What is the point is asking for SAM or NIN when you don't specify how you would like the class/job to function? Very silly people.
What is the point is asking for SAM or NIN when you don't specify how you would like the class/job to function? Very silly people.
My XIVPad: http://xivpads.com?13742308
SAM: Tank. More focus on single-target with the beloved Draw Out abilities for AoE.
NIN: Spike damage dealer with some enfeebling. "Physical" enfeebling as opposed to magic. No Utsusemi. A couple of throwing abilities, perhaps.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
So these comments don't come from this thread Mr Smarty Pants?
That was just the previous page...please try harder next time Mr Smarty Pants.
The Final Fantasy IP needs more easily-recognizable tanks. If each job had talent trees or specializations then I could get behind SAM having a DPS and a tank spec. As that isn't the case, my suggestion stands. And I say that as someone who would have no issues with a Holy Knight spec Paladin with Holy Sword skills.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
For NIN I'd go for more of a physical/magic combo user with combos that focus on enfeebling a foe. So you could have something like:
Slash=Single Target dmg
Suiton=Single target water dmg Combo:"Slash" Reduces dmg for chance to inflict poison
I"d also give them a self eva buff called Mirage would would give them 3 images that grant an eva boost, but rather then those buffs be used for negating dmg you would be able to use 1 mirage charge to increase the potency of an action.
With mirage active and 3 images the potency would be 100% when you are hit by a crit attack you lose 1 image and by having 2 images the ability would only be 66% as effective and then with 1 33% effective.
As for Samurai I think there's a way to work in the Draw Out ability by adding two stances to SAM. One stance would focus on obtaining "focus" charges the more parries you perform while the other stance would improve your focus based on not getting hit.
Something like:
No stance:Focus goes up 1lv every 20 seconds
Tank stance:Focus goes up every parry and every 40 seconds
Melee stance: focus goes up every 15 seconds up to 10 seconds if you remain undamaged, being hit resets it back to 15.
Then certain abilities mainly finisher combos could be tailored around Focus, though to make things more interesting perhaps have it where a focus isn't used up during a combo so if a 3 step combo has 2 Focus in it the Focus won't dissapear unless it's the last move, you miss the next action or the combo timer runs out.
Something like, let's say the focus limit is 10.
So
Sheath Slash:Single target attack
Focus:
1=Reduces recast slightly
3=Increases dmg
6=Creates Cone attack
10=Charged attack which may reduce enemy defense, increases recast
Then maybe SAM could have 2-3 more melee actions with this same concept to give them variety on when they should time their actions to get the most out of it.
Then let's say we have this combo:
Sheath Slash
Spiral Slash: Two-fold melee attack Combo:Sheath Slash chance to cause Bleed effect
Phoenix Slash:Fire Based single target attack Combo:Spiral Slash:Grants Focus effect
Focus:
1=Increases dmg
3=Changes to AOE
6=Chance to Burn target
10=All of the above plus AOE regen for party members in range.
--------
But ya just to make sure things are understood when it comes to focus it works like this
When Focus is involved in a combo it'll remain at said value til timer runs out or action misses so you won't run into an instance in which a person could exploit the "focus" in a combo by using Sheath Slash letting the combo timer run out and still have the focus to use the lv 10 focus ability with Sheath Slash again.
What I meant by physical is that attacks would still consume MP and have effects, but not be subject to magic resistances and such. Of course, to balance things out ninjutsu would probably have to be low potency at the baseline. Kind of like....the difference between Weight and Leg Rend; both could reduce movement speed, but one is through magic and the other was done through a weapon attack. I do like the mirage idea, though.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
As long as Ninja get's a facemask. That really annoyed me in ff11.
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