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  1. #1
    Player Karbuncle's Avatar
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    The THF Master Suggestion Thread Compilation. Read? Contribute!

    I really want each and every THF to voice their opinion in a positive manner. Post if you feel you like THF how it is now, post if you like some of the ideas I'll list below, Post your own ideas.

    Really think about the pros and cons of THF, and really think about how to improve that job. I'll start by compiling all the current suggestions I see on these THF Forums.

    I'll Spoiler what i feel the highlight of those suggestions are. Feel free to read them, and the threads!

    ----------------------------
    Valisk's Ideas: "THF Adjustment Suggestion http://forum.square-enix.com/ffxi/th...nt-Suggestions

    Reckless abandon.(changed name)
    Job Ability
    *Enhances critical hit rate and critical hit damage but lowers defense and evasion.
    *Obtained: Thief - Level 95
    *Recast Time: 5:00
    *Duration: 3:00

    Alert
    Job Trait
    *Game Description: Allows Sneak Attack to be performed from any direction if not being targeted by the enemy.
    *Obtained: Thief Level 95


    -------------------------------------------
    "Nebo"'s thread on Steal, Despoil, and Mug (Second Link: SATA): http://forum.square-enix.com/ffxi/th...Mug-Discussion
    http://forum.square-enix.com/ffxi/th...ll=1#post89600


    *Steal and Aurasteal should be two seperate abilities. Not combined into one. A 5 minute recast is too long for an ability like Aurasteal to be really relevant.

    *Mug: Inflicts Damage and Stuns the target. No longer steals gil. (as it should be...)


    -------------------------------------------
    Karbuncle's Suggestions on General THF improvement: (no thread)

    Enmity Control:
    *Decrease Collaborator to 30s. Split timer from Accomp.
    *Decrease Accomplice to 2min.
    *Add Job Ability "Frame". Transfers 25% of THF's Enmity to target Party Member. Target is given Enmity Boost (+15) for 20 Seconds. (1min)
    *Add Job Ability "Frame(2). Transfers 50% of THF's Enmity to Target Party Member. Member is given Immunity From hate Reset for 20 Seconds.(2min Timer)
    *Add Job Ability "Shed". Erase 25% of Your own Enmity. (1min Timer)
    *Add Job Ability "Innocent". Erase 50% of your own Enmity. (5min timer)

    Support Abilities:
    *Add Ability "Set up". Enhances Potency of Debuffs casted on the enemy (25% boost. Example: a 20% slow would receive +5% more slow for 25% total (25% or 20 is 5, etc))
    *Add Ability "Expose". Decreases Targets Defense, Evasion, and Magic Defense and Magic Evasion (10% Each, Weaker than most JA, but granting all, similar to "Full Break")

    Improvements to Steal, Despiol, and Mug
    *Allow Steal, Mug, and Despoil to do damage and grant TP, similar to Jumps.
    *Reduce "Steal" to 1minute. Damage modded by DEX, can steal item.
    *Reduce "Mug" to 3min. Damage modded by DEX, Stuns Enemy.
    *Reduce "Despoil" to 1:30.
    **Allow specific Targeting of Debuff like Follows:
    **"Despoil: Head" - Can inflict Blind, Silence, Amnesia, Mag.atk Down.
    **"Despoil: Body" - Can inflict Paralyze, Attack Down, Defense Down
    **"Despoil: Leg" - Can inflict Gravity, Slow, Accuracy down.


    ----------------------------------------

    Byrth's Ideas on Treasure Hunter: (no Thread)
    *Added! For this, It would make sense. The concept of a job designed to get drops in itself is pretty terrible, as you can see with THF, it has kept the job mediocre for years, and completely ruined it. I hope SE learns from this with FFXIV and never releases an ability to increase drop rate, because that job will be doomed as well.

    But if a TH Whore we must be, It should at least be effective:

    Level 1 +(p-1)*p) : Thief is on the hate list
    Level 2 +(p-1)^2*p) : Do >5% HP damage in a single action or >2*Monster DEF, whichever is lower
    Level 3 +(p-1)^3*p) : Do >10% HP damage in a single action or > 4*Monster DEF, whichever is lower
    Level 4 +(p-1)^4*p) : Do >15% HP damage in a single action or > 6*Monster DEF, whichever is lower
    Level 5 +(p-1)^5*p) : Do >20% HP damage in a single action or > 8*Monster DEF, whichever is lower
    Level 6 +(p-1)^6*p) : Do >25% HP damage in a single action or > 10*Monster DEF, whichever is lower
    Level 7 +(p-1)^7*p) : Do >30% HP damage in a single action or > 12*Monster DEF, whichever is lower
    etc.
    Where p = (Base Drop rate + TH Gear/100)


    ----------------------------------------

    General Suggestions to Improve Current Job Abilities:

    If SE feels like there's some need to at least have the basics mastered at earlier levels, add it as a job trait: Opportunity Strike (Sneak Attack and Trick Attack are maintained until an opportunity to use them can be found). Can make it like level 75-80 or so.
    *Courtesy of Monten in {Screwed Again:} THF Thread.

