Yeah i decided to just make it a Tank class. mostly bcause I feel that I focus too much on the tank side then on the DPS side I'll see what I can do about nerfing the counters and such
Again, responces are in boldAnd my responses:
- Abyss: The only problem with taking the load off of stunning for a tank is that monsters gain an immunity to stun if you use it too often. Additionally, as a DPS in a party, you should rarely get attacked, seeing as the main and off tanks should be grabbing enemies (unless you have only one tank, which is usually when you know the trash in the fight can be easily DPSed). Looking from a Tank perspective, Stuns need to happen at the right time, stunning the enemy when they are using an attack that is bad for the party. Having to wait for the enemy to use a Stun skill wouldn't at all be productive. I already made it so that it makes the next attack will be a stun, i'ts not a situational counter anymore
- Timber: What I mean is that you, as a melee DPS, have nothing to fear when silenced. This protection is being wasted on a class/job that doesn't need it. Also, from a tanking perspective, it's similar to stunning, you need to silence at the right time, when the enemy is using a magical attack. You need to be able to control it. I did the same thing as what i did to the above skill
- Haste Makes Waste: But then that means your counters via Nothing Ventured and Before Swine will be wasted quicker and then you're left with a monster that can hit faster In a DPS perspective, this would be bad for everyone that is not a Samurai as they have no way to counter back. You make a good point do you have any ideas for fixing it
- Counter Damage Reduction: As a Tank, this is fine but for DPS, it makes you too buff. Think if Dragoons had access to multiple versions of Rampart, then we wouldn't have the concept of a loldrg. Melee need the threat of damage to balance out their ability to out-DPS tanks. Additionally, Healers are fully aware of how much damage a Melee DPS can rake up. :B Well I made it 100% now.
Last edited by Morningstar1337; 11-13-2014 at 05:05 PM.
I feel like the Samurai theme just fits better as a Tank. Samurai were often employed as Bodyguards. And being generally honorable, would probably not have enjoyed constantly backstabbing their targets.
I've always felt that (real world, from reading their history etc) Samurai were always more about timing and parries/dodges rather than overwhelming strength of arms.
http://forum.square-enix.com/ffxiv/t...urai-abilities
I can't give too much feedback to yours because I'm at university right now, but initially it looks a bit overpowered, and I think it needs more combos. Maybe I just couldn't tell but it looks like there are not many options when it comes to fighting, like war for example.
Do you have any ideas for comboes then?http://forum.square-enix.com/ffxiv/t...urai-abilities
I can't give too much feedback to yours because I'm at university right now, but initially it looks a bit overpowered, and I think it needs more combos. Maybe I just couldn't tell but it looks like there are not many options when it comes to fighting, like war for example.
That last part is why I think Samurai should be DD/DPS lol, western knight with a shield could (shouldn't) stand ground fairly well - you would not stand ground if you were geared like a Samurai, and in FFXIV a tank that moves a lot is going to wreck directional players. Honorable is like chivalry, sort of not really there.. lol. Also (a number of)* Samurai were quite skilled with bows and a back would be an awesome target xD. *Too much romanticism with Samurai, truth is pretty far from media.I feel like the Samurai theme just fits better as a Tank. Samurai were often employed as Bodyguards. And being generally honorable, would probably not have enjoyed constantly backstabbing their targets.
I've always felt that (real world, from reading their history etc) Samurai were always more about timing and parries/dodges rather than overwhelming strength of arms.
Last edited by Shougun; 11-14-2014 at 03:17 AM.
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