Quote Originally Posted by Ramsey View Post
This design is based on a unique TP management principle, Samurai does not regain TP naturally, but can use meditate along with focus to regain TP at will. This creates more deliberate play, where rotations are planned more carefully. Think of it as the melee equivalent of a Black Mage in some ways.
It wouldn't work since it would screw over anyone at low levels (THM gets Blizzard at level 1 so, from the start, their resource model is fine) and is entirely arbitrary: it doesn't serve a purpose other than justifying its own existence. If you want to have a mechanic like focus act like a secondary resource, you should have it behave as such. If you want its main purpose to be TP regeneration, just make the t3 combos cost a crapton so that the "enforced" cost only occurs once you've actually gotten high enough level to actually put it to some use.

Furthermore, forcing someone to use an attack that prevents them from doing anything on a regular basis is bad design. The Pacification on Berserk is bad enough and that's 2 GCDs out of every 18 (at most, if you use it on CD, which I don't actually know anyone that does). You're basically enforcing *more* loss than that and *requiring* that it occur on a regular basis. If you're going to have something like that, it shouldn't be on the GCD.

[*]Cooldowns have not been assigned to buffs, would take playtesting or a lot of unnecessary theorycrafting. Use your imagination based on equivalent buffs from other classes.
You really need to assign CDs just to provide a given frame of reference for your intent on the ability, especially given how hugely powerful some of your choices are. For the attacks, it's impossible to know whether you intend them to be long CD, short CD, or no CD, all of which can drastically affect their purpose/effect. Even if you don't want to assign explicit numbers, you should, at the very least, assign a descriptor, like "short CD" (Brutal Swing), "medium CD" (Infuriate, Internal Release), "long CD" (Vengeance, Rampart), or "very long CD" (Hallowed Ground, Sentinel).

Hamanoha Ability Delivers an attack with a potency of 100. Additional Effect: Increases the damage the target takes from your next weaponskill by 100%. Duration: 3s.
Assuming you meant this to not break combos (since otherwise it would be worthless), it an arbitrary pseudo-combo. Since it's on GCD, you're basically just including it as an arbitrary combo attack you use right before any t3 attack so you have to wonder what the point even is since you might as well just make all of them t4 combos. Also, the 3s duration is redundant because it's consumed so there's no reason to attempt to limit it to a single attack through duration, which is what you're doing here. If anything, the baseline duration should be long enough so that it's not wasted if you don't immediately follow it up (like if you're stunned, you/the enemy is knocked away, or it disappears).

Third Eye Ability Evade the next physical attack.
Broken as hell since you're providing explicit immunity to an attack on a regular basis. Hallowed Ground's immunity to all damage is only balanced because it's on a 7 min CD. This would either be basically worthless, if it were given a long CD, or hugely overpowered, if it were given a short CD. If you want it to be a baseline CD, just make it a high parry chance increase with an explicit duration.

Seigan Ability Increases parry rate by 40% and lowers damage received by 10%. Cannot be used with Hasso. Ends upon reuse.

Hasso Ability Increases damage received by 30%, while increasing damage dealt by 30% and attack speed by 15%. Cannot be used with Seigan. Ends upon reuse.
You shouldn't provide the tank and DPS stances to the base class. They belong as part of the job. Seigan should be in Samurai and Hasso should be in Ronin. Also, they're both disgustingly strong: Hasso is a ~53% increase to damage dealt, and Seigan provides the rough benefits of Shield Oath without any commensurate reduction in damage dealt.

Goten Ability Delivers an attack with a potency of 100. Additional Effect: Increased Enmity. Combo Action: Tsuki. Combo Potency: 300. Combo Bonus: Reduces damage taken by 10%. Grants two units of focus.
Horribly overpowered. Inner Beast provides 20% DR but can only be used every 20 seconds and comes at an explicit cost. This would basically be all that a tank uses because 20% DR is absurdly strong, especially since it's also your strongest Focus generator.

Iainuki Ability Sheath your weapon to charge an attack. Activate again to deliver an attack with a potency of up to 500. Grants Mushin. Duration: 5s.

Hold Fast Job Ability Reduces damage taken by 50%. Can only be executed under the effect of Mushin. Duration: 5s.
Bad design here, once again. Even if it's thematically appropriately, Iainuki is just a strong attack that requires 2 clicks instead of one. On top of this, a single ability that generates a single buff with a short duration that activates a single CD is bad design because you're creating a single forced usage path. Aetherflow works for ACN because the stacks last a long time and there are multiple consumers for both SCH *and* SMN; Wrath works because lots of abilities generate/maintain it and there are multiple options for consuming them. My guess is that you intended for Ronin to have its own Mushin consumer, but, even so, it wouldn't work.

The two abilities should be separate, and Iainuki should require a single click to activate it. Just replace Mushin with full Focus or something similar.

Harae Ability Removes a single detrimental effect from yourself.
I'm reasonably sure that the devs avoided self-cleanses for a reason. Cleansing isn't needed often enough that it's something that you have to worry about a lot. A self-cleanse with a 30s CD basically renders the need for a healer cleanse redundant.

Power Break Job Ability Delivers an attack with a potency of 200. Additional Effect: Lowers the target's damage dealt by 30%. Duration: 5s.
Ridonculously strong. Even if you give it a long CD, you're basically providing them with a craptastically strong Virus/EfE. Burst damage would be a joke with a couple SAM tanks.

Shirahadori Job Ability Any attack that would deal damage removes one unit of focus instead. Duration: 10s. Grants three units of focus.
Broken as hell again. Immunity to attacks/damage is ridiculously strong especially since it's not like you even have to worry about getting hit more than 4-5 times over the course of 10 seconds unless you're in an AoE scenario (and the situations you'd want to use this are pretty much all ST burst situations). Since you can still generate Focus while it's active, it's not even costing you appreciably, especially given Bushido which is basically a free 9 Focus.

It doesn't help that you're providing it on *top* of Third Eye such that you're providing an insane amount of outright damage immunity to a single class.

Jinpu Ability Delivers an attack with a potency of 180 to all nearby enemies. Additional Effect: Decreases target's slashing resistance by 10%. Combo Action: Yoshin. Combo Effect: Grants Focus.
AoE damage debuffs are pretty friggin' strong. It should be noted that only BRD gets access to one and, even then, it's of limited uptime and doesn't apply to their own damage. Yours is part of the optimal AoE damage rotation for your class.

Enhanced Strength Trait Increases Strength by 4.

Enhanced Vitality Trait Increases Vitality by 4.
I realize you want the base class to flow into either a DPS or tank job, but the class itself has to have a defined role. ACN gets INT traits even though its built to stem into either a DPS or a healer because ACN is a DPS class, not a healer. Furthermore, it's standard for all classes to provide 3 attribute traits (that stack, I believe, so you actually get 12 points), and you've only got 2. Either way, it doesn't work.

Enhanced Yoshin Trait Adds +40% heavy to Yoshin.
Yoshin itself is fine, but a 40% heavy on an AoE, even for a melee, is more than a bit much. Flash works with Blind because it deals no damage and Blind is a relatively weak mitigation mechanism. Blizz 2 works with Bind because it's low damage, has a non-trivial cast time, and can only be used by squishies in melee.

Loads of problems with your design. You instituted a lot of arbitrary design choices that serve no practical purpose and actually detract from the build as a whole, provided a lot of abilities that shouldn't be provided (either at that point or at all), and tried too hard to design a class that could turn into either a DPS or tank job without actually considering what the class should actually be.