Yet don't want complication and able to function well aka do rotation EASY (basics) yet very fun at 70 ?
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Yet don't want complication and able to function well aka do rotation EASY (basics) yet very fun at 70 ?
Red Mage.
Easy to pick up, easy to master, easy to execute, does respectable damage, slots in the best meta comp, highly desirable due to the physical dps raid buff.
It's not punishing at all, either, so if you die or mess up your rotation, you can recover instantly.
You also get great hats, you can rez healers if they both die (and I've done this so many times, it feels so good to be clutch),
You get rapiers and a beautiful battle stance. Corps-a-corps and Displacement have beautiful animations.
EDIT: Let me again mention the hats. Bard no longer has a monopoly on cool hats. Hats are very important for gameplay, I find, and Red Mage's hats are easily S tier.
Red Mage. You can be brain dead and still be second in DPS over every other job.
There's a lot of bad DF rdms but... there's a lot of bad DF players for every job. SAMs, RDMs and MNKs tend to be ok more often than not from my experience.
RDM is still a caster.
You still need to follow your ABCs (always be casting) to do damage because you have no autos.
If a melee dps presses one skill at random each 4 seconds, they still have their autos doing work (which is like, over 20% of a melees dps on average, right?). At absolute worst, a monk who's afk does like 20ish% of a decent monk's dps.
RDM... not so much. Each second you do nothing, you really do nothing xD
MNK is pretty easy. Stay away from MCH if you want easy.
So, what, faster than the 1.5 second recast that the Enchanted form specifically reduces it too?
If you're assuming the regular and Enchanted variants are the same, don't. Look at your tooltips for each.
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On topic:
Red Mage, Ninja, and Monk are probably your easiest DPS, in that order. Bard is also very simple, but cluttered and less intuitive to master (similar to Monk in that regard).
Funny... Mine is higher level than yours. But, okay. I'll stick to my other 70s.
The confusion was due to the wording. I use the half-cost imbalance frequently. I assumed you meant the rate of the combo itself, not the rate at which one gains sufficient mana to perform it.
I think the bug Shug meant is the one where you can get your full enhanced combo off (+finisher) by using imbalanced mana (there's a thread with the magic numbers).
With specific cds up, this can be exploited (especially helpful for your opener) and you can get the enhanced combo a gcd earlier.
If you use it whenever possible, you get a few more full enhanced combos over the course of a fight.
The opener usage is quite nice because it allows to line up buffs better with Embolden+your combo.
If you mean function well like, do decent? Eh, monk's not too hard to do decently. None of the jobs in this game are hard to do "decently" at. Really just push the buttons that make sense, hit positionals if ya got 'em, and never not be doing something and you'll do well on anything. You can perform within 80-85% of a job's potential just by looking at your tooltips, figuring out a combo that kinda makes sense, and remembering to always be doing something.
Squeezing the last drop of DPS out of a job? Well that's a whole 'nother side of things.
What about BLM ?
Probably the easiest job to understand how the mechanics and rotation works, but the hardest one to actually perform well.
Also, BLM is in a very poor state right now, and the live letter says that they have some changes planned for BLM, but if what is in the letter are all the changes then it is nothing but a band-aid and BLM will only be in a less poor state.
RDM, as others have said, is both very accessible and very useful.
BLM is easy to understand what to do, but the best execution on a fight by fight basis is...not easy to do, so take that as you will.
BRD is again easy to understand, and mainly revolves around remembering a few priorities for when certain procs/timings coincide. That said it's very reactionary, and therefore very subjective on how people would "rank" it's difficulty (not that it's super hard, just depends on your reaction speeds and correcting problematic timer lineups before they become a problem)
MNK is rotationally very simple, can be punishing but have tools to prevent said punishment. If you can handle the quicker gcds it's not too tough.
NIN isn't too bad either I guess.
For strong and easy to play, I'd say RDM and MNK, and MAYBE NIN would check those boxes the most.
Bard used to be my "Lay-Z-Mode" damage job when I didn't feel like running around for positioning on Dragoon, though I have not tried it since Stormblood launch.
Red mage and samurai are both easy and powerful. Starting from 50 it is much easier than levelling a job from 1, obviously. Also you can try them out properly at 50.
How's SAM in terms of ease of use?
Very simple. You have three buffs to maintain, but they are all part of your basic rotation, so it's hard to forget one. You also have one dot to keep up, but it lasts for 60 seconds, so... Yeah. The most "complicated" stuff is managing your kenki, but it's basically just "Use your single target kenki nuke at 35-40 kenki". Very simple job overall, and very rewarding.
Red Mage and Samurai are both really easy.
Red Mage, Ninja and Sam is what i say
I think SAM is pretty easy, but it also depends on what easy means to you. SAM can be somewhat abnormal in that it's more priority than rigid rotation and you have to properly balance kenki to be optimal, but for me it's much easier than DRG because your resources are static. You never lose sen or kenki so you don't need to worry as much about risking a last attack before you dodge or prepare for a coming phase change or something like that. You can just DPS your heart out in your own little SAM bubble.
Red mage and monk are simple and strong. Both offer rewarding gameplay too. Red mage is more about burst whereas monk is about sustained damage.
Samurai are strong and can be simple, but if you want the most out of it, it's hard. Think simple to play, hard to master.
Black mage is also easy to understand with good power.
Far from true. Auto's are ~30% of damage when you're playing effectively as monk. The amount of damage in that 30% is buffed by a constant uptime of GL3, Twin Snakes and Dragon Kick on the target. And is 30% of a larger whole of a monk who is using their shorten ~2second GCD on GL3, and hitting positionals with it. The said, the Monk you describe would be doing next to nothing.
I don't understand the "monk is simple" comments. The rotation is locked, but getting into position is a constant dance above other jobs that need to move for mechanics. Monks are punished more heavily when they drop the constant attacking, when they aren't in position, and even when not attacking the decision making that goes into Form Shifting, Meditation, and Earth's Reply(rare, a skill we hate but has a use) is still substantial.
I feel like 4.05 MCH is pretty easy, they dumbed down the job a lot, BUT its FAR from strong.
SAM is pretty easy (needless to say since every single post is saying it) so I'll say PLD, its pretty easy.
I know it's been said, but Red Mage has to be the "easiest" dps to play at a high level. I play red mage with the goal of staying away from Jolt/Impact as much as possible and it works really well. It's really not punished by dying and has a ton of utility. The biggest thing they worry about on certain fights is when to use their melee combo etc.
I think overtime, all jobs become easy if you like them enough. I'm always fighting, on any class, to make sure i'm no.2 on everything on the hate list. So if anyone beats me, I think what I could do with my rotation to make it stronger so that I can beat them. Play what interests you. I find Dragoon to be one of the most fun and unique dps classes. The rotation is really not that hard and at 64 you literally dont even have to care about the Blood of the Dragon timer. Even then, they increased it's duration for earlier levels to make it not such a chore.