I dunno, all this talk about RDM...
I can definitely see them whipping out a Spellblade/Spellsword Job when Ala Mhigo finally rears its head, since Ilberd. I'd hope for it to be a tank, but we already have 3 tanks. 4 tanks would be almost too much - it wouldn't really have anywhere to fit in the meta. I think it'd work better as a sword-based dps class with ranged cast-bar spells alongside melee no-castbar combo skills (all of which based off the INT stat) allowing them to duck in for offense and pull away for spread mechanics and such.
Could make it where their main offensive skills are melee range, but they have dots and debuffs such that *require* them to be at range to cast. Couple that with a pair of skills on the same cooldown which allow hopping back and dashing in, and you can definitely make a really fun, dynamic caster class that I think I'd have to at least try out. D:
//O-oh, you could even make them have a Fight or Flight style buff - a pair of them. One for Physical, one for Magical, so to maximize their damage, you want to be swapping between ranged and melee as your cooldowns come up, but it would also allow you to just sit in one form for a while to deal with certain upcoming mechanics. Getting too invested in this idea, though, so I should stop before I get to a point where any implementation that differs from this would make me disappointed...
I feel a Spellsword/Spellblade is more likely than Red Mage, and the two different Jobs would fill a similar niche, so it'd be one or the other, imo. And, it would make a lot more sense (to me) as a dps Job. It'd at least be potentially way more dynamic/interesting in that slot.
WAR:
Really well designed. Can't think of much I'd want to add or change.
PLD:
DV becomes a burstier version of mantra
Clemency becomes an insta buff or HoT
DRK:
Not sure, but just for the feel I think it would have been cool if grit was substantially different from ShO
Greetings all, just a few simple changes I would implement (quality of life stuff)
Warrior: Not much to change; stance dancing is nice and fluid, mitigating damage with mass hp and self heals fits with it. Only change I can think of would be to replace Foresight (ability is junk lol) with Incite: increases damage and defense based on number of times hit by x%, stacks five times.
Paladin/Dark Knight: take Grit, Shield/Sword oath off the gcd to allow for more fluid stance switching. For Living dead please remove the death on not getting healed for 100% hp... just please. Main tank goes down no one has a good day.
Paladin: I'm not sure how paladin is at 60 (mine is 53) but the 1-2-3 combo gets really old especially as gladiator is touted as the sword master. Last but not least rename Sheltron to Palisade, for some reason the name sheltron just doesn't seem fitting.
Goring Blade (lvl 54) and Royal authority (lvl 60) give diversity to pld. It's not the main problem with pld.
This, honestly. Presently a tank is (1) higher (m)Defense, (2) % mitigation CDs, (3) enmity-modded skills, and (4) a tank stance, with a less crucial side of resource and resource builders (mana/stacks), and where GLD is leveled to 22 or higher. The goal could be accomplished in far more ways than just an arsenal of CDs (Inner Beast, etc.), and yet I pretty well doubt this fairly exact design will change without some underlying changes in design philosophy across the game.
Last edited by Shurrikhan; 03-23-2016 at 02:34 PM.
Ok then. then in your opinion Red Mage as Tank should have all weaponskills casting some kind of 90% dmg reduction buff, so he won't wipe to basic boss' skill? ya know, did you try tanking Ifrit Ex as SMN unsychned? Try it. despite the fact there is 100 item level difference, you will die in 5 hits. and Ifrit wasnt a tanking challenge. Tanks have more defence for some reason. Not to make it look cool.
THINK OUTSIDE OF THE BOX? i asked for DRG healer >.> Do i ask for too much?
"DRK as a tank. Oh wait"- i totally agree. something that has "knight" in class name sounds like a good guy caster with magic stick and pointy hat.
/huh
Tana-chan please...
^ this. Because changing fundaments of how the game's balance (or simply role system) is currently working would make mess greater than you think it would. Honesty, i don't believe, that nobody would whine: "Booo! RDM-tank unplayable!" "I can't get used to running around to live, please turn sprint into TP free skill"
Tank has full plate armor, casters/agile-oriented dps wear rags, slow burst-dmg type dps like DRG wear semi-plate armors.
It's Final Fantasy, not TERA or WoW. Don't expect Mages-tanks in sexy robes, showing off, casting (Red mage without casting? or casting time MAX 2 sec, so you won't get interrupted?) powerful spells from 3 yalms distance to hold aggro and recieve dmg lower than semi-plated samurai as dps around thinking "maybe i should just become a gardener..."
You have glamour. And its enough.
Let me learn you a thing, because too many people are just blind to this or don't give enough of a shit to care about actually considering Foresight.
More importantly, Foresight is cross-class. If you replace it with some other skill, that skill would ALSO need to be cross-class while being as useful as Foresight currently is. Your suggestion, imo, would not realistically meet either of those requirements. Dragoons and Monks have access to MRD cross-class, as well as both other tanks. So...This implication is flat wrong in 3.x. It may have been a bit accurate before 3.0 made defense a stat that actually means something, finally, but all of the research on Foresight has proven this to be an inaccurate assessment of how effective Foresight is for physical mitigation, now.
My Paladin currently has 2524 Defense with Protect and 3029 with Foresight on top. According to calculations done in early 3.0, hitting this cooldown is ~15.5% physical damage mitigation. I would say that's actually significant. It's certainly weaker than Rampart, but it's a lot closer than you're implying.
Comparison of different physical tank buster mitigations:
ShO+Sen+Shel = .8*.6*.77 = ~36.9% damage taken
ShO+Ramp+Shel = .8*.8*.77 = ~49.3% damage taken
ShO+Fore+Shel = .8*.845*.77 = ~52.1% damage taken
ShO+Shel = .8*.77 = ~61.6% damage taken
So yeah, it's clearly not better than Rampart, but it's absolutely not worthless. Implying it's "not a real CD" is silly. Would you say Dark Mind is "not a real CD" without Dark Arts? It's essentially the Magical equivalent to Foresight at current gear levels.
If you're eating physical tank busters, Foresight should -absolutely- be part of your CD rotation. If it isn't, you're doing it wrong.
Last edited by JackFross; 03-24-2016 at 02:23 AM.
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