I would switch if they weren't like GLD/PLD (low damage tanks). IMO it would be best if they were DD, but a high-damage tank would be okay too.
If you mean "run around doing nothing to contribute to the actual fight, spamming songs and being largely unattractive to the general populace despite the fact that encounters were balanced around the possibility of you being around", I will have to pass. FFXI's Bard is what made me hate the concept of "support". I was indifferent up until then.
i liked Bard In everquest onlone adventure it work alot like rogue it dual weilded sword it had very nice HoT and MoTs. and did very nice damage about the only thin that made rogue better was backstabs that did critcal damgae from behind.
Hi :D I just finalized my ninja design and I hope you guys like it ^^
Ninja– Discipline
"The Reaper is always just a step behind me..." – Shadow
I want to design ninja with evasion tanking mind as well as use of an elemental wheel for excellent magic damage. This should be similar of the original ff1 ninja who came from thief roots but gained black magic as well. The elemental wheel is done through a skill called Ninjutsu which allows a ninja to lead the elements in battle or generate damage between the astral and ubral mini cycles on two different enemies. Ninja will have access to throwing kunai and shuriken for ranged pulls and side damage. For a 15 minute ability I decided shadow fall would be good. Rather than sacrificing yourself like Mijin Gakure, you sacrifice all of your shadows dealing more damage for more shadows consumed. Since using this will leave you vulnerable you pop into hiding as soon as the attack is complete.
Requires: GLD + THM (15 THM)
-Yonin: Take stance increasing enmity and evasion, but decreases magic potency and throwing damage. Increases store TP.
-Humma Shuriken: Throw a large shuriken dealing damage to enemies in a frontal cone; inflicts bleeding.
-Innin: Take stance reducing enmity and evasion but increasing magic potency and throwing damage. Generate MP over time.
-Ninjutsu: Deals elemental damage and shifts the elemental weakness of an enemy to that of a submissive element. The next cast of this ability uses the next element in the wheel. Fire -> Earth -> Ice -> Water -> Wind -> Lightning -> Fire
The flow of resistances are; Ice -> Lightning -> Wind -> Earth -> Fire -> Water -> Ice
-Kage ga Ochiru: Consume all shadows dealing massive umbral magic damage in an area of effect; vanishes after the attack is complete.
Trait: Utsusemi: Double the amount of shadows gained from blink.
You can find the full job guide in my signature link with info on transferble skills and skill descriptions for the scout class.
My Ninja design:
http://t0.gstatic.com/images?q=tbn:A...b61YcHBcnGbB5Q + http://4.bp.blogspot.com/-F61yxC9YBr...%2B360s.vn.jpg = awesome
I call it like it is. Few liked playing bard because all the job entailed was spamming songs with /WHM acting as supplement. Problem is, SE balanced stuff in XI around the fact that a BRD was present, which created a problem: Everyone wanted a BRD to maximize performance but the job was not appealing enough to create a sizeable pool of players that played the job. Hence the birth of the princess BRD.
For all of CoP I used to say that we wouldn't be having that issue if BRD was more battle-oriented like the best "support" class ever made, Lineage II's Blade Dancer. Unlike the song-spamming BRD, BD were insanely popular between being one of the only two classes that could dual wield and the fact the class was only slightly behind the DPS classes (despite it also having the best offensive buffs in the game). SE tried to do that with Corsair (even giving it the whole pirate aesthetic) and proceded to mess it up with how the decent ammo was not worth the cost to make.
FFXI's Bard put such a bad taste in my mouth that I haven't had any desire to play a Bard in any other RPG I've played since.