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What most People seem to get confused about, is that they are too used too much to the Role System from PvE.
In current PvP, even the Jobs within their "Role" are fundamentally different, so much, that you can in a sense, treat them like MOBA Champions. Every Job brings different things on the table and needs to be played in a different way.
SCH for example, despite being labeled as a weak healer, is VERY lacking and limited on the Healing department, but has instead something else to make up for it, which is Buffs and Debuffs which can give you huge advantages if used correctly, easily outperforming the Average WHM in a indirect way.
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Feels like Dancer and Bard are such troll picks
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WAR - Lots of lockdown potential, heals back tons of HP quickly through Bloodwhetting -> Primal Rend -> Chaotic Cyclone which they can follow up with Guard then follow up with recuperates which they can follow up with another primal rend then follow up with spamming Recuperate, then follow up with Bloodwhetting (you get the point, the job has a lot of ways to stall until the end of time in overtime)
WHM - The polymorph skill is basically uninteractable unless you hard read them and pre-guard but even then you're not going to reliably do that and 2/3 maps in the game have stage hazards that will cause you deaths if you're guardless at the wrong time.
DRG - You just kinda do a lot of damage and your LB is great for forcing people to get off crystal or eat 30,000+ damage. Their choice of course, but in overtime it's not really a choice.
SAM - Job takes full advantage of the average player's monkey brain by sitting on 50% hp to bait someone into trying to pick them off, then hitting recuperate -> chiten -> immediate LB and possibly knocking 3-5 people out of a match that would have otherwise been unwinnable. [Insert SAM copypasta from PvPaissa here]
SMN - If you're happy and you know it clap your hands, then put a donut down, then eventually drop a fat Bahamut on top of the crystal because everyone ignored your existence for a little too long and now they regret that decision but it's too late to stop your team from breaking the checkpoint now
BRD - being silenced every 20s f*****g sucks
RDM - being aoe silenced OR aoe binded for 3s f*****g sucks
MCH - if you can get past the abysmally awful semi-cast filler skill and the awful time you'll have getting tunneled by melees, it's actually pretty nuts when you can targetted stun, have a small chance to 1 tap someone out of the game every 40s, and also have a turret that gives you a shield, hurts any possible melees looking to make a flank on you, AND makes them easier to kill.
Every team comp from plat on up seems to be some combo of these jobs with maybe the oddball SGE thrown into the mix.
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BEST
Tank: WAR. It maintains its requisite self heals, has some great CC, and the limit break buff is actually bonkers.
Healer: WHM. Usually tops healing charts (not that that should matter as the healer role has been set up to be optional and healing options are exponentially less accessible than before), amazing CC LB
Melee: NIN. Amazing movement capability, versatile skillset, reusable instakill LB, none of SAM’s casting drawback
Ranged: MCH. CC is locked into a four part rotation that you can fall behind on if you don’t keep up your rotation, but the oneshot mech and the most powerful single target attack (its LB) are worth it. Also it some of two(?) classes that can hit through guard.
Caster: SMN. Quite often tops damage charts. Multi-SMN parties are pretty meta and busted in Frontline where timing their LB just right has wiped whole alliances in several of my playthroughs. Due to these in combination, it’s probably the only class that needs a “nerf,” but I don’t personally consider that anything needs nerfing, the worse off classes just need buffing.
WORST
Tank: GNB. The lore of Draw makes another FF8 reference but for some reason the same action feels clunky to me. I don’t think any of the tanks need too much though. They’re pretty well balanced from my experience thus far. I haven’t played enough tank to get a feel for the “tankiness.”
Healer: AST. It has two CCs the second of which is a combo action of the first which itself is locked behind a mechanic (Doublecast) with situational options. If you use Doublecast on something else, you’ll have to wait for part one to be off cooldown before you can use your second CC. (Although I don’t believe poor SCH has any CC.) It doesn’t have the active DPS output of WHM or SGE nor the DOT output of SCH. The buffs it gives are lovely.
Melee: RPR. Something about its design is clunky like GNB. It doesn’t seem to do as much damage as the other melee to me and that’s of note considering its LB, which too is lackluster in the sense that the other melee all get crazy damage for their LBs.
Ranged: BRD. This class has gone from being OP to being the weakest link as far as DPS goes. The cast time for your spammable attack slows down your movement which feels awful since it doesn’t seem to do much damage and since BRD’s only two CCs are both single target. The LB is great in theory but seems as if it would be most useful in a preformed party where you can talk strategies.
Caster: BLM. This one is great for the people who’ve learned how to play it; but it’s just as challenging and upsetting to people who have yet to master its PVE form. Building up to your full stack on a target can take a while and its LB being a buff which allows you to spam the attacks you were just casting rather than an attack itself feels rather disappointing. Super flare also doesn’t work on differently elevations. If you are further down the stairs than I am in Frontline, it will miss you. Also, why does LB aura draw attention to yourself? Both of these need to be fixed. Like Tanks, I don’t think the casters are too far off, its AST, BRD, RPR, and maybe DNC and SCH that need help.
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Gunbreaker and Reaper have to be neck and neck for the worst jobs with Black Mage right behind them.
Gunbreaker is straight up ass. Yes, applying the Tank spell can give you some survivability, but the amount of effort you need to play the class versus the amount of damage you actually put out is ludicrous. Like seriously, the damage you put out is abysmal. What makes matters worse, the entire job is tuned to DO DAMAGE. The only utility you have is a stun AFTER your ultimate ends. Warrior gets a group stun every 15 seconds and craps out damage during Inner Release. I know which one I'd rather play.
Reaper is also in the same boat. I just played a match where a Reaper was beating on me in the back line for like 10 seconds and I just completely ignored him. 0 damage class. Fear is a hit or miss. Unavoidable CC is good, but it can also screw your team over by forcibly moving people out of danger. Plus, with how busted other jobs are like Dragoon and Red Mage, there's no reason to ever play this class.
Black Mage... ugh. What a chore to play, and your entire strategy revolves around the best way to pray the other team doesn't focus you. I get that some people are able to go Rain Man with the debuff tracking, but in a game mode where AOE and/or burst is king, it just doesn't cut it. Did I mention it was a chore to play? Like seriously, it's gotta be the most unfun gameplay I've had in an MMO period.
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S Tier: DRG, WHM and SAM
A Tier: MCH, NIN, WAR
F Tier: BLM, RPR, GNB
rest I can't tell for now tbh
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GNB junction as an Idea is cool but 30 second CD on these abilities is pretty bad probably be better if they just gave GNB some sort of trait to match the role and just let blasting zone effect change per junction.
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So far in Frontlines I've seen:
-A DRG with over 40 kills
-SCHs with 80+ assists and 2.5M damage
-6 WHMs in one party (ours)
-13 SMNs on one team
-Virtually no RPRs
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RDM, RDM, RDM and then WHM, WAR, SAM and SMN. Those jobs do way too little for the amount of utility, raw damage or cc they have.
Don't be fooled by people doing montages of some NIN reset. Outside of LB and opener your damage is less than that of a whm or dancer, not very melee.
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No one should even be taking white mage in pvp at all at the moment until the hotfix happens because there is a cure spam exploit which makes it stupid easy to get like 6 limit breaks in under 5 minutes or less from what i've seen which makes a match very one sided