

Recurring abilities are one thing, but role and stats wise, Samurai have always been more of a parry-counter class with high counter damage but equally high evasion and parry. And not to mention tactics samurai which is basically a support class.... No. The only version that is counter attack heavy is the Swordmaster in Bravely Default. Zeninage/Giltoss (throw money for massive damage), Shiradori/Blade Grasp (an evasion boost/parry chance) and Iainuki/Oblivion/Shin-Zantetsu (all target instant kill) are the most commonly recurring abilities for the Samurai.
No. I had to look up the Samurai's appearance in all FF games before I posted that to make certain. Zeninage/Giltoss, Shiradori/Blade Grasp and "Iai" Instant kill abilities(single and multi-target) are the most commonly reoccurring abilities for the job. The Samurai is often one of the most devastating Heavy Frontliners along side the Dragoon because it has exclusive access to the slightly weaker but higher crit rate Katanas.
The Swordmaster of Bravely Default and Bravely Second is the only time the Samurai has focused on devastating Counter Attacks.


No.No. I had to look up the Samurai's appearance in all FF games before I posted that to make certain. Zeninage/Giltoss, Shiradori/Blade Grasp and "Iai" Instant kill abilities(single and multi-target) are the most commonly reoccurring abilities for the job. The Samurai is often one of the most devastating Heavy Frontliners along side the Dragoon because it has exclusive access to the slightly weaker but higher crit rate Katanas.
The Swordmaster of Bravely Default and Bravely Second is the only time the Samurai has focused on devastating Counter Attacks.
In FFT Shirahadori is an absolute evasion skill, basically broken OP evasion that can get as high as 97% chance to evade any physical attackGiltoss is always a high damage skill but since it wouldn`t be aplicable to FFXIV doesn`t have a say in this discussion.
In FFXII Samurai has a high crit rate yes, but also is a high evasion off-tank.
The grand dad of the Samurai class is the Swordmaster from Tactic's Ogre, high evasion tank class with counter damage capabilities.
Even if you want to consider some of the main series part of the "job" like cyan from FFVI or Sauron from X as a "samurai". They are broken OP as characters by their own writing, as a class, the only instances worth to check are:
-FFV: DPSish.
-FFT: Support.
-FFXII: Off-tank and DPSish.
-FFXI: lol.
-Tactics Ogre: Off-tank and brutal counter damage. (out damages anything with counters...)
-Bravely Default: DPSish.
If we get SAM our way, it will probably be like WAR, high HP tank with "m8 u fkn wut" burst damage when needed.



my samurais in tactics only get hit by magic, sometimes. Blade grasp and 100 bravery make you dodge everything in that iteration, its sick lol


Lion war got it nerfed by only having max 97 bravery, so NPC always had minimun chance of 3%... Broken as f**k. Again, is the game with Orlendau so... LEL.
Tbh the question is kinda moot since weapons in FFXIV tend to be fairly oversized, so they would probably be nodachi size regardless of what its supposed to be.
In the end we will get a good amount of fairly differently sized katanas.


Samurai was never designed to be a tank in FFXI, ever. They had 0 tanking skills outside of Third Eye, which was a 30 second cooldown that allowed you to evade a single physical hit. It wasn't for about 5 years after SAM was released that they implemented Seigan and Hasso, the former which enhanced Third Eye to absorb multiple hits. This wasn't to make it a tank, but to provide an answer to 1-handed jobs who used Ninja subjobs. /NIN gave 3 shadows to absorb hits, and then the SAM buffs gave 2-handed jobs an equivalent for the shadows. The only jobs that were intended to be tanks in XI were WAR, PLD, and RUN, but WAR became a DPS and NIN became a tank.


Stop with the SAM tank. YoshiP already said SAM, if implemented, would definitely be a DPS. I doubt he would reneg on that. They won't get a spear or a bow, those exist already as arms for other jobs. Katana has been the premier Samurai weapon in every FF game and XIV will be no different. The only thing that I wonder about though is that attacking from flank or rear is unusual for a Samurai because they're all about fair-and-square combat/bushido honor etc. but all dps have positionals, but rear attacks are not a Samurai's style really.
Think of it this way that the Samurai was about stirking the weak spots with their katana rather than direct hits on the armor. Katana was aimed more for hitting vital weak spots in armor due to not being very sturdy when it comes to hitting very hard objects. Fast strikes and quick kills was the best option when fighting with a katana due to their design.Stop with the SAM tank. YoshiP already said SAM, if implemented, would definitely be a DPS. I doubt he would reneg on that. They won't get a spear or a bow, those exist already as arms for other jobs. Katana has been the premier Samurai weapon in every FF game and XIV will be no different. The only thing that I wonder about though is that attacking from flank or rear is unusual for a Samurai because they're all about fair-and-square combat/bushido honor etc. but all dps have positionals, but rear attacks are not a Samurai's style really.



(copied from a previous post with the same topic...)Stop with the SAM tank. YoshiP already said SAM, if implemented, would definitely be a DPS. I doubt he would reneg on that. They won't get a spear or a bow, those exist already as arms for other jobs. Katana has been the premier Samurai weapon in every FF game and XIV will be no different. The only thing that I wonder about though is that attacking from flank or rear is unusual for a Samurai because they're all about fair-and-square combat/bushido honor etc. but all dps have positionals, but rear attacks are not a Samurai's style really.
People have said this time and again and repeated as though it were gospel... It's not. Yoshi though a great producer/ director is not the end all beat all voice in the room when it comes to the final decision on Job role allotment. This is my Proof of my statement.
https://youtu.be/VpxsH2rBGuw Final Fantasy XIV PAX East 2015 Heavensward Presentation Stream
(job selection discussion begins at 22:20)
With in the same video link provided above detail is given to the fact that the designing, balancing, implementation of three jobs was both taxing and nightmarish, something that the team did not want to repeat...(24:00-25:45)
It is MY belief that we may only get a total of two jobs those being SAM and RDM, My hope is that SAM will be a Tank something that makes sense due to the fact repeatedly we have had Substantiated reports that both Samurai and Dark Knight were considered for the Tank role i.e. the role was chosen already...(28:27-29:30) After understanding that so much work goes into the addition of one job, to throw away assets already created would only serve to increase their work load, a preposterous idea given that as mentioned above it takes nearly a year from start to finish.
More feasible is the idea that what was shelved for HW will be brought to the forefront in 4.0 (implementation of already created assets for a Samurai tank) the addition of RDM or possibly BLU (either of which would be perfect for the much vaunted, desperately "needed" sword DPS)
Mind you, i can fully respect the idea that i am completely wrong and all of this is simply the mind set of yesteryear, however the fact that the Producer/ Director took the time to explain personally the design process of adding new jobs one would think Fans would take the time quote the man directly rather than "Yoshi said....."
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