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Original Post:
Signature states "JP ONRY" in Japanese.
Nah, the Thief is tanking a bunch of stuff, and he can easily keep hate with all the double/triple/quadruple attack he has. RR is just to make sure hate stays on him after he gathers his initial 20 seconds or so of attacking.
The reason why the WAR goes down so much is because he's hell bent on doing all the damage ever to a mob, which reminds me of what was said earlier...KC can make you do retarded damage, but how long is that going to last if you're dead? And how much help are you to anyone when you're lying face down on the ground?
I think the bigger problem has nothing to do with DDs, though there are obvious problems. I totally agree with your idea of Snapshot, but the biggest issue for job interactivity and role should be PLDs, and the fact that their hate cap isn't broken.
[90DRK] [90RNG] [75WAR] [67BLU]
"Since 10/2003"
I don't think the problem with RNG is a lack of damage. We're relatively on par (despite paying). We still can get hate just like every other DD.
Problem is, when RNG gets hate, it screws everyone else including the RNG. Now the RNG's distance nerf comes into play. Now every other melee DD has missed his WS as the mob comes raging after you. Now every mage is muttering "Gawd damm RNG!" as AoE moves towards them and they have to pump out a ton of Cure V's to save your ass.
Until the enmity formula is changed, the bottom line is that a RNG has to hold back to keep everyone happy and that will always nerf your parse.
Yo Ho Yo Ho, a pirate's life for me!
The only DDs I can think of that don't need to hold back are DRG and MNK
[90DRK] [90RNG] [75WAR] [67BLU]
"Since 10/2003"
I guess this is probably my biggest beef about rng also. Granted my blu and thf, as of now, bury my rng in overall dmg but it is mainly due to the fact that enmity builds fast on rng and survivability is a joke. Have to stand in a "sweet spot" to get ideal damage numbers and when you pull hate you cause it to run away from other melee.
Even without Jishnu's Radiance, rng can still put out decent dmg, but at the same time I don't know any that would...after my last instance on rng, I sure as hell won't. Even spacing out my attacks I pulled hate...over a blm of all things.
I wish SE would have kept the plan to lower rng enmity if out of the sweet spot, shot for shot, cause rng really could have used it. If I remember right this was one of those adjustments they planned about a year ago, but ended up scrapping after test phase for some reason.
Dear Customer,
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Original Post:
Signature states "JP ONRY" in Japanese.
I think SE did not add the -enmity stuff because of the advantage bow users would gain over Xbow + Gun users and with the type of -enmity gear we have there was the potential of making it so we just about never pull hate.
However, I think they should have at least given us 2 JAs similar to DRG's High and Super jump. That way there is still a need to watch hate but it's no longer a "I have hate but there is nothing I can do about it besides watch the mob take my face off"
Yes, this happens on all jobs, but even with all the -enmity they gave rng this time around I still produce enmity much faster than other DD jobs I have that actually do more in less time. My blu has capped haste in gear+15% from spell+15%DA and in one attack round I can potentially do 2-3x the dmg of one shot and pull less hate than I would on rng. In or out of abyssea I run into this very issue. 2500 Quad continuum and my enmity decays faster than on my rng who does equal/less damage. The best part is, my blu has no -enmity on at all, infact +enmity while my rng is -13 at all times and up to -40 for WS. Something is visibly wrong with enmity generation with ranged attacks considering this, especially when I hold back on purpose as rng and still gain hate.
In abyssea I can understand this since most NM (Tier II and up) generally has some form of hate reset move, but at almost anything I do in or out of abyssea in comparison to other DD jobs I play that has either +enmity or no -enmity...I can't, so this isn't just a matter of "every DD has the problem," so much as it is vastly more noticeable on rng even when holding back. I've also compared the hate generation to other DD jobs I have, not just blu (such as war, drk, blm, thf), just trying to say that either the decay of enmity from ranged attack is lower/broken or that it generates high enough enmity that coupling it with JA most rng use regularly it isn't outlandish for people to request something to help lower it against the job.
After about 2-3 WS, all DDs should be capped on hate. So virtually -ENM in abyssea for DDs isn't realistic.
JA:Sniper Ranged attacks create no enmity. Lvl99 of course as it more pertains to endgame activities.
idk could prolly jusy copy code from the jump hate shed save an animation opa! /happy rngs
edit: no i wont sub drg.
As for Ranged attack gear what is optimal for ws without sacrificing other mods? anybody good at math have some numbers?
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