    *Allow SA or TA To work from any direction (Force Critical, 100% Acc), But only receive DEX/AGI boost when in correct position
    *making Steal take temp items
    *Caution (circle ability to reduce critical hits from enemies, and increases defensive skills)
    *Lure (pull a normally-linking enemy without linking - occasionally useful)
    *Distract (remove directional limitations on all actions against the target, including Sneak Attack, Overwhelm, and increase steal success rate)
    *Mug (add an attack to it, and maybe stun)
    *Add an Attack Bonus to SA and TA, Maybe 1.5 or 2.0?


    ----------------------------------------

    Insaniac's Compiled Suggestions: http://forum.square-enix.com/ffxi/th...b-adjustments.
    *This is a list of ideas/thoughts/suggested during the Rage > Calm down > Rage of our Screwed thread. Good list, and gives a very good idea of what we want in general.

    ----------------------------------------

    "Bombs" and "Traps"

    *Suggested in another Thread, I expanded on this idea. This would fall in line with a lot of RP aspects of the THF Itself, setting traps and using explosives. Hope you enjoy.


    Think if you will, a new Ability that allows a THF to consume a tool similar to Ninja tools, that will inflict the enemy with a debuff and inflict damage. In a way, Its similar to Status bolts, but don't rely on our F- Skills to land.

    New Job Ability
    "Traps". Recast: Lv.35, 1 minute. 2 Charges.
    Similar to DNC and COR, When Selected, Traps opens up a sub-menu to a list of useable traps. They are as follows.

    *Lv.35 - "Paralysis Trap" - Consumes a "Paralysis Tube" to inflict damage and paralysis on the Enemy.
    *lv. 55 - "Sluggish Trap" - Consumes a "Webbing Tube" to inflict Damage and Slow on the Enemy.
    *lv. 75 - "Stopping Trap" - Consumes a "Leg Trap" to inflict damage and bind the enemy.
    *lv..95 - "Disorienting Trap" - Consumes a "Confusion Tube", Inflicts damage and greatly increases Enmity on Enemies current target.

    Each one of the Consumables would stack to 99, and be synth'd via Alchemy.

    ---------------------------

    Bombs: Lv. 25, 1min recast: 2charges.
    Same as Above, when used, will open a sub-category for the following.

    *Lv. 25-Smoke Bomb - Consumes 1 "Smoke Bomb", Blinds enemy and inflicts damage
    *lv. 50-Chaff Grenade - Consumes 1 "Chaff Bomb", Damages enemy and Stuns
    *lv. 75-Frag Grenade - Consumes 1 "Frag Bomb" Deals heavy damage and Burns enemy
    *lv. 90-Concusion Grenade - Consumes 1 "Heavy Bomb", Deals damage and inflicts Amnesia.

    ---------------------

    Could also Combined the two abilities into 1. Keep it from becoming "Too powerful". DMG from the attacks would be modded by DEX(Traps) and AGI(Bombs). Can expect around ~100 DMG unresisted form each at level 90 nakid. Except frag bomb which would do ~150~200.

    WIth proper gear selection i imagine a cap would be about ~200 for Normal, and 300 for Frag, i want them to be weaker than Quick Draw on average because these also inflict Ailments.

    Combining the two above may be the best bet. Also a problem some (lazy!) people might have is this adding basically ~8 slots to their inventory. So, Like Ninjutsu, one could release a Universal Bomb/Trap for this.



    ------------------------------------------

    JoJax's Ideas on Steal, Despoil, and Sneak Attack/Trick Attack.
    *I particularly found the introduction of Charge systems to be a good idea here. I fine tuned it a small chunk

    *Add a Charge System to Steal. Perhaps up to ~5 charges similar to SCH and Strategems. Each charge could take ~2 minutes to fill as a form of Balance, or simply 5 minutes as Steal is now if we want extreme "Balance".
    *Add a Charge System to SA and TA, Shared however. Maximum 2 Charges, Refilled every 30 seconds. How this would help: Say you're in a fight where the mob is spinning too much, to much enmity going around, etc... SA will probably not land, So you could use Trick Attack twice and forgo using Sneak Attack as a result. Or in an opposite situation with 1 tank, you could Sneak Attack twice instead of Trick Attack. SA and TA are designed to be similar in power, this should not be too broken an idea/concept.
    *Despoil Replacements/Sub-Uses:
    Ransack: Steals 8% of the targets attack. Effect lasts 1 minute.
    (mob receives effect of Attack down player receives the effect of Attack up)
    Bewilder: Steals 8% of the targets Accuracy. Effect lasts 1 minute.
    (mob receives effect of Accuracy down player receives the effect of Accuracy up)


    Ransack: Steals 8% of the targets attack. Effect lasts 1 minute.
    (mob receives effect of Attack down player receives the effect of Attack up)
    Bewilder: Steals 8% of the targets Accuracy. Effect lasts 1 minute.
    (mob receives effect of Accuracy down player receives the effect of Accuracy up)


    Final thoughts!
    Got an idea of your own? a suggestion of your own? Post it here i'll add it to the OP, and we can try to get our best for a brighter THF Future.

