6 is the perfect group size.
1 Tank
3 DPS
1 Support or secondary healer or dps
1 Healer
Printable View
6 is the perfect group size.
1 Tank
3 DPS
1 Support or secondary healer or dps
1 Healer
they won't because somewhere down the line they got this idea that 4 was a better idea.
Coming from FFXI I always thought 6 was a better idea.
Mind you in FFXI most of the content was open world.
When I put together a party I would usually go like this
1 Healer(usually me)
1 Backup Healer/Support(RDM was good for this spot)
1 Tank
1 Puller/Secondary DD(THF, Ranger or BRD was good for this spot)
2 DD(we called them Damage Dealers despite somewhere down the line some idea calling them DPS was better.)
I liked FF8.
Three is best number. ;)
Make it a full party, not a light party and a half ^^
1 tank
2 healers
5 DPS
the same what we have in CT2 and CT3 and it worked also in the 1.x dungeons (even if all dps ran it as BLM to change at the boss to MNK)
As long as the single healer is ok with all the people rushing in ;)
You can make that same argument for any setup, Nektulos.
Two tanks or 1 tank, one support dps?
Two healers, or solo-heal with more tanks to spread out the damage?
Anything is possible.
Besides, we don't have official support classes. Maybe get that first?
Because the game is designed around 4, 8, and 24... When it would be so much better around 6, 12, and 36. And by designed, I mean the UI is built for a group of 4, not 6. They probably even have hardcoded code against 4/8 etc. It's like the frame of a car, once the car's built you can't really change the frame without rebuilding the car.
DPS ques would be about twice as fast with a 6 man group, because it would be 1 tank 1 healer and 4 dps, or 1, 1, 3, (1 support/dps).
12 Mans would just be double 6 man groups like 8 mans are double 4 man groups now.
CT would be 36 people, etc.
With 8 man groups there is no room for alternative comps unless you can solo heal it, or solo tank it. With a 12 man group you could easily add a healer, or 2, or an extra tank, etc etc.