Why?
Yes, it's used in the opener. But it also yes, is kept alighted with TF. Have you ever played Dancer? Genuine question? You seem not to, you seem to genuinely be unaware how the job works or is played.
Why?
Printable View
Why?
Yes, it's used in the opener. But it also yes, is kept alighted with TF. Have you ever played Dancer? Genuine question? You seem not to, you seem to genuinely be unaware how the job works or is played.
Why?
Song chains is a buff directly to songs and to BRD dps.
Ideally the end result would be something like this.
Dancer
Low pDPS + High rDPS
BRD
med pDPS + med rDPS
MCH
high pDPS - no rDPS
All within 500 combined dps of each other. If we are going with debuffs being added back in,
Dnc - slashing
Brd - piercing
Mch - blunt
Each having an advantage in certain compositions.
I'm sorry to hear that and understand your pain and frustration. I played the msq of dawntrail and stopped, nothing was fun anymore. The game seemed to be feeding me rewards without trying. I resubbed solely to post this on the forum.
They said they will be looking into job identity for next expansion. So far PLD from what I seen is the more defensive and mixed damage tank.
Warrior is the angry won't die and heals.
DRK is the more offensive and one of a great damage mitigation, but bad tank invul (before the invul buffs it got)
And GNB is a more hard damage focus with a little less defenses, but makes up for it in its burst. Again this is my experience on the jobs
Yea.... I don't have high hopes for job Identity come 8.0, not with how they have treated the healers, the blm changes on Tuesday, and the current state of phys Ranged. I can't really speak on the tanks or melee.
This boils down to change for the sake of change, it introduces more problems than it would fix. If you feel like you want to contribute, then just stick to one topic you feel confident in rather than rewriting everything with not even a basic understanding of most jobs and try to fit that into the current design philosophy of the game (the balancing of casual, midcore, and hardcore content, and job difficulty in conjunction with content difficulty and how that contributes to gameplay satisfaction)