I'll echo the sentiment that THF should be a job with its own crystal.
As always, here's a concept:
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 flanking their opponents to maximize their damage.
Abilities
01 Quick Strike: Deals melee damage to enemy.
02 Puncture: Delivers an attack with a potency of 100. Places a DoT for 15 seconds on the target.
04 Shark Bite: Stab and slice the enemy. Combo => Quick Strike: Increases Skill Speed for 20 seconds.
06 Blindside: Delivers an attack with a potency of 225. Can only be used when behind the target. 60 cooldown.
08 Shiv: Delivers an off-hand attack with a potency of 90. Combo => Quick Strike: Recover X TP.
10 Knife Throw: Delivers a ranged attack for 80 potency. 15 yalm range.
12 Dirty Kick: Stuns enemy for 4 seconds.
15 Dodge: Increases your evasion chance by 40% for 10 seconds.
18 Whirling Blades: Delivers an attack to all enemies within 8 yalms with a potency of 100.
22 Sucker Punch: Silences target for 3 seconds. 45 second cooldown.
26 Coup de grace: Delivers an attack with a potency of 150 (200 if used behind the target). Can only be used when the target has less than 20% HP. 45 second cooldown.
30 Evisceration: 5-hit weapon skill. Combo => Shark Bite: +X% critical hit chance for 15 seconds.
34 Sneak Attack: All attacks performed from behind the target for the next 10 seconds will critically hit.
38 Flee: Increases movement speed by 50% for 8 seconds. 90-second cooldown.
42 Mutilate: Delivers an attack with a potency of 120. Extends the duration of Puncture by 20 seconds.
46 Stagger: Pacifies target for 3 seconds. 45 second cooldown.
50 Draw-Cut: Delivers an attack for 150 potency and repositions you on the opposite side of the target.
Gameplay
Quick Strike => Shark Bite => Evisceration
Quick Strike => Shiv
Keep Puncture up.
Use Mutilate to extend Puncture's duration.
Use Blindside.
Traits
08 Enhanced Dexterity I (Rogue): Increases DEX by 3.
14 Flank Bonus I: Increases damage caused by weapon skills used behind the target by 4%.
16 Enhanced Blindside: Reduces the cooldown of Blindside to 30 seconds.
20 Hemorrhage: Puncture now increases damage taken from your attacks by 10%.
24 Enhanced TP Regeneration: Increases the amount of TP recovered by X.
28 Pressing the Advantage: All your attacks deal an additional 10% damage when the target is below 25% HP.
32 Enhanced Dexterity II (Rogue): Increases DEX by 6.
36 Enhanced Dodge: Dodge now increases your evasion rate by 50%.
40 Flank Bonus II: Increases damage dealt by weapon skills used behind the target by an additional 4%.
44 Improvisation: Sneak Attack increases the critical chance of all attacks to 40% when not flanking the target.
48 Cunning Combat: Decreases the cooldowns of Sucker Punch and Stagger to 30 seconds.
Rogue Notes
- Rogue gameplay should obviously encourage the player to stay behind the enemy as much as possible.
- Between Dirty Kick, Sucket Punch and Stagger, Rogues would be the only class in the game that can reliably cover all modes of interrupting.
- Puncture and Mutilate are obvious key aspects of a Rogue's DPS rotation due to the damage increase, along with Shark Bite's skill speed increase.
- I originally wanted to combo Shaek Bite to Mutilate as a secondary combo to extend the skill speed buff's duration, but decided against it since it didn't seem to mesh well. Not to mention I would want Mutilate to be an off-GCD ability with a cooldown.
- Improvisation is there to deal with the expected issue all dagger classes run into, in that bosses with forced positional limitations (Demon Wall) and bosses that require you to stay to the sides and avoid their back (chimera, hydra) cost them a lot of DPS in the long this. This is also why only Blindside has a positional requirement.
- Draw-cut would be useful in PvE as well as PvP. In PvE because it might help them avoid an attack that is ground-targetted by quickly moving the rogue to the opposite side of the target, and in PvP by allowing them to reposition as a way to confuse their enemies.
- I'm iffy on whether Draw-Cut should be usable on mobs where you cannot get behind them (Demon Wall, possibly really big mobs like Ultima Weapon).
- Flee helps with mobility by being usable in-combat without costing the rogue all their TP by using Sprint.
- While not mentioned in this version, I was also considering giving rogues the ability to pause their own combos to allow weaving in of more abilities that are on the GCD. I think that approach was reaching a little too much, which is why I decided against it in the end.
