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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.