
Originally Posted by
Morningstar1337
You know I wonder if could make a SAM skillset based on that? You seem to have a knack for theorycrafting potential classes
Since you asked so nicely...
Parivir/用心棒
Concept: Tank class that focuses on parrying while having flexible combos.
Mechanics: Unlike other melee fighters, Parivirs do not have combo restrictions, but attacks are separated in the categories of Opener, Bridge, and Closer. Bridges and Closers cannot be used out of order.
Weapons: Great katana
Abilities
01 Cut (切) - Opener. Delivers an attack with a potency of 100.
02 Third Eye (心眼) - Parry all incoming attacks for 15 seconds. 3 minute cooldown
04 Demon Cut (鬼切) - Bridge. Delivers an attack with a potency of 120. Increased Enmity
06 Boost - Increases the attack power of the next two weapon skills by 50/25%. 2 minute cooldown.
08 Dragon Fang (牙竜) - Opener. Delivers an attack with a potency of 100 to all enemies directly in front of you. Increased enmity.
10 Resolve - Reduces damage taken by 10% and duration of status ailments and damage over time effects by 50%. 20 second duration. 3 minute cooldown.
12 Break (ブレイク) - Delivers an attack with a potency of 100. Reduces the physical damage target deals to you by 15% for 15 seconds. 90 second cooldown.
15 Iron Flash (斬鉄閃) - Delivers an attack with a potency of 130. Increased enmity. 15-yalm range.
18 Shooting Star (流星) - Delivers an attack with a potency of 50. Knocks target back. 45 second cooldown.
22 Challenge - Forces the target to attack you for the next 6 seconds. 25 second cooldown.
26 Turning Swallow (燕返し) - Closer. Delivers an attack with a potency of 270. Increased enmity.
30 Alacrity (神速) - Increases movement speed and the potency of the next attack. 10 second duration. 120 second cooldown.
34 Counterstance - Parries grant a stack of Counter. 20 second duration. Upon reaching 3 stacks, increases skill speed by 100% for 10 seconds. 3 minute cooldown.
38 Tornado (陣風) - Bridge. Delivers an attack with a potency of 110 to all enemies within 5 yalms. Increased enmity.
42 Brace - Reduces damage from incoming attacks by an amount determined by your defense and magic defense values. 5 Charges. 1 minute duration. 2 minute cooldown.
46 Nine Dragons (九頭竜閃) - Closer. Delivers an attack with a potency of 30. Places a damage over time effect that grows stronger over 24 seconds.
50 Cosmic Elucidation (花鳥風月) - Closer. Delivers an attack with a potency of 300. 45 second cooldown.
PVP Abilities
Draw Out - Allows party members within 5 yalms to recover 5% of their max HP over 12 seconds. 5 minute cooldown.
Howling Draw (龍鳴閃) - Delivers an attack with a potency of 10. Additional Effect: Silence. 3 minute cooldown.
Full Swing
Enliven
Traits
08 Enhanced Vitality
14 Enhanced Third Eye - Doubles mitigation from parries while Third Eye is active.
16 Enhanced Strength
20 True Dragon Fang - Dragon Fang causes the next Bridge-type weapon skill to deal additional fire damage with a potency of 50.
24 Steeled Resolve - Increases Resolve's damage reduction to 15%.
28 Full Break - Break now also reduces magic damage dealt to you by target.
32 True Demon Cut - Demon Cut now increases your parry chance by 20% for 21 seconds.
36 Enhanced Shooting Star - Shooting Star now also places a 50% Weight effect on the target for 10 seconds.
40 Enhanced Boost - Boost now increases the attack power of three weapons skills by 75/50/25%.
44 Enhanced Alacrity - Reduces the cooldown of Alacrity to 90 seconds.
48 True Tornado - Tornado causes the next Closer-type weapon skill to affect all enemies within 5 yalms at 20% of normal potency.
(suggested) Achievements
Blade and Soul I-V
Notes:
- Just to get it out there, potency numbers and cooldowns are negotiable.
- As a reminder, unless otherwise noted parries equate to damage reduction rather than negating damage as in older MMORPGs.
- PRV must use skills in the strict order of Opener => Bridge => Closer. This rule also applies to SAM.
