Results -9 to 0 of 134

Threaded View

  1. #11
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Kitru View Post
    It's pretty apparent that the developers want the melee "gimmick" to be positional DPS, given how MNK and DRG, both classes that have *never* been positional in any other game or FF series, are positional DPS. The rogue/thief type has almost always been positional so I think it'd be really weird if they went away from that. As to the DoTs and DoT manipulation, I tried to do that with Eviscerate (it's a lot like Fester), though I think it might be interesting to see some further manipulation with Master Thievery (possibly regaining 1 stack of Ill-gotten Gains for each of your DoTs on the target; it fits with the "thievery" part of the name as well).

    I think it should be mentioned, on top of this, that I'm adding an extra resource to juggle/manage, which is something that neither MNK nor DRG has to deal with.
    I didn't explain what I meant very well, that's on me. After some finetuning of the suggestion I figure I'd put them together in a way that makes a bit more sense for what I was trying to say.

    3. Quick stab - 150 potency

    4. Flurry - Flurry: 100 potency
    Flank bonus: increase attack speed by 10% for 12 seconds
    Combo Action: Quick Stab
    Combo Bonus: 190 potency

    6. Cheap shot: 100 Potency
    Combo action: Flurry
    Combo Bonus: 275 potency, X% chance of adding 1 Ill gotten gains
    *What I wanted to do here was have a "main solo" combo which feeds into a way to apply DoTs at your desire.(see gil toss) when playing solo.

    5. Backstab: 100 Potency
    Back Bonus: Damage over Time, 25 Potency, Duration 18 seconds

    7. Ambush: 100 potency
    Flank Bonus: Reduce Target's resistance to piercing dmg by 10% for 18 seconds

    8. Eviscerate: 100 potency
    Back bonus: 75 additional potency for each Ambush, Backstab, and hemorrhage on the target. 20 sec cooldown.

    9. Hemorrhage: 100 potency
    Flank bonus: 35 potency, 18 second duration

    12. Hamstring: 50 potency
    Back bonus: 50% heavy, 15 potency, 18 seconds duration

    *I've moved the DoT applications into being positionals, but not combos. I increased the durations to work more with solo play, but it's depending on the Ill gotten gains/Gil toss mechanic if they need to be tuned. I also think that upping the DOT potency and decreasing the combo potency may be valid.

    10. Gil Toss: Off-GCD, doubles the duration of the next attack performed, consumes ill-gotten gains (1). Binds the target in the direction it currently is facing for 5 seconds.
    *big deal right? The idea is that the gil toss is a distraction. It, similar to holmgang, locks the target in one direction allowing the thief to move to the flank or back for a positional.

    Hope that makes what I was saying make a bit more sense.
    (0)
    Last edited by Tzain; 01-16-2014 at 12:45 AM.