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  1. #71
    Player
    Shippuu's Avatar
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    Mar 2013
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    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by silentwindfr View Post
    the trouble with samurai as tank, and it was pointed countless time but ignored by some, is...
    Your arguments are often ignored or easily dismissed because more often then not they're either weak arguments or actual non-arguments. I'll easily debunk them once again:

    - a two hand sword class (like the dark knight)
    While both weapons use two hands, they are starkly different in how they appear and how they would be used. The only similarity is that they are both a form of sword. We have White Mage and Black Mage that both use two handed staves/canes. SCH and SMN both use books (though they are a shared base class). Even then, there is no magic rule that says two tanks cannot have similar weapons. Please provide a sourced comment where any developer for FFXIV has said there can never be any (slight) overlap in weapons by jobs in a same role. That's like saying they couldn't add Machinist because it uses a weapon that fires projectiles because Bard already has a weapon that fires projectiles.

    This also doesn't rule out a possibility of a dual wielding Samurai concept, of which there is no dual wielding tank available to players.
    - based on parry (like dark knight and warrior)
    Nowhere is it said it must revolve around parry. It can have an active counter-attack system/skills without being based around parrying or using parry as a stat. Even then, multiple jobs have abilities that increase parry or proc other moves off of a dodge or parry. Just because one job uses it doesn't mean it's "locked out" from being used by another job.
    Even if you argue that parrying is part of FF Samurai's identity (Which it isn't, but counter attacking is but can technically be a different mechanic.) It's no different to how people said Dark Knight must have an HP sacrifice mechanic and look how that turned out.
    - mostly physical damage (like paladin and warrior)
    Dark Knight is also mostly physical damage (Only a few of their moves do magical damage and most of magical ones their primary purpose is not damage). There are bosses/enemies in the game that become immune to, or reflect magical damage that need to be tanked, as a result tanks cannot be locked into doing primarily magical damage without changing mechanics of said bosses and removing that kind of mechanic from ever being used again which is highly unlikely (same concept applies to melee healers as well.)

    - wearing heavy armor (like every tank)
    How is this in any way an argument AGAINST Samurai being a tank? The fact tanks share a common armor type is intentional for a multitude of reasons and offers plenty of benefits. Future tanks will likely continue to share this armor type. It makes things easier on the devs and provides flexibility for tank players to play multiple tank jobs to keep them playing that role. Introducing tanks that do not wear fending gear would make tank players have to pick and choose which tanks to actively gear, reducing their flexibility and options which could drive them away from tanking which you don't want to do. This is the same reason Red Mage tank is unlikely unless they alter the identity of Red Mage to wear heavy armor.

    the point is the samurai as tank is only a skin.... we already have a jobs with 2 hand sword as tank... and one based on parry. what the point to add one more jobs like this? i see more a magic melee tank that will bring novelty and new gameplay to the tank, more than samurai that some want simply because.... they want samurai as tank.
    These same arguments can be made directly towards a DPS Samurai as well. We already have combo based DPS etc. We already have 2 handed DPS that does spike damage etc. etc. I've already debunked the magic damage tank above. 2 of the 3 tanks already have emphasis on magical aspects and using MP, so another physical orientated themed one would be fine.

    as tank it will bring nothing new to the jobs. when a tank based on a caster can be quite interesting and have a few way to be added. because dark knight is not really a caster tank, is more a bad hybrid with more a melee with a few ability draining him mp... don't make it a caster tank.
    Your lack of imagination and narrow view of what a Samurai is or could be is why you cannot possibly see it as anything but a dps. And I won't even start on how a caster tank just isn't feasible, even if it did physical damage with it's "spells".

    So in summary, your arguments just don't cut it, as usual.
    (7)
    Last edited by Shippuu; 09-15-2016 at 08:53 AM.

