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  1. #1
    Player
    VoxInaBox's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    39
    Character
    Vox Burakkuho'ru
    World
    Leviathan
    Main Class
    Armorer Lv 50

    Samurai Skills and Concepts (Up to lv 40)

    Short Description: The Samurai excels in long fights, becoming more efficient as the fight progresses. Their main resources is Enmity, and hyper scale their skills based off how much enmity they generate. With a complex variety of branching out skill combos, the most efficient way of gaining enmity and mitigating damage changes depending on the situation. What choice you make is up to you and your way of the Samurai.

    Note: At the end will be a list of scenarios of how the skills will work. There isn't a TL;DR section, but feel free to make one and post it if you want. Also any spelling errors, I take no responsibility. V_V

    Samurai Skill Ideas (Lv.50)
    Skills still subject to change and still not totally refined. Please leave your suggestions and criticism. Try not to take all the numbers too seriously they're just a base. The mechanics of how the class works is what I mainly focused on. Also, I was able to get up to lv 50, so ignore the lv 40 title if you're able.

    Swordsmen + Lancer (Tank)

    Slicing blade: Lv.1/0 cast/2.5 recast/0 MP/70 TP/3y Range/0yRadius
    Delivers an attack with a potency of 150

    Mempo: Lv.2/0 cast/120 recast/0 MP/0 TP/0y Range/0y Radius *Changed*
    Reduces Damage taken by 35%. Duration: 15s
    Duration and potency decreases as Enmity decreases.

    Cold Divider: LV.4/0 cast/2.5 recast/0 MP/60 TP/3y Range/0y Radius
    Delivers an attack with a Potency of 100
    Additional Effect: Increases Enmity

    Combo Actions: Slicing Blade
    Combo Potency: 200

    Sheathing Aura: Lv.6/0 cast/30 recast/0 MP/0 TP/0y Range/4y Radius *Changed*
    Reduces surrounding enemies Physical and Magical damage up to 35%. Duration: 15s
    Percentage decreases as Enmity decreases.
    Additional Effects: Puts sword to "Sheathed Grip"
    Removes "Two Handed Grip" Buff

    Crescent Razor: Lv.8/0 cast/2.5 recast/0 MP/80 TP/0y Range/0y Radius *Changed*
    Delivers an attack with a potency of 120 to all enemies in a cone before you.
    Additional Effects: Increases enmity.

    Sheath Shot: Lv.10/0 cast/2.5 recast/0 MP/80 TP/3y Range/0y Radius *Changed*
    Delivers an attack with a potency of 110
    Additional Effects: Stun.
    Duration 5s (duration 3s below level 32)

    Sword Dance: LV.12/0 cast/2.5 recast/0 MP/80 TP/3y Range/0y Radius *Changed*
    Delivers an attack with a Potency of 100

    Combo Action: Slicing Blade
    Combo Potency: 200
    Combo Bonus: Restores TP

    Sheath Throw: LV.15/0 cast/2.5 recast/0 MP/120 TP/15y Range/0y Radius
    Delivers an attack with a potency of 120. Additional effects: Increases Enmity.

    Two Gripped Rage: Lv.18/0 cast/30 recast/0 MP/0 TP/0y Range/0y Radius
    Increases Damage Dealt : Duration up to 15s
    Potency decreases as Enmity decreases.
    Additional Effects: Puts Sword to "Two handed Grip"
    Removes "Sheathed Grip" Buff

    Fair Warning: Lv.22/0 cast/40 recast/0 MP/0 TP/25y Range/0y Radius *Changed*
    Steals 25% of a single allies enmity.

    Iaido: Lv.26/0 cast/2.5 recast/0 MP/75 TP/3y Range/0y Radius *Changed*
    Delivers an attack with a potency of 120
    Additional Effects: Increases enmity

    Combo Actions: Cold Divider

    Buff Actions: Sheathed Grip
    Buff Bonus: Extends Sheathing Aura by 15s
    Combo Potency: 240
    Duration decreases as Enmity decreases.

    Buff Actions: Two handed Grip
    Buff Bonus: Greatly increases Enmity (Removes Two Handed Grip Buff)
    Combo Potency: 260
    Potency decreases as Enmity decreases.

