The OP's design is a little too stance-heavy. That and basing your model on enmity is not solid, IMO. Anyway, as per my time-honored tradition:
Mercenary/刀術士
Sellswords. Cutthroats. Mercenaries. These are the words used to describe trained warriors that hold loyalty only to the weight of their purses. Despite bearing a negative stigma, the effectiveness of trained mercenaries cannot be questioned, as they have proven to be as capable as members of all adventurers' guilds in tasks that require witts and combat skill.
Remaining distant from their adventurer brethren, mercenaries train using foreign weapons forged in the far east. From great katana to the smaller combination of one-handed katana and wakizashi, they hone their art for the safety of their benefactors and the ensurance of payment.
Concept: Tank class that focuses on parrying while having flexible combos.
Mechanics: Unlike other melee fighters, Mercenaries do not have combo restrictions, but attacks are separated in the categories of Opener, Bridge, and Closer. Bridges and Closers cannot be used out of order.
Weapons: Mercenaries can equip great katana and daisho (katana+wakizashi)
Abilities
01 Cut (切) - Opener. Delivers an attack with a potency of 100.
02 Third Eye - Parry all incoming attacks for 15 seconds. 3 minute cooldown
04 Demon Cut (鬼切) - Bridge. Delivers an attack with a potency of 120. Increased Enmity
06 Resolve - Reduces the effect and duration of status ailments and damage over time effects on you. 4 minute cooldown.
08 Dragon Fang (牙竜) - Opener. Delivers an attack with a potency of 100 to all enemies directly in front of you. Increased enmity.
10 Boost - Increases the attack power of the next two weapon skills by 50/25%. 2 minute cooldown.
12 Break (ブレイク) - Delivers an attack with a potency of 100. Reduces the physical damage target deals to you by 10% for 15 seconds. 90 second cooldown.
15 Iron Flash (斬鉄閃) - Delivers an attack with a potency of 130. Increased enmity. 15-yalm range.
18 Shooting Star (流星) - Delivers an attack with a potency of 50. Knocks target back. 45 second cooldown.
22 Challenge - Forces the target to attack you for the next 6 seconds. 25 second cooldown.
26 Counterstance - Instantly counter melee attacks. 10 second duration. 5 minute cooldown.
30 Turning Swallow (燕返し) - Closer. Delivers an attack with a potency of 270. Increased enmity.
34 Hold the Line - Reduces damage taken by 15%. 10 second duration. 2 minute cooldown.
38 Tornado (陣風) - Bridge. Delivers an attack with a potency of 120 to all enemies within 5 yalms. Increased enmity.
42 Heart of the Sword - Allows the use of one Bridge or a Closer, regardless of whether an Opener has be used. 2 minute cooldown.
46 Brace - Reduces damage from incoming attacks by an amount determined by your defense and magic defense values. 5 Charges. 1 minute duration. 2 minute cooldown.
50 Nine Dragons (九頭竜閃) - Closer. Delivers an attack with a potency of 30. Places a damage over time effect that grows stronger over 24 seconds.
Traits
08 Enhanced Vitality
14 Enhanced Third Eye - Doubles mitigation from parries while Third Eye is active.
16 Enhanced Strength
20 True Dragon Fang - Dragon Fang causes the next Bridge-type weapon skill to deal additional fire damage with a potency of 50.
24 Enhanced Vitality II
28 Full Break - Break now also reduces magic damage dealt to you by target.
32 True Demon Cut - Demon Cut now increases your parry chance by 20% for 9 seconds.
36 Enhanced Shooting Star - Shooting Star now also places a 50% Weight effect on the target for 10 seconds.
40 Enhanced Boost - Boost now increases the attack power of three weapons skills by 75/50/25%.
44 Enhanced Counterstance - Reduces the cooldown of Counterstance to 3 minutes.
48 Immovable - Extends Hold the Line's duration to 20 seconds.
(suggested) Achievements
Blade and Soul I-V
Notes
- Just to get it out there, potency numbers and cooldowns are negotiable.
- As a reminder, unless otherwise noted parries equate to damage reduction rather than negating damage as in older MMORPGs.
- MRC must use skills in the strict order of Opener => Bridge => Closer. This rule also applies to SAM.
- MRC's tank model is more centered around parry mitigation with a couple of cooldowns it can use in a tight spot.
- Resolve is designed exactly as written. If a paralyze effect has a 30-second duration, MRC using Resolve will reduce the chances of paralyze proccing by half and reduce its duration to 15 seconds. The same goes for any future death sentence-type effects as well as things like Allagan Rot, making the effects end faster. This may be seen as something of a double edged sword unless you know exactly when to use it.
