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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Privateer (DPS)

    *Please note, this was designed purely for fun and I do NOT expect SE to implement it in any way, shape, or form.*

    Privateer (PRV)
    Utility-based Melee with Proc-Based DPS
    Weapon: Cutlass and Firearms
    Attack: Slashing for Close-Range, Piercing for Long-Range
    Armor: Scouting
    Party Bonus: DEX
    Limit Break: Dead Men Tell No Tales (Range)
    Cross Role: Ranged
    Important Stats: DEX for damage, TP for cost
    Inspiration: Corsair from XI, Viking from Tactics A2, Pirate from Bravely Default, Gamblers from the series

    TL;DR version
    Corsair/Gambler + Viking/Beserker.
    Use Dice to buff the party, Coins to debuff enemy targets.
    Decrease your Mercy Gauge to gain access to certain abilities.
    Gain procs via your Hack and Slash, Blunderbuss, Cheap Shot, and Potshot weaponskills to preform other weaponskills and abilities.



    Lore
    Limsa Lominsa's history of piracy is public knowledge and while piracy is banned, privateering Garleens and other enemies of Limsa Lominsa and her allies is perfectly acceptable.
    While Limsa's Mauraders try to distant themselves from their pirate past and Rogues operate in the city's shadows, Privateers operate in the open, embracing their past.
    In battle, Privateers can weave the close-quarter and long-range skills with their trusty cutlass and firearms, along with using high-stakes gambles to turn the tides in their side's favor.



    Special Mechanics
    Cutlass vs Pistol Auto-attacks
    When the player is with in 5 yalms or less of their target, they will use their Cutlass to auto-attack, doing Slash Damage.
    When the player is 6 to 20 yalms away from their target, they will use a Pistol to auto-attack, doing Piercing-Damage and only 80% of the damage.

    Pragmatic Tactics
    Ever the oppertunists, a Privateer will always be able to spot the perfect moment to preform a less then savory action during combat.
    Starting at Level 2, Privateers will gain the Pragmatic Tactics Trait, which will allows them to gain a Pragmatic effect whenever they use Hack and Slash, Cheap Shot, and/or Potshot.
    The Pragmatic effect will allow them access to several Abilites and Weaponskills via Procs.
    Pragmatic last for 10 seconds.

    Gambling
    Manipulating the winds of fate, Privateers can use aetheric gambles to improve the stakes of battle.
    They have 2 types of Gambles: Die Rolls that buff the party based-on what number they roll, and Coins, which debuff single enemy targets depending on what the coin lands on.

    Mercy and Merciless
    Sometimes, the old ways are the best.
    At level 52, Privateers get the Merciless trait, which measures how much Mercy the user has left.
    The less Mercy they have, the more gruesome acts they can preform.
    Starting out, Privateers start with 10 Mercy Stacks but as they damage others, it goes down, allowing them access to various skills.

    Special Gauge(s): The Gambler's Table and the Mercy Gauge
    The Gambler's Table shows what Roll, and Coin the user currently is holding, and what effect and percentage they have.

    The Mercy Gauge, as the name implies, shows how many Mercy stacks the player has. Starts out with 10 stacks (each stack looks like a gold dabloon).

