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  1. #1
    Player
    Sandpark's Avatar
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    Sep 2013
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    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70

    New Job Thief Concept

    Edited due to feedback from Duelle
    I would like to share an idea I have for thief. It is an advanced job branched off from Rogue.
    Everything from Rogue is carried over and some things are augmented.

    I am only going to list things that pertain to Thief.

    Gambits are three modes a thief can operate out of.

    The Larceny gambit deals with theft and absorption.
    The Bamboozle gambit deals with confusion and debuffs.
    The Dirty Fighting gambit deals with mostly raw damage increase.

    There is some interplay but that is the bulk of it for the most part.

    Anything I did not touch on is either because it applies to rogue or I overlooked it. I could not think of a new effect for Armor Crush.

    Skills:

    Cloud Of Dust- Level 2- Kicks up a cloud of dust that negates magical & physical damage up to 10% of maximum HP.
    Duration: 20 sec

    Kiss Of The Wasp: Level 38 Weaponskill
    Delivers a deadly dagger strike resulting in damage with a potency of 340.

    Additional Effect:
    Grants a 5% chance the targeted normal enemy will die in one hit. If the effect procs the thief's hit points are reduced by 80%.

    Kiss of The Viper: Level 42 Weaponskill
    Death Blossom gets converted to Kiss Of The Viper. The thief jumps into the air and throws poisonous explosives around the battlefield to target an enemy and enemies near it with a potency of 90 leaving a poisonous cloud, any enemy who enters the cloud receives damage over time with a potency of 40 for 18 seconds.

    Dirty Fighting: Level 54 Weaponskill
    Delivers an attack with a potency of 100.
    160 when executed from a target's flank.
    160 when executed from a target's rear.

    Combo Action: Any thief weaponskill
    Front Combo Potency: 320
    Flank Combo Potency: 280
    Rear Combo Potency: 240

    Additional Effects: Applies Startle debuff- Duration of Startle is 12 seconds
    • Uses the rogue's ability for stealth, adding additional +5% bonus damage to any attacks or damage skill used when the target is inflicted with this debuff.
    • You start with this move then any preceding damage skill or attack used after it during the duration of currently applied debuffs gains the damage bonus. It combos with anything in your skill set.
    • Stealth gauge cost 10 for each damage skill used during the debuff duration.


    Accomplice: Level 58 Active Skill
    The thief can extend duration of the last damage over time skill used by a party member by 6 seconds upon casting on the same target. Cooldown is 5 seconds.
    Stealth gauge cost is 10.


    Collaborator: Level 60 Active Skill
    The thief can increase the potency for one party member skill. Select party member, apply collaborator, the targeted members next skill casted gains a 5% potency increase.
    Stealth gauge cost is 10.


    Money Shot: Level 64 Weaponskill
    Shoot 1000 coins from your crossbow.
    Delivers physical damage with a potency of 400 to target and all enemies nearby it.
    Stealth Gauge Cost: 80

    Evisceration:-Level 68 Weaponskill
    Deals damage with a potency of 600.
    Stealth Gauge Cost: 80



    Gambits: Level 30
    Thief modes are called Gambits, there are 3 modes. Stuff listed below are gambits.
    The thief gains the ability to use tools as well as a crossbow

    Gambit 1- Larceny- Theft alters

    Siphoning Shot-Level 15- Shoot an arrow with your crossbow healing you for 100 potency each shot instant cast.
    Stealth gauge cost is 10.

    Mug in this mode has 3 possibilities and places on hotbar.
    • Life Steal:-Level 30- Absorbs 50% of damage dealt as Hit Points.
    • Spirit Steal: -Level 30- Returns 50 TP each time executed.
    • Reflex Steal:-Level 30- Grants +2 dexterity & movement speed + for 5 seconds each time executed.
    • Dexterity stacks up to 10, the movement speed buff does not stack.

    Jugulate:-Level 30- When used in this gambit, the next mug increases your critical hit rate by 10% for 15 seconds.

    Refreshing Tonic:- Level 30 Weaponskill
    Assassinate converts to Refreshing Tonic.Delivers an attack with a potency of 50.
    The Infected enemy leave a toxic cloud if they die within 5 seconds, which will grants the thief and anyone with 5 yalms HP, MP, & TP regen for 9 seconds.

