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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,835
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100

    What would the toolkits look like without Role Actions?

    Let's pretend for a moment that Role Actions were never introduced, having simply done away with Additional Skills completely.

    How might each toolkit continue to provide the necessary functionality in job-unique ways (or at least through differently named skills)?
    Note: If we consider immunizing every knockback, positionally compromising event, etc., for continuous uptime or ideal damage, rather than survival, as unnecessary, skills such as Arm's Length, True North, etc., do not technically need a place in the revised toolkits.
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  2. #2
    Player
    mosaicex's Avatar
    Join Date
    Oct 2014
    Posts
    455
    Character
    Noyoyo Noyo
    World
    Typhon
    Main Class
    Paladin Lv 80
    This isn't one of those "please give range dps anti knockback ability" thread is it? But whatever, I'll address it anyway. For melee jobs, lack of anti-knockback skill would not affect them much, since if properly timed, their movement skills could act as such. Monk might have to plan a bit in this regard but NIN, DRG, and SAM can pretty much use them for free with minimal loss.

    For tanks, all of them need Provoke-like skills as replacement.
    For PLD, they can have the (almost) orginal provoke, but instead of putting them at (top hate + 1) instead, it could be (top hate * 1.5, or higher) to help with their aggro management, and maybe increased healing received for certain duration.
    WAR can have original provoke effect, but now all their skills will now have added enmity effect attached to them (double, triple, whatever) for certain duration.
    For DRK, maybe put it on Sole Survivor (or make new skill entirely), put them at (top hate * 1.2) and give 100%-300%(arbitrary number, the point is to give them hefty sustain during this part) lifesteal for certain duration, and also increased enmity for every Dark Arts'd WS/abilities
    The general idea was to have all them useful in most situation and not just tank swapping, keeping effects on DPS throughput to minimum, while being different to certain degree.

    Not gonna bother with the rest since trying to give basic craps like Rampart, Esuna, Lucid, TP/MP regen etc. special snowflakes effects is beyond my capability.
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    Last edited by mosaicex; 05-15-2018 at 01:24 PM.

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,835
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by mosaicex View Post
    This isn't one of those "please give range dps anti knockback ability" thread is it?
    Not remotely. If so, it would probably have a title and/or content related to such?
    (1)

  4. #4
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    It'd be more "Make Machinist Great Again" in that case, as Bards -technically- have forced movement in their kit.

    There are too many necessities in Tanks. So every tank would need Rampart again, every tank would need Shirk again, every tank would need Provoke again, and every tank would probably need awareness again if Critical Hit ever made a return as a Buster.

    Healers need their threat drop and mana restore, swift cast, sometimes esuna.

    DPS in general need threat management, self resource management at the least, and the self healing for emergency "I'm not going to survive this particular thing"
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