Quote Originally Posted by Hulan View Post
I do admit, I'm not a huge fan of the first ability, I was considering tweeks to it all the way home, but it's not really important. But I would like to address your other point. While I certainly don't claim to be a master game designer, I'd like to point out some of the thought that I did put into that example - as a counterpoint. You will notice that almost all of the Job's damage comes from draining enmity in order to maximize efficiency, but none of the abilities actually provide any enmity. That is because the job leverages the abilities it already has in the GLD class. Build up enmity with Flash and whatnot, then spend it like a commodity to improve your damage later.

Of course, that's all beside the point. I don't really have a metaphorical dog in this fight. I just thought I could demonstrate a way that it could work, without subverting the underlying premise of the original (tank) class. I would argue that the above Job isn't a good DD despite it being attached to GLD, it's a good DD because it's attached to GLD.
That's all fair enough! But again it seems like this would cause the job to be a good DD by reducing its enmity as much as possible, meaning it has the potential to never draw hate! But I'm just splitting hairs now, it was interesting to see a view on how this might work (and you've done a job and swaying me to thinking that it's not a dreadful idea, anymore).