Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Tactician Thread
#2
(04-29-2024, 03:27 AM)Poruku Wrote: Tactician is a very cool class, and has some fun things you can do. However, there are many issues with tactician. I wanna discuss the different aspects of the class and my take on them before jumping into conclusions and solutions.

1: Most of the formation skills are pretty bad. Assault formation doesn't even allow you to create it with yourself in it, which makes it terrible by default. But at the same time it's kinda op if you get it to work which is a bizarre dichotomy. Bunker formation is the weakest, even if it's also kinda more well rounded and easier to use. Volley formation is kind of amazing, but it's mostly used by sniper builds to just give themselves the buff outright. I wouldn't say that one is a problem.

2: The order skills are okay at best. Assault order is fairly cool, and can yield some decent results. Casting order I think is too weak for sure. It's rarely worth casting because adding raw power to spells isn't doing that much, while basic attacks can crit and multiply the damage which makes it much more spicy. Guard order is ok, kind of a weird heal but ok. Charge order is not bad, actually kinda cool. Mostly used for getting your summons to move. Of course the big issue with order skills is that you need to be main classing tactician to get On My Mark, which is generally a pretty big cost. You don't get to have a parry skill, fleur, or whatever other MC bonuses you might want. It's the same issue as Lantern Bearer where MC is kinda the only way to go. This is especially painful for destiny tact that just doesn't get MC BK. Oof.

3: The tactician spells are weird. But also, they're really good, in some cases. Only a few of them are worth anything, but they have unique utility. The common meme is that tactician spells are way better in the hands of a spellthief. There's no real class-related reason to use those spells other than "well, they're there". Cool, I get a free KD in melee, I get a wall, I get a hesitation spell. But I dunno, I think it's more of a flavor issue in my mind, due to how random it is. They're just, utility spells tossed in from each element. They make sense from a gameplay perspective to an extent, and I think it's like a reference to a final fantasy class or something, but still, there's something off in my mind.

4: Enemy Evaluation is painful. It's something that tactician always had that is basically like... "Oh, it's a tactician that uses Enemy Eval. This is gonna suck". It's 100% a pvp skill as well. It's kinda like playing an optimized rune mage. Nobody wants to play against that, and nobody wants to be that guy these days. Then there's analyze weakness that just sucks in comparison. Even when you're fighting an event boss, it's kinda like... Oh, the boss is weaker now. I dunno though, I literally have never seen someone use this skill in PvE.


1 - Arcane formation reduces FP cost of all spells by 25%. Which is really nice in hand of a FP-hungry caster. Sure you may argue that they have HMC. Volley formation is already addressed so we won't speak of it. Attack Formation increases hit of everyone, but it's not necessarily valuable. At most, you'll find yourself using Arcane formation or Volley formation. Which is far better than their original conception.

2 - You only need charge, and guard orders. Any other orders tend to be obsolete. At best you're giving someone additional 70+ damage on their next attack. The orders exist only to give a tactician rank boosts. They all exists just so Tactician can have more Tactical rank increases for fatter Enemy evaluation/analyze weakness.

3 - The thing that's ringing in your head is screaming you that main point of these random spells was for Tactician's tactical rank again. Every spells stated that if you struck an enemy weak to that element. You gain one point in rank. While most of spells are indirect condition like Acid Rain, or direct condition like Domino Resonate. Sure you can argue that it is good in hand of a spellthief. But the whole idea of Tacticians using these spells all exist to build up Tactical Ranks. 

4- And this is what boils down to. The class revolves, and die by the tactical ranks. This is all it exists to do. It is the ultimate "I cuck you" class. It is the glorious "I stop you." The main-class benefit of Tactician is that your Enemy Eval and Analyze Weak is not halved. So it is very possible to see about roughly 35-40% reduction across the boards and both stacks. This is what make Tactician a class. A class in the name of tactical. You get lot of benefits for being a Tactician. 

There are also some other things that I need to put in. Field Medic isn't outrage garbage. It have tricky effect to remove a condition based on your GUI. Which honestly, you should be building anyways if you're taking Tactician for any reason. You might as well be running a Tactician/Engineer. Two classes that effectively works well together. Or even better. Tactician/Magic Gunner.

Just remember. The class lives and dies by the Enemy Eval and Analyze Weak. It can really triumph level 80 bosses in 4-man party. It can really bring you the world so you can deliver it some pain.

I don't really think it need to be buffed, or further empowered as it stands right now compared to other classes who are desperate for help.
[Image: XDo90hy.png]
Reply


Messages In This Thread
Tactician Thread - by Poruku - 04-29-2024, 03:27 AM
RE: Tactician Thread - by Skullcatrons - 04-29-2024, 06:13 AM
RE: Tactician Thread - by Rendar - 04-29-2024, 06:59 AM
RE: Tactician Thread - by sirtrex - 04-29-2024, 01:06 PM
RE: Tactician Thread - by Poruku - 04-29-2024, 01:42 PM
RE: Tactician Thread - by Rendar - 04-29-2024, 03:44 PM
RE: Tactician Thread - by Snake - 05-05-2024, 02:55 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)
Sigrogana Legend 2 Discord