    Slicing Storm: Lv.30/0 cast/2.5 recast/0 MP/70 TP/0y Range/5y Radius *Changed*
    Delivers an attack with a potency of 120

    Combo Actions: Sword Dance
    Combo Potency: 220

    Buff Actions: Sheathed Grip
    Buff Effects: Increases Enmity. (Removes Sheathed Grip Buff)
    Duration: 3s

    Buff Actions: Two handed Grip
    Buff Effects: Restores surrounding allies TP over time. (Removes Two Handed Grip Buff)
    Duration: 15s
    Duration and potency decreases as Enmity decreases.

    Samurai skills and Lv 30+ skills

    Ronin Stance: Lv.30 /0 cast/2.5 recast/0 MP/0 TP/0y Range/0y Radius (Samurai skill) *New*
    Decreases Enmity by 30%.
    Increases Critical hit rate by 20%
    Increases physical damage by 5%
    Effect ends upon reuse.

    Karma's Weight: 34/0 cast/120 recast/0 MP/0 TP/0y Range/0y Radius *New*
    Reduces damage taken from the highest enmity enemy by 50% : Duration 10s
    Potency decreases as Enmity decreases.

    The Enmity of my Enemy is my Friend: Lv. 35/0 cast/180 recast/0 MP/0 TP/0y Range/5y Radius *New*
    Restores 120% of HP and 120% of TP slowly over the course of 10s.
    Percentage decreases as Enmity decreases.
    Greatly reduces Enmity gained for 10 seconds after.

    Unforgiven Aura: Lv. 38/0 cast/120 recast/0 MP/0 TP/0y Range/6y Radius *New*
    Increases the enmity of surrounding enemies for each enemy killed while focusing you : Duration 20s
    Duration decreases as enmity decreases.

    Honor Stance: Lv.40/0 cast/2.5 recast/0 MP/0 TP/0y Range/0y Radius (Samurai skill) *New*
    Lowers damage dealt by 20%
    Increases Enmity by 30%
    Increases Healing received by 35%
    Being healed increases Enmity
    Healing percentage decreases as enmity decreases.
    Cannot be used with Ronin Stance.
    Effect ends upon reuse.

    Vow of Loyalty: Lv.42 /0 cast/120 recast/0 MP/0 TP/0y Range/3y Radius *New*
    Prevents damage from being dealt to allies behind you as well as knock backs. : Duration 5s

    Fatal Deliverance: Lv.45 /0 cast/45 recast/0 MP/0 TP/3y Range/0y Radius (Samurai skill) *New*
    /0 cast/2.5 recast/0 MP/75 TP/3y Range/0y Radius
    Delivers an attack with a potency of 320
    Potency decreases as Enmity decreases.

    Grip Switch:Lv.46 /0 cast/180 recast/0 MP/30 TP/0y Range/0y Radius *New*
    Changes "Two Handed Grip" To "Sheathed Grip" and "Sheathed Grip" to "Two Handed Grip".

    Will Of The Shogun: Lv.50 /0 cast/300 recast/0 MP/0 TP/0y Range/0y Radius (Samurai skill) *New*
    You can only be hit with 1 damage by most attacks for 10s

    Blade Vortex: Lv.50 /0 cast/40 recast/0 MP/0 TP/0y Range/6y Radius *New*
    Delivers an attack with a potency of 100
    Pulls surrounding enemies 3y's in front of you and holds them there for 2.5's.
    (1)
    Last edited by VoxInaBox; 12-17-2013 at 04:42 AM.

  2. #2
    Player
    VoxInaBox's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    39
    Character
    Vox Burakkuho'ru
    World
    Leviathan
    Main Class
    Armorer Lv 50
    Concept fight. 3-5 Mobs:
    Start by being in "Honor Stance".
    Open up with "Sheath Throw" to pull the enemies towards you, no need to go to them.

    Now pop your OGC move "Sheathing Aura". This puts an automatic 35% damage reduction on all enemies that are aggroed to you and the debuff doesn't decay in potency because, at this time, you're the only one on the mobs. This also puts the "Sheathed Grip" Buff on you which allows different effects depending on what moves you combo into.

    Use "Crescent Razor", your enmity/damage move (basically your flash or over power). This secures that your "Sheathing Aura" debuff on the mobs stays around 20% to 25% damage reduction when the DDs and heals happen.