    Skills
    Gambling Abilities
    -Chaos Roll: oGCD Ability. The player rolls a six-sided die and holds it. When Phantom Roll is used, Increase the Damage dealt by all partymembers with in 15 yalms of the user based on what the user rolled for 15 seconds. Instant cast time. 60 second cooldown. Chaos Roll, Gallant's Roll, and Rogue's Roll all share a cooldown.
    1: 10%
    2: 1%
    3: 8%
    4: 2%
    5: 6%
    6: 4%
    -Double Down: oGCD Ability. Can only be used when the user is holding a Roll. The player rolls a 6-sided die and adds the potency that corresponds to that number to the potency of the Roll they are currently holding. If the potency goes past 16% or is below 3%, the effect is lost. Instant cast time. 120 second cooldown.
    -Gallant's Roll: oGCD Ability. The player rolls a six-sided die and holds it. When Phantom Roll is used, Decrease damage all partymembers with in 15 yalms of the user receive based on what the user rolled for 15 seconds. Instant cast time. Instant cast time. 30 second cooldown. Chaos Roll, Gallant's Roll, and Rogue's Roll all share a cooldown.
    1: 2%
    2: 4%
    3: 6%
    4: 8%
    5: 10%
    6: 12%
    -Gil Toss: oGCD Ability. When first used, the player flips a coin and holds it. When used a second time, damage a selected target and place a debuff on them based on what the what the player's coin landed on for 10 seconds. Potency of 100. Instant cast time. 1 second cooldown when first used, 60 second when used a second time.
    Heads: Increase damage the target receives by 5%.
    Tails: Decrease damage the target deals by 5%.
    -Ill-gotten Gains: oGCD Ability. Can only be used if the player is at 7 Mercy or lower. Double the potency of the user's held Coin effect . Additionally, increase the user's Mercy by 3. Instant cast time. 200 second cooldown.
    -Loaded Dice: oGCD Ability. Can only be used if the player is at 4 Mercy or lower. The next time the user uses a Roll ability, it will automatically land on the number with the highest potency. Effect Duration: 10 seconds. Additionally, increase Mercy by 6. Instant cast time. 200 second cooldown.
    -Phantom Roll. oGCD Ability. The player uses the effect of whatever Roll ability they have saved. Instant cast time. 15 second cooldown.
    -Pillage: oGCD Ability. Can only be used if the player is at 8 Mercy or lower. Damage a selected target and increase the Mercy Gauge by 2. Additionally, grants the user a random effect. Potency of 200. Instant cast time. 30 second cooldown.
    -Grants the user a random Coin effect to hold and end's Gil Toss's cooldown.
    -Grants the user a random Chaos Roll to hold.
    -Grants the user a random Gallant's Roll to hold.
    -Grants the user a random Rogue's Roll to hold.
    -Increases the user's Critical Hit Rate by 10% for 15 seconds.
    -Re-Roll: oGCD Ability. Reroll the user's currently held Roll effect. Instant cast time. 60 second cooldown.
    -Rogue's Roll: oGCD Ability. The player rolls a six-sided die and holds it. When Phantom Roll is used, Increase the Critical Hit rate of all partymembers with in 15 yalms of the user based on what the user rolled for 15 seconds. Instant cast time. 30 second cooldown. Chaos Roll, Gallant's Roll, and Rogue's Roll all share a cooldown.
    1: 10%
    2: 8%
    3: 6%
    4: 4%
    5: 2%
    6: 1%
    Cutlass Weaponskills and Abilities
    -Hack and Slash: GCD Weaponskill. Damage a selected target. Additionally, decrease the user's Mercy by 1. Potency of 150. Instant cast time. 2.5 second cooldown.
    -Exenterator: oGCD Ability. Can only be used at 7 Mercy of lower. Damage a selected target and increase the Mercy Gauge by 3. Potency of 250. Instant cast time. 10 second cooldown.
    -Fleeing Slash: oGCD Ability. Can only be used with in 5 yalms or less from the target. Damage the target and jump 10 yalms away from your current position. Additionally, decrease the user's Mercy by 1. Potency of 100. Instant cast time. 30 second cooldown.
    -Harpooning Charge: oGCD Ability. Can only be used when the user has a Pragmatic effect. Rush towards a selected target from up to 15 yalms away and damage them. Additionally, decrease the user's Mercy by 1. Potency of 100. Instant cast time. 30 second cooldown.
    -Heaving Slash: oGCD Ability. Can only be used when the user has a Pragmatic effect. Damage a selected target. Additionally, decrease the user's Mercy by 1. Potency of 150. Instant cast time. 15 second cooldown.
    -No Quarter: oGCD Ability. Can only be used if the player is at 5 Mercy or lower. Damage a selected target and increase the Mercy Gauge by 5. Potency of 600. Instant cast time. 30 second cooldown.
    -Tsunami: oGCD Ability. Can only be used if the player is at 5 Mercy of lower. Damage all enemies with in 5 yalms of the user and increase the Mercy Gauge by 5. Potency of 400. Instant cast time. 15 second cooldown.