---
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 Uldah). 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.
Mechanics: The THF crystal gives Evisceration, Mutilate and Draw-cut the ability to place a debuff called Expose on the target mob. Expose stacks up to three, increasing the rogue's damage dealt to the mob by 1% with one stack, 2% with two stacks and 4% with three stacks.
Storyline: (WARNING: Fanfiction advisory is in effect) The THF storyline would focus on Nanaa the Knife, a fugitive who claims to be the last surviving member of the Thieves' Guild. In exchange for some help exacting revenge on those who killed her comrades and nearly destroyed the guild, she's willing to teach the player character the intricacies of Thievery.
Support Classes: PGL (Featherfoot, Internal Release, Haymaker, Second Wind), LNC (Feint, Keen Flurry, Invigorate)
Abilities
30 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 an item stolen from the enemy.
35 Accomplice: Increases target party member's attack power by 10% and transfers 50% of your total generated enmity to target party member for 10 seconds. 60-second cooldown.
40 Aura Steal: Steal a beneficial effect from target enemy. Success rate is determined by melee accuracy rating.
45 Viper Bite: Delivers an attack with a potency of 80 and poisons target for 15 seconds (poison potency: 10). Combo => Shiv: for every VB poison tick, you recover X TP.
50 Throat Stab: Delivers an attack with a potency of 120 (300 if behind the target). 2-minute cooldown
Thief 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.
- 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.
- Accomplice is less the forced enmity transfer gimmick THF was saddled with in FFXI and more of a way for THF to assist the tank by transferring some of its enmity. Ideally Accomplice should be used alongside other DPS cooldowns to maximize the amount of threat transferred to the tank.
---
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, former criminals became respected warriors to those who knew of their actions.
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 Blindside and Knife Throw into Satsu and Fuuma, respectively. The only key difference being increased range.
Using certain abilities and combos place a token on the Ninja, allowing them to use the ability Jutsu. Jutsu consumes all tokens and has a specific effect depending on what charges the NIN has stored on themselves. A NIN can have only one token stored at any time.
Support Classes: ARC (Raging Strikes, Quelling Strikes, Hawk's Eye), PGL (Internal Release, Featherfoot, Chakra)
Changed abilities
06 Blindside => Satsu: 8-yalm range.
10 Knife Throw => Fuuma: 120 potency. 18-yalm range. Builds one wind charge
Jutsu Tokens
Quick Strike => Shark Bite => Evisceration = Jutsu (Katon): Fire damage.
Fuuma x 2 = Jutsu (Fuuton): Knock back target enemy.
Satsu = Jutsu (Suiton): Applies weight to target enemy.
Quick Strike => Shiv = Jutsu (Kurayami): Inflicts target with Blindness.
Abilities
30 Jutsu: Consumes a Jutsu token to unleash an ability on the enemy. 10 yalm range.
35 Kaze to tomoni (風と共に): Teleport behind your target. 15 yalm range.
40 Utsusemi: Leap backwards 10 yalms from your current position, becoming invisible for 6 seconds, leaving a decoy that vanishes after 2 seconds and reducing enmity by 50%.
45 Tatsumaki: Delivers an attack with 120 potency to all enemies within 12 yalms. Animation note: The ninja spins very fast, causing shuriken and kunai to fly from the NIN in all directions.
50 Bunshin Sappou (分身殺法): Three-fold attack that deals heavy damage and repositions the ninja on the opposite side of the enemy.
Ninja Notes
- NIN as we can see is a ranged and melee job. It has abilities that also give it great mobility, allowing it to open and close distances.
- Those who saw my original idea may remember that I wanted to give NIN an elemental charge system not unlike combo points for Rift's Rogue classes or WoW's Rogue class. I decided against it seeing that elemental charges would conflict with the combo system and would require me removing all combo properties from rogue skills just to accomodate NIN.
- To give an example of how this works, if you do an Evisceration combo, you get a Katon token. If you decide to use Satsu because the mob is below 20% HP without using Jutsu, the Katon token is lost and replaced by a Suiton token.
- On a more subtle note, NIN scaling should be tuned down to balance out the amount of mobility and ranged capabilities it has. I would put it somewhere around 5% behind THF assuming equal gear and skill.
- Bunshin Sappou would have the NIN "split" into three, have all three images of the NIN rush at the enemy, with the two "fakes" vanishing and the NIN remaining on the opposite side of the mob.
- As always, Utsusemi is more an escape and gap opener. The invisibility is there to help it in PvP.