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  • #16
    Re: Job Abilities

    I wish we had an ability that turned tp into hp for one, and I also wish we had like a quad cut (think cyan from ffvi) that could be stacked onto a ws to make it a multi hit ws or just use it regularly. I used to have a huge list of ideas, but I've long forgotten them
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    • #17
      Re: Job Abilities

      Just to clarify, (real-life speak right now, not FFXI reference) yes, Katana's are two handed weapons, and even more specifically, Musashi was careful to never advocate the Niten-Ichi style of fighting over conventional fighting, because that is how the katana's were designed to be used.

      To him, though, it was impractical to be stuck using two hands when you were on horseback, uneven terrain, etc. . .Hence, the Niten-Ichi style of training allows you to be versatile in many situations.

      My favorite story is of him fighting that guy who was the Sickle-Chain master, and to beat him, he used his Katana to tangle up the ball and chain and killed him with the Wakizashi *_*

      Things like that make me wish SAM was a more true-to-life job, IE, Arrow shooting from Chocobo would be uber, lol
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      • #18
        Re: Job Abilities

        Originally posted by WishMaster3K
        Just to clarify, (real-life speak right now, not FFXI reference) yes, Katana's are two handed weapons, and even more specifically, Musashi was careful to never advocate the Niten-Ichi style of fighting over conventional fighting, because that is how the katana's were designed to be used.
        in general, yes, Katanas r two-handed. but depending on the era, they tend to follow different trends. those created during the Age of Civil Wars (Sengoku Jidai, from mid-15th to the end of 16th centuries.) r generally intended for one handed use, thus the length of most of those katanas' blades were between 2 shaku 1 sun (63.63 cm, approx. 25 in.) and 2 shaku 2 sun (66.66 cm, approx. 26 1/4 in.). (shaku and sun r old Japanese units; 1 shaku = 30.3 cm, 1 sun = 3.03 cm.) drawing weapons faster and being capable of using it w/ only one hand were rather important factors during this bloody era of confused battles, and for that katanas of longer blades were generally not in favor among samurais. note that even though they r intended for one handed use, they r different from Wakizashi, and not to be confused w/ them.

        yet, the katana Musashi used, Izuminokami Fujiwara Kaneshige, had a blade length of 2 shaku 7 sun (81.81 cm, approx. 32 1/4 in.), thus wasn't intended for the way he used it.

        nevertheless, katana has a history of several centuries (katana is only a category of nihon-tou, or Japanese swords, and the history of nihon-tou goes way back to more than a thousand years ago), and as the time passed the demend for them greatly changed. although many katanas known today, if not most, were created for two handed use, keep in mind that some were indeed intended otherwise.


        EDIT:

        btw,
        Originally posted by WishMaster3K
        Tachi's are long Katanas.
        this is a little misleading. length is NOT the primary factor that differentiates Tachi and Katana. (although Oh-Dachi generally is a Tachi of 3 shaku (91cm) or longer.) the primary factor of difference is how they r intended to be carried.

        as shown in the 1st attached picture, Tachi is meant to be hung from the waist, and the blade side faces down.

        on the other hand, the 2nd attached pic shows Katana, which is held by the obi, or belt, and the blade side faces upwards.

        in both cases, names of creating smith r carved on the front side, or the side not facing the samurai carrying them. therefore, even if someone used Tachi as Katana by chaging the grips and sheaths, or other way around, u can know which one they were created as by looking at which side the names r carved onto. (please note that there r few exceptions for this, and not always true.)

        however, sometimes they don't bear the names carved, and in that case, Tachi and Katana r distinguished by the length as well as how much they r curved.


        EDIT2:

        after writting the above, i realized that because of the way we carry them, Katana in ffxi r actually Tachi, if we follow the rule above.
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        Last edited by bside; 01-15-2006, 11:16 AM.

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        • #19
          Re: Job Abilities

          Keep in mind that japanese martials arts with the use of swords often used techniques where you quickly drew your sword with one hand in order to cut down an opponent and quickly resheathed the sword all in one motion. Iaido is a good example of this but battojutsu also focuses on this area and kendo uses this type of technique also in certain situations. If they had a technique where you could quickly draw out your sword fand engage the enemy for one high damaging hit and then resheath your sword and disengage, I think that would be pretty cool.
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          • #20
            Re: Job Abilities

            Originally posted by nanatsu
            If they had a technique where you could quickly draw out your sword fand engage the enemy for one high damaging hit and then resheath your sword and disengage, I think that would be pretty cool.
            There is a WS like that, I'll go into modelviewer later to get the name, but the Samurai sheaths the sword and draws it as the strike.

            ^^ my first encounter with Battojutsu was watching Ruroni: Kenshin

            Ty for the visual aid, and the clarification, Bside. I don't know too much about swords, so I'll try to remember what you've said.

            Personally, I always felt the method of sheathing the katana blade upwards allows for MUCH faster unsheathing and makes it easier to move without the sword slipping or falling.
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            • #21
              Re: Job Abilities

              "on the other hand, the 2nd attached pic shows Katana, which is held by the obi, or belt, and the blade side faces upwards.
              in both cases, names of creating smith r carved on the front side, or the side not facing the samurai carrying them. therefore, even if someone used Tachi as Katana by chaging the grips and sheaths, or other way around, u can know which one they were created as by looking at which side the names r carved onto. (please note that there r few exceptions for this, and not always true."

