive spells at the right moment. Basically, a reverse Red Mage with a dash of Monk thrown in.

Uses scimitars.

Class Skill: Phantom Weapon - Converts intelligence stat from caster gear into physical damage when appropriate.

-or- (since I'm not certain which gear would be right)

Coverts strength stat from scouting gear into magical damage when appropriate.

Under lvl 50 skills:

1-2-3 Combo, consisting of : Thunder Edge

Wind Fury Fire Strike

Each move can be done in any order. Damage will increase depending on which weapon skill is the 1st, 2nd, or 3rd move in the combo.

For example) 1st weapon skill in combo- base damage

2nd weapon skill in combo- base damage x 1.5 3rd weapon skill in combo- base damage x 2.0 + Buff

For the third and final skill, it will grant a buff, depending on what weapon skill is used.

Thunder Edge - End Combo bonus - En Thunder -> Increases rate of auto-attacks by 10% for 45sec

Wind Fury - End Combo bonus - En Wind -> Decreases weapon cooldown skills by 10% for 45sec

Fire Strike - End Combo bonus - En Fire -> Increases damage by 10% for 45sec

1-2 AoE Combo

Circle Slash - Spins in circle, dealing AoE damage to all nearby enemies

Whirlwind Blade - Spins in circle, dealing AoE damage to all nearby enemies -> Combo Bonus: Extends all "En" buffs by 10 seconds

Magic Armor - Absorbs damage totally 20% of max HP. 2 min cooldown

FireWall - Erects barrier around user or party member, reflecting damage back to enemies. Lasts 20sec, 90sec cool down.

Viper Blade - Casts DoT on target. Lasts 30sec, 1min cooldown

Culling Blade - Delivers an attack with a potency of 420. Instant attack with 40sec cooldown. Shares a time with Rain Blade

En Cure - Converts a portion of damage dealt into HP for 20sec. (Basically the same as bloodbath)

Lvl 50 - Desert Air - Refreshes all "En" skill timers to max. 60sec cooldown

Lvl 50 Magic Gauge - Gauge that builds up with every use of a weapon skill as long as an "En" buff is active. Builds up by 5 per weapon skill use, to a maximum of 100.

Lvl 50 Fireball - Unleashes stored magic in blade, dealing great damage. Uses 25 from magic gauge.

Lvl 52 Tornado - Uses 25 from magic gauge, casting magic from blade as an AoE attack.

Lvl 54 Curaga - Uses 25 from magic gauge for a healing effect.

Lvl 56 Rain blade - Delivers an attack to target and all enemies nearby. Instant attack with 40sec cooldown. Shares a timer with Culling Blade.

Lvl 58 - Instant En - Allows Instant use of an En skill. 2.5sec recast time, 90sec cooldown.

Lvl 60 - Second En - Allows a second casting of "En" skill, allowing a second stacking of "En" support abilities. Lasts 20sec, 2 min cooldown.

Lvl 63 - Blade Gauge - Every time Culling Blade or Rain blade is used, the gauge is increased by 1/3. After 3 uses, Break blade becomes available.

Lvl 63 Break Blade - Delivers an attack with a high potency. Instant attack. Only available when Blade Gauge is full.

Lvl 66 Torrent Blade - Delivers AoE attack with a high potency. Instant attack. Only available when Blade Gauge is full.

Lvl 68 Fire Wall II - Erects barrier around user or party member, reflecting damage from enemies back with an increased potency. Lasts 20sec, 80sec cool down.

Lvl 70 Fire Burst - Upgrades Fireball to Fire Burst. Uses 25 from magic gauge, higher potency than Fireball.

Lvl 70 Thunderstorm - Upgrades Tornado to Thunderstorm. Uses 25 from magic gauge to cast an AoE attack with a greater potency than Tornado.

Lvl 73 En Thunder II Increases auto-attack rate to 15%

Lvl 76 - Desert Alchemy - Allows for two free magic castings, regardless of magic gauge. 90sec cooldown.

Lvl 80 - Group En Wind - Reduces global cooldown abilities of all nearby party members by 10% for 20sec. For the duration, every weapon skill a party member uses also contributes to magic gauge of spell fencer.

Notes

-Please forgive the potato quality of my sketch. I forgot I don't have a scanner anymore.

-I used Red Mage, Monk and Ninja as inspiration for Spell Fencer, as well as the Spell Fencer asterisk from Bravely Default.

-I originally included potencies, but removed them since I don't know what kind of DPS numbers they would generate.

-Sketch is based on the Spell Fencer outfits from Bravely Default, as sword enchanters throughout the series usually have an Arabian theme.

-I hope we see some variation of the Spell Fencer next game, as we will likely infiltrate Garlemald via Radz-At-Han.

submitted by /u/CaffeineFire
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