    Slicing Blade is what starts your combo tree, but which branch should you take? There are many ways you can handle this situation, but I'm just going to focus on damage mitigation + keeping aoe aggro.

    After Slicing blade, The "Sheathing Aura" debuff the mobs should have will be around 15-20% damage reeducation because of healing and maybe some AOE damage from the DDs, maybe even lower. I've now decided to use "Sword Dance". It Restores my TP, which isn't that important this early into the fight, however, what this combo branches out to, will help.

    My next move is "Slicing Storm". This is an AOE damage move with a combo potency of 220. Because I opened up with "Sheathing Aura" my "Sheathed Grip" buff procs a Bonus effect on "Slicing Storm". It now increases the enmity that "Slicing Storm" does. This means that my "Sheathing Aura"'s damage redacting debuff should now be at around 20% to 25%.

    Now that an enemy or two is about to die, you can even pop "Unforgiven Aura" which increases your enmity to the surrounding mobs every time an enemy is killed while focusing you, Further increasing "Sheathing Aura"'s debuff percentage until the duration runs out.

    The Samurai excels in long fights, and only becomes stronger as the fight progresses. However this can easily be proven false if your cool downs are timed poorly. For example: If your teammates were to attack too soon, your "Sheathing Aura" will have a very poor damage reduction effect. You'd have a hard time getting the debuff up to a good % where it will become useful. By the time you would get it to it's maximum effectiveness, with moves like "Unforgiven Aura" and "Slicing Storm", your 15 seconds on "Sheathing Aura" will be up. So timing your cool downs at the right time is important. If you had known that your team would jump the gun, you could have saved "Sheathing Aura" for when you had more enmity later down the fight and use it then.

    Concept fight. Boss fight, Titan HM:
    Start by being in "Honor Stance".

    Open up with "Sheath Throw" to pull titan and move behind him, getting in place.

    Pop "Two Gripped Rage" to start building up as much enmity on him as you can. Giving you the full damage buff potency until your team starts attacking.

    You'll be able to get your "Slicing Blade" off while you're moving in position.

    Combo it into "Cold Divider" to Start building that single target enmity.

    Follow up with the last part of this combo, "Iaido" to really pull in the enmity count. With "Two handed Grip" buff being activated the enmity you gained from this allows you to start the fight with near maximum efficiency.

    Titan Jumps up into the air and your team stacks on top of you. The healers are casting their AOE heal. You pop "Sheathing Calm" to Mitigate the damage the parity receives including yourself. The AOE heal goes off and your healers now have a bunch of Enmity.

    You can now pop "Fair Warning" Taking one of the healer's enmity and putting it on yourself. This should keep you at maximum efficiency unless you mistime it and they use "Shroud of Saints" before you use "Fair Warning". A safe way would be to use it on your Scholar if you're afraid of missing, but you won't get as high of a benefit from it.

    You can now pop "Sheathing Aura" and use the "Sheathed Grip" buff with "Iaido" to prolog the effects of the damage mitigation it provides you and your team.

    When it comes time for him to flip the table on you, you can pop "Karma's Weight" to prevent being insta killed or half'ed in hp. If you DO drop too low, and your healers are in a bind and can't heal you because of something like rezing a teammate or fully healing a party after a massive aoe spam, you can pop "Will of the Shogun" to keep yourself alive with low hp.

    If you're really low when you use this and you'll still be able to die from the some of the damage, you can then pop "The Enmity of my Enemy is my Friend" and begin restoring your own tp and HP.

    Now say your Melee DPS are having some problems with their TP. You want to help with your TP Utility on "Slicing Storm", but you can't because you're in "Sheathed Grip" and not "Two Handed Grip", and your "Two Gripped Rage" is still on cool down. No worries, because you're smart, so you pop "Grip Switch" and now you're go from "Sheathed Grip" to "Two Handed" and combo into "Slicing Storm" to restore your surrounding allies TP.

    Oh no! What's this?! Your healer is about to get hit by a "Land Slide" because he was in the middle of healing someone! Think Fast! You move in front of titan's Land slide and pop "Vow of Loyalty", blocking the damage and preventing the knock back.