    Lucky Blow:- Level 45 - Weaponskill
    Trick Attack gets converted to Lucky Blow.
    Delivers an attack with a potency of 240.
    400 when executed from a target's rear.
    Stealth gauge cost: 40

    Allows the thief to make use of his/her applied debuffs, making Trick Attack more effective when the target is afflicted by two or more conditions.
    Additional Effects:
    • One applied debuff during trick attack= Absorbs 50% of damage dealt as Hit Points.
    • If two debuffs are applied= The next Shot potency is increased by 50 potency.

    Before level 45 the standard trick attack is in place of luckyblow.




    Gambit 2- Bamboozle- Confuse alters

    Enduring Agony Shot:-Level 15 Weapon Skill
    Delivers a ranged attack with a potency of 120.TP cost reduced to 100.
    Extends the duration by Poison or toxic attacks by 6 seconds. It also increases the damage done by party members by 5% for the duration of the debuff.

    Mug in this mode has 3 possibilities and places on hotbar.
    These mug effects can only be max 10% total for all effects and do not stack with each other totals.
    Example: You cannot get 10% on all effects, they can only add up to 10% together or singularly.

    • Steal Defense: Level 15- Enemy defense decreases by 2% every time executed, stacks up to 10%.
    • Steal Strength: Level 15- Enemy strength decreases by 2% every time executed, stacks up to 10%.
    • Steal Mind: Level 15- Enemy magic defense decreases by 2% every time executed, stacks up to 10%.

    Jugulate:- Level 30
    When used the next mug inflicts blind on the target.

    Mysterious Toxins:-Level 12 Weaponskill
    Assassinate converts to Mysterious Toxins.Delivers an attack with a potency of 150.
    The Infected enemy leave a toxic cloud if they die within 5 seconds, which will deal debilitating damage to other enemies with a potency of 50 over 18 seconds.

    Trick Attack:- Level 18-
    Delivers an attack with a potency of 240.
    400 when executed from a target's rear.
    Rear Bonus: Increases target's damage taken by 10%
    Duration: 10s
    Can only be executed while under the effect of Hide.


    Gambit 3- Dirty Fighting Damage mode

    Explosive Shot:-Level 15 Weaponskill
    The thief throws a canister of oil at an enemy. Then fires an explosive arrow with a potency of 120. That enemy receives a burning damage over time effect with a potency of 35 over 30 seconds.

    Mug in this mode has 3 possibilities and places on hotbar.

    Mug Critical: -Level 15- Ensures the next weaponskill following mug will be critical.
    Mug Speed: - level 15- Replenishes 5 seconds to skills currently on cooldown.
    Mug Twice: - Level 15- The next 2 weaponskills cost no TP.

    Throat Stab:-Level 30- Jugulate gets converted to Throat Stab.
    Delivers an attack with a potency of 200.
    300 when executed from a target's front.

    Additional Effect:
    When used the next mug increases your critical damage by 10% for 15 seconds.

    Deadly Toxins: Level 12 Weaponskill. Assassinate converts to Deadly Toxins.
    Delivers an attack with a potency of 80.
    The Infected enemy leave a toxic cloud if they die within 5 seconds, their body will explode which will deal poison damage to other enemies with a potency of 100 over 9 seconds.

    Deathblow:- Level 45- Weaponskill- Trick Attack converted to DeathBlow in this mode.
    Allows the thief to make use of his/her applied debuffs, making Trick Attack more effective when the target is afflicted by two or more conditions.

    Additional Effects:
    One applied debuff during trick attack= Rear Bonus: Increases target's damage taken by 12%
    Duration: 15s

    If two debuffs are applied=
    Delivers an attack with a potency of 300.
    500 when executed from a target's rear.
    Stealth gauge cost: 80

    Before level 45 the standard trick attack is in place of deathblow.






    Traits:



    Dual Wield Level 10
    Attack Speed: +10%
    Increases damage dealt via actions by 5%

    Robber's Escape: Level 14
    Sprint cooldown decreased by 5 seconds in combat.

    Enhanced Dexterity Level 20
    Increases dexterity by 8.

    Flee: Level 20
    The thief gains super sprint speed with same duration as other classes speed is similar to fully upgraded mounts in stormblood. Automatically executes when the sprint command is used in battle.
    (Ninja fleet of foot is always on but slower, thief is only during sprint but faster)

    Dual Wield II Level 45
    Attack Speed: +25%
    Increases damage dealt via actions by 10%

    Enhanced Dexterity II Level 40
    Increases dexterity by 16.

