Holy cow that's really good compared to mine
Holy cow that's really good compared to mine
Well what I meant was that yours is just so detailed and out there, and sounds super fun. I approached the creation of mine with ffxiv battle system in mind, and you approached it with SAMURAI in mind.
For those wondering, ability names for mine come from past Final Fantasy names
But... but I didn't post mine! But I understand you meant the other person. :PWell what I meant was that yours is just so detailed and out there, and sounds super fun. I approached the creation of mine with ffxiv battle system in mind, and you approached it with SAMURAI in mind.
For those wondering, ability names for mine come from past Final Fantasy names
I do agree with that other post, yours could use a bit of balance adjustments. I'm sorry to say I'm not in the mood to thoroughly look into offering balance suggestions myself. I'm not even willing to detail my own idea for Samurai, which is a tank as well.
I do like that you used a lot of names from past FF games. Some of them I would have probably used a different name for. One that stood out is that I don't really like the Bravely Default ability names. But they're just names, not too important.
Overall, it's good.
OH sorry didn't realize poster names lol but thanks so much for the input anyways :3
Well, let's not compare. Mine is based upon the Hybrid job, yours is based upon the tank job. They are very different.
I made mine with the intent of forcing the player to move, A LOT. Having to move from melee range to distant range and having to charge the abilities in order to keep the dps going and actually dealing enough damage to be worth a damn. Thanks for the compliment however. I like yours as well. :3
I'm all ears.
Last edited by Zanmato; 10-24-2014 at 01:58 PM.
You call it a melee and ranged hybrid with high attack power and low vitality, but it has high evasion and high parry and the ability to heal itself, largely countering its drawback.
It has very strong debilitating effects.
It can restore 100 TP and 18% MP to the party every 2.5 minutes. Compare to Shroud of Saints, which currently restores about 1000 MP, a bit less than 25% (and it's not a %), to the WHM's MP (and nobody else's) every 2 minutes. Also steps on BRD's toes.
It has some powerful abilities with 15 minute and 1 hour recast times. The game is balanced around 5 minute recasts.
It can give Dragoons the ability to play well. That alone breaks the game.
Hahaha! That DRG joke. ^-^ Well... I guess I can adjust a thing or two.You call it a melee and ranged hybrid with high attack power and low vitality, but it has high evasion and high parry and the ability to heal itself, largely countering its drawback.
It has very strong debilitating effects.
It can restore 100 TP and 18% MP to the party every 2.5 minutes. Compare to Shroud of Saints, which currently restores about 1000 MP, a bit less than 25% (and it's not a %), to the WHM's MP (and nobody else's) every 2 minutes. Also steps on BRD's toes.
It has some powerful abilities with 15 minute and 1 hour recast times. The game is balanced around 5 minute recasts.
It can give Dragoons the ability to play well. That alone breaks the game.
Just want to point out that in order to get those 18% (now 8%) MP is decently expensive (300 TP).
The self-heal costs 2 stacks of sorrow, which is something you don't have every day and should be careful with once your timer starts to tick.
The heal from canceling the Burn is something that you may not want to do, based upon how many stacks there is, and concerning how much damage you lose from canceling it.
The innate healing resistance also reduces the percentage unless mentioned otherwise. :3
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The reason for the long timers is due to just that, the moves are so good that they should require a long cooldown.
The parry is merely effective in Earth Stance, and the job itself is demanding to be played in Fire stance, or you will lose 20% damage/slash.
However, you are forced to revisit Earth Stance for the movement speed buff to get to places faster and keeping your dps going.
Last edited by Zanmato; 10-24-2014 at 01:54 PM.
Eorzean Climber (Noborist)
A counter-based Avoidance Tank is very nice. I like your class overall but it needs some adjusting.
A few notes though:
-I would like to know more about the Counter-Stances that some of the skills give. How long do they last? Are they like a buff? Are they the same or does each attack have a different stance that can add to the others? Do stances reduce damage done?
- Mirror of Equality has a bit too much going on, it's a kind of like a Rampart with Second Wind built in that also attacks a foe for 250 potency and you get it at level 8! I get that you tried to balance it with the 20% HP limitation but then you're counting on the player to not have a healer there to cap them. It's either going to be too good or under used.
- Reverse Grip's Counter Stance stays up til the cooldown is done? That's an 120 seconds then just hitting the button again. That would make all the other ways to go into counter stance redundant then. >A>
- Purity Channeling, if I'm reading this correctly, turns an enemies attack into a DoT on the Ronin which can then be removed by a healer when they are in a counter stance? I don't mind the idea but the fact that it's cleanse-able is kind of broken. Also, how is the DoT's Potency determines? Does it just spread the damage over a period of time equally?
- Chirijiraden's comboing Potency is way to strong at 290, not even the DPS can reach that Potency, the only thing that can be higher is PLD's Spirits Within, when their HP is full and that has limited use because it's their Silence move. MRD only get's Storm's Eye at 50 and that's only 270 when comboed. And it also doubles their next counter's damage?!
- Hellish Slash is not very team-friendly. You're removing all you're team's DoTs, which I sure for a SMN, would be excruciating. Maybe if this class/job focused more on DoTs and this only effected DoTs placed by the user I could see some use but as it is, it lowers the whole teams DPS.
- Kiyomori is like a Foresight on steroids plus Parrying and increase to Counter Damage.
- Muramasa is extremely underwhelming compared to other skills.
- Free Lunch is a smidge too OP. Maybe if it just effected the user for an extended period versus a one use.
- A lot of your skills say that they decrease damage taken but no for how long.
- I would also recommend a skill that increases your odds of Criting. I'm sure you're probably thinking of adding PUG as a cross-class and getting Internal Release but I think Ronin or Samurai having their own to stack with it would be healthier especially considering you're main tanking tool comes from landing Crits.
- For utility purposes, I would have two separate skills for stun and silence.
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