  2. #72
    Player
    Welsper59's Avatar
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    Mar 2012
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    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Shippuu View Post
    And I won't even start on how a caster tank just isn't feasible, even if it did physical damage with it's "spells".
    While I agree about the points regarding SAM being a tank, I wanted to point out that caster tanking is absolutely a feasible thing. Mage tanking is almost as long of a tradition in RPGs (the general genre) as normal sword and board types. The most common form of mitigation for them is magic shields or barriers. If you ever played original Starcraft or Broodwars, think Archons in that example. A specific boss fight in the TBC expansion of WoW had the Mage class have to tank a boss as well, using the bosses shield against them. Sometimes magic manipulation itself becomes their mitigation, as is the case of Rune Fencer in FFXI. Though they use a 2h weapon in that game, the concept of runes to ward harm isn't exactly exclusive to people who would wield sluggish weaponry lol.
    (4)
    Last edited by Welsper59; 09-15-2016 at 09:17 AM.

  3. #73
    Player
    Shippuu's Avatar
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    Mar 2013
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    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Welsper59 View Post
    While I agree about the points regarding SAM being a tank, I wanted to point out that caster tanking is absolutely a feasible thing. Mage tanking is almost as long of a tradition in RPGs (the general genre) as normal sword and board types. The most common form of mitigation for them is magic shields or barriers. If you ever played original Starcraft or Broodwars, think Archons in that example. A specific boss fight in the TBC expansion of WoW had the Mage class have to tank a boss as well, using the bosses shield against them. Sometimes magic manipulation itself becomes their mitigation, as is the case of Rune Fencer in FFXI. Though they use a 2h weapon in that game, the concept of runes to ward harm isn't exactly exclusive to people who would wield sluggish weaponry lol.
    What you're describing isn't a caster tank though. You're describing magical themed tanks which isn't the same. We have magical themed tanks such as Paladin and Dark Knight. Paladin's have flash, they have clemency which is a hard-cast heal, and Divine Veil which creates a magical barrier around their allies. Even Cover has a somewhat magical connotation. Dark Knight has even more, from Dark Arts itself being a buff, to Dark Passenger shooting a wave of dark energy, even their Power Slash which isn't magic damage has the appearance of a magical spell as they blast a ball of dark magic from their hands.

    So a tank can definitely be a kind of mage. But one cannot work so well (In this game specifically) as a caster. At least not without making some significant exceptions to how it casts spells. There's just no way it can be feasibly done unless you do the following:

    -The caster tank cannot be interrupted in their spellcasting.
    -They can move while casting magic with no reduction to their mobility.
    OR
    -Their cast times are incredibly short (think BRD/MCH level, about the same as the GCD).

    We have already seen the problems when it comes to Paladin's Clemency. They already had to significantly reduce the cast time, and even now it's challenging to find windows you can squeeze out a cast without being interrupted or having to move. Tanks in this game sometimes have to move often, and a caster that has to move often significantly drops in efficiency. Tanks also often have to tank a lot of enemies at once, especially with dungeon speed runs calling for huge pulls. More enemies = more chances to be interrupted. So this is why a caster tank needs to have these kinds of exceptions made to their casting to make it work.

    At that point though, are you really playing a caster anymore however? You're fighting in melee range, and basically just waiting for your attacks to go off. Tanks often have to grab enmity quickly and react fast to pick up adds or enemies who might have gotten pulled away. If the majority of your moves have a cast bar it's counter-productive to things like snap-aggro, we saw this in 2.0 Warrior's Overpower which had a long windup before going off, in 2.1 it was changed to the fairly instant version of Overpower we have now because it was easy to miss with such a slow AoE enmity tool.

    There's other things to consider too like armor types, will it wear mage robes? Or Tank gear? Is it a good idea to have a tank compete with gear with dps? (Generally not so good of an idea). If it wears tank gear do they need to add magic stats to tank gear? That's more work. How will it handle mechanics in fights where enemies are immune to magic damage such as in the Void Ark if all it does is magic damage? Or fights where magic is reflected? Why would people want a tank that takes extra damage from a boss?

