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  1. #1
    Player
    Join Date
    Mar 2011
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    960
    As it stands Parrytanking has been tried before and failed. Unless you want to give RUN the same type of JA that NIN has that allows for a massive spike in Parry rate which goes against your idea of making the job "unique" I don't see what you think parry is going to do when your rate is floored on most things significant.

    As for evasion, isn't that the realm of NIN and DNC already? The reality is with as many jobs as FFXI has something's got to give and this case its probably best to give players access to native cures on the wannabe tank job. It's a matter of self-sufficiency and the ability to choose more subjobs from the current options in addition to supplementing your decent eva and high parry rates.

    NIN has evasion and shadows.
    PLD has defensive JAs and healing magic.
    RUN has evasion and parry and some light regens.

    RUN has access to similar gear, wants to be the go-to on magically oriented mobs and that's unique but its a DD without any real ability to support itself and so its MP pool goes to waste.

    Giving the job cures still differentiates it from PLD and NIN by having a little of both while not having everything the other two tank classes possess. It would have greater survivability but pale in comparison to PLD, evasion but not the physical damage mitigation abilities of NIN and still have a niche as a damage-oriented support tank that specializes in magical damage.
    (2)

    Sparthosx - Lakshmi - 90 BLU BRD SAM COR RNG DNC PUP BST WAR WHM
    Sig by Kingfury

  2. #2
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Sparthos View Post
    As it stands Parrytanking has been tried before and failed. Unless you want to give RUN the same type of JA that NIN has that allows for a massive spike in Parry rate which goes against your idea of making the job "unique" I don't see what you think parry is going to do when your rate is floored on most things significant.
    You know... I'll never understand what's up with people and jumping to old stuff during speculative conversations...

    Yeah, I realize that parry tanking and evasion tanking without evasion bonus traits is a thing that has been tried and doesn't work. That wasn't my point.

    My point was that the job has its own themes and shoehorning in elements of other jobs isn't necessary if they add the appropriate traits, abilities, gear, and spells for the job to achieve its goals without straight copying existing jobs. No, it doesn't have to have a move that spikes parry proc -- but it does have A-rank parry for a reason, so there should be ways for it to utilize that.

    My point was that advancements to the job should come in the form of things that are unique to the job (like gear or JA's that convert a portion of incoming physical damage to magical and mitigates them using Magic Defense Bonus, perhaps) and shouldn't require just tossing pre-existing elements on top of it like old band aids.

    RUN, as you said, is a damage-oriented tank that specializes in magic damage -- well let's focus on those elements of it have ways for them to achieve their goals within those confines as opposed to just throwing Cures in like they're a panacea that'll fix the problems it is going to have.
    (0)
    Somewhere in space... this could be happening right now.

  3. #3
    Player
    Join Date
    Mar 2011
    Posts
    960
    Quote Originally Posted by Horadrim View Post
    You know... I'll never understand what's up with people and jumping to old stuff during speculative conversations...

    Yeah, I realize that parry tanking and evasion tanking without evasion bonus traits is a thing that has been tried and doesn't work. That wasn't my point.

    My point was that the job has its own themes and shoehorning in elements of other jobs isn't necessary if they add the appropriate traits, abilities, gear, and spells for the job to achieve its goals without straight copying existing jobs. No, it doesn't have to have a move that spikes parry proc -- but it does have A-rank parry for a reason, so there should be ways for it to utilize that.

    My point was that advancements to the job should come in the form of things that are unique to the job (like gear or JA's that convert a portion of incoming physical damage to magical and mitigates them using Magic Defense Bonus, perhaps) and shouldn't require just tossing pre-existing elements on top of it like old band aids.

    RUN, as you said, is a damage-oriented tank that specializes in magic damage -- well let's focus on those elements of it have ways for them to achieve their goals within those confines as opposed to just throwing Cures in like they're a panacea that'll fix the problems it is going to have.
    How is adding Cures taking away from the theme of the class?
    How many monsters spam magic without throwing out physical blows?
    Even if you're being chain nuked how does that impact needing to be self-sufficient as a tank?
    Why can there not be room for more tools in RUNs bucket to cut down on damage, restore ones HP bar?

    It doesn't even have to be a straight Cure1-3/4 but some option to heal yourself in burst as a survival tactic. Perhaps consuming runes? Something involving evasion/parry? Charging a heal through a JA then popping the JA again for a burst heal?

    Something to give the job better survivability. There is no reason why BLU should be able to cure itself in burst in addition to soaking magical damage while having better traits than the "tank" job Rune Fencer.
    (2)
    Last edited by Sparthos; 04-06-2013 at 09:47 AM.

    Sparthosx - Lakshmi - 90 BLU BRD SAM COR RNG DNC PUP BST WAR WHM
    Sig by Kingfury