My goodness. This buff is huge.
I am not weeping, my tear ducts are just thrusting.
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My goodness. This buff is huge.
I am not weeping, my tear ducts are just thrusting.
So happy with these changes, though not good enough for some people on the general discussion forum >.> *pokes with spear*
If only they would have made Blood For Blood 60 sec, would have benefited every class.
If DRG did indeed go up 5% DPS, and they translate to fights even better than before from a dummy (their biggest downfall T10-13 IMO compared to T1-9), I'd say a DRG will easily hands down beat MNK in any fight going by contribution. These changes just make them put out their rotation with almost nothing in their way other than being a melee with potential travel time, while MNK still has to deal with GL3 drops and such. MNK will still have the INT debuff + Mantra utility so it'll be brought just like before in most content.
DRG should now indeed be the highest DPS option of the 3 melee (contribution wise), on a dummy and in real fights, which makes up for their still lacking utility.
MNK MNK as your melee comp should still be more DPS, but it'd be an insignificant boost rather than a just completely superior comp. Plus now any break in the fight, any mechanic trapping MNK, could make DRG MNK beat MNK MNK ... this is looking promising.
If I had to bet on what this means for balance within FCoB ... MNK MNK, MNK DRG, and MNK NIN will be all completely viable. DRG NIN will be possibly top DPS comp (counting TA buff to raid) but you lose the precious INT debuff. DRG MNK will probably become progression main-stay for now if I had to guess.
If you have a good MNK in your party, DRG's should not overtake MNK's DPS if it's indeed a 5% increase... Unless it's a fight where you can't avoid loosing GL3 at times.
DRG have 1 less positional now, which is a change, but it's not like it was hard using HT before... If you're good at DRG, it shouldn't actually change anything.
Okay, I see.
Was gonna mention that in my post, that DRG's being slightly behind MNK in DPS, but giving the party slightly higher DPS than MNK does is a perfect balance IMO. That's the only thing DRG's will bring to your party, and if they didn't give you that, there would still be no real incentive to having a DRG in your party...
Very good balancing it looks like so far.
I agree. I still don't see these changes really upsetting the current heirarchy of the DPS. even with the nerf to ninjas they still get access to very strong, versatile dps tools every 20s while monks bring more utility with their damage. Yeah a monk losing GL is more punishing then compared to not being able to apply ID on paper, But the natural or static damage buff and increasing Skill Speed actually make it less punishing in most fights and monks would still out dps if they didn't mess up too many times. Dragoons on the other hand still don't have the best of both worlds in the sides of SS vs Crit/Det which is inline with their intended Burst damage nature. Now we can just burst more and more often while not killing the balance of the natural buffs from the other classes.