    Put some "Fatal Deliverance" and "Blade Vortex" down when they're up and you should be fine. Got to love them OGC
    (0)

  3. #3
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    Needs More Tachi: !
    (1)

  4. #4
    Player
    DarpaChief's Avatar
    Join Date
    Oct 2011
    Posts
    31
    Character
    Musketeer Aramis
    World
    Moogle
    Main Class
    Gladiator Lv 50
    Some interesting ideas. A little hard to read and understand though. While I like some of the ideas, the potency and also TP-cost of some of the moves doesn't seem quite right. The cost for similar moves on other tanks is actually higher than those that you've given SAM, but SAM can also recover it's TP. You'd want to be able to convert TP to mitigation if going this route. Also the ability to provide TP to other members probably shouldn't belong to a tank.

    Honor Stance needs a complete rework. +35% Healing received is roughly twice what WAR get. I get that it's not coupled with a max HP+ like Defiance - but the low hp and lack of any passive mitigation is going to be too rough. SAM would just just be far too spikey and subject to that the same problems that WAR has just overcome. E.g. Imagine all 3 tanks with base HP of 6000 being hit for 5000. Pally would have 2000HP left after Shield Oath's mitigation, War would have 2500 HP after defiance buff to HP (6000 > 7500), SAM would have 1000 HP and likely die in the next hit. EDIT: forgot to account for Sheathed Grip in the calculation but seeing as it's impossible to give a figure to this, I can't say much. If the scale of DR goes between 0%-35% it's likely you'll be running with sub par mitigation most of the time.

    There doesn't seem to be any real defensive CDs here? I presume keen flurry from LNC but that's pretty weak really. The CDs you've listed all seem to be long CD, situational 'last resort' abilities, as opposed to anything that currently works, like -% Damage Received. EDIT: Just noticed Karma's weight, which is ok, but only works in ST situations and even then I would say it's -% shouldn't be higher than sentinel. You wouldn't be able to rotate this on table flips anyway.

    Vow of Loyalty is interesting, but considering i've pretty much never used cover on my paladin I don't think this will ever get used. If you have time to run around Titan to block landslide, then the healer has time to make the short move out of the way. I don't think you'd ever be able to use this skill in any realistic situation. In fact, the only use would be exploiting it by having the Main Tank stand behind you and you use this ability.

    Overall I think the enmity affecting potency thing will just be too hard to balance. A group with good DDs, will end up generating more enmity while SAMs abilities will be worse. The job just seems unable to do anything consistently. Similarly, when being used as an OT, the low enmity will make the job weak and you'll end up doing worse damage. You end up in a downward spiral where you have no enmity, and therefore no damage. You then do no damage, and therefore gain no enmity.
    (0)
    Last edited by DarpaChief; 12-17-2013 at 05:18 AM.

  5. #5
    Player
    VoxInaBox's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    39
    Character
    Vox Burakkuho'ru
    World
    Leviathan
    Main Class
    Armorer Lv 50
    I'm going to be changing the "enmity" Scaling into a "Chi" Scaling where "Chi" Is determined off of how long you've held enmity and how much enmity you generate.

    I'm also going to try and work on the numbers a little bit.
    (0)

  6. #6
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Hmmm, what do you mean by "Potency decreases as Enmity decreases." ?

    Judgement reserved until I solve that mystery
    (0)

  7. #7
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by VoxInaBox View Post
    Skills still subject to change and still not totally refined. Please leave your suggestions and criticism. Try not to take all the numbers too seriously they're just a base. The mechanics of how the class works is what I mainly focused on. Also, I was able to get up to lv 50, so ignore the lv 40 title if you're able.
    Random note, the layout you chose to go with makes it really annoying to read, given that you use empty space to separate secondary effects as well as new abilities. Half of the time I wasn't sure whether you had screwed something up and misplaced a comment or were actually referencing a separate capability.

    A lot of the abilities you listed have "potency decreases as enmity decreases" which makes absolutely no sense to me, given that, as a tank, unless you're the offtank, you should *always* be at max enmity. On top of this, enmity isn't actually a percentage value, and it never diminishes (the only way to reduce your enmity is to use an ability that reduces your enmity or die). It's a flat numerical value that accumulates over time. From your second post, it seems to me like you intend it to mean "potency decreases as percent of enmity advantage decreases" but that's a terrible idea given that it monumentally penalizes the SAM for running with DPS/healers that actually deal good damage or even running in an 8 man group with an offtank. An outgeared SAM would get dramatically diminished effects, especially given that some of the high potency attacks actually have their potency linked to *already* having high potency. A SAM running with another tank would just have terrible values for this overall.

