SE already said they are not doing another triple class release anyway.
"The secret of happiness is freedom, and the secret of freedom, courage." -Thucydides
Also it would be bad if SE did not release a tank and a healer before releasing another DPS. The current ratio is 3 tanks / 3 healers / 7 DPS compared to a 1 / 1 / 2 average requirement. If they added another 1 or 2 DPS jobs the queue times would be through the roof.
"The secret of happiness is freedom, and the secret of freedom, courage." -Thucydides
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.
Well I hope we're all wrong and they do something unpredictable like combining Samurai and Redmage into something unique and use a less mainstream job as their second addition. So many more opportunities to branch out. Not that I'm against a pure fanservice add-on but there is a lot of that already. I think Astrologian was them thinking outside the box and they did a nice job with it.
Samurai should be a damage dealer, not a tank.
We already have 2 sword jobs and none of them are a damage dealer.
This isn't a discussion on whether or not what's coming in the future. This is about my idea on how SAM should play. v.v;
I would like to see SAM as the next tank job. We need more tank and healer jobs eventually and there aren't many options for tanks at this point. It seems like everyone wants every job to be dps, but the other roles need variety too.
For playstyle I'd like to see longer combos, similar to how dragoon has a 4th part of their combo now. A system where their attacks also include self buffs would be nice. Rather than having a specific tank or dps stance like the other tanks, moves are used accordingly to buff either your offense or defensive capabilities. This would require greater anticipation and planning than simply pressing one button to switch stance, but could be very powerful when used appropriately. I think SAM should be designed with endgame offtanking in mind, so they can compete with WAR in party composition while PLD and DRK compete for MT duty.
SE should honestly have a contest to let us decide which class to add and how it would perform.
I really like your ideas. they are awesome. maybe we can think of something todather
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