    So in the end, it's not so cut and dry. There are many things that need to be considered and while a concept might sound cool initially when you start to look at it from a realistic and developmental viewpoint it can easily fall apart. This doesn't mean that a casting tank isn't possible, but it's a lot harder to develop and in the end it could likely never be a full blown caster but rather a melee job that has a handful of casted spells not unlike Dark Knight thematically or Paladin mechanically.
    (4)

  4. #74
    Player
    AlphaFox's Avatar
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    Aug 2013
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    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    I've said it before but mage tanking can be a thing and I would hope they would consider it. Sure give them a few instant spells or casts for hate but let the basic skills be actual casts. When your in tank stance, lower dps, more hate and having a permanent "surecast" in a way so your only interrupted in casts via stun and silence
    (2)

  5. #75
    Player
    Arrik's Avatar
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    Oct 2013
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    63
    Character
    Laura Bailey
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Shippuu View Post
    So a tank can definitely be a kind of mage. But one cannot work so well (In this game specifically) as a caster. At least not without making some significant exceptions to how it casts spells. There's just no way it can be feasibly done unless you do the following:

    -The caster tank cannot be interrupted in their spellcasting.
    -They can move while casting magic with no reduction to their mobility.
    OR
    -Their cast times are incredibly short (think BRD/MCH level, about the same as the GCD).

    We have already seen the problems when it comes to Paladin's Clemency. They already had to significantly reduce the cast time, and even now it's challenging to find windows you can squeeze out a cast without being interrupted or having to move. Tanks in this game sometimes have to move often, and a caster that has to move often significantly drops in efficiency. Tanks also often have to tank a lot of enemies at once, especially with dungeon speed runs calling for huge pulls. More enemies = more chances to be interrupted. So this is why a caster tank needs to have these kinds of exceptions made to their casting to make it work.
    Paladin's issue with Clemency would almost go away if blocking an attack prevented an interruption like in 11. That being said insta-cast spells, auras, channeling abilities could all play some role in how a caster tank could deal with this. Or if you wanna cheese it give them Aquaveil buff that would pretty much do bullet #1 here. Casting time doesn't necessarily need to mean exactly like BLM or exactly like BRD and that's it.

    Quote Originally Posted by Shippuu View Post
    At that point though, are you really playing a caster anymore however? You're fighting in melee range, and basically just waiting for your attacks to go off. Tanks often have to grab enmity quickly and react fast to pick up adds or enemies who might have gotten pulled away. If the majority of your moves have a cast bar it's counter-productive to things like snap-aggro, we saw this in 2.0 Warrior's Overpower which had a long windup before going off, in 2.1 it was changed to the fairly instant version of Overpower we have now because it was easy to miss with such a slow AoE enmity tool.
    Aura that keeps a mob 10' out (the caster's life could be tied to said aura so they aren't invulnerable) or whatever as long as its in a place it could normally go (not pushing Titan off the platform for example). I don't see why you seem to exclude insta-cast for a caster, it'd be pretty easy to give them the standard Flash/Unmend equivalents as spells, and even in 11 some spells were pretty damn quick. Probably a better way to do this I'm not thinking of and I could see this taking the most time to debug.


    Quote Originally Posted by Shippuu View Post
    There's other things to consider too like armor types, will it wear mage robes? Or Tank gear? Is it a good idea to have a tank compete with gear with dps? (Generally not so good of an idea). If it wears tank gear do they need to add magic stats to tank gear? That's more work. How will it handle mechanics in fights where enemies are immune to magic damage such as in the Void Ark if all it does is magic damage? Or fights where magic is reflected? Why would people want a tank that takes extra damage from a boss?
    Ilvl 240 with a 245 weapon PLD is at 1399 VIT and a BLM is at 918 VIT and 1253 INT. 1399-918=481 481/1253 ~= 39%. Wear the caster gear and trait them to add 40% of their INT to VIT. Ragnarok 2 did similar when switching from Cleric to Monk, there was a trait that messed with int vs att so you didn't have to restat to go from Cleric to Monk at 25 (at that point both str and int helped att). Defensive differences could be fixed with pre-pull buffs, increased amount of mitigation tools, playing with cooldowns, etc.

