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  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Bulwyf View Post
    Ninja as a dodge/evade tank
    No. Here's something that might actually work, though:
    Rogue

    Highwaymen, assassins and thugs all fall under the label of the rogue. Where the upright gladiators, marauders and fencers of Eorzea can battle their opponents face to face, rogues prefer to remain inconspicuous during fights until they find an opportunity to deliver deadly and effective blows to their enemies.

    To the untrained eye, this may seem as a random and unrefined combat style. In reality, there is a method to the madness created by the rogue, from swiftly sidestepping around enemies' attacks to disabling them with quick tricks before landing a critical blow to the enemy's weak point. And while some individuals have moved on to more honest fields of work, the training undergone to master this style seldom fades and even proves useful where a direct approach may be prone to failure.

    Concept: Front line combatant that relies on guile and agility to outmaneuver their foes. Capable of staggering and disabling their enemies for short periods of time.

    Mechanics: Rogue's primary weapon is the stiletto knife and kunai. They can dual wield and rely on placing status marks on their foes to maximize their damage. Their attacks also gain a small bonus when attacking from behind the target enemy.

    Sample abilities
    - Quick Strike: Deals melee damage to enemy.
    - Puncture: Deals weapon damage and places the debuff Hemorrhage on the target.
    -- Hemorrhage: 15 second duration. Increases damage taken from your attacks by X%.
    - Shark Bite: Stab and slice the enemy. Combo => Quick Strike: Increases Skill Speed for 20 seconds.
    - Evisceration: 5-hit weapon skill. Deals bonus damage from behind the target. Combo => Shark Bite: X% critical hit chance per hit.
    - Dirty Kick: Stuns enemy for 4 seconds.
    - Shiv: Attack with your off-hand weapon. Combo => Quick Strike: Recover X TP.
    - Knife Throw: Throw a knife at the target enemy.

    Notes:
    - While I can't think of any clever names for TP refund abilities, I did want the emphasis for Rogue to be recovering TP in between their combos in order to keep up with their DPS flow.
    - Though not illustrated here, a good approach to Rogue would be quick depletion but quick recovery of TP. This would also emphasize Rogue gameplay to be more about skillful use of rotations.
    - Hemorrhage is an example of a type of ability I would like to see for Rogue and Thief; abilities that increase damage taken from your attacks, encouraging the rogue to maintain a rotation of sorts where their overall DPS will keep things like Hemo in mind.
    - No rogue is complete without a stun or disable in their arsenal. Dirty Kick could be renamed something else, as it might prove ineffective against female enemies and certain monsters. XD
    -----------------------------------
    Thief

    The legendary Thieves' Guild has remained a topic of controversy within political circles in Eorzea and the authoritative entities under their employ. The guild's own existence is often called into question, as none within the Brass Blades, the Knights of the Barracuda or the Woodwailers have been able to delve into the web of intrigue and shadows cast by this organization in the last decade. Even today the guild's motives and goals are shrouded in mystery, but those unfortunate to find a calling card from the guild know the truth behind the individuals associated with it.

    Some see these Thieves as folk heroes that will steal from wealthy despots and share the spoils with the downtrodden (which has made their legend that much more popular in places like Ul'dah). Others see them as daring treasure hunters that utilize their finely-honed skills to discover secrets lost to ages long past. Regardless of their reputation, there is no question to the level of skill these individuals possess, exchanging durability and strength for nimbleness and quick hands. Of course, the sleight of hand that makes it easy to pick a pocket can also be used to inflict quick and deadly wounds, and woe to those who allow a Thief to get behind them.

    Concept: Melee combatant that deals maximum damage from behind their target. Can Steal from enemies, ranging from items to "aspects" of the particular foe being fought.

    Mechanics: Building on the burst damage windows native to the Rogue class, Thieves can steal temporary items for quick use from their enemies as well as one-use skills and buffs.