    Even if you wanted it to be something more like "effects diminish over time", some of those effects are *really* overpowered unless the effects diminish *really* fast. Of course, since you're not saying *how much* they diminish or even stating a minimum value with which they can reach, you're refusing to provide a lot of information that would be really useful for determining balance/performance/use paradigms.

    Enmity should *only* be used as a method of determining who is being attacked. If you use it to determine the effectiveness of damage/support/etc abilities in any way, everything gets screwed up because, while the devs can control the way that tank enmity and DPS/healer enmity scale, they can't make sure that absolutely everyone is always geared on equal footing, not to mention that it effectively prevents them from using all kinds of fight mechanics that are designed to force tanks to not just generate as much enmity as possible (think of the t2 tank swap, where the tanks have to routinely stop attacking so that they don't rip aggro off of the other after the provoke; it also outright prevents the devs from using any kind of threat drop designed to force the group to move the boss from one tank to the other or force the tank to use Provoke). It also makes them effectively worthless after they are rezzed because they can never generate the same size enmity cushion that they could before.

    The whole "Sheathed Grip"/"Two-Handed Grip" doesn't make sense either, especially given that you used Iaido as a separate ability. Iaido *is* the act of attacking from a sheathed weapon so having attacks originate from a "Sheathed Grip" when you have an ability that already *means* "drawing a weapon from its sheath and attacking in the same motion" makes no sense whatsoever (on top of this, you actually allow Iaido to be used with the Two-Handed Grip which is just mindboggling). Furthermore, I'm guessing that you intend for every ability to have 2 separate animations (as well as 2 separate combat stances) because it's not like an Iaido attack is going to have anything close to the same animation as an attack from a weapon that's not only already drawn but also being utilized in a completely separate grip (you can't really draw a sword at your side with 2 hands) which is asking the devs to double their workload for a single class. If you actually intend for there to be something like a third single-handed grip used when you have neither buff, you're asking for the workload to be tripled.

    I'm not even sure *why* you felt the need to create 2 separate buffs for the class to swap between. It's not like they're consumed in any way except to swap between the two. If you really wanted to do it as such, you could just get rid of the two buffs completely and replace them with a single buff called "Iaido" that allows you to use your Iaido attacks (that can't be used without the Iaido buff) and prevents you from using your non-Iaido attacks (it's a completely different stance so it doesn't make sense to be able to use the same attacks in it that you do out of it; have the Iaido attacks cost no TP so that you can never resource prevented from using them while Iaido is up) and turns off the auto-attack, since it smacking someone with a sheathed sword is idiotic in terms of actual combat. It would basically turn Iaido into a single stack that acts like 5 stacks of Wrath that you use immediately instead of holding on to it. A potential implementation would be for one of the tier 3 combos and maybe an additional ability from the job to provide you with Iaido (the animation has you sheathing your sword at the end of it) which allows you to create a further combo step on top of it that creates into 2-3 shared options (kind of like a fusion between the MNK form system and traditional combos).

    Sheathing Aura: Lv.6/0 cast/30 recast/0 MP/0 TP/0y Range/4y Radius *Changed*
    Reduces surrounding enemies Physical and Magical damage up to 35%. Duration: 15s
    Percentage decreases as Enmity decreases.
    Additional Effects: Puts sword to "Sheathed Grip"
    Removes "Two Handed Grip" Buff
    This is broken as hell, given that it's a huge global debuff (35%? Seriously?) to all damage dealt, is off GCD, and, with one of the combo abilities provided, can be maintained with 100% uptime.

    Crescent Razor: Lv.8/0 cast/2.5 recast/0 MP/80 TP/0y Range/0y Radius *Changed*
    Delivers an attack with a potency of 120 to all enemies in a cone before you.
    Additional Effects: Increases enmity.
    This is a clone of Overpower with a TP cost of 80 instead of 130. Do you really have a justification for it being *that much* more efficient than Overpower?