- Resolve is designed exactly as written. If a paralyze effect has a 30-second duration, using Resolve will reduce its duration to 15 seconds. The same goes for any future death sentence-type effects as well as things like Allagan Rot, making the effects end faster. This may be seen as something of a double edged sword unless you know exactly when to use it.
- Brace "charges" are not spent on DoT effects, AoEs or damage auras. Brace "charges" are only spent whendirect attacks or spells affect the PRV, and will only proc if PRV fails a parry check.
- Brace damage mitigation caps at 35% and is calculated based on player level as well as their defense and magic defense values.
- Nine Dragons is designed to simulate each additional "dragon" (in this case, subsequent DoT ticks after the attack is used) joining in after the effect is applied. Starting potency would be 30 and the tick potency when the 9th dragon joins (the tick that takes place on the 24th second of the effect) should be something like 70 potency.
- Alacrity is there to allow PRV to have a gap closer of sorts. I didn't include amounts for the increase in movement speed or potency boost of the next attack because I was not sure how strong to make it. Ideally the PRV would be able to move really fast for a short period of time (especially since the JP name I'd give the skill literally translates to "god speed").
- Counterstance may play out well in situations where many enemies are attacking you and parries proc as they should. 20 seconds seems to be long enough to build 3 stacks of Counter, IMO.
- True Tornado is something I'm iffy about, as it is questionably useful. I did want to build on the idea of a weapon skill being affected by what came before it, though.
- To give an example of the Dragon Fang combo chain, you start with Dragon Fang, follow with Tornado (Tornado dealing an additional 50 potency fire damage from DF), followed by Turning Swallow. Because of Tornado's effect, Turning Swallow would deal a 270 potency attack on the PRV's target while dealing a 54 potency attack to additional enemies near that target.
- PRV's tank design is highly dependent on keeping the parry buff from True Demon Cut up as much as possible. This works in conjunction with Resolve and Brace to try to give PRV some breathing room.
- I've considered calling the base class yojimbo/yojinbo, as that literally translates to bodyguard. Parivir is more remembered to some because of FFTA2.
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Samurai/侍
Mechanics: Building on PRV's focus on parries, SAM has access to Counterskills whenever parry procs.
Support Classes: LNC (Keen Flurry, Blood for Blood, Feint) PGL (Featherfoot, Second Wind, Mantra)
30 Seigan (正眼) - Decreases damage dealt and damage taken by 10% while increasing enmity. Parrying attacks while Seigan allows the use of counterskills.
35 Ageha (鳳蝶) - Counterskill. Delivers an attack with a potency of 100. Decreases target's resistance to slashing attacks by 10% for 20 seconds.
40 Kouki (光輝) - Counterskill. Delivers an attack with a potency of 100. Additional Effect: Pacification for 4 seconds.
45 Midare Setsugekka (乱れ雪月花) - Counterskill. Delivers an attack with a potency of 150.
50 Meikyou Shisui (明鏡止水) - Perfectly parry all incoming attacks. 10 second duration. 7 minute cooldown.
(suggested) Quests
30 Legacy of Honor
35 To Protect and Serve
40 Dual Fates
45 In Memory Of...
50 Muramasa
50 A Relic Reborn: Masamune
(suggested) Achievements
Strength of a thousand men - Complete the samurai job quest Muramasa
Like, mind over matter - Acquire Masamune in the quest A Relic Reborn
Notes
- Seigan introduces Counterskills while also providing some passive mitigation for SAM.
- Counterskills can only be used after a parry procs, building on the concept of abilities like Haymaker and Shield Swipe. Ageha brings a debuff that SAM would be encouraged to keep on the mob as much as possible. Kouki is utility in the form of Pacification. Midare Setsugekka is on-demand damage and would be inserted into the rotation whenever possible (much like PLDs do with Spirits Within in situations where an interrupt isn't required). Ageha, Kouki and Midare are off the GCD and do not break combo chains.
- Attacks parried while Meikyou Shisui is active deal no damage (hence "perfect parry").
I'll admit, this is a design I've been tinkering with for a while. It's partly based on Auron, with a nod to FFXI's Tenzen and some nods to Kenshin (mostly godspeed and Nine Dragons).