    Sample abilities
    - Steal Item: Steals a "dusty" item from the enemy. Is replaced by Use Spoils when successful. The stolen item is of poor quality and will break/vanish after 15 seconds. Success rate is determined by melee accuracy rating.
    - Use Spoils: Use the item stolen from the enemy.
    - Throat Stab: Deals damage to enemy with a chance to critically hit if performed from behind the target. Combo => Shark Bite: Places the debuff Exploit Weakness on the target.
    --- Exploit Weakness: All attacks made on the enemy have a chance to deal increased damage. 20 second duration.
    - Aura Steal: Steal a beneficial effect from target enemy. Success rate is determined by melee accuracy rating.
    - Viper Bite: Deals weapon damage to target and poisons them for 15 seconds. Combo => Quick Strike: for every VB poison tick, you recover X TP.

    Notes:
    - Steal Item came about when I looked at some interesting mobs from WoW. Mobs that could steal your weapon from you. While this was a clever way to disarm your character, I did like the concept enough. Of course, THF in FFXIV would fight more than enemies that used weapons, so the idea evolved into Steal Item. Examples of temporary items you'd get from Steal Item include Dusty Potions, Dusty Grenades, Dusty Poison Bombs, and Dusty Brew (random positive effect on you when used). The idea is you'd steal from the enemy and have to use the item right away or within the 15 seconds allowed before the item breaks/vanishes.
    - Exploit Weakness is in an iffy spot. I could suggest it affect attacks from all party/alliance members, but then the bonus damage would have to be nerfed for balance purposes. If it affects only attacks from the THF, the bonus can be hefty but may give way to PvP concerns.
    - Most of you who have played FFXI probably hate me for mentioning Aura Steal, as the ability was mostly useless and a waste of a merit ability. The main issue is that Aura Steal was tied to Steal, which in itself is horrible seeing how horribly low Steal accuracy was (not to mention the asinine conditions needed for Aura Steal to proc). If it worked more like a melee range Spellsteal with its own cooldown and determined by accuracy rating, you would have a very useful ability in hand. It would also mean that you could design bosses with buffs that can be dispelled or stolen to help the raid win.
    - All Stiletto Knives past a certain level can only be equipped by a Rogue or THF.
    -----------------------------------
    Ninja

    It is said that the style employed by rogues and brigands is a bastardization of the bigger tradition known as Ninjutsu; the art of swift shadows and silent strikes. Indeed, there have been tales of common criminals who found a greater calling and trained in this shadowy art in order to serve their true purpose and shed the traces of their old lives. In some cases, these former criminals became respected warriors to those who knew of their deeds.

    Unlike most melee fighters, Ninja do not shy away from the idea of opening distance with their enemies, and at times do so only to catch their enemy by surprise when they quickly close the gap and return to the offensive. Running from a ninja can be seen as futile between the shuriken and jutsu that can reach a foe where the precise strikes of their kunai cannot.

    Concept: Melee and ranged fighter that can open and close gaps with foes. Where melee is not an option, the ninja employs throwing skills and jutsu to damage their foes.

    Mechanics: Equipping the Ninja crystal renames and changes certain abilities. Renamed abilities have an elemental alignment split between Fire, Water, Wind and Lightning. Using one of these abilities on an enemy places a "charge" on that enemy of that element, allowing up to three charges to be placed on an enemy (any attack after that replaces the oldest charge put on the enemy). Depending on what charges have been applied to the enemy, the ability Jutsu will have a different effect on the enemy.

    Sample renamed abilities
    Rin: Replaces Quick Strike. Builds one Fire Charge
    Retsu: Replaces Puncture. Builds one lightning charge
    Teki: Replaces Shiv. Builds one water charge
    Fuuma: Replaces Knife Throw. Reduced TP cost. Builds one wind charge

    Sample Jutsu
    Katon: Requires 3 fire charges. Fire damage and defense down.
    Fuuton: Requires 3 wind charges. Knock back target enemy.
    Raiton: Requires 3 lightning charges. Applies a DoT on target enemy.
    Suiton: Requires 3 water charges. Applies Weight on target enemy.
    Ikazuchi: Requires 2 water charges, 1 lightning charge. Stun
    Kurayami: Requires 2 wind charges, 1 fire charge. Blindness/Accuracy Down