    Enhanced Dexterity III Level 60
    Increases dexterity by 24

    Enhanced Trick Attack: Level 62
    Allows the Thief to Trick attack at anytime provided hide is up and the cooldown is ready.

    Enhanced Dirty Fighting:Level 64- Increased Stealth Gauge with each auto attack landed by 6.

    Enhanced Hide: Level 66
    Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by only 25% now. Has no effect on enemies 10 levels higher than your own, or certain enemies with special sight unless your stealth gauge is at a certain threshold of 70% plus.
    Can be executed while in combat now.
    Effect ends upon use of any action, including Hide.


    Below are the gauges.
    Yes the photos are ugly but just putting it in there to get the idea across.



    The Trickery Gauge displays a number of things.
    The coin and daggers show this info.
    1.The coin tracks your currently applied debuffs via the coin numbers.

    2.The daggers notify you when you can apply accomplice via the daggers
    Dull color= No one to accomplice
    Glowing color= You can accomplice

    The Stealth Gauge displays the current amount of stealth a thief has accumulated. Stealth slowly builds in a thief's dagger through the successful execution of weaponskills that don't require stealth. Stealth is required to execute special moves. Any skill used between 80 to 100 stealth gains a 5% potency boost.
    1.The cloak is white when no stealth is accumulated and completely dark when stealth is maxed.
    And has a number showing current Stealth points inside the inner area of the cloak.

    How do you place spoilers? I want to make it look neater but forgot how to make spoilers...
    (3)
    Last edited by Sandpark; 10-22-2017 at 01:21 AM.

  2. #2
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    [HB] [ /HB] for spoiler boxes
    (1)

  3. #3
    Player
    jstamos's Avatar
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    Sep 2015
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    54
    Character
    Yesui Himaa
    World
    Excalibur
    Main Class
    Scholar Lv 70
    Rogue is a Thief.

    Thief turns into Ninja.

    Been true since Final Fantasy I.
    (10)

  4. #4
    Player
    Sandpark's Avatar
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    Sep 2013
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    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Yeah maybe. But in XI there was Thief and Ninny.

    Thanks Shurrikan
    (2)
    Last edited by Sandpark; 08-19-2017 at 07:55 AM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  5. #5
    Player
    HaelseMikiro's Avatar
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    Aug 2013
    Location
    Limsa-Lominsa
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    700
    Character
    Febreealle Goldlyonse
    World
    Gilgamesh
    Main Class
    Archer Lv 70
    Unfortunately SE already said they would never have any Thief class in FFXIV because it just wouldn't fit into the lore to have a sanctioned guild of thieves. That's why they changed the name of Thief into Rogue, so Rogue is, in spirit, our Thief job for FFXIV

    Edit:
    Yoshi-P revealed during the stream that the Rogues were once thieves, who’ve changed into Rogues, so they’ll have their own story and guild to go with it. Otherwise, it would’ve been a little tricky to have an establishment of thieves in a city-state.

    Taken from http://www.siliconera.com/2014/06/10...s-rogue-ninja/
    I'm sure other sites/references/interviews say the same thing in different or more direct terms also

    Edit#2:
    Although they COULD have a guild out in the wilderness, IE one of the Xaela tribes might be thieves, but SE would have to be willing to have a job line start outside of a 2.0 area.
    And thieves would actually have to have things to steal in the game, and considering Mug recently got reworked to yield no extra items in dungeons (I'm assuming it still works in the open world) I can't see SE properly implementing stealing in the game unless it exists solely inside of the job quests (similar to how BLU would learn skills). Because honestly, seeing the WoL pickpocketing would just be bad PR for the Scions.
    (1)
    Last edited by HaelseMikiro; 08-19-2017 at 07:57 AM.

  6. #6
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
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    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by HaelseMikiro View Post
    Unfortunately SE already said they would never have any Thief class in FFXIV because it just wouldn't fit into the lore to have a sanctioned guild of thieves. That's why they changed the name of Thief into Rogue, so Rogue is, in spirit, our Thief job for FFXIV

    Edit:
    Yoshi-P revealed during the stream that the Rogues were once thieves, who’ve changed into Rogues, so they’ll have their own story and guild to go with it. Otherwise, it would’ve been a little tricky to have an establishment of thieves in a city-state.