    Firearm Weaponskills and Abilities
    -Blunderbuss: GCD Weaponskill. Damage all enemies with in a 5 yalm cone in front of the user. Additionally, decrease the user's Mercy by 1. Potency of 100. Instant cast time. 2.5 second cooldown.
    -Cheap Shot: GCD Weaponskill. Damage a selected target. Additionally, Increase the user's Direct Hit and Critical Hit rates by 5% for 30 seconds. Additionally, decrease the user's Mercy by 1. Potency of 100. Instant cast time. 2.5 second cooldown.
    -Molotov Cocktail: oGCD Weaponskill. Can only be used when the user has a Pragmatic effect. Damage a selected target and all enemies with in 5 yalms of them. Additionally, decrease the user's Mercy by 1. Potency of 50. Instant cast time. 2 second cooldown.
    -Potshot: GCD Weaponskill. Damage a selected target. Additionally, decrease the user's Mercy by 1. Potency of 140. Instant cast time. 2.5 second cooldown.
    -Venom Shot: oGCD Weaponskill. Can only be used when the user has a Pragmatic effect. Damage a selected. Additionally, damages the target over time for 30 seconds. Potency of 35 for the initial damage, 35 for Damage-over-Time. Instant cast time. 2 second cooldown.
    -Leaden Salute: oGCD Ability. Can only be used when the user has a Pragmatic effect. Damage a selected target. Additionally, decrease the user's Mercy by 1. Potency of 140. Instant cast time. 15 second cooldown.

    Other Abilities
    -Bloodied Flag: oGCD Ability. For 20 seconds, the user's Mercy will not increase. Instant cast time. 90 second cooldown.
    -Letter of Marque: oGCD Ability. For 20 seconds, decrease the amount of emnity the user and a selected partymember generates. This effect cannot stack with similar effects. Instant cast time. 180 second cooldown.
    -No Prey, No Pay: oGCD Ability. Place a flag in a designated area for 30 seconds. When the user is with in 20 yalms of the flag, double the decrease of Mercy their weaponskills and abilites do. Additionally, increase the Damage Done by all partymembers with in 20 yalms of the flag by 2% per Mercy the user doesn't have. Instant cast time. 180 second cooldown.
    -Sea Legs: oGCD Ability. Create a barrier that nullifies knockback and draw-in effects for 5 seconds. Instant cast time. 60 second cooldown.


    Skill Levels and Traits
    Skill Level
    1. Hack and Slash
    2. Leaden Salute
    4. Cheap Shot
    6. Harpooning Charge
    10. Sea Legs
    12. Potshot
    15. Gil Toss
    18. Heaving Slash
    26. Venom Shot
    30. Phantom Roll
    30. Rogue's Roll
    30. Re-Roll
    35. Gallant's Roll
    40. Fleeing Slash
    42. Blunderbuss
    45. Molotov Cocktail
    50. Chaos Roll
    50. Letter of Marque
    52. Pillage
    54. Exenterator
    56. Double Down
    58. Bloodied Flag
    60. Tsunami
    62. Ill-gotten Gains
    64. No Quarter
    68. Loaded Dice
    70. No Prey, No Pay

    Traits
    2. Pragmatic Tactics: Whenever the user successfully damages a target with Hack and Slash, Cheap Shot, or Potshot, they will recieve a Pragmatic effect for 10 seconds.
    20. Enhanced Dexterity: Increases Dexterity by 8.
    30. Cutting Cards: Whenever the user gains a Pragmatic effect, there is a 50% chance that Heavingy Slash's and Leaden Salute's cooldowns will decrease by 5 seconds.
    40. Enhanced Dexterity II: Increases Dexterity by 16.
    52. Merciless: Grants the user access to the Mercy Gauge. The Gauge starts at 10.
    60. Enhanced Dexterity III: Increases Dexterity by 24.
    62. Dirty Dealer: Whenever the user uses Phantom Roll, their is a 25% chance that the effect they receive from it will have its effect time increased by 10 seconds.
    (11)
    Last edited by Mimilu; 05-19-2018 at 08:04 AM.

  2. #2
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I like the job concept but I think Corsair is more fitting to the job name. Sounds more classy.

    And for the LB all I would wish for is an aether ghost ship appearing and shooting a rampage of cannon shots at the enemy. That would be epic.
    (2)
    Last edited by Brightshadow; 05-17-2018 at 01:53 AM.

  3. #3
    Player
    Myvar's Avatar
    Join Date
    Jun 2012
    Posts
    114
    Character
    Areya Arvia
    World
    Cactuar
    Main Class
    Machinist Lv 80
    The concept of a Job that uses a damaging oGCD action between every GCD hasn't been done in this game yet, and I find it interesting.