    It would be a challenge for sure, but that's not such a bad thing.
    (2)
    Last edited by Arrik; 09-15-2016 at 10:33 AM. Reason: edited for brain problems

  6. #76
    Player
    Welsper59's Avatar
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    Mar 2012
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    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Shippuu View Post
    What you're describing isn't a caster tank though. You're describing magical themed tanks which isn't the same. We have magical themed tanks such as Paladin and Dark Knight. Paladin's have flash, they have clemency which is a hard-cast heal, and Divine Veil which creates a magical barrier around their allies. Even Cover has a somewhat magical connotation. Dark Knight has even more, from Dark Arts itself being a buff, to Dark Passenger shooting a wave of dark energy, even their Power Slash which isn't magic damage has the appearance of a magical spell as they blast a ball of dark magic from their hands.

    So a tank can definitely be a kind of mage. But one cannot work so well (In this game specifically) as a caster. At least not without making some significant exceptions to how it casts spells. There's just no way it can be feasibly done unless you do the following:

    -The caster tank cannot be interrupted in their spellcasting.
    -They can move while casting magic with no reduction to their mobility.
    OR
    -Their cast times are incredibly short (think BRD/MCH level, about the same as the GCD).

    We have already seen the problems when it comes to Paladin's Clemency. They already had to significantly reduce the cast time, and even now it's challenging to find windows you can squeeze out a cast without being interrupted or having to move. Tanks in this game sometimes have to move often, and a caster that has to move often significantly drops in efficiency. Tanks also often have to tank a lot of enemies at once, especially with dungeon speed runs calling for huge pulls. More enemies = more chances to be interrupted. So this is why a caster tank needs to have these kinds of exceptions made to their casting to make it work.

    At that point though, are you really playing a caster anymore however? You're fighting in melee range, and basically just waiting for your attacks to go off. Tanks often have to grab enmity quickly and react fast to pick up adds or enemies who might have gotten pulled away. If the majority of your moves have a cast bar it's counter-productive to things like snap-aggro, we saw this in 2.0 Warrior's Overpower which had a long windup before going off, in 2.1 it was changed to the fairly instant version of Overpower we have now because it was easy to miss with such a slow AoE enmity tool.

    There's other things to consider too like armor types, will it wear mage robes? Or Tank gear? Is it a good idea to have a tank compete with gear with dps? (Generally not so good of an idea). If it wears tank gear do they need to add magic stats to tank gear? That's more work. How will it handle mechanics in fights where enemies are immune to magic damage such as in the Void Ark if all it does is magic damage? Or fights where magic is reflected? Why would people want a tank that takes extra damage from a boss?

    So in the end, it's not so cut and dry. There are many things that need to be considered and while a concept might sound cool initially when you start to look at it from a realistic and developmental viewpoint it can easily fall apart. This doesn't mean that a casting tank isn't possible, but it's a lot harder to develop and in the end it could likely never be a full blown caster but rather a melee job that has a handful of casted spells not unlike Dark Knight thematically or Paladin mechanically.
    Well "caster" isn't really a role, it's just a term used to identify the type of class/job/whatever (i.e. a broad group identity). Generally speaking, casters are magic users, be it they are primarily instant use spells (similar to melee skills/abilities), have cast time, or channeled. If SMN, for example, were entirely composed of instant cast spells, you'd still lop them in with the group identified as "caster". They're casting spells, even if they are instant. It's pretty rare for anyone to not use that to reference a magic user in general. For the role of tanking, instant cast with some either channeled or cast time spells/abilities thrown about.

    In terms of the idea of distance, that much is fairly irrelevant. Think about times you solo, need to move in close (e.g. WHM Holy), or even use as a means to increase DPS (like SMN were technically moved to do during the 2.0 era, since books as weapons added a noticeable increase). You're in melee proximity for those cases. What you might be thinking of is a ranged tank, in this case. Those are of magic use or physical, as was the case of 2.0 BRDs kiting FATE bosses around, since the point is to simply play in a way that keeps distance between you and the target(s). Outside of kiting or fighting ranged-only mobs, they don't really exist for obvious OP status reasons lol.

