


You're right. Although looking at WAR axe in-game, it's the same length as PLD sword. Which means there is no "large" weapon class. As for the topic, melee tank is the only thing that works properly.This is slightly incorrect. You have two different types of measurements (total and blade length) that are not specified in your post. The average blade length of a katana is 60-75 cm, which does not include the handle of ~27-38cm. This would make the total katana length somewhere between ~87-113 cm. Also, given that the Samurai weapon before Tachi was also even larger (70– 80cm blade, not including handle).... I would say yes, Samurai's use large weapons. This is hardly my point, though. -_-
Maybe im just close minded but
Dont pple already hate BRD tanks enough? Wouldnt that mean a Range tank would eventually have to kite causing issues for Melee dps and casters(Spells can be interrupted if they are not in the Line of Sight or to far)?
idk........
Gl!
First of all, let's hope they decide to completely change the job system. I don't see how they can add more stuff with the current one. We'll get some more classes which does not make sense at all if only one job can branch out of them.
If they do change it, there is so much room, ple-heenty of room to make that SAM tank. Not going into details since I read at least 5 good ones as to how to deal with damage other than our current tanks.
I'd like to point out that SE did an amazing job initially with PLD and WAR where WAR had that truly fun self healing concept. Then we hit Coil. WARs abilities dis not scale with content. It was great for leveling, but that same x amount of inner beast HP would not cut it in Coil. SE took the easy way out and buffed (transformed into a mini PLD) WAR rather than adjusting the content (more work).
So let's hope they learned their lesson and keep this in mind when designing new tanks.

I actually had an idea about a regeneration tank off the thaumaturge. ThE job ability is mana shield where damage is taken to mp instead of hp. There's already a regeneration mechanic built into the class as well as maybe a couple defensive cool downs and a couple of enmity generation buff. My th ought is fire will have enmity generation on it and an early job ability would be allowing Astral fire to buff damage while allowing umbra ice to regen for a short time on a small cooldown. That's 3 job abilities without any extra defensive stuff. I think it could be work and be interesting
Last edited by dragonfire8974; 09-08-2014 at 02:04 AM.

I personally would like a Monk type tank like in the Log Horizon anime.
I keep meaning to post an idea I had about an illusionist tank as a pugilist job, but keep talking myself out of it because of how difficult it'd be to implement with the current UI, let alone balance.
The rough idea is that the illusionist doesn't directly tank damage, and so doesn't really have much in the way of mitigation skills (beyond things like featherfoot and FoE). Instead, you'd produce, maintain and buff illusions. The illusions themselves would work something like flash, they'd do virtual attacks that don't do damage but generate enmity based on your physical strength.
Some of the mechanics that'd be involved:
Despawning an illusion (either manually or when the illusion is defeated) would transfer a multiple (like 1.5 or 2x) of the enmity held by the illusion to the illusionist.
There could be multiple types of illusions, just like there are multiple summons. But I think the two that the bare minimum would be two types, the tanking and the pulling. The tanking one would just stand there and take damage while "attacking", and the pulling would cross a big gap, do a huge "virtual hit" to generate enmity, but have little life. All new illusions would initially have the same enmity value as the illusionist.
Enmity management and positioning would be dealt with mostly by despawning and respawning your illusion.
The pugilist's directional attacks would be replaced, like how the summoners summons replace the arcanists, with ones that buff or heal your tanking illusion in some way.
The tanking stance (for when the illusionist is the MT of a party) would share damage the illusion takes with the illusionist, and share heals on the illusionist with the illusion. It could also cause some portion of the illusionist's enmity generation to go to the illusion.
Other abilities would probably need to be added to make sure that the illusionist could do any content a paladin/warrior could do, but I haven't really put any thought into that.
The whole idea behind the illusionist would be to produce a tank with more of a high risk/reward playstyle, which is probably dumb for an MMO that has anonymous queueing. Besides all of the issues that this would have with balancing and everything, all you need to do is do a few duty finders where you get stuck with a lazy monk to know how bad of an idea this would be. But it would be something interesting and potentially kind of fun to play if they could get it right.
Make samurai a dps and DRK a tank. No one likes DRK lol



Lol wut.
Two things wrong with this.
1. Stone Skin Duration buff is pointless. A tank loses it almosy instantly, and 30min is more than long enough.
2. Cloth armor on a tank. Why would you ever, the defenses are so much higher on Tank armor that even if they did get buffs for cloth armor there would be almost no reason to equip it anyway.
I do think that we could use a more utility/MP based tank.
Don't think SE Wil add new class tank....job for for current tank ya. As soon as new class tank added players will determine which is the worse, and will be lockout of coil. Or any endgame content.
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