    Sample abilities
    - Jutsu: Unleashes an ability on the enemy depending on what charges have been applied on them. Attack Jutsu (Katon, Raiton) have a range of 15 yalms. Utility Jutsu (Fuuton, Ikazuchi, Suiton, Kurayami) require melee range.
    - Utsusemi: leap backwards 15 yalms from your current position, leaving a decoy that vanishes after 2 seconds. 60% of your total enmity disappears when the decoy vanishes.
    - Kaze to tomoni: Gain a burst of speed for 8 seconds, increasing movement speed by 80% (could also make this a "teleport to your target" type of ability)
    - Oborome: transfer charges from your current target to another enemy

    Notes:
    - This is more a rough template of what to aim for. A flexible fighter that can go in and out of melee and do damage. If we were to do a percentage split, NIN would have 30% ranged attacks (not including Jutsu) and 70% melee attacks. They'd be able to do more than a WAR or a DRG during air phases or when a mob is purposely placed out of range during a fight, but not by much.
    - The charge system's intention is make it so that the player has to think ahead as far as what abilities and what rotation they want to use. I'm still on the fence over whether the renamed abilities get to keep their combo properties or not. Not sure what NIN enthusiasts want on that end.
    - I originally thought of giving NIN access to all 6 elements, but that would make an already cluttered ability bar even moreso.
    - Utsusemi in this case is a gap opener and an aggro dump. The gap opener part being crucial since it would be useful if they get ganged up on by several enemies in PvE and PvP.
    - Yes, I hate blink tanking and how utsusemi worked in FFXI. Why do you ask?
    - NIN would obviously focus on using kunai.


    Red Mage as a jack of all trades class
    That didn't work then, and it certainly won't work now.

    Thief is badly needed right now... I mean what is a final fantasy without MUG? Also would be nice to be able to get drops at a higher rate as well.
    What, and doom the job once again to "you're only useful for Treasure Hunter"?
    (7)
    Last edited by Duelle; 09-03-2013 at 02:59 PM.

  2. #2
    Player Galione's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    84
    Character
    Galione Valorous
    World
    Gilgamesh
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Duelle View Post

    What, and doom the job once again to "you're only useful for Treasure Hunter"?
    No lol... oh dear that job was never doomed.... PLD and THF were two peas in a pod as far as I remember when in battle. The only other job I liked more than THF in pt was DRK.
    (1)

  3. #3
    Player
    Kalsoa's Avatar
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    Aug 2013
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    79
    Character
    Sango Lucadia
    World
    Brynhildr
    Main Class
    Dark Knight Lv 70
    I'm hoping for a Thief class linked to a Ninja job. Those 2 seem like they could blend well together and both would use dual daggers.
    (0)

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Galione View Post
    No lol... oh dear that job was never doomed.
    You haven't been paying much attention, then. The job was non-functional past lv60 when a DRK could do a better job than a THF in hate transfer. The devs then gave up and laughably turned it into a true Treasure Hunter whore, as in "we can't/won't improve your job because you have treasure hunter". Which means no real buffs to damage, no native dual wield at a sensible level (the fact THF got dual wield at lv83 is insulting in and of itself). The job as per FFXI was a sham, and best left to fade into obscurity. Hence my Rogue => THF, NIN suggestion.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #5
    Player
    SonSmasher's Avatar
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    Sep 2013
    Location
    If only it was Limsa...
    Posts
    8
    Character
    Bomomb Sonsmasher
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Duelle View Post
    You haven't been paying much attention, then. The job was non-functional past lv60 when a DRK could do a better job than a THF in hate transfer. The devs then gave up and laughably turned it into a true Treasure Hunter whore, as in "we can't/won't improve your job because you have treasure hunter". Which means no real buffs to damage, no native dual wield at a sensible level (the fact THF got dual wield at lv83 is insulting in and of itself). The job as per FFXI was a sham, and best left to fade into obscurity. Hence my Rogue => THF, NIN suggestion.
    ^ this guy gets it! :3
    (0)

  6. #6
    Player
    Beardflex's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    3
    Character
    Beard Flex
    World
    Balmung
    Main Class
    Lancer Lv 50
    Can someone quickly explain why Samurai should be a tank? I feel Samurai would branch off Lancer really well. A Samurai to me is a medium armored burst dps, similar to LNC.

