I was thinking of adding a ranged pulling mechanic but decided on the charge for a couple reasons. First of all GLA & MRD already use a ranged attack and I didn't want to copy it directly. Then when I thought about it, should you pull a monster, any nearby will link and probably to the same effect of charging in. The only difference would be that they wouldn't have to run to you. If a mob is close enough to agro when you charge in, it's probably close enough to link to the monsters you would have pulled with a ranged attack anyway.
Samurai was intended to be more of a reactive tank. Shimmering Blade originally had a 300s CD with its mechanic altered a bit to make Third Eye reset it's timer more often. I thought that would be too strong though. In it's place I added Bonecrusher for both DRK and SAM to make use of. Bonecrusher gets a trait, Boneshatterer, that reduces the damage taken so it could work well as a panic button. If they drop to 5% HP and use Bonecrusher they'll do a spike of damage for increased enmity as well as gain a 95% damage reduction. I forgot to include its recast timer though so I'll edit that in now haha.
Dark Knight does get Drain. When the Dark Knight crystal is equipped Salve turns into Drain which consumes all Malevolence stacks and heals the user for 100 potency per stack consumed. Perhaps a 180s timer is a bit long though.
Yeah, Bonecrusher is meant to have a 300s recast timer on it but I forgot to include it. Definitely would be OP without one. The potency is high but only when near death and it will never prevent 100% damage taken so purposely waiting to use it could prove fatal. Only DRK could use it more often than 300s but that's on a low chance critical hit proc on their DoT. Even then with their constant health loss they'll have to be careful with its use since the spike of damage could potentially kill them alongside their higher enmity from their MP restoral combo.
As for LNC I was torn between it for the reason you mentioned or for PGL for Featherfoot and Mantra. I went with PGL in the end because it has more skills which aid in a tank situation. Life Surge from LNC would make it feel too similar to WAR to me and Keen Flurry could end up with too much parrying for too much returned TP with Tactical Parry. That's also why I added an additional evasion boost to the tanking stance. If you evade you don't parry afterall which retains mitigation but also prevents too much TP gain.
Because DRK and SAM take a bit of warming up to show their full potential while still using roughly the same TP as anyone else I wanted them to have a way to recover small amounts of TP during the fight. The Break abilities were also using 100TP in my original idea so that was a big part of having Tactical Parry. I don't think 15TP on a parry would be too broken but without Breaks using the TP perhaps I could lower them to 5 and 10.
As for the stance, it's not exactly like PLDs. The stance reduces damage dealt by an additional 5%. :P But in actuality I was afraid that using defense wouldn't scale well in later levels. A direct reduction to damage received would always scale appropriately. I'm pretty adamant in keeping both parrying and evasion bonuses but perhaps defense could work in lieu of damage reduction. Any idea on a good baseline? I'm not in a numbers mindset at the moment.
I respect your opinion but have to point out that it has always been tanky. It always had access to heavy armor and even in FFXI where most saw it as a strict DPS it could function as a fantastic parrying/evasion/counter tank. In FFXI they had to work for it though but if they equipped any "Enhances Rice Ball Effect" gear (3 slots of gear total) and ate a Rice Ball they would gain +50 defense for each piece of gear. That meant they had +150 defense (a lot at level 75 cap) from food. Combine that with Seigan and Third Eye for a lot of damage mitigation and counterattacks, /NIN for additional shadows if your Third Eye drops early and SAM's natural high damage output with Store TP and Meditate for enmity and you had yourself a great tank for leveling and an emergency tank in some end game.



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