    Even post if you feel THF is currently fine. All opinions are valid.

    Edit: And to the community reps, I hope this makes things a bit simpler for you. Also, Please check back here every now and again, I try to update the OP :X
    (3)
    Last edited by Karbuncle; 03-10-2012 at 01:58 PM.

  2. #2
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    Insaniac linked a bunch of ideas at the op on our rage thread as well. Might as well copy pasta

    Maybe copy pasta the summary of our rage thread too so the way we see the job is clear.
    (0)

  3. #3
    Player Karbuncle's Avatar
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    Thanks, and added !
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  4. #4
    Player Smush's Avatar
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    Mar 2011
    Location
    Windurst
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    Character
    Smushtribal
    World
    Asura
    Main Class
    THF Lv 99
    So far i like how thf does on voidwatch atm i been doing really well DD wise ppl have been loving fient when its time to fanatic drink and zerg at like 20ish% and helping rngs and mages with collaborator but there is for sure room for improvement.

    ill start with hate control.

    Collaborator accomplice and TA is really all we have and its pretty limited by having low range and TA not Trasfering hate.

    Collab/accomplice. since accomplic is a long timer its only really used in emergencies that will rarly happen so its almost like a useless ability i think if timers where split or lowered or both would get way more use out of it. also needs a bit more range increase so we dont have to leave the front lines.

    Trick attack. TA is really good at the start of a fight for planting hate on tank and mid fight if still not capped which is rare but once hate is capped its really just a ability to do more dmg / not pull hate so i think it should about 5-10% of the hate you have to the tank also over the cap so that it helps them hold hate over DD's that do cap i dont think this would be broken because its not all hate you have its just a small % of it and you can only do it every min without merits also 5-10% wont last too long and i think it would really help both pld and nin.

    Also i think we need a way to dump hate or dump a % of it from ourselfs a ability to do this would be really nice that way we could collorate and if we get to close to cap and TA is not up we can drop some hate.

    DD-wise i think its really just about help landing SA and TA really need to come up with away to land this more a very skilled thf still is almost impossable to land it 100% every single fight maybe they want it like this for balance but if not then we need a way to land better.

    more dual wield and crit attack bonues ofc which im think will get more of anyway.

    more crit rate through a trait or job ability since im sure we wont really be able to cap ddex on most new mobs without brakeing are necks and losing to much things like haste attack and acc ect.

    Defense-wise i think we could use a ability that grants us guaranteed safty from phy hits for a short time i think if they added it for magic it would be over powered. something like perfect counter or third eye. But maybe bully will be somethuing like this like a multi stun or something.

    We need!! SUBTLE BLOW... NEED nuff said.

    I thinks thats all for me.
    (0)
    Last edited by Smush; 08-22-2011 at 09:21 AM.
    Smush is a Beast!

    http://s1238.photobucket.com/albums/ff494/smush2/

  5. #5
    Player Smush's Avatar
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    Mar 2011
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    Windurst
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    Character
    Smushtribal
    World
    Asura
    Main Class
    THF Lv 99
    What if they made WS only version of SA and TA into a trait kinda like overwhelming so if your behind someone and ws you get TA effect and behind mob SA effect it its kinda like a thf version of overwhelming and that way we dont have to tie are ws to a timer and can use the SA or TA ability for melee not sure if it would brake thf but i dont think it would but just a idea.
    (0)
    Smush is a Beast!

    http://s1238.photobucket.com/albums/ff494/smush2/

  6. #6
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    http://forum.square-enix.com/ffxi/th...846#post162846 is somewhere near where Byrth went over the idea. The search function of these forums has defeated me, so I can't get much closer than this.

    It actually starts about a page before that and he just goes into more detail at that point, but maybe this will be helpful all the same.
    (0)

  7. #7
    Player Insaniac's Avatar
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    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    Quote Originally Posted by Smush View Post
    What if they made WS only version of SA and TA into a trait kinda like overwhelming so if your behind someone and ws you get TA effect and behind mob SA effect it its kinda like a thf version of overwhelming and that way we dont have to tie are ws to a timer and can use the SA or TA ability for melee not sure if it would brake thf but i dont think it would but just a idea.
    Since SE keeps talking about changing merit points they should change the effect of ambush to the same as overwhelm but from behind. Losing levels in the other merits would be kinda though. I think I could live with 1 feint 1 aura steal and 3 assassin's charge.
    (0)
    ↓ Trolling sapling ↓

  8. #8
    Player Karbuncle's Avatar
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    Updated OP with Bombs/Traps suggestion.
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  9. #9
    Player FrankReynolds's Avatar
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    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Even if they buff ambush its gonna suck because being behind mobs is not really very easy / smart a lot of the time.
    (0)

  10. #10
    Player Insaniac's Avatar
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    Mar 2011
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    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    Quote Originally Posted by FrankReynolds View Post
    Even if they buff ambush its gonna suck because being behind mobs is not really very easy / smart a lot of the time.
    It's not smart/easy to be in front of some mobs either. I would take the occasional extra 19% damage any day.
    (0)
    ↓ Trolling sapling ↓

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