Ok, i decided posting it here because i see no better place for this suggestion. =P
The idea is to enhance the patterns of the class in every aspect. Here the patterns of the class:
- Equipment: Class that represents the pirates. Uses axe and throwing axes as weapon and both light and heavy armor.
As a pirate, its a nonsense it having heavy armor favorable while light armors like shirt not. I believe heavy armor (cuirass set and haubergeon set) should be removed completely from the class, with it receiving more light armors (cloth and leather) as option. If MRD need armor for possible tanking, so let it be leather armors. People might complain about haubergeon if removed, but MRD has a similar equipment (hunter tunic) that just need the next version (highest one is only rank 39). A good example of how leather armor can fit perfectly to it is the skirt. It does have stats of heavy armor, but its leather so it isn't heavy armor.
People might ask the why of this. Context. If you have a MRD in heavy armor in a ship and he fall from it, he's dead. Heavy armors are completely out of context for this class...MRD in heavy armor its like a weaver using leather gloves (anyone that already used a needle will understand).
About weapon, the 2-handed axes are a nice weapon choice, but having like one weapon per rank is way too limited. As a class that might cover several roles, would be interesting, in the same rank, MRD having a variety of weapons so they could choose the one that fits the current role better, like having one that excels in parrying while having other that excels in damage dealing in the same rank.
- Battle: MRD has 3 battle patterns. Steadfast, heavy stanmina cost and AoE expertize. So be it! He should have skills that enhance these patterns to make it more unique. I'll list the skills and say what i'd adjust about some skillas Old -> New.
Light Swing -> Heavy Swing. MRD doesn't need light swing at all. It should be saved for an eventual other axe-user class. Heavy swing the the way MRD does things...heavy stanmina cost and heavy damage. It should be the starting basic action of the class.
Trunksplitter. As it is, its not a MRD-like WS. It has low stanmina cost and is single target...it should be a GLA skill lol! Adding trunksplitter area effect from steadfast would fix it though. Maybe, to not be all the same, a linear AoE like Seismic Shock, would fit it better.
Skull Sunder, Brutal Swing, Brandish, Storm's Path and Bloodbath. Perfect! These skills fit the class perfectly.
Maim. Signature move. It must stay! In my opinion it should even become class exclusive. Its like putting all out in a single strike. To become better only if it receved an stanmina cost increase and a proportional damage increase, making it an all-or-nothing skill.
Iron Tempest. The black sheep of MRD move pool. This skill is pathetic at every aspect other than its animation. I'd change completely its effect, making it an AoE WS that blow away all enemies around and causing them the effect of heavy. As crowd controller class (unfortunately never really used since the game never really supported many vs many fight outside leves and mosshorn), Having a skill that knock back all monsters iin range to its limit and generating effect of heavy would fit the class like a glove, comboing with warmonger for kitting purposes.
Defender, Warmonger, Disorient, Foresight and Fracture. These moves seens a bit too strategic for MRD. Just like heavy armor, they are a bit out of context, fitting more an warrior class. Warmonger and defender have their use for crowd control, but foresight and fracture should be in a class more focused in a one-on-one fight. Disorient is a dilemma...it fits the class since its a disty strategy, but being single target is bad. Steadfast turning the skill AoE would be great (a better animation too...it doesn't seens you're throwing sand at opponent...Would be much better if you hit the floor with the flat of the axe and raise a dust cloud).
Barbaric Yawp. Seriously...i laugh when i saw this skill. So you Yew so high the mages cannot hear their own conjuring words? Fit perfectly the class lol! But the effect is too limited in my opinion. Would be much cooler if it not only interrupted the casting but also triggered the recast of all spells. Let's say you scared the mage so now he needs to catch some breath again before trying to conjure something again.
Murderous intent. Rampaging into enemies, perfect! But the effect being too short and not having a way to cancel it, bad. Murderous intent should be just like Defender. Lasting 30 min and you being able to toggle it on/off. If that's the case, make one overwrite the previous, like Speed Surge and Life Surge does at LNC.
Broad Swing and Full Swing. Broad Swing is perfect. Full swing...is not full at all ^^: Full swing should damage in radial AoE and not cone and deal a bit more damage...if it can deal damage similar to broad swing it would be good enough. Other than that, all good.
Enduring March. This is a bad skill, but that can become good. The use of it is to add steadfast a bit of strategy, so be it! Enduring march should become a 30 min skill, just like defender, with the option of toggling it on/off and, just like suggested at murderous intent, overwriting the previous one. All three should overwrite each other because they would be alike. a 30 min skill that can be toggled on/of and that convert effects of character. Defender converts attack into defense, Murderous intent TP gain rate into critical hit rate and Enduring March would convert movement speed into steadfast effect. Also, enduring march should force the steadfast effect to activate if its not active by the time the skill is activated.
- Suggestion of other skills that would help:
Power-up. Doubles stanmina cost to double damage of the next hit. Obviously, class exclusive. This would bring the best of MRD patterns out, also helping with damage since it has no real damage enhancing skill other the gamble of using murderous intent. If Heavy Swing become starting skill this one could even take its place at guild mark shop.
Pillage. Steals an item or gil from target. He's a pirate...that's what they do!
Bare body (trait). Increases evasion for each of the non-accessory armor slot empty. Who never saw a fighter removing armor to increase its agility?
Monkey grip (trait). Old deal from FFT. Holds 2-handed weapon with one hand. It should increase the stanmina cost of all actions from him due the stress of using only one hand to hold the weapon.
Sip of Rum (or sip of grog). Converts TP into HP. It would add heavy regen effect and TP bleed effect. The regen would last until the player run out of TP. Another point of pirate life. Nothing like a drink! But the more they drink, less tactical they become...that's why the TP bleed effect. It would also be a great deal regarding crowd control, being perfect for someone holding several monsters.
Now the comments! Any constructive comment is welcome! (please don't post here just to say MRD isn't a pirate...constructive comments only please ^^)