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.


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