I was bored over the last week or so, and with the back and forth over whether SAM would be a DPS or tank, I decided to put something together. I'll split this into two posts, with the first being DPS and the second being tank.
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Samurai/侍 The DPS
Mechanics: SAM is built around a combo system that is flexible and not as linear as that of DRG or MNK. Attacks are categorized as either Opener, Bridge, and Closers. Bridges and Closers cannot be used out of order.
The SAM-exclusive mechanic is Focus. Focus allows the SAM to extend their combos, and regenerates over 15 seconds upon being consumed.
Weapons: Great katana
Cross Class: ARC (Raging Strikes, Quelling Strikes, Hawkeye), LNC (Blood for Blood, Invigorate, Feint)
Abilities
01 Cut (切) - Opener. Delivers an attack with a potency of 120.
02 Third Eye (心眼) - Parry the next incoming attack. 10 second duration. Cooldown: 60s.
04 Demon Cut (鬼切) - Bridge. Delivers an attack with a potency of 140.
06 Accumulation (溜める) - Doubles the TP cost of weapon skills and increases their potency by 50%. Duration: 10s. Cooldown: 60s.
08 Skill Chain (連携) - Toggle ability. Weaponskills consume Focus while this effect is active. Expires upon consuming all Focus. Effect expires upon reuse.
----Focus - The next Bridge-type weaponskill allows the use of another Bridge instead of a Closer-type weaponskill. (see About Focus)
10 Dragon Fang (牙竜) - Opener. Delivers an attack with a potency of 100 to all enemies directly in front of you.
12 Blade Bash (峰打ち) - Delivers an attack with a potency of 80. Additional effect: Stun for 3s. Cooldown: 30s.
15 Iron Flash (斬鉄閃) - Delivers an attack with a potency of 130. 15-yalm range.
18 Tiger Claw (虎) - Bridge. Delivers an attack with a potency of 120. Additional effect: Damage over time with a potency of 30 for 21s.
22 Meditation (黙想) - Restores own TP over 10s. Cooldown: 60s.
26 Turning Swallow (燕返し) - Closer. Delivers an attack with a potency of 280.
30 Alacrity (神速) - Increases movement speed by 30% and the potency of the next weaponskill by 20%. Duration: 6s. Cooldown: 90s.
34 Shooting Star (流星) - Delivers an attack with a potency of 50. Additional effect: 10y knockback. Cooldown: 45s.
38 Tornado (陣風) - Bridge. Delivers an attack with a potency of 110 to all enemies within 5 yalms.
42 Full Break (ブレイク) - Delivers an attack with a potency of 80. Additional effect: Reduces target's resistance to damage by 10% for 10s. Cooldown: 180s.
46 Nine Dragons (九頭竜閃) - Closer. Delivers an attack with a potency of 100. Additional effect: Places 9 stacks of Dragon's Bite on target for 30s. Subsequent weapon skills consume one stack, delivering an attack with a potency of 10 per remaining stack in addition to the weapon skill's normal damage.
50 Clarity (著明) - Refreshes the cooldown of all Focus. Cooldown: 90s.
Traits
08 Student's Discipline - Grants access to Focus.
14 Enhanced Strength
16 Enhanced Strength II
20 True Dragon Fang (真・牙竜) - Dragon Fang causes the next Bridge-type weapon skill to deal additional fire damage with a potency of 50. Buff duration: 10s.
24 Adept's Discipline - Increases your amount of Focus to two.
28 Enhanced Strength III
32 True Demon Cut (真・鬼切) - Demon Cut increases the critical strike chance of the next weapon skill by 20%. Buff duration: 10s.
36 True Tiger Claw (真・虎) - Tiger Claw increases the speed at which Focus refreshes by 10%. Buff duration: 21s.
40 Master's Discipline - Increase your amount of Focus to four.
44 Hasty Accumulation - Reduces the cooldown of Accumulation to 45s.
48 Enhanced Alacrity - Reduces the cooldown of Alacrity to 60s.
Job Abilities
30 Enpi (燕飛) - Delivers an attack with a potency of 200. Cooldown: 60s. If used under the effect of Focus, cooldown is reduced to 15s.
35 Ageha (鳳蝶) - Delivers an attack with a potency of 120. Decreases target's resistance to slashing attacks by 10% for 30 seconds. Cooldown: 60s. If used under the effect of Focus, cooldown is reduced to 15s.
40 Kouki (光輝) - Delivers an attack with a potency of 100. Additional Effect: Pacification for 4 seconds. 60 second cooldown. If used under the effect of Focus, cooldown is reduced to 15s.
45 Shikikoyo (士気高揚) - Reduces the cost of target party member's weapon skills by 20% for 20s. Cooldown: 150s.
50 Meikyou Shisui (明鏡止水) - Increases skill speed by 15% for 15s and removes the TP cost from all weapon skills. Cooldown: 150s.
