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  1. #1
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Small nitpick: I'm assuming you meant "Dark Knight" earlier? It'll likely take the same abbreviation it did in XI, "DRK" ^^b


    And I don't totally disagree with your point about WAR & PLD being somewhat close to the threshold in terms of dps performance/obsoleting dedicated DD's, but that's why I'd like to see Unchained turned into an offensive stance that puts WAR up a bit but perhaps still not quite as strong as a dedicated dps class - otherwise why even bother with those classes apart for Limit Break uses.
    (1)

  2. #2
    Player Aureliami's Avatar
    Join Date
    Sep 2013
    Posts
    155
    Character
    Aurelis Celestine
    World
    Cerberus
    Main Class
    Marauder Lv 70
    Keep WAR as a tank.

    Make a new job, (Dark Knight or Berserker?) based on MRD that is a DD job.
    (2)

  3. #3
    Player
    Deusteele's Avatar
    Join Date
    Aug 2013
    Posts
    195
    Character
    Qarin Lor'rissan
    World
    Ultros
    Main Class
    Conjurer Lv 100
    @TitanACU: Yoshida commented during an interview that he views DRK as a dps role. This is the same interview where he discussed the possibility of changed GLD's +Enmity modifiers to make a dps job for it. There will never be a High Risk/High Reward tanking job, since that method often fails to live up to the High Reward and tanking is not a role that players in the metagame want chance to be a great factor.
    (0)

  4. #4
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Deusteele View Post
    @TitanACU: Yoshida commented during an interview that he views DRK as a dps role.
    Actually, he just used Dark Knight as Gladiator DPS as a hypothetical implementation to explain that they could remove the high enmity modifiers with the job change. He's never said anything about DRK actually being a DPS role, though GLA>DRK has been an example he's used multiple times in much the same way, though that's probably because it's the most obvious tank>DPS conversion so it comes to mind easily. He's never said anything about DRK being a confirmed dps job at all.
    (1)

  5. #5
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    MRD would make sore sense as a DRK than GLD. What's more intimidating, a guy with a sword and shield or a giant f'ing axe? Scythes were dumb as hell in XI (and thankfully already in use for their actual purpose in this game) and while they could always try a Greatsword class, I'd rather it just be an extension of MRD.

    I still think GLD is more likely to branch off into RDM.
    (0)

  6. #6
    Player
    Gamemako's Avatar
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    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by NefGP View Post
    MRD would make sore sense as a DRK than GLD.
    Mechanically, MRD works well as a Dark Knight in that the unique damage resource (HP) is recovered by abilities (Bloodbath, Thrill of Battle). This puts MRD in a good spot for a Dark Knight job. Dark Knight is traditionally a sword-and-board job, but has optionally used axes in several titles. Leon, the very first Dark Knight, carried an axe as his default equipment and had high axe proficiency. Either way, it works and has long made good sense to me. Only potential problems are equipment sets (already addressed) and the slight feeling that you're wasting a disruptive mechanic where it could be used elsewhere (like making GLA into something else).

    Quote Originally Posted by NefGP View Post
    I still think GLD is more likely to branch off into RDM.
    Could happen, but is mechanically a monster pain to do. Let's say Bulwark and Shield Swipe are fine, like Featherfoot and Haymaker for DPS job MNK. That leaves the following issues:

    Near-useless abilities:
    Rampart
    Flash
    Convalescence
    Provoke
    Awareness
    Tempered Will
    Sentinel

    Dubious abilities:
    Shield Bash

    Near-useless traits:
    Enhanced Rampart
    Enhanced Convalescence
    Enhanced Awareness
    Enhanced Sentinel

    Dubious traits:
    3 Vitality traits (can be modified, obviously)
    Enhanced Flash (effect is not useless, but Flash itself is because you're not a tank)

    There are a lot of things you can accept as limited in scope, like Bulwark and Shield Swipe, but fitting the useful stuff into a Red Mage and balancing the job is nearly impossible without simply replacing many of these tank cooldowns. At the very least, you can justify inverting them if you take a Dark Knight job, but you can do nearly nothing with them aside from straight-up canning 12/28 abilities and traits and otherwise rewriting 3-5 more.

    //EDIT: Or maybe it's better to look at it in terms of what you can use.

    Skills which are innately useful (7/17):
    Fast Blade
    Savage Blade
    Riot Blade
    Shield Lob
    Rage of Halone
    Fight or Flight
    Circle of Scorn

    Traits which are innately useful (2/11):
    Enhanced Fight or Flight
    Enhanced Rage of Halone

    Skills which are not necessarily totally useful but we can accept as part of being an MDPS (addn'l 4/28):
    Bulwark
    Shield Swipe
    Shield Bash (maybe) + trait

    Traits which can obviously be retooled (3/11):
    3 Enhanced Stat traits

    Total useful/acceptable abilities: 10/17
    Total useful/acceptable traits, including obvious repurpose: 6/11

    You have half a job here. What's left are basic abilities and traits.
    (3)
    Last edited by Gamemako; 01-24-2014 at 04:40 AM.