    I feel like the cards mechanic is a bit much when considering the other oGCDs and a bit redundant when considering the other gambling mechanics, and thematically it steps on the toes of AST.

    It seems like the default use of Pragmatic procs when the other weaponskills are on CD would be Venom Shot, which is a DoT. Perhaps there should be an instant-damage oGCD weaponskill that uses Pragmatic with a similar CD. The potency of this weaponskill could be less than Blunderbuss if you want to encourage cleave damage in their single-target rotation, or more if you want to discourage it.

    If the CD of Venom Shot is 2.5 s, then using it after every GCD would clip the next GCD. I would suggest reducing it to something like 2.0 s. The same would apply to my previous suggestion.

    Perhaps there should be a GCD AoE weaponskill that triggers Pragmatic, but it would need to have a low potency.

    As of now, Cheap Shot does exactly the same thing as Potshot, but also provides a buff. Thus, there is no reason to ever use Potshot.

    As of now, direct hits multiply Mercy decreases by 1.5. However, many actions that decrease mercy do so by odd values, such as 5, which leads to rounding issues. Perhaps you should alter this situation so that there are no rounding issues.

    As of now, Mercy will decrease by about 50 every 15 s, not counting crits or direct hits. With the long CDs of Mercy increasers, this should mean that the player would frequently have low Mercy with no actions to make use of this situation. Perhaps you should alter some Mercy increasers in order to provide a consistent reason to have low Mercy, or to provide a consistent way to increase Mercy. Specifically, the long CDs of the buffs and their Mercy requirements seem a bit redundant, and perhaps the CD of No quarter could be removed or reduced.

    Also, as it stands, the potency per Mercy of No Quarter is much less than Exenterator, but I am not sure whether this is an issue.
    (1)
    Last edited by Myvar; 05-17-2018 at 07:03 PM.

  4. #4
    Player
    Rofel's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    416
    Character
    Rofel Dokfel
    World
    Sargatanas
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Brightshadow View Post
    And for the LB all I would wish for is an aether ghost ship appearing and shooting a rampage of cannon shots at the enemy. That would be epic.
    Now I want to play Chrono Cross with Fargo on my party...

    Before the implementation of MCH, I was hoping our gunner class would be a Corsair, since we see the Yellowjackets training in Limsa. I like that concept more.
    (1)

  5. #5
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Thank you for the feedback, Myvar.

    Here are some of the changes I made:

    General
    -Changed what level you acquire skills and traits.
    -The Cutting Cards trait is now gained at level 30 and had its effect changed. Now, whenever the user gains a Pragmatic effect, their is a 50% chance that Heaving Slash's and Leaden Salute's cooldowns decrease by 5 seconds.
    -A New Trait is gained at 62, Dirty Dealer. Whenever the player uses Phantom Roll, their is a 25% chance that the effect they receive will have its effect time increased by 10 seconds.

    Mercy
    -The Merciless trait is now gained at level 52.
    -Mercy is now 10 stacks instead of a numbered gauge starting at 100.
    -Direct and Critical Hits no longer effect Mercy loss.
    -Abilities that require Mercy at a certain level and increase it have been altered.
    -All skills that decrease Mercy now decrease it by 1.

    Gambles
    -Removed Crooked Cards and Fold'em. Any skill that effects Cards and Coins now either only effects Coins or has had its effect change.
    -Gil Toss's debuff potencies have now been increased to 5% but it now has a 60 second cooldown.
    -Ill-gotten Gains now doubles the user's currently held Coin effect.
    -Pillage has now been changed so that it grants one of 5 random effects: give the player a Coin effect to hold and ends Gil Toss's cooldown, give the player 1 of their 3 Rolls to hold, or Increase the user's Crit Rate by 10% for 15 seconds

    Other Skills
    -Exenterator now has a cooldown of 10 seconds.
    -No Quarter now has a cooldown of 30 seconds.
    -Blunderbuss is now a regular GCD Weaponskill. Its potency has been lowered to 100 and it now grants a Pragmatic effect.
    -Cheap Shot has had its potency lowered to 100.
    -Potshop has had its potency increased to 140.
    -Venom Shot now has a cooldown of 2 seconds.
    -Bloodied Flag has been renamed to No Pay, No Prey. Its effect now last for 30 seconds and increased the party's damage done by 2% per Mercy stack the user doesn't have.
    -A New ability called Molotov Cocktail has been added. It can only be used while the user has a Pragmatic effect. It damages a selected target and all enemies with in 5 yalms of them. Potency of 50. Instant cast time. 5 second cooldown.
    -A New Ability called Bloodied Flag has been added. For 20 seconds, the user's Mercy will not increase. Cooldown of 90 seconds.
    (1)