52 Battoujutsu (抜刀術) - You sheath your blade, increasing the potency of the next Opener weaponskill by 25%. Allows the use of certain weaponskills. Movement speed reduced by 40% while active. Requires 1 Focus to activate. Cannot be used with Skill Chain. Duration: 5s. Cooldown: 15s.
54 Thunderclap (迅雷) - Closer. Delivers an attack with a potency of 80 to target and nearby enemies. Additional effect: 30% Slow to target and nearby enemies for 18s.
56 Zanmaken (斬魔剣) - Delivers an attack with a potency of 150. Potency increased to 350 if used on a target below 20% HP. Can only be used while under the effect of Battoujutsu. Cooldown: 60s.
58 Kaiten (回天) - Delivers an attack with a potency of 100. Spreads the effects of the next weapon skill to two nearby enemies in addition to target. Buff duration: 10s. Cooldown: 60s. If used under the effect of Focus, cooldown is reduced to 15s.
60 Kachou Fuugetsu (花鳥風月) - Delivers an attack with a potency of 200 on target and nearby enemies. Can only be executed while under the effect of Battoujutsu. Cooldown: 90s.
Lv3 Limit Break: Midare Setsugekka (乱れ雪月花) - Melee Limit Break. The SAM jumps back from the enemy, then does a dashing cut on the enemy 3 times, from 3 different directions. Each time the SAM cuts the enemy, you see a kanji appear. The first kanji is Yuki (雪), then the kanji Tsuki (月), and then Hana (花), also known as the corresponding kanji for the FFXI WS Yukikaze/Gekko/Kasha. (visual examples)
About Focus
Focus is a resource unique to SAM that allows them to extend combos beyond the normal bounds of 3-steps. In order to consume Focus, the SAM must first toggle Skill Chain, and subsequent Bridge-type weaponskills will consume Focus until you either run out or disable the effect.
Focus appears in the UI over your hotbars as small orbs. By the time you hit lv50, you'll have access to 4 Focus units, which individually recharge within 15 seconds of being consumed. The orbs would be marked with the Eorzea versions of the kanji for numbers 1-4. To give an idea of the effect of Focus, here's some examples:
Standard combo:
Cut => Demon Cut => Turning Swallow
Combo extended by Focus:
Cut => click on Skill Chain => Demon Cut (consumes 1 Focus) => Tiger Fang (consumes 1 Focus) => click on Skill Chain => Turning Swallow.
A really bad combo performed by a nooby lv50 SAM:
Cut => click on Skill Chain => Demon Cut (consumes 1 Focus) => Demon Cut (consumes 1 Focus) => Demon Cut (consumes 1 Focus) => Demon Cut (consumes 1 Focus; makes Skill Chain expire since you're at 0 Focus) => Turning Swallow.
Extending this mechanic a bit more are the special techniques you gain during the SAM questline. The inconvenient cooldown timers become manageable if used with Focus.
Notes
- Several of the abilities are based on Auron's overdrives from FFX. These include Dragon Fang, Shooting Star and Tornado.
- Rotational abilities (combos and so on) are localized and the special techniques gained through quests are just romanized versions of the names.
- True Tiger Fang's effect might need to be buffed, specially in light of the skills that can be weaved in while Skill Chain is active.
- Skill Chain being a toggle means it has to activate very quickly and without animation delays. In practice it should be something that you can activate/deactivate in between GCDs without losing any time.
- The sword techniques (Enpi, Ageha, Kouki, Kaiten) are designed so that they can be used stand-alone if needed, but have penalties when done so. They do count as Bridge-type weapon skills when used with Focus. The write up doesn't mention this but your combo is lost/reset if you use the techniques without activating Skill Chain. I'm considering making the sword techniques oGCD to make it easy to weave them in and sort of speed up combat for SAM.
- Kaiten should make it easy to apply certain effects like Tiger Claw's DoT, Ageha's slashing debuff and Kouki's pacification on multiple targets. Note that it applies only to the additional effects and does not include the on-contact damage component of those abilities. I'm also thinking of elongating the cooldown.
- Battoujutsu is meant to first buff your opener, and later be used for techniques like Zanmaken and Kachou Fuugetsu.
- As for Accumulation, assuming perfect timing with no delay and a ton of skill speed, you'd be able to do 4 weaponskills at most before the buff wears off.
- Meikyou Shisui and Accumulation stack.
- Shikikoyo was originally going to affect all skills on target party members, but then I realized that this would mean BLM would be SAM's best friend since they'd massively benefit from their spells being 20% cheaper during an Astral Fire/Fire IV rotation. I also am aware that this name is already in one of SCH's abilities (though theirs is Shikikoyo no saku/士気高揚の策 rather than just Shikikoyo).
- The LNC cross-class skills are there mostly because I fear the job might run out of TP faster than most melee given that it can double the cost of its abilities every 45 seconds.
- Fun fact: The Skill Chain/Focus system in this suggestion was originally an alternate system I had come up with for Dark Arts.