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  1. #1
    Player
    Gorehound's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Sundyrsthal Einundsyn
    World
    Leviathan
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Ehayte View Post
    Cool idea, but Homgang is a level 42 MRD ability, so you'd need to make this the level 45 Zerker ability.
    Ah, I see. An easy enough fix, just replace with Butcher's Cleave.

    But now an attempt at Templar. I don't think the Templar on the OP really acknowledges LNC lower max HP and lower armor, so I wanted to give it a swing. I didn't want to encroach too much on Pally or Warrior niches, so I thought, why not an active mitigation tank that focuses on parry.

    Continued in next post...
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  2. #2
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Gorehound View Post
    I don't think the Templar on the OP really acknowledges LNC lower max HP and lower armor
    Honestly I didn't really feel the need to. MRD has about the same HP as GLA, WAR only has a ton of HP due to abilities and its soul. TMP doesn't have needs to be restricted to LNC gear. Look at SMN/SCH/ACN. Their gear at endgame is split into ACN/THM/BLM/SMN for nuking and CNJ/WHM/SCH for healing. ACN can't wear SCH gear and SCH can't wear ACN gear. TMP could easily be placed on heavy gear sets like DL. As for stats lets look at ACN/SCH/SMN again:

    (naked except for darklight book, no bonus stats used)
    ACN: HP:1743 MP:2912 INT:242 MND:166 PIE:200
    SMN: HP:1988 MP:2983 INT:262 MND:176 PIE:210
    SCH: HP:1988 MP:3346 INT:242 MND:247 PIE:240

    What we see here is that not only does equipping a job stone give increased stats all-around but different job stones give different stat increases. The 2 main we see here are SCH's getting 70 more MND and 400 more MP to better suit their role. Reminder: This is before all the role-specific armor as well which boost their values even higher (SCH 264 INT 328 MND : SMN 368 INT 161 MND in AK/WP).

    TMP could (and likely would) follow this. They would have job-specific weapons too (like SCH has its own healing books separate from ACN/SMN nuking books) that would have stats focused on its role as well as their own AF2.

    As for the abilities I chose, they're appropriate to what we've seen from TMPs in the past. With yours it looks like some don't make all that much sense. For example, an ability to affect another ability should be covered by a trait or instead be replaced by another ability that does the same thing (similar to how ACN gets two pet buffs or ARC can have multiple crit rate +s). Parrying also has its flaws in that currently you're capped at a rate around 24% IIRC (don't quote me on this). But you do have interesting ideas don't get me wrong.

    Changes to OP:
    TMP
    -Changed Lifebreak from a 7 minute damage/enmity spike to a 5 minute attack with a soft cap potency of 450 with increased enmity. Damage and enmity are affected by how many DoTs the TMP has on the target (I wanted them to actually make use of the DoTs).
    -Heavy Thrust will now also grant the TMP increased enmity while the buff is maintained.
    -Bone Crusher now has increased potency when used in a combo. Counter is no longer guaranteed to prevent abuse.
    -Clarified that Astra will increase enmity in all targets and the debuff immunity will only last 25s or until you avoid an immunity.
    -Faith will now also increase HP by 10% and had its duration increased to 60s (inspired from Gorehound's Valor).
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    Last edited by MartaDemireux; 10-23-2013 at 04:11 AM.
    * I fully give permission for any of my written ideas to be used by SE without recognition.