

will never happend, 2 reason:Ninja from XI. Call it what you want, but a Hate Grabing - Consumable using tank would be good. Ninja can come with its own debuffs to add, heavy on the blind or slow (cause ninjas fight dirty like that) and with Consumables I think you get a win across all factions:
1) SE would be happy...more tank options and GIL SINKS for the economy
2) CRAFTERS/GATHERS are happy since more things to consume people would use.
3) PLAYERS are happy since you can have a really neat concept in High DPS, High Hate w/ Debuffs but Squishy as all get out if you don't spend tons of Gil on consumables.
1) ninja in FF11 was never meant to be tank, player have make it tank.
2) Yoshida have take out every consumable from class, because he don't want people to farm for be able to use the skill of them class. (arrow, chakram, tomahawk,..)
Gorilla Tank please! Lumber as its weapon and a thick leather callus skin!
Blue Mage tank go.
@klopsgg
twitch.tv/klopsgg
I'm thinking Musketeer with an stupidly high Parry and Evasion rate with the odd blink ability or 100% evasion abilities. They could use a fencing sword and use a hand gun to generate the hate![]()
Player

Totally Agreed. The jobs concept is basically just to lure FFXI vets back in and get non FF tactic job names back to the game. I don't know how i feel about adding jobs to existing classes so the players don't need to level them (might be a good thing; grinding is pretty meaningless) so I can see a total revamp for the expansion. More of an emphasis on cross abilities (more flexible to balance) rather than locking in the skills/traits for class/jobs.

Tank Class: Juggernaught (JGN) The Magitek Knight
Requirements: 50 WAR, 25 PUG, 15 GLD (cross classes: WAR and PUG).
Must complete Praetorium main quest line.
Juggernaught would have Empire style armor and after completing the story mode, the Reaper provided you a digital log of new technology the Empire was researching. After the creation of Omega Weapon, the Empire wanted to create an unstoppable Military Industrial Complex due to the concern and threat from the Warrior of Light.
The Juggernaught uses two gun shields as melee weapons.
The Juggernaught's signature moves:
(Passive) Aethershot - Auto attacks have a chance to blast foe with Aether Gun (Two Gun shields are your melee weapons)
(Passive) Aetherfield - Can only be in effect after Plow. Creates a force field around you negating damage equal to amount of damage dealt
(Passive) Offensive Defense - STR = higher armor rating, block damage amount, and more potent Aetherfield.
(Passive) Aether Charge - Builds up to 3 charges used to unleash special attacks.
Augmentation I- Consumes 1 Aether Charge and augments a phyblade on your melee weapons. Enhances your weapons with aetheric properties. Enhances melee damage by 10%. Lasts 1 min.
Augmentation II-Consumes 1 Aether Charge and augments provisions that reduce magical damage by 10%. Lasts 1 min.
Repel: Provisions spikes on your armor reflecting a fixed 20 damage to attackers. Lasts 30 mins (damage scales with STR)
Stasis Field: Unleashes Aetheric energy and enables Heavy on foes.
Grappling Hook: Shoots a grapple hook from your gun shield to pull foe back to your location.
Reaper Strike - Strikes with an attack. Builds 1 Aether Charge.
Reaper 1-2: Strikes with both shields. 50% chance for a third attack Reap after using Reaper Strike. Reap: Overhead smashes foe with both Gun Shields and has a 25% chance to gain Aether Charge (high threat attack)
Combo Finisher 1:
Plow (High Threat): Plow down your foe and upon impact you create an Aetherfield around you. Consumes 1 Aether Charge. 50% chance to gain Aether Charge if attack Crits (Aetherfield: Think of Death Knight's DS+Blood Shield).
Combo Finisher 2:
Reaper Cleave (High Threat): 360 motion attack (hitting 2 enemies = 10% chance to get Aether Charge, 3 enemies = 20% chance to get Aether Charge, 4 enemies = 50% chance for Aether Charge)
Last edited by DenverBroncos; 10-17-2013 at 03:11 PM. Reason: need mroe space

a FF13 Snow like fisting tank ! (not a MNK like)
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