    Taken from http://www.siliconera.com/2014/06/10...s-rogue-ninja/
    I'm sure other sites/references/interviews say the same thing in different or more direct terms also
    So has there never been any outcast or people who have gone astray in other cults, religions, gangs?

    Thiefs are awol rogues, there is the lore fix. Also thieves exist in all areas around the world regardless of beliefs so Yoshi is wrong here. The thieves would be no different than an outcast Samurai in their clan.

    Edit: Also jobs don't have guilds, that is classes, so really it makes even more sense that way.

    Although they COULD have a guild out in the wilderness, IE one of the Xaela tribes might be thieves, but SE would have to be willing to have a job line start outside of a 2.0 area.
    And thieves would actually have to have things to steal in the game, and considering Mug recently got reworked to yield no extra items in dungeons (I'm assuming it still works in the open world) I can't see SE properly implementing stealing in the game unless it exists solely inside of the job quests (similar to how BLU would learn skills). Because honestly, seeing the WoL pickpocketing would just be bad PR for the Scions.
    Edit 2:
    They can make two version of Thief.
    Dow: Thief(Combat Orientated)
    DoL: Treasure Hunter(Loot Oriented)
    (0)
    Last edited by Sandpark; 08-19-2017 at 08:00 AM.

    Adventure Journey Concept: http://goo.gl/b6SyTh

    Skillchain Concept: http://goo.gl/tts8Cz

    Power Modifier Concept: http://goo.gl/Md3UAB

  7. #7
    Player
    Shurrikhan's Avatar
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    12,831
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    Tani Shirai
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    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by HaelseMikiro View Post
    Unfortunately SE already said they would never have any Thief class in FFXIV because it just wouldn't fit into the lore to have a sanctioned guild of thieves.
    In all fairness, why should it have to be sanctioned? The original Marauder's guild wasn't. It was a pirate ship. Then again, Yoshida somehow felt the need to replace it, too, just to fill the space of the then-Musketeer guild and ensure there'd be no Gunner class, only to make Machinist, essentially a gunner job, one version later.
    (2)

  8. #8
    Player
    Sandpark's Avatar
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    Kronus Magnus
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    Midgardsormr
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    Summoner Lv 70
    Quote Originally Posted by Shurrikhan View Post
    In all fairness, why should it have to be sanctioned? The original Marauder's guild wasn't. It was a pirate ship. Then again, Yoshida somehow felt the need to replace it, too, just to fill the space of the then-Musketeer guild and ensure there'd be no Gunner class, only to make Machinist, essentially a gunner job, one version later.
    I think that was not wanting to have a flat out Corsair job imo.

    Also maybe having a WoL that is more morally gray, teetering on bad would be a nice change of pace or delivery.
    (0)

    Adventure Journey Concept: http://goo.gl/b6SyTh

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  9. #9
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Sandpark View Post
    I think that was not wanting to have a flat out Corsair job imo.

    Also maybe having a WoL that is more morally gray, teetering on bad would be a nice change of pace or delivery.
    While I'd agree to that, too, I think a guild that is not expressly morally good actually allows more opportunity for moral agency by the WoL. A Thief's guild is the people in it and their actions; depending on their conditions and consequences, even criminal activity can be looked well upon by a playerbase. Streetling thieves in Ul'duh, for instance, probably wouldn't seem necessarily immoral; they're part of a frequently exploited and uncaring community that may requiring fending for oneself by any means necessary. Therein you already have a basis for some sort of emotional attachment that can push the player in balance between trying to improve their livelihoods and keep them moral/safe. Most likely there would also be some who take this too far, and it could then be on the WoL to determine what should be done about them.

    A thieves guild also has implications of generally enjoyable mechanics such as hires, information networks, smuggling, and so forth, which could all end up highly interesting manipulables over the course of a storyline. To be honest, it's exactly because of all that Thieves Guilds have amounted to in other games that Yoshida may have wanted to avoid them; he'd then be under pressure to have a definitive mechanical and lore presence for other classes as well.
    (1)

  10. #10
    Player
    Jonnycbad's Avatar
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    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    The gear that Rogues wear is even based off of the Artifact Armor that THF wears in XI. besides, Rogue/NIN already has:

    -Mug
    -Trick Attack
    -Aeolian Edge
    -Gust Slash

    these were THF abilities and Weaponskills from XI
    (1)

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