Background Changes:
- TP and thereby combos have been revised immensely. TP is now both spent and generated by your weaponskills and certain abilities. Rather than unlocking sequential skills, combos now merely reduce their TP costs or increase their TP generation.
What would have previously been called combo "openers" generally cost only a small, flat amount of TP, while generating a proportionately high amount and reducing the cost of sequential actions within the same skill-chain, by up to roughly half. Combo "bridges" consume a larger amount, both a flat minimum and a portion of total TP for added effectiveness, and reduce the cost of sequential finishers of the same skill-chain. Finishers spend a large portion of current total TP to determine their effectiveness.
The "resting position" (to which TP will regenerate passively while out of combat) for TP is about a third full, enough to immediately open into a finisher of 75% or so of maximum potency. This means that combat opens much more quickly than as presently the case. Two armies will not charge at each other only to begin poking one another with openers, or to reach their full momentum only after three to four GCDs.
TP is also generated by damage taken and mitigation done, and may be spent on certain abilities -- primarily tanking-oriented ones. This gives tanks a fair bit more resource and spending options than most classes, and indirectly allows them to more precisely min-max their offensive and defensive capabilities.
- Blocks, dodges, and parries. Blocks and parries are now based more heavily on attack power and therefore provide more consistent (flat) outputs across a variety of levels of enemy strength. Dodges no longer guarantee that no damage is taken; strikes are now capable of glancing blows, dealing any portion beneath the original damage value. These changes result in an increased mitigation throughput in overgeared or overleveled content, but only a slight decrease in RNG spread in current content.
Skills now do as they would appear to. If it looks like a cleave, it is a cleave (Spinning Slash). If it looks like it should knock the opponent to the ground, it does (Skull Sunder). If it looks like it ought to knock them skyward, it does (Full Thrust). If it looks like it should be a simultaneous counter-attack, it is (Savage Blade).
- Many skills that were previously used only for AoE or only for single-target may now have cross-purpose uses. (Overpower, for instance, can be used opportunistically and situationally in single-target, while Doom Spike can act as an expensive but powerful filler with attached movement, Ring of Thorns takes on bonus damage vs. knocked-down enemies, Rockbreaker and Grenade Shot can act as a capitalization on armor penetration, Unleash can open up enemies to later blink-strikes if sufficiently affected by Darkness, and Spread Shot, Quick Nock, Wide Volley, and Death Blossom can act as suppression.)
- Many skills are now acquired at different levels. These changes aim to give skills at the levels at which they'd be noticeable and/or allow for significant changes in strategy. Rampart, for instance, has been delayed until a later level where the Gladiator himself or his party could take advantage of the added mitigation, replaced in the meantime by the Shelltron-equitable Guard.
- Some flat native buffs have been removed, their effects being included at their average levels, passively, while others have been given additional functionality that should allow for more points of decision.
- The vast majority of enemy attacks are now a degree of progressive AoE, meaning that they can be intercepted through positioning.
- Many core mechanical traits have been added, both per job and role-wide. One such role trait is Fringeward, which creates a second, larger theoretical hitbox around the tank. Any time an interceptable attack passes through this hitbox to strike an ally, the tank will instead use the larger hitbox to intercept it. Animations pending. The Paladin has a uniquely improved form of this trait, known also as Cover.
- Certain abilities now have "variable" cooldowns. They may be rushed or overcharged for sub-proportionate output over time. (A 75%-charged ability would only have 67% its usual effectiveness, and a 133%-charged skill only 125% of its effectiveness, making the usual cooldown still the optimal point over time to use the particular skill.) Most, however, remain traditional cooldowns, enticing the tank to make the situation match his arsenal, rather than merely his arsenal meet the situation.
- Certain spells and skills may now be "charged" up to a given maximum duration, scaling with Attack Speed, in order to increase the potency and/or duration of their effects.
All:
Paladin, Dark Knight, and Warrior have each been more largely diversified through their interaction with the revised TP system. Many of the tanks' core mechanics have now been smoothed out to grant a stronger and more versatile thematic presence by making use of this analog resource in place of previous stack systems or flat modifiers.
- The Warrior's Inner Beast, for instance, is now also the name for a passive mechanic which buffs the Warrior with all TP generated (which in turn generates Wrath, essentially just a separately consumable layer of TP) and all Wrath spent, and fades over time. The Warrior therefore takes on the appearance of a raging beast, or the steel and treads and cannon kind of tank, who maintains power through power exerted.
- The Paladin's Sword Oath and Shield Oath now vary the job's formulas for TP generation and spending while each granting new mechanics.
- And the Dark Knight has become all the more terrifying and bastardly effective, while generating a new target-specific resource, Darkness, on the enemies he strikes. Delirium greatly enhances this, and Power Slash is improved by it, while Souleater feeds on said Darkness to enhance his own TP. Darkness reaches certain tiers of effects that can even allow fear-based crowd control or blink-strikes.
Paladin:
Removed:
Provoke (role skill; can take one of three enmity control skills)
Convalescence (role skill)
Flash - replaced by Flash of Steel mechanical trait (which allows your quickened strikes to blind enemies), Blade-turning (which allows blocked, parried, or dodged enemy attacks to strike other nearby enemies), and
Brandish, a new physical AoE.
Shelltron - replaced by Gladiator's
Guard, which is available much earlier and offers better control.
Divine Veil - replaced by Inspire
New:
Brandish -- a potentially complex physical AoE that also has some single-target uses.
Guard -- like Shelltron, but a variable/resource cooldown. Can be channeled. While Shield Oath is active, it makes you impassable.
Inspire -- a skill that, once enabled, causes your outputs to raise the attack/spell/healing power, (magic) defense, and maximum HP of nearby allies.
Revised:
<Pretty much everything that wasn't just added>
Warrior:
Removed:
Foresight (role skill, revised, not free)
New:
Challenge - another enmity control skill / a variant of Provoke (role skill; can take one of three enmity control skills)
Revised:
Maim
Overpower
Thrill of Battle
Brutal Swing
<Wrath>
Dark Knight:
New:
Sanction - another enmity control skill / a variant of Provoke (role skill; can take one of three enmity control skills)
Revised:
Souleater
Delirium
Power Slash
Unleash
Blood Weapon
Blood Price
Darkside
Grit