- Brace is based on the WoW DK cooldown Bone Shield, and much like it does not affect DoT effects, AoEs or damage auras. Where Brace deviates mechanically from Bone Shield is that Brace charges are not spent whenever a parry or dodge proc. Think of it more as an insurance policy for reduced damage whenever you fail a parry/dodge check.
- Brace damage mitigation caps at 35% and is calculated based on player level as well as their defense and magic defense values. It's defensive bonus also stacks with that of Hold the Line.
- Nine Dragons is designed to simulate each additional "dragon" (in this case, subsequent DoT ticks after the attack is used) joining in after the effect is applied. Starting potency would be 30 and the tick potency when the 9th dragon joins (the tick that takes place on the 24th second of the effect) should be something like 210 potency.
- Counterstance is a way to get some extra damage out, and is most effective when surrounded by mobs. Unlike FFXI where Counterstance prevented damage, you are still taking damage while Counterstance is up (this is why I did not suggest the "reduce defense to 0" part)
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Samurai/侍
Upholding personal and family honor, the far eastern warriors known as samurai once composed the armies of many a feudal lord. Their peerless courage and skill in combat earned them the awe and respect of both commoner and noble alike. It was this dedication to protecting and serving that led to their rise to greatness.
When a prominent clan betrayed their leige and made into the night with the treasures of the shogunate, a stigma befell these warriors that would not fade with time. As more lords stopped supporting them in favor of other means of defense, many samurai clans were forced to go underground and adopt new ways of life. Some say that to this day the clans are quietly training heirs to a legacy of protecting the weak, even when they have no one to protect. Others claim that the way of the samurai died long ago and will never return.
Mechanics: Building on MRC's focus on parries, SAM focuses on parries while gaining Counter whenever a parry procs. Counter increases the damage of the next Opener/Bridge/Closer by 10% and allows the use of three attacks. Using any Opener/Bridge/Closer, Ageha, Kouki or Midare Setsugekka consumes Counter.
Support Classes: GLA (Convalescence, Savage Blade, Awareness) PGL (Featherfoot, Haymaker, Second Wind)
30 Seigan (正眼) - Decreases damage dealt and damage taken by 10% while increasing enmity. Parrying attacks while Seigan is active grants Counter.
35 Ageha (鳳蝶) - Requires Counter. Delivers an attack with a potency of 100. Decreases target's resistance to slashing attacks by 10% for 20 seconds.
40 Kouki (光輝) - Requires Counter. Delivers an attack with a potency of 100. Additional Effect: Pacification for 4 seconds.
45 Midare Setsugekka (乱れ雪月花) - Requires Counter. Delivers an attack with a potency of 250. 30 second cooldown.
50 Meikyou Shisui (明鏡止水) - Perfectly parry all incoming attacks. 10 second duration. 7 minute cooldown.
(suggested) Quests
30 Legacy of Honor
35 To Protect and Serve
40 Dual Fates
45 In Memory Of...
50 Muramasa
50 A Relic Reborn: Masamune
(suggested) Achievements
Strength of a thousand men - Complete the samurai job quest Muramasa
Like, mind over matter - Acquire Masamune in the quest A Relic Reborn
Notes
- Not mentioned in the design, but SAM would favor great katana.
- Seigan introduces the Counter mechanic while also providing some passive mitigation for SAM.
- Counter allows the use of Ageha, Kouki and Midare Setsugekka. Ageha brings in a debuff that SAM would be encouraged to keep on the mob as much as possible. Kouki is utility in the form of Pacification. Midare Setsugekka is on-demand damage and would be inserted into the rotation whenever possible (much like PLDs do with Spirits Within in situations where an interrupt isn't required). Ageha, Koki and Midare are off the GCD and do not break combo chains.
- Attacks parried while Meikyou Shisui is active deal no damage (hence "perfect parry").
- Opinion: I don't have a full story drafted, but what I would want the SAM story to focus on is the player character's encounters with a fallen Samurai wielding the blood-thirsty blade Muramasa, building it up and culminating in a fight to the death against them. Since we have vanity slots on the way, I'd also want Muramasa to have a unique model and be an equipable reward for clearing the SAM questline. Maybe a "sealed Muramasa" or something.
- You get a cookie if you can guess where I got the SAM achievements from.
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Yojinbo/用心棒
Concept: Not finalized, but going for DPS job focused on chaining abilities.
Mechanics:
Abilities
(suggested) Quests
50 A Relic Reborn: Ama no murakumo & Ito
(suggested) Achievements
Notes