Combat concept: Trachahtyn Holrhaerz
(Does not actually use a sword)
Everything below the cut cause who wants to read some probably OP thing anyway. THIS IS IDEATION OKAY I ALWAYS MAKE OP IDEAS???
Even before he was Trachahtyn I had him a concept of a job self-named as Magister (how original right?) His main gimmick was similar to RDM’s black and white mana mechanic, except instead of black and white magic, he utilizes specifically only lightning and wind mana. In that sense, he’s already into a BLM/WHM/RDM cross field which is already, by lore, “SPECIAL SNOWFLAKE” alarming kind of lore breaking. But I digress to the movesets and mechanics (which I might add also is probably lorebreaking to the maximum degree).
The mechanics
So. First off, the RDM influence is only on its dual gauge mechanic? NOPE SORRY. Unfortunately they stole the name of the talent he has (that I had always attributed to him) so here’s a slightly different name yet still dumbly similar anyway: DOUBLECAST.
Doublecast - Trachahtyn has the ability to cast two spells simultaneously at one go. This might sound overpowered at first (and it probably still is) but what this means is, when the generic 2.5s GCD is up while he’s still casting, he can start to cast a second spell, while the first one is still going. Unlike RDM’s cast-one-to-cast-another-instantly, his playstyle works more towards a BLM in terms of mobility.
Wind/Lightning Gauge - Spells of Trachahtyn come almost exclusively in the form of either wind or lightning aspects, and with similar parallels of one another e.g. Thunder/Aero; Thundara/Aerora. When launched, similar to RDM, it raises the gauge of its corresponding alignment by a fixed amount, depending on its aspect and tier. There are 5 major tiers of spells he has. What happens when you max out on them (100 in theory)? We’ll cover that later below.
The abilities
Basic:
Thunder - deals lightning damage to single enemy, raises lightning mana by 3. (Cast: 2.5s; GCD 2.5s, Pot.: 150)
Aero - deals wind damage to single enemy, raises wind mana by 3. (Cast: 2.5s; GCD 2.5s, Pot.: 100) Additional Effect: Wind DoT for 12s (Pot.: 20)
Thundara - deals lightning damage in a frontal cone, raises lightning mana by 4. (Cast: 3s; GCD 4s, Range: 10m, Pot.: 120)
Aerora - deals wind damage to a target and its surrounding enemy, raises wind mana by 4. (Cast: 3s; GCD 4s, Range: 5m, Pot.: 80)
Verthunder - deals lightning damage to single enemy, raises lightning mana by 8. (Cast: 5s; GCD 2.5s, Pot.: 250) Additional Effect: Quickspell
Veraero - deals wind damage to single enemy, raises wind mana by 8. (Cast: 5s; GCD 2.5s, Pot.: 250) Additional Effect: Quickspell
Let’s break apart real quick to take a look at Quickspell:
Quickspell - When casting any spell with this additional effect, once the GCD is reset, any spells cast alongside the current spell that isn’t another Vermillion spell, or spells of a similar aspect, will be halved in Cast and GCD value. This allows Trachahtyn to cast any non-Ver spells that would otherwise be too cumbersome to keep up, and thus keeping momentum in casting.
E.g. Trachahtyn can cast Verthunder (5s), and after the GCD (2.5s), cast Aerora (0.5s) and Aero (-0.75s). During the point when Verthunder is cast while Aero is casting, Trachahtyn can cast Thunder, so that the gap between each spell finished is at 0.75s. This gap can be extended or shortened as he sees fit by casting Vermillion spells.
Back to abilities!
Thundaga - deals lightning damage to a single enemy, raises lightning mana by 5. (Cast: 3.5s; GCD 2.5s, Pot.: 400)
Aeroga - deals wind damage to a target and its surrounding enemies, raises wind mana by 5. (Cast 3.5s; GCD 2.5s, Pot.: 200)
Thundaja - deals lightning damage to a target and its surrounding enemies, raises lightning mana by 11. (Cast: 5s; GCD 2.5s, Pot.: 180) Additional Effect: Lightning DoT on all hit enemies (Pot.: 30) Can only be cast under Quickspell.
Aeroja - deals wind damage to a single enemy, raises wind mana by 11. (Cast: 5s; GCD 2.5s, Pot.: 350) Can only be cast under Quickspell.
And here we begin our descent into made-up spells for custom play, coincidentally also follows up with the expenditure of mana.
Verlevin - deals lightning damage to all enemies around caster. Uses 20 mana. (Cast: 3.5s; GCD 2.5s, Range: 10m, Pot.: 120) Additional Effect: Quickspell
Verfoehn - deals wind damage to all enemies around caster. Uses 20 mana. (Cast: 3.5s; GCD 2.5s, Range: 10m, Pot.: 110) Additional Effect: Quickspell
Now you might think, ‘why do we need spells that hit what’s surrounding us? Aren’t we casters and we should stay far away?’
I never said he was a long-ranged caster. He’s actually short ranged and actively participates in melee ranged attacks. I just haven’t gotten to it yet.
More mechanics:
When his mana hits 80-100, Trachahtyn is able to utilize the mana into weapons. Staves, actually. By converting the mana into ‘4-5 element charges’ with staves, he opens up new abilities, on top of empowering all respective magic cast during this time by 10%. These are the staff specific abilities:
Manifest Levin - Creates a lightning aspected staff of condensed lightning aether, granting use of Fulminate and Judgment Burst. Creates 4 Lightning Charges, 5 with 100 mana. All close ranged attacks deal lightning DoT (Pot.: 5) in a cone pattern for 3s per, and deals non-diminishing Heavy (1s).
Manifest Vortex - Creates a wind aspected staff of condensed wind aether, granting use of Turbulence and Pulsation. Creates 4 Wind Charges, 5 with 100 mana. All close ranged attacks deal wind DoT (Pot.: 5) in a cone pattern for 3s per, and deals non-diminishing Slow (1s).
Fulminate - extends all self-cast lightning and wind DoT effects on target to 30 seconds, and empowers the DoT damage by 15%. Usable only with Levin Gavel. Uses one Lightning Charge.
Turbulence - spreads all self-cast lightning and wind DoT effects on target to all surrounding enemies in a 10m range, and empowers the DoT damage by 15%. Usable only with Vortex Staff. Uses one Wind Charge.
Judgment Burst - deals lightning damage to all enemies around caster, and pulls them in to caster’s location. (Range: 0-15m, Pot.: 100-250, peaking at 15m). Additional Effect: Stun (1s) Usable only with Levin Gavel. Uses one Lightning Charge.
Pulsation - deals wind damage to all enemies around caster, and knocks back. (Range: 0-15m, Pot.: 100-250, peaking at 0m). Additional Effect: Silence (1s) Usable only with Vortex Staff. Uses one Wind Charge.
Howling Medley - deals unaspected damage to target. Usable only with both Levin Gavel and Vortex Staff. Uses all Lightning and Wind Charges. (Cast: 2.5s; GCD: 2s; Pot.: 70 per Charge used, up to a maximum of ten charges at 700)
AND THAT’S ABOUT IT THANK YOU FOR READING THIS FAR IF YOU DO JUST KNOW THAT ALL THE DEFINED NUMBERS ABOVE ARE JUST FOR THEORY AND WILL NOT BE VERY MUCH SIMILAR IN COMBAT RP IT’S BEEN A FULL HOUR SINCE I WROTE THIS I NEED SLEEP BYE HAVE A GOOD DAY.







