Quote Originally Posted by Kotemon View Post
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I took XIV's none elementalness into consideration. That is why the skillchains only do damage. The point of my SAM is to combo with itself, not with any other class. I'm aware Blade Bash was a stun ability but for w/e it was a range stun ability that SE though it was a good idea so that's why I chose it for their range attack. To be like a throwback to that. Hasso increases TP cost if you want that damage dealt increase.

The reason why I gave SAM the increase in TP restorations and gave it TP tools is for raid utility in mind. Not only could the SAM assist others with TP, but also help increase NIN's Mudra DMG, and other Caster's DMG. SAM is not meant to be a fast hitting Job like MNK and NIN. That's why I gave the player a choice. Do you want Attack Speed increase or the DMG increase? Hence the Seigan and Hasso stances. What I mean by portion, I mean it gives 25% of it's TP. So in this case, it give 250 TP and gives it to another player. With the Trait, it doubles that amount for that player get's 500 TP now. That's why the CDs are 3 mins. So it can't be abuse.

Zanshin is just an auto-attack modifier. Since it original purpose in XI was to allow the user to attack again it they missed. Since XIV is about getting 100% Hit rate, that won't work so I chose to make it an auto-attack modifier. As for the other modifiers, that is where Spirit Blade comes in. It gives one of the 4 effects depending on what stance you're in. Yes, I design my SAM to be a TP management DPS. Or TP Whore some would call it in XI. It has plenty of tools to regain the TP when in a pinch. Also can help assist with others that are in a desperate need of TP. And has Utilities to help Casters or Magic DMG abilities do more DMG. Tho I still feel the Job is a bit OP with what I gave it. But this is just my wish for SAM to be. Its SE that makes the final call on these things.