Originally Posted by
Selzak
I'm curious why jobs defined as "hybrid" jobs don't operate on stances to divide their capabilities. PLD and DRK have both consistently been the most confused jobs in application, despite being a couple of the most obvious jobs in what they're meant to be.
Both PLD and DRK should have a magical/support/survival stance, along with a melee/attack/offense stance.
While playing DRK (and I assume the same holds true for PLD), I feel like a have a ton of superfluous abilities and spells and none of them quite get the job done. Instead of having all of that fluff at once, the job should definitely be broken into two categories where a DRK is allowed to fit one role or the other, but now actually accomplish it well.
One stance should allow the DRK to play a support role and take care of itself against weaker enemies. Making Dread Spikes last longer (wouldn't hurt to nerf the spell beforehand), Stuns more readily available, and spells more useful in general while gaining a weak Refresh and Casting Time- along with a Store TP- and Weapon Delay+ or something. Could also lock out some abilities, like Souleater. This is the stance where Elemental Weapon Skills could surpass Physical Weapon Skills, where the Elemental Weapon Skills might gain a small boost and Physical Weapon Skills a noticeable decline in damage- perhaps through a reduction to Attack.
The other stance could focus on the small aspects of the job that are hurting its melee endeavors at the moment. Spells like Dread Spikes could be locked, and all spells could be given a longer recast time. Here the DRK should get a boost to Critical Attack Rate (the job screams critical attacks in the first place- it's supposed to deal spike damage)- this should definitely apply to Weapon Skills, since that's the priority. The idea with this stance is purely physical damage. The DRK could be required to stand anywhere but in front of the enemy for this stance (not meant to make it hit even harder against weaker opponents- the other stance is for soloing), and gain an enmity reduction to top the stance off and make it worth using in a party.
The 'solo' stance for PLD should allow it to dispatch enemies more readily, while the 'party' stance should grant it some form of damage reduction (or something) to make it on par (and possibly better, through magical damage reduction) with NIN.
I doubt it should be applied exactly as I posted, but I think the general idea (both for PLD and DRK) is necessary at this point. They seem to be getting jostled all over the place with random abilities that the players either do not want or can not use.