I think a gear swap but with tools that SE gives to us and easy to use will perfectly work. Gear swap on XI was a pain unless you use spellcast.
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I think a gear swap but with tools that SE gives to us and easy to use will perfectly work. Gear swap on XI was a pain unless you use spellcast.
That's what makes FFXIV battles fun ..you gotta pay attention and you gotta be smart...knowing when and where to stand to avoid something etc. i love that and hope all battles are like that is cool old school arcade gaming forget about FFXI's "omg don't hit it you are only TP feeding" and then the "OMGZERGIT" some ppl that come from FFXI try to break the way the fight is meant to be done and work towards zerging it and usually succeed at finding a way but then they tell the rest how they did it and thus it gets set on stone what jobs they used and such so if you don't have 1 of the jobs in that perfect set-up your fucked lol i hope SE finds a way to avoid this.
Wait Wait Wait.
This is true only for particular event...with normal Gear (for your level) you can enjoy close to the entire game without problem.
TPS/WS set can be done and switched not only with HI-end equip piece, you can use piece buyed at the AH.
We have to say that this is possible prior to last level cap increase (that have broken all game dinamics).
I have played FFXI from the USA release and TOAU probably is the beginning of the "end".
More exp and more contents (and I like it) but TOAU start to destroy party dinamics that people can use before
Zergs have been in every MMO. FFXI just took it to the extreme with certain NMs that would wipe you out very fast.
Zergs are fine. FFXI zergs are not fine. If there's optimal classes for a fight, because they inch out another in DPS then something is fundamentally wrong with the content you're making. (I'm aware FFXI isn't the only MMO that suffers from this)
In an ideal world every job would be useful for every fight.
A sub tank to tank adds and DPS once they're handled (WAR).
A main tank who should be able to keep threat on the main beasty whilst dealing decent, but not ground breaking damage (PLD).
A healer (WHM). A spike damage dealer to take down adds or pile up damage fast, with some sort of limiting factor like MP due to the high damage they deal (BLM).
A heavy DD that has no tanking, healing or supporting abilities, but DD's better than the other archetypes (DRG, MNK)
A support who makes everyones job easier, and can support heal in a pinch. (BRD)
A debuffer to keep the mob debilitated, to give the tank and healer an easier job (SMN?)
And whatever else.
On a tangent here, but the main problem is that DRG and MNK both compete for one slot, and they need to fundamentally change one so both can be useful in the same fight.
on second thought BCNM fights :)
if beastmen items stay like, gob coins, sylphic leafs,etc in ARR we can buy orbs then do fights at burning circles for other loot.
Let's not forget why it's called zerging to begin with lol.
Prism Powders and Sneak Oils. And @ and @@.
Too many DPS spoil the broth. It was a huge issue in XI and remains to be so.