    Sheath Shot: Lv.10/0 cast/2.5 recast/0 MP/80 TP/3y Range/0y Radius *Changed*
    Delivers an attack with a potency of 110
    Additional Effects: Stun.
    Duration 5s (duration 3s below level 32)
    A much more apt name would be Pommel Strike, since you can't really brain someone with your sheath when you're using your sword in two hands. You *can*, however, smack someone with the pommel of your sword whether it's sheathed or not.

    Sword Dance: LV.12/0 cast/2.5 recast/0 MP/80 TP/3y Range/0y Radius *Changed*
    Delivers an attack with a Potency of 100

    Combo Action: Slicing Blade
    Combo Potency: 200
    Combo Bonus: Restores TP
    First off, the name needs to be changed. Sword Dance is a signature ability of the Dancer. Secondly, a combo that restores TP is more than a bit broken, given that you're effectively saying that the class can *never* run out of TP. Riot Blade gets away with restoring MP because it costs TP to use.

    Sheath Throw: LV.15/0 cast/2.5 recast/0 MP/120 TP/15y Range/0y Radius
    Delivers an attack with a potency of 120. Additional effects: Increases Enmity.
    Throwing your sheath makes absolutely *no* sense. I would figure something else out, possibly using a glare/stare that acts like a single target Flash at greater range.

    Two Gripped Rage: Lv.18/0 cast/30 recast/0 MP/0 TP/0y Range/0y Radius
    Increases Damage Dealt : Duration up to 15s
    Potency decreases as Enmity decreases.
    Additional Effects: Puts Sword to "Two handed Grip"
    Removes "Sheathed Grip" Buff
    You don't provide a baseline potency here, gave it an absurdly high uptime (50%, so that the only way it could possibly be balanced is if it averaged less than 5%), and, given that it provides the benefit regardless of what grip/stance you're using, doesn't even really prevent you from just throwing up Sheathed Grip immediately after and making the name really awkward.

    Slicing Storm: Lv.30/0 cast/2.5 recast/0 MP/70 TP/0y Range/5y Radius *Changed*
    Delivers an attack with a potency of 120

    Combo Actions: Sword Dance
    Combo Potency: 220

    Buff Actions: Sheathed Grip
    Buff Effects: Increases Enmity. (Removes Sheathed Grip Buff)
    Duration: 3s

    Buff Actions: Two handed Grip
    Buff Effects: Restores surrounding allies TP over time. (Removes Two Handed Grip Buff)
    Duration: 15s
    Duration and potency decreases as Enmity decreases.
    This is a full on support ability, which means that it needs to come at the cost of your primary functionality. The primary function of a tank is to generate enmity and reduce damage taken so the only way it really makes sense would be for it to reduce your defense/mdef, reduce your damage, and/or reduce your current enmity levels. Support *always* comes at a cost in ARR: Selene increases skill/spell speed but provides substantially less healing than Eos (Eos brings Whispering Dawn *and* the healing potency buff) and the BRD support songs both reduce damage by 20%.

    The Enmity of my Enemy is my Friend: Lv. 35/0 cast/180 recast/0 MP/0 TP/0y Range/5y Radius *New*
    Restores 120% of HP and 120% of TP slowly over the course of 10s.
    Percentage decreases as Enmity decreases.
    Greatly reduces Enmity gained for 10 seconds after.
    That's insanely strong as a recovery tool, especially given that it fully restores your TP on a 3 minute CD (and the only way you anyone can burn through 1000 TP in less than 3 minutes is a WAR doing Overpower spam). In PvP, it would be borked as hell.

    Unforgiven Aura: Lv. 38/0 cast/120 recast/0 MP/0 TP/0y Range/6y Radius *New*
    Increases the enmity of surrounding enemies for each enemy killed while focusing you : Duration 20s
    Duration decreases as enmity decreases.
    The only time this would be useful would be on the first big pull of a WP speed run. In every other case, by the time one enemy is dead, the tank should *already* have established a substantial enmity cushion on the other targets. It would be pretty much *entirely* worthless on boss fights.

    Vow of Loyalty: Lv.42 /0 cast/120 recast/0 MP/0 TP/0y Range/3y Radius *New*
    Prevents damage from being dealt to allies behind you as well as knock backs. : Duration 5s
    Once again, another attack that is completely broken as hell because it's like Cover on crack. You're reducing the damage that multiple people take by 100%. Cover gets away with because it only works on physical damage, only applies to a single target, *and ensures that damage is still taken by someone*. Assuming you mean that knockbacks are ignored for both you and the target, it also provides some insane utility that allows you to ignore a number of KB mechanics that are supposed to be there for instant death purposes. If anything, I'd say that this is trying to give SAM Cover, which has never really been something that SAM is known for. Cover has always been a PLD thing. SAM's really kewl defensive ability was always Blade Grasp.

