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  1. #27
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Eh I doubt that, as I said already with the DRK, I know a handful of players who were I admit a bit bummed by the fact DRK was going to be a tank, however in the long haul they are still going to play it no matter what because THAT is their job. The reason why they love FF. Same for SAM, those die hard players will play the job regardless, I don't care how much they say they won't (trends on these forums on different topics alone can prove that its just nonsense QQing and in the end people will still play/do what they said they didn't like.

    Now that is where its up to SE to say "Okay we really have to make this capture those that might not want to play it in this particular role, and whats our best way of doing that." The argument about not being tanky enough is silly, this game is too balanced to even offer up those ideas. Basically my idea on a scale of 1-100 (100 being best at the category)

    Job HP MP DMG Reduction Parry DPS
    WAR 100 50 75 60 70
    PLD 75 75 100 70 50
    DRK 75 100 60 60 75
    SAM 70 50 60 80 100

    I feel that is pretty balanced and offers uniqueness to all the tanks.

    simply no! seriously! monk is blocked into a cycle of skill combo... it's not freedom at all... here we are talking of jobs, that will have 0 combo. the fact to create a skill by using a few skill. is totally different... and the stance of the monk have no real impact on the skill... it's only for force the player to follow the right order for the skill. it's like choose skill for 1, then choose skill for 2, choose the skill for 3 > restart that the monk combo system.
    here i'm talking about a stance system where each stance will have it pro and con. like one that will allows faster attack, other one that will allows AoE effect on the skill, another one that will be used for put debuff/stun/snare... indeed people will try to make min-max, but if it's used well depending of the fight one stance can be more insteresting, sincet he skill will have what it's needed. and even if people find a perfect cycle!!!

    it will be deeper than a jobs that simply counter.

    Yeah...I'm going to go out on a limb and say you didn't read past the first ability on original post, based on your comments. So for you lack of want, I will lack of respond, there is more than just countering that I gave my version of SAM tank it requires a lot of finesse in fact I'm honestly surprised that NO ONE has said it is too much finesse with TP management. And by that I don't mean "watch it deplete over the course of battle like all the other tanks" It requires much more than that. But you know, you actually have to read before I obligate myself to responding anymore.

    Quote Originally Posted by silentwindfr View Post
    one more time parry can't block magic, explain me how you parry a fireball? or a wind gust? or a light based magic? or a darkness magic? exept if you imbued magic into your blade (and the samurai is not a mage) is not possible. and even if you increase the damage absorbed and how many time it absorbe... if you don't parry 2-3 time in row it can put you into a really tight situation as tank. it's the same trouble than dogde tank.
    Samurai in FF lore have been known to use magic on their blades to enhance them...hell even the precious Samurai in FFXI (Not the player but the only REAL NPC Samurai in the whole game) had a Katana that was infused with the power of Phoenix. A MAGICAL FIRE BIRD.
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    Last edited by OMEGA_HACK; 05-09-2015 at 02:31 PM.