              Just to clarify - how the katana is held in the obi, or placed on the ground, or even in a sword stand, are all very important.
              And yes, the katana was placed in the obi with it's cutting edge facing up. It allows for a more natural, and quicker, draw (another reason why the katana is slightly curved. Older swords in Japan, such as the tsurugi, were straight.. until they realized a curved sword can be drawn faster).
              Can't verify the tachi or no-dachi drawing, as I only study with the katana (enshin ryu iai suemono giri kenpo), but I've seen a variety of pictures with the tachi on either one's back or one's hip in the obi. I'd imagine it depends on if the samurai were on horseback or not.
              I've personally drawn a 3 shaku katana from the obi, and I assure you - it's not easy! (my height is 178 cm, or 5'10").

              As for the smith - most engravings are on the part of the blade that is hidden inside the handle (tsuka). The only way to see them is to take the sword apart, and examine it (which should be done for cleaning and maintenance anyways).

              Anyways, ok - back to FFXI!
              I think the problem with SAM, and *all* melee for that matter, is the redundancy of the job after a certain level.
              Unlike the mage jobs, where they get new toys every level (or almost every level) via spells, the melee jobs only get weaponskills and job abilities - both of which are fairly spread out, especially at later levels.

              Granted, we get to actually melee - which is fun in it's own right, but I think some new job abilities, or *something*, could be added here and there - maybe some more Active /ja post-40?

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              • #22
                Re: Job Abilities

                I have to say this has been one of the more interesting threads I've read in a long time. And most of the thread abandoned what the OP was talking about.

                Originally posted by Aaramis
                Unlike the mage jobs, where they get new toys every level (or almost every level) via spells, the melee jobs only get weaponskills and job abilities - both of which are fairly spread out, especially at later levels.

                Granted, we get to actually melee - which is fun in it's own right, but I think some new job abilities, or *something*, could be added here and there - maybe some more Active /ja post-40?
                But back to the OP, I think that's a good idea. I mean there aren't many Job Abilities AFTER Lv.30. (Warcry, Aggressor, Release, Convert {Even though non-melee job.}, and that's about it. Right?) Unless of course you include Lv.60 & Lv.70 when you finally get access another ability from your subjob. (I still think NIN should get another Job Ability other than their 2hr. Maybe something to increase their Evasion for 3mins but lower their Atk or something?)
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                • #23
                  Re: Job Abilities

                  Well all of these are just things i've thought about. Also, im glad some of you posted in response. SAM should be able to equip Katana not just GKT, Although shooting from chocobo-back would be awesome they should probably just add new job for that. 'Chocobo Knight' or such; i'd prefer if they would be called Cavalier though.....

                  Anyways... right now im ffxi-less cuz i just moved and haven't got the internet back. *Curls into a ball.*
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                  • #24
                    Re: Job Abilities

                    Originally posted by Outlaw
                    Well all of these are just things i've thought about. Also, im glad some of you posted in response. SAM should be able to equip Katana not just GKT, Although shooting from chocobo-back would be awesome they should probably just add new job for that. 'Chocobo Knight' or such; i'd prefer if they would be called Cavalier though.....

                    Anyways... right now im ffxi-less cuz i just moved and haven't got the internet back. *Curls into a ball.*
                    "Chocobo Knight" is one of the most unrealistic jobs that people are clammoring for, right next to Necromancer. Neither one have ever been in any Final Fantasy as a playable job before. Chocobo Knights were in FFX, but only as NPCs.

                    <.<; Sorry if this sounds irate, but this stuff really annoys me.
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                    • #25
                      Re: Job Abilities

                      Lol I feel you Gwynn. Kids have been speculating at it for well, years now haha.

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                      • #26
                        Re: Job Abilities

                        Originally posted by Outlaw
                        The ability to give TP to another member would be nice since we can Meditate.
                        if i had that ability i wouldnt use it
                        Originally posted by Outlaw
                        Faster meditates.
                        yes please

                        i really like this idea that someone posted on alla sam forum :

                        "How about a new ability, 5 minute recast, 30 seconds active, where the samurai would wield his katana in his main hand, wakizashi in his off.
                        weapon skills used during this ability's duration could have new animations and higher damage, or completely unique WS could be made. And normal attacks would work like the ninja's dual wield."

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                        • #27
                          Re: Job Abilities

                          Originally posted by nanatsu
                          Keep in mind that japanese martials arts with the use of swords often used techniques where you quickly drew your sword with one hand in order to cut down an opponent and quickly resheathed the sword all in one motion. Iaido is a good example of this but battojutsu also focuses on this area and kendo uses this type of technique also in certain situations. If they had a technique where you could quickly draw out your sword fand engage the enemy for one high damaging hit and then resheath your sword and disengage, I think that would be pretty cool.
                          i think other than sam's first ws, tachi: enpi, all sam ws are 1 hit skills. but probably the one that most describes the quick elegant slash that you are thinking of is tachi: kasha?
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                          • #28
                            Re: Job Abilities

                            Originally posted by Omni-Ragnarok
                            i think other than sam's first ws, tachi: enpi, all sam ws are 1 hit skills. but probably the one that most describes the quick elegant slash that you are thinking of is tachi: kasha?
                            Actually, the Wind Element weapon skill is two-hit as well... can't quite recall the name of it tho.... Tachi: Goten maybe???
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                            • #29
                              Re: Job Abilities

                              ah yes, tachi: jinpu. right.
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                              • #30
                                Re: Job Abilities

                                Iaido is famous for the technique of rapid unsheath/sheath attacks. It has trickled down into lesser styles. Some styles are completely based of the technique, using the sheath to block, counter, and disguise movement. I think that the styles would be an awesome addition to SAM.

                                Also, Chocobo Knight happens to be my name, but I'm not clamoring for the job. Don't make that mistake.
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