    Will Of The Shogun: Lv.50 /0 cast/300 recast/0 MP/0 TP/0y Range/0y Radius (Samurai skill) *New*
    You can only be hit with 1 damage by most attacks for 10s
    Once again, you pretty much copied a PLD ability, only you made it stronger. There isn't really a difference between taking 1 damage and taking 0 damage, especially since fully absorbing attacks no longer allows you to avoid secondary effects. You gave it the same duration and a shorter CD, so it's explicitly stronger than Hallowed Ground.

    Blade Vortex: Lv.50 /0 cast/40 recast/0 MP/0 TP/0y Range/6y Radius *New*
    Delivers an attack with a potency of 100
    Pulls surrounding enemies 3y's in front of you and holds them there for 2.5's.
    You decided to steal Holmgang from WARs as well. Awesome job.

    You really need to reexamine what you want SAM to be about. Mechanically, it's a horribly inelegant idea (there are much simpler ways to accomplish what you want) that doesn't work well, would frustrate players to no end, isn't even all that original (just look at most of your CDs; the only thing you did on most of them was increase the value and add the vague and mechanically unsound "effect decreases as enmity decreases"), and requires about as much work as creating 2 other entire classes.
    (2)

  8. #8
    Player
    Tyger's Avatar
    Join Date
    Sep 2013
    Posts
    6
    Character
    Tyger Tyger
    World
    Malboro
    Main Class
    Marauder Lv 90
    I picture SAM wielding two different swords that requires both the main hand and secondary slot.

    The main sword (great katana) would be the source of most of the heavy hitting and tanking abilities, with the smaller sword (wakizashi) in the secondary slot would be used for bleeds and some cc type abilities. Both swords would normally be used as two-handers and only have one unsheathed at a time (think DoL land classes having two, two-handed instruments), except maybe for some cyclone-like or multi-slash abilities that could have both out one in each hand. That would be an amazing way to implement SAM.

    Oh yeah, and a SAM throwing attack would be a tanto dagger (or even the wakizashi), not a sheath.
    (0)
    Last edited by Tyger; 12-17-2013 at 11:11 AM.

  9. #9
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Tyger View Post
    The main sword (great katana) would be the source of most of the heavy hitting and tanking abilities
    Daikatana (lit. "big katana) were two-handed swords, not one-handed, generally made by the melting down of the samurai's daisho (lit. "big-small", refers to the trademark combination of the katana and wakizashi worn at the side) in order to create a single larger blade. The sword of the traditional size which can be used with either a single or double grip should be referred to as just a "katana".

    Both swords would normally be used as two-handers and only have one unsheathed at a time
    The wakizashi was the equivalent of a European a shortsword; using it in two hands would be like suggesting that a Gladius be used with two hands. If you're going to have both weapons, both of them should be wielded since that's how they were actually used. Only using one of them at a time and reserving each for specialized purposes makes no sense.

    Oh yeah, and a SAM throwing attack would be a tanto dagger (or even the wakizashi), not a sheath.
    The tanto wasn't anything approaching a throwing dagger because it was weighted for use as a melee weapon. Throwing a weapon that *isn't* weighted for throwing would be as effective as just throwing a lump of iron. If you're going to *insist* on a throwing weapon for the ranged attack, you would either want to go with shuriken (though that would probably be unpopular seeing as it's seen as more of a ninja throwing weapon) or, based upon the signature ability of the SAM throughout the FF series, Gil Toss (implemented in some way that it doesn't actually involve hurling real currency at the target). If you're willing to go in a kind of "dirty-fighting" way, you could also go with something like a dirt-flinging attack.
    (0)

  10. #10
    Player
    Akkirei's Avatar
    Join Date
    Aug 2013
    Posts
    13
    Character
    X'artyr Tia
    World
    Siren
    Main Class
    Pugilist Lv 60
    Kitru <3

    Please continue on with your discussion.
    (0)

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