  7. #7
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Why would they be problems? Who's to say RDM couldn't be an off-tank with magic?

    This is why I hate the Armory system over XI's job system by the way - every traditional job in FF is going to have to have some stupid base class and then branch off into 2 or more different paths, but all with the same subset of basic skills;

    This is why I detest ACN and SMN and how they both feel so completely wrong compared to not just their XI counter parts but throughout the series (well, just 3 in SCH's case but XI's was such a brilliant, masterful rendition of what was originally a deadbeat job that was only valid for literally 1 fight in the whole game). It also precludes BLU for 2 reasons:

    Like RDM, it's traditionally a sword user but more more importantly, BLU is supposed to learn all its magic from enemies. Well, that doesn't really mesh at all with the armory system as it currently exists. And unless they introduce a subset of swords (sabers/rapiers) I don't see how RDM could be based on anything but GLD, which is fine for its melee side but awful for the magic side (not to mention I still feel ACN's spells like Bio and Miasma really belong more to RDM and DRK)
    (0)

  8. #8
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by NefGP View Post
    Why would they be problems? Who's to say RDM couldn't be an off-tank with magic?
    I assume you mean hybrid here, since a second tank job would be redundant. Problem is, you've stepped far beyond hybrid utility with the number of slots given to the task. Only 7/17 are innately useful to the DPS job, and that's your primary task. You only have 5 job slots to carve out an entirely different role. Remember that the job must be focused on DPS. There are very, very few situations where an additional tank is useful already, so it's just a utility you give 2-4 slots. Anything more is just a gimped job that is totally unwanted for 99% of content.

    A Red Mage in particular means spellcasting is important, and GLA has neither the stats nor the skillset for this. Equipment is STR-focused and weapons have low magic damage, so you'd need an entirely new set of equipment with INT/MIND, and you still can't cross-class damage spells because you're a DoW. You can come up with a few cheap ways of extending your slots (e.g. make Flash into 3 attack spells via 3 elemental stance then add second and third proc abilities to get 9 spells out of it instead of 5), but you have to stretch pretty hard.

    Quote Originally Posted by NefGP View Post
    This is why I detest ACN and SMN and how they both feel so completely wrong compared to not just their XI counter parts but throughout the series (well, just 3 in SCH's case but XI's was such a brilliant, masterful rendition of what was originally a deadbeat job that was only valid for literally 1 fight in the whole game).
    What you want is a job that is focused on its pet. This has nothing to do with the Armory system it at all. SMN is DoT-focused because a pure pet focus is untenable in XIV's design. It's not only boring as hell, it's a balance issue due to the prevalence of movement.

    Quote Originally Posted by NefGP View Post
    It also precludes BLU for 2 reasons:
    It really doesn't preclude a Blue Mage at all. 5 job slots, set 5 abilities learned from enemies, call it a day. It's not even difficult to do. We already slot abilities learned from other jobs, and abilities learned from monsters would technically just require nothing more than the addition of one tab. There are many ways to do Blue Mage already.

    Quote Originally Posted by NefGP View Post
    Like RDM, it's traditionally a sword user
    No, it's not. It's more a gimmick than a job and uses all sorts of weapons.

    V: Knives, weak swords, staffs, rods
    VI: Rods, maces, daggers (Strago)
    VII: Anything (Materia)
    VIII: Whip (Quistis)
    IX: Fork (Quina)
    X: Lance (Khimari)
    X-2: Gun (Gun Mage)
    XI: Scimitar
    TA/2: Saber

    Quote Originally Posted by NefGP View Post
    Well, that doesn't really mesh at all with the armory system as it currently exists. And unless they introduce a subset of swords (sabers/rapiers) I don't see how RDM could be based on anything but GLD
    The weapon class is "One-handed Gladiator's Arm". Given the distinction between CNJ crooks/staves and THM rods/scepters, it's not exactly hard to draw a distinction and create a new weapon set.
    (3)
    Last edited by Gamemako; 01-25-2014 at 03:37 AM.

  9. #9
    Player
    Umero's Avatar
    Join Date
    Aug 2011
    Posts
    283
    Character
    Mero Mero
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    I wouldn't expect much of any diversity for Warrior the Weapon Master - Master of all weapons
    ever since this armory system exists in this game.
    (0)

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