    Again, the term caster is simply a title or identity, it's not a reflection of mandatory play. Instant cast spells, spells with cast time, spells that are channeled, etc. are all part of the identity of "caster". That is, a character that utilizes magic as their primary. Technically, if PLD in this game could cure groups reliably, they'd be considered a caster too if they choose to focus on healing lol. Since they're more melee oriented though, they're simply a melee or tank that can cast spells. Even the term "melee" is simply a description to identify the primary means of doing their job. Casters can melee too, but you rightfully wouldn't label them as such.
    (3)
    Last edited by Welsper59; 09-15-2016 at 10:37 AM.

  7. #77
    Player
    ShinMetsu's Avatar
    Join Date
    May 2011
    Posts
    239
    Character
    Tetsu Kaiten
    World
    Ragnarok
    Main Class
    Gladiator Lv 70
    ¯\_(ツ)_/¯ Keep telling you guys, RDM tank is where it's at.

    What are they gonna do with their Shields anyway otherwise?

    So many possibilities for unique tank stuff, and since it would be a Mage Tank, have their shield block magic hits too!
    (2)

  8. #78
    Player
    Arrik's Avatar
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    Oct 2013
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    63
    Character
    Laura Bailey
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by ShinMetsu View Post
    ¯\_(ツ)_/¯ Keep telling you guys, RDM tank is where it's at.

    What are they gonna do with their Shields anyway otherwise?

    So many possibilities for unique tank stuff, and since it would be a Mage Tank, have their shield block magic hits too!
    Under the current system I agree with you.

    OPINION ALERT!

    As much as I don't want RDM and DNC to be pushed into a single role I feel that they will. And I have my doubts about SE being able to balance sword damage, magic damage and healing capability in a way that would satisfy me (look at all the issues stemming from cross classing cure, SMN issues unrelated to the pets, etc.). I think at best I will get some sort of RDM/RUN hybrid as a pure tank job.

    EDIT: And the only time I refused to play RDM in FFXI was ToAU when it was a full healer.
    (2)
    Last edited by Arrik; 09-15-2016 at 10:52 AM.

  9. #79
    Player
    Shippuu's Avatar
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    Mar 2013
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    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Arrik View Post
    Paladin's issue with Clemency would almost go away if blocking an attack prevented an interruption like in 11. That being said insta-cast spells, auras, channeling abilities could all play some role in how a caster tank could deal with this. Or if you wanna cheese it give them Aquaveil buff that would pretty much do bullet #1 here. Casting time doesn't necessarily need to mean exactly like BLM or exactly like BRD and that's it.
    If a majority of their skills/abilities are instant then are they truly a caster tank though? Because in my opinion they'd just be a tank that has some casts. In which case that mechanic can be applied to just about any job in the form of a "charge up" mechanic for certain skills.


    Aura that keeps a mob 10' out (the caster's life could be tied to said aura so they aren't invulnerable) or whatever as long as its in a place it could normally go (not pushing Titan off the platform for example). I don't see why you seem to exclude insta-cast for a caster, it'd be pretty easy to give them the standard Flash/Unmend equivalents as spells, and even in 11 some spells were pretty damn quick. Probably a better way to do this I'm not thinking of and I could see this taking the most time to debug.
    In a game where positioning is often key something like this keeping enemies at range makes positioning things exceptionally more difficult. It's impractical and thus highly unlikely. It's harder to move enemies when they're kept far away from you. You use Titan as an example but don't consider that Titan is usually kept at the edge of his arena, you simply cannot move him there if he can't get closer than 10 feet from your character. Impractical and ultimately a pointless mechanic, what benefits does this add except giving the illusion you're fighting from range?



