Hybrid doesn't necessarily mean two-stats but more so two different roles. I'll assume it's a DPS. Skills are based not on their stat but on the attack power. They had this back in 1.X where Monk was STR/INT and was terrible because your melee attacks suffered from less STR and your magic attacks suffered from less INT. So it was changed to just be STR/DEX = attack power for all skills. So splitting them up is a step backwards.
I don't understand why it's great katana either. What happened to normal katanas? Ninja use daggers/tantō, why not just give them katana?
I don't know why a DPS class would need high evasion since it's not tanking. If you are the tank, then your primary stats should change to reflect what current tanks use.Off-Hand/Secondary Weapon:
Weapon Alignment: (Example: Slashing, Piercing... and so on.)
Gear: (Melee, Ranged, Caster... and so on.)
Strengths: Example: High Evasion. Very high attack power.
Weaknesses: Example: Low Vitality. Is resistant to healing. Attack power is mostly depending on charging the abilities. Drains TP at an insane rate. Cannot move while charging an ability. Pick your slices and stabbings carefully.
I notice you allow jobs to use skills;
Cloud Shaper (WAR) - Worthless since it changes the dynamic of WAR into the same as your SAM, which is a charge class
Tachi: Goten (NIN).- Would have been okay if you didn't have the fact that it's impossible to use without having Mist Thrust as a pre-requisite.
Mist and Shadow (NIN) Basically Hallowed Ground for a DPS..and it's cross-classable? Straight up overpowered.
Forging A Legend (WAR) Due to the fact that Sorrow is only something Samurai can get, this is unusable by Warrior.
Basically everyone gets +5% stats all the time given that almost every DPS class puts debuffs onto the boss. If you meant only Samurai's debuffs, balancing content to make it so that a party without a Samurai is at a massive disadvantage would be a nightmare.*omitted skills*
Name: Solidify and Unveil
Cast: Instant
Recast: 2m20s
Range: 0 - Radius: 7y (Small Circle) - Melee, Ranged
Info: Only when playing Solo: Increases Defense by 20%. Prevents usage of Judan No Kamae for the duration.
Only when in a Party: Increases own Physical damage by 5%. Increases Main Stat for all Party members by +1% for each debuff currently affecting the opponent(s) for a maximum of 5 debuffs (+5%). Cannot stack with other "Solidify and Unveil".
Duration: 30s
Acquired: Lv. 8
Affinity: SAM
I'm not sure why there is a detriment for hitting less enemies. It basically always has to check if enemies are being hit. There is not really many tactical use in this skill. What if it was 3 enemies and one dies before you finish charge? You just wasted TP for no reason other than, "too bad, so sad, deal with it"Name: Slashing the Horizon
Alignment: Slashing, Wind
Cast: Chargeable - 2s-4s (NOT instant.)
Recast: 3.5s
Range: 6-20y - Radius: 5y (Distant Flaming Arrow-wide Circle that expands while charging for up to a radius of 8y.) - Ranged
TP Cost: 150-250
Info: Delivers an Area of Effect Slashing attack with a potency of 180, 220, or 260 potency depending on charge.
Additional Effects: If 3 or more opponents are within the hitable area, this attack costs 150 TP. If less opponents than 3 is within the hitable area, this attack costs 250 TP.
Acquired: Lv. 20
Affinity: SAM
Overpowered. Near invincibility for two DPS classes while giving them a super esuna?Name: Mist and Shadow
Cast: Instant
Recast: 13m
Range: 0y - Radius: 0y
Info: Temporarily turns you untargetable to all attacks including Area of Effect attacks and erases all DoTs currently affecting you. Does not work against instant-death moves. Lowers Enmity by 30%.
Duration: 15s
Acquired: Lv. 25
Affinity: SAM, NIN
A permanent Blood for Blood? I don't think this is a very balanced skill especially since it lowers incoming healing. As a DPS, this skill is too strong for the fact that it's a 100% uptime DPS buff. As a tank, lowering healing received is ludicrous.Stance: Judan No Kamae (Fire Stance)
Cast: Instant
Recast: 3s
Effect: Increases Slashing Damage dealt by 20%. Increases damage taken by 25%. Increases innate healing magic resistance to self by 10%.
Acquired: Lv. 28
Affinity: SAM
A weird healing skill which is significantly stronger than Bloodbath.Name: Ward of a Samurai
Cast: Rhythmic (Must be timed with the fully charged hit of Burning Skysplitter.)
Recast: 10s
Range: 0y - Radius: 0y
TP Cost: 80
Info: Cancels the Burn effect on the opponent(s) and converts the amount of Burn stacks into 11%, 15%, 19%, or 23% of the total damage dealt by Burning Skysplitter into HP. The amount is not affected by the innate resistance to healing or alignments decreasing healing potency.
Acquired: Lv. 32
Affinity: SAM
A near godlike DPS buff, if you couple this with Mist and Shadow, you can massive DPS if the healers can keep you alive for those 15s. Needs a massive nerf.Name: Sorrow Throughout The Nine Worlds
Cast: Instant
Recast: 1h
Range: 0y - Radius: 0y
Info: Rapidly reduces HP to 0. Rapidly Increases Physical damage dealt for up to 200%. Increases Physical damage taken by 299%. Rapidly Increases Enmity gained for up to 500%.
Duration: 7s
Additional Effects: Upon death, grants 1 stack of Sorrow.
Acquired: Lv. 39
Affinity: SAM
They are all imbalanced. Not a single one is reasonable, especially the one that has a potency of 1800.Sorrow skills



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