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  1. #11
    Player
    Morningstar1337's Avatar
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    Jun 2014
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    Ul'Dah
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    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Altijacek View Post
    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?
    (0)

  2. #12
    Player
    Altijacek's Avatar
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    Nov 2013
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    Laredo, Texas
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    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    I think you have to have branching combos, and options. In my example of samurai, I mention hellish slash and northern slash. Both are based off of how many DoTs the enemies have, and both combo off of one of your ability. Their effects are different but offer gameplay variety and more complex rotations. I just think you need to look at warrior rotations or monk rotations for more ideas on how options could work; that said, min/maxers will always come up with the optimal rotation but the point is there should be several combos. Maybe I didn't fully understand your post but it looks like there aren't very many combos, and the rotation doesn't look all that fun (reminds me of 123 paladin). I do like your ideas though, and love the ability names.
    (1)

  3. #13
    Player
    charlemagne's Avatar
    Join Date
    Jul 2011
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    Uldah
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    757
    Character
    Charlemagne Ifrit
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    It will have a sword. It will hit things with the sword. The things will fall over.
    Anything beyond this is fairly hopeless to speculate upon. I mean who of us would have said " If you get shit wrong as NIN you'll get a bunny rabbit on your head"?
    Anything could happen.
    (0)

  4. #14
    Player
    Morningstar1337's Avatar
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    Ul'Dah
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    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Altijacek View Post
    Snip
    Thanks though as mentioned in the OP this is based on Bravely Default's Swordmaster and some of its moves are directly named after moves form that game

    I'll see what i can do about adding combos though
    (0)

  5. #15
    Player
    Altijacek's Avatar
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    Nov 2013
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    Laredo, Texas
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    701
    Character
    Phil Collins
    World
    Midgardsormr
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    Marauder Lv 60
    Yeah it's an awesome game lol I got some from that game too
    (0)

  6. #16
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Since Yoshida & Co. have used manga as minor influences to their jobs (NIN and Naruto, now DRK and Berserk), I'd probably use the only logical option that would follow this mindset: Rurouni Kenshin for SAM.

    SAM with Godspeed and Kuzuryuuzan. Please look forward to it. :O
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #17
    Player
    Morningstar1337's Avatar
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    Ul'Dah
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    Aurora Aura
    World
    Exodus
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    Thaumaturge Lv 80
    Quote Originally Posted by Duelle View Post
    Since Yoshida & Co. have used manga as minor influences to their jobs (NIN and Naruto, now DRK and Berserk), I'd probably use the only logical option that would follow this mindset: Rurouni Kenshin for SAM.

    SAM with Godspeed and Kuzuryuuzan. Please look forward to it. :O
    You know I wonder if could make a SAM skillset based on that? You seem to have a knack for theorycrafting potential classes
    (1)

  8. #18
    Player
    Duelle's Avatar
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    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Morningstar1337 View Post
    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.


    ----------------

    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).
    (1)
    Last edited by Duelle; 11-15-2014 at 05:27 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  9. #19
    Player
    LioJen's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    279
    Character
    Volk Virses
    World
    Ultros
    Main Class
    Gunbreaker Lv 83
    I wouldn't want Samurai to be influenced by Rorouni Kenshin, I feel it ignores the coolest part of a Samurai setup which is the armor.

    I want to see the SAM class in full armor with huge helmet crests and layered plates.



    And when they add the class, they need to add Toshiro Mifune's face as an option for every race

    (1)
    Last edited by LioJen; 11-15-2014 at 02:55 PM.
    "Which pet do you want, Red Sticks, Chicken Nuggets or Abomination Parrot? None, get out of here with that s***." ~Samuraiking

  10. #20
    Player
    Duelle's Avatar
    Join Date
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by LioJen View Post
    I wouldn't want Samurai to be influenced by Rurouni Kenshin, I feel it ignores the coolest part of a Samurai setup which is the armor.

    I want to see the SAM class in full armor with huge helmet crests and layered plates.
    Only reason I'd suggest Kenshin as a base would be for the skills. Kenshin turned the idea of kenjutsu into this incredible show of skill, endurance and willpower. I'd obviously want to keep the armoured aesthetic of the samurai, but how the job uses the katana and perhaps some of its ideas on sword combat could take inspiration from RK.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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