    Ilvl 240 with a 245 weapon PLD is at 1399 VIT and a BLM is at 918 VIT and 1253 INT. 1399-918=481 481/1253 ~= 39%. Wear the caster gear and trait them to add 40% of their INT to VIT. Ragnarok 2 did similar when switching from Cleric to Monk, there was a trait that messed with int vs att so you didn't have to restat to go from Cleric to Monk at 25 (at that point both str and int helped att). Defensive differences could be fixed with pre-pull buffs, increased amount of mitigation tools, playing with cooldowns, etc.
    Mechanically making a tank wear any kind of armor is easy, as abilities can be implemented that passively boost stats to be on par with other tank's defense. The problem comes with things like sharing loot. Role-mixing on loot in FFXIV would provide potential issues. I pointed out that tanks sharing gear is an intentional one that affords tank players the freedom to generally swap out to any of the 3 tank jobs pretty easily. (Same goes for healers). This is certainly an intended design to help keep Tank players playing tanks. If you remove this aspect, you've now introduced a tank that doesn't share armor with other tanks, meaning they have to choose between gearing the new mage tank, or the other 3 tanks. That's a bad decision and splits the tank players.

    Now you have a tank that shares gear with a DPS, which means they can gear as a tank and then spend the rest of their time playing a DPS? That's counter-productive to trying to aid the age old problem of low tank population. Not to mention who would want to queue into content to get tank gear when you can be contest by quite possibly every DPS in the party as full mage parties are very common when queueing into duties.

    It would be a challenge for sure, but that's not such a bad thing.
    The simple reality of the situation is that challenges take time to iron out. And Time is not something this game has an abundancy of when it comes to developing content. Because they release content on such a regular basis they just don't have the time or resources to spend trying to reinvent the wheel. This means that new job additions are less likely to shake up the formula anytime soon.
    (2)

  10. #80
    Player
    Shippuu's Avatar
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    Mar 2013
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    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Welsper59 View Post
    Well "caster" isn't really a role, it's just a term used to identify the type of class/job/whatever (i.e. a broad group identity). Generally speaking, casters are magic users, be it they are primarily instant use spells (similar to melee skills/abilities), have cast time, or channeled. If SMN, for example, were entirely composed of instant cast spells, you'd still lop them in with the group identified as "caster". They're casting spells, even if they are instant. It's pretty rare for anyone to not use that to reference a magic user in general. For the role of tanking, instant cast with some either channeled or cast time spells/abilities thrown about.
    By this definition we have 2 caster tanks already then. So if redundancy is a valid argument against something like Samurai via their weapon choice, then this would also apply to future mage tanks being redundant when we have Paladin and Dark Knight, who both cast magic spells in an instant cast fashion.

    In my opinion, Casters are casters because they have cast bars, whether it's a channel or fill guage. Yes instant cast spells are still "cast" but now it's just arguing semantics.



    In terms of the idea of distance, that much is fairly irrelevant. Think about times you solo, need to move in close (e.g. WHM Holy), or even use as a means to increase DPS (like SMN were technically moved to do during the 2.0 era, since books as weapons added a noticeable increase). You're in melee proximity for those cases. What you might be thinking of is a ranged tank, in this case. Those are of magic use or physical, as was the case of 2.0 BRDs kiting FATE bosses around, since the point is to simply play in a way that keeps distance between you and the target(s). Outside of kiting or fighting ranged-only mobs, they don't really exist for obvious OP status reasons lol.
    I certainly wasn't arguing for any kind of a ranged tank because that's an even more absurd idea than a tank that primarily has cast bars for their attacks.

    Again, the term caster is simply a title or identity, it's not a reflection of mandatory play. Instant cast spells, spells with cast time, spells that are channeled, etc. are all part of the identity of "caster". That is, a character that utilizes magic as their primary. Technically, if PLD in this game could cure groups reliably, they'd be considered a caster too if they choose to focus on healing lol. Since they're more melee oriented though, they're simply a melee or tank that can cast spells. Even the term "melee" is simply a description to identify the primary means of doing their job. Casters can melee too, but you rightfully wouldn't label them as such.
    That's one definition sure, but it can also be applied as a gameplay mechanic and not an identity, that's how words work they can have multiple definitions. And in the viewpoint of games development particularly for MMO's, a Caster is someone who casts spells usually via cast bars. You don't call Death Knights in WoW casters even though they cast plenty of spells, but you'd call Mages casters, Warlocks casters, etc. etc. You're really just arguing semantics here.
    (2)

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