  6. #6
    Player
    Fredco191's Avatar
    Join Date
    Dec 2013
    Location
    Within your device
    Posts
    1,654
    Character
    Magni Henriksson
    World
    Diabolos
    Main Class
    Viper Lv 100
    This class sounds cool as heck!
    (0)

  7. #7
    Player
    Myvar's Avatar
    Join Date
    Jun 2012
    Posts
    114
    Character
    Areya Arvia
    World
    Cactuar
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Fredco191 View Post
    This class sounds cool as heck!
    I know, right?
    (0)

  8. #8
    Player
    Myvar's Avatar
    Join Date
    Jun 2012
    Posts
    114
    Character
    Areya Arvia
    World
    Cactuar
    Main Class
    Machinist Lv 80
    It looks better to me, but I think there are still a few issues.

    You mention a Wizard's Roll action, but I don't see any description of it.

    I feel like Chaos Roll would generally provide more DPS than Rogue's roll. This could be solved by increasing the effects of Rogue's Roll, or by removing Rogue's Roll. I am not sure what the rates of Rogue's Roll should be to make up the difference. Additionally, although I am uncertain about this assertion, it seems like an increased crit rate buff would become less useful than a flat damage buff later in an expansion when people generally have more crit rate. Alternatively, you could consider making it buff crit damage or direct hit damage.

    I still dislike that the default use of the Pragmatic proc is a DoT. This would practically force the player to frequently refresh the DoT, even if the snapshot of the existing DoT is better. Furthermore, I feel like if the player is frequently refreshing the DoT when it is nowhere close to expiring, then use of the DoT does not have much impact in actual gameplay. I still feel like there should be a flat-damage oGCD weaponskill that uses the Pragmatic proc.

    The Job itself seems primarily melee-oriented with some ranged capabilities, and it uses Scouting gear which is only used by another melee Job, so it seems unusual that this Job would have the Ranged role actions and Limit Break instead of the Melee ones.
    (1)
    Last edited by Myvar; 05-19-2018 at 05:06 AM.

  9. #9
    Player
    Mikazuki's Avatar
    Join Date
    Mar 2011
    Location
    UK
    Posts
    48
    Character
    Asuna Oshikuri
    World
    Omega
    Main Class
    Paladin Lv 54
    I love how people can just come out with all this from their MINDS! Wut I will never be this creative. Great read and sounds pretty cool. I never got to play Corsair in XI but always intrigued me. This I would definitely try if it existed!
    (0)
    -- Sprout in training --
    Trying to re-learn the ropes whilst leveling fast whilst working whilst planning a wedding whilst decreasing fiancé enmity.

    *Shirk* *Shirk*

  10. #10
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Myvar View Post
    You mention a Wizard's Roll action, but I don't see any description of it.

    I feel like Chaos Roll would generally provide more DPS than Rogue's roll.
    Oops, I forgot to remove that from the text. >w>
    Originally, there was going to be 4 Roll abilities, with Wizard increasing Magic Damage and Chaos increasing Physical and they both would of had 60 second cooldowns to Gallant's and Rogue's 30.
    I think I'll change Chaos's cooldown and increase the potentcies to compensate.

    Quote Originally Posted by Myvar View Post
    I still dislike that the default use of the Pragmatic proc is a DoT.
    What if I made it so Molotov Cocktail was Pragmatic's default?
    I could Change its cooldown to 2 seconds and then alter Venom Shots potency so that it does less burst damage and more DoT.

    Quote Originally Posted by Myvar View Post
    The Job itself seems primarily melee-oriented with some ranged capabilities, and it uses Scouting gear which is only used by another melee Job, so it seems unusual that this Job would have the Ranged role actions and Limit Break instead of the Melee ones.
    With the Limit Break, Dead Men Tell No Tales, I imagined that it would have the user summon a giant ship and blasting enemies with it.
    With the Role Action, I felt either Melee or Ranged action could fit but went with Range just because I thought it would be more Utility-based.
    (0)

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