    Nothing about Samurai screams tank to me.
    (0)

  7. #7
    Player
    EmeraldSerenade's Avatar
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    Aug 2013
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    189
    Character
    Roxie Revolver
    World
    Balmung
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Duelle View Post
    You haven't been paying much attention, then. The job was non-functional past lv60 when a DRK could do a better job than a THF in hate transfer. The devs then gave up and laughably turned it into a true Treasure Hunter whore, as in "we can't/won't improve your job because you have treasure hunter". Which means no real buffs to damage, no native dual wield at a sensible level (the fact THF got dual wield at lv83 is insulting in and of itself). The job as per FFXI was a sham, and best left to fade into obscurity. Hence my Rogue => THF, NIN suggestion.
    Well, at least Thief had one guaranteed party slot.

    A day in the life of Monk in FFXI:
    Monk: Do you guys need a DD?
    Paladin: Is Samurai coming?
    Warrior: No, Samurai has jury duty.
    Paladin: What about Dark Knight?
    Warrior: He's the defendant.
    Paladin: Ohh, right, that "thing he did". Well, do you have any MND rings, Monk?
    Monk: Yeah..
    Paladin: Get to boostin!
    (1)

  8. #8
    Player
    Naiser's Avatar
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    Aug 2013
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    49
    Character
    N'ai Ser
    World
    Masamune
    Main Class
    Marauder Lv 50
    I was thinking about how the Samurai job could be introduced while keeping it in line with FF-traditions.

    Introducing the DPS Bushi-class (which is Japanese for Warrior), which uses the katana.

    The Bushi would specialize into a DPS Samurai job (by default) and a Tank Yojimbo. (which is a recurring boss/summon in FF, that is depicted as a Samurai and Yojimbo means "Bodyguard") Souce: http://finalfantasy.wikia.com/wiki/Yojimbo

    The Samurai job could be STR-based and use Battōjutsu (quick-draw) stances to set himself up for combos.

    The Yojimbo job could be a DEX-based evasion/parry tank. Each successful parry could trigger some "eye for an eye" riposte mechanics (just like Yojimbo from FF6). And it comes with an ultimate Gil-toss emnity action, ahem... Just make sure you collect some gils from your party.
    (1)

  9. #9
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Deedsie View Post
    Duelle, I am glad to see you here. I've read a number of your posts on the XI forum, and quite frankly, the fact that I haven't seen ANYTHING worth mentioning being done for Red Mage in almost 2 years since I stopped playing XI is the biggest thing that has kept me from going back. During the time I did play, I was one of the few that dared play Red Mage the way it was originally intended, and geared myself toward such ends. I fought on the front lines even against most bosses. What the playerbase has done to the job is an atrocity in my eyes.
    Ah I remember you. We ran into each other...forget if it was during my time on Fairy/Sylph or after I moved on to Lakshmi. Well, glad to see more people of the old guard moving on.

    And indeed, the lack of anything meaningful for RDM has sort of ruined XI for me as well. I'm just hoping XIV's rendition does it justice. I even wrote up a concept for Fencer => Red Mage, Mystic Knight back in the beta forums to help move things along. I'm now tempted to post that somewhere around here.

    ----------------
    Quote Originally Posted by Naiser View Post
    The Yojimbo job could be a DEX-based evasion/parry tank.
    By evasion do you mean fully evading damage or reducing damage taken by attempting to evade (what I've called "grazing")?

    Evasion tanks suffer from the weird phenomenon of being underpowered and overpowered at the same time. Underpowered because evasion mechanics are products of RNG, forcing them to take more damage than someone using a shield and thus making them harder to work with a healer. Overpowered because when the stars align and the RNG gods smile down on you, you're fully evading hit after hit and making the other tanks look bad.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by EmeraldSerenade View Post
    Well, at least Thief had one guaranteed party slot.
    That's like saying RDM being reduced to refresh-whore was okay. (Hint: it wasn't)

    In the case of MNK, the problem was that the game then and even now is dependent on burst damage while MNK was designed less on burst and more on substained. Which is why people started caring about them once they started getting stuff like Asuran Fists and Dragon Kick, not to mention Victory Smite in the Abyssea era.

    Besides, if you're talking boost chances are you';re talking about the era where MNK was Chi Blast-whore, which is less the fault of the MNK and more the fault of how horribly-designed "endgame" in FFXI was.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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