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Originally Posted by
Babekeke
Past TH2/3, it is.
I meant as a whole. As in, it's miniscule and there mostly for thematics instead of having notable effects in combat.
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Critical Attack Bonus IV gives an extra 14% damage to not just SA and TA, but every crit that lands.
Still does not mean an additional damage modifier wouldn't hurt.
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Yes, though it's already been said, and all we got was 'too many JA timers' from the devs.
BS response is BS.
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It's called 'Dancer'.
Which is so much more relevant and far out-classes THF and is always brought to events...oh wait. Really, a job that relies on high critical hits, has abilities that fascilitate them and built-in triple attack should not be pushed into being "support". That's as demeaning as RDM's time as refreshbot. Not to mention by doing that all you're doing is keeping a potentially great damage dealer down.
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It was actually a really good idea when it was released, it was useful, and made the job far more interesting than the likes of MNK of old which was just swing swing swing WS etc. Since TP zerg however, it has become far more redundant, and with no rise to the enmity cap, it is capped within a few mins even on the highest def mobs. It is still moderately useful on the few mobs where taking a PLD is worthwhile, however on those mobs (generally VW) 1 TA WS to help the PLD in the first minute of the fight isn't enough to warrant taking a THF and losing out on other procs.
The game has changed, but some jobs never changed along with it. That needs to be corrected.
If you want to get into nitty gritty, it's a bad gimmick in the long term. It expects things to stay a certain way, which all went down the toilet once people started easily hitting the enmity cap. 1-50 and 51-75 were already different enough, and then 76-99 came in and everything that was set in place suddenly became very outdated. The developers need to go back and either update certain systems or rework jobs in a way that they actually are functional, useful and relevant in events for those who enjoy said jobs. Raising the enmity cap is only going to prolong the problem instead of solve it, by the way.
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And yet our best DD abilities are almost useless in a solo situation. No TA partner to TA on, and SA only every 3 mins with Bully.
The concern was more for survivability. I used to see people two-box Abyssea content with a THF/NIN or THF/DNC tanking everything and a WHM attached to them. Then I realized THF has high evasion and can gear for it. Again, it's not a big deal, though if the devs came to me and said "we're being careful because THF with the proper support can tank things" I may consider that a legitimate concern and not a nugget on the pile of BS they've been giving you for responses.
If you want to get inside my head and see what I feel THF needs, or at least what direction it could potentiall grow if someone in the developer team cared about the job, I do have some very rough ideas:
Job Abilities
01 Perfect Dodge
(Changed)05 Steal - Steal success rate is now modified by melee accuracy. Receives a greater bonus to success rate when you're behind the target
15 Sneak Attack
25 Flee
30 Trick Attack
45 Hide
(New)55 Coup de Grace - Your next attack is a threefold attack. The first hit is a guaranteed critical hit, and the other two hits have a chance to critically hit . Stacks with Weapon Skills, but does not stack with Sneak Attack or Trick Attack
(Changed)55 Accomplice
(New)65 Pierce Armor - Afflict the enemy with special defense down.
(New)75 (Merit) Collaborator (3 minute cooldown) - Transfers any enmity generated by you for the next 11/12/13/14/15 seconds to one party member
(New)75 (Merit) Dirty Trick (5 minute cooldown) - Interrupts spellcasting. Additional merits reduce cooldown by 30 seconds
(Changed) 77 Despoil - No longer shares a cooldown with Steal. Possible Enfeebles: Defense Down, Magic Defense Down, Evasion Down
87 Conspirator
93 Bully
Job Traits
05 Gilfinder
10 Evasion Bonus
15 Treasure Hunter
20 Resist Gravity
(New)20 Dual Wield
30 Evasion Bonus II
40 Resist Gravity II
(New)45 Dual Wield II
50 Evasion Bonus III
55 Triple Attack
60 Assassin
60 Resist Gravity III
(New)65 Dagger Mastery - Increases damage rating of equipped daggers by 10%.
70 Evasion Bonus IV
75 Resist Gravity IV
(New)75 Triple Attack II
75 (Merit) Mage Masher - Your auto-attacks have an additional 1/2/3/4/5% chance of interrupting spellcasting
75 (Merit) Ambush
76 Evasion Bonus V
78 Critical Attack Bonus
(New)80 Dual Wield III
81 Resist Gravity V
84 Critical Attack Bonus II
(New)85 Flurry - Applies 5% haste rating to you. Counts as Job Ability haste.
91 Critical Attack Bonus III
(New)95 Triple Attack III
99 Critical Attack Bonus IV
You may not like them, but I do admit that I take issue with treasure hunter, Steal, Despoil, and Aura Steal being used as excuses for denying the job growth as a melee damage dealer. Specially when the foundation is there.