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  1. #171
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    @NeonC: i have feel the same while the beta.... why all the class of the game (you can check) have DoT???
    (0)

  2. #172
    Player
    Kanzer's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    185
    Character
    Kanzer Vardel
    World
    Gilgamesh
    Main Class
    Reaper Lv 90
    DRG here and honestly I'm topping the parses right now in my group in Coil, have cleared through turn 4.

    Monks may be in need of some buffs or tweaking, but DRG seems fine how it is.
    (0)

  3. #173
    Player
    Kanzer's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    185
    Character
    Kanzer Vardel
    World
    Gilgamesh
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Khalous View Post
    Dragoon wouldn't be so bad if all damage and effects occured at the start of the animation, instead of the end of it. Too many times I have started a flank or back attack, only to have a boss or mob move during the animation. If you move to follow the proper angle, it doesn't help, as movement during an animation places you in both your start and your current positions... causing it to 'miss'.
    As long as you're behind the target or flanking it when you start the animation it doesn't matter where you're at when it hits, you'll still get the bonus. Once you realize this and utilize it it becomes much easier to deal with.
    (0)

  4. #174
    Player LongNu's Avatar
    Join Date
    Sep 2013
    Location
    Terra
    Posts
    394
    Character
    Longnu Era
    World
    Zalera
    Main Class
    Lancer Lv 50
    Check this out
    Melee were meant to be high risk, high reward type of damage dealers. I'm not saying Ranged doesn't have an advantage of having less headaches - I'm saying melee is frankly harder to play.
    (0)

  5. #175
    Player
    Bardo's Avatar
    Join Date
    Aug 2013
    Posts
    296
    Character
    Bardo Phor
    World
    Sargatanas
    Main Class
    Archer Lv 70
    Quote Originally Posted by Bebo View Post
    But if they move say 1 meter from you in .7 sec it stops the animation effects altogether. there by nullifying the fact you even used the WS/Ability.
    Exactly.
    YOU can move all you want as long as the Mob stands still.
    But as soon as the mob moves (even if it still clearly looks in range) skills get interrupted.
    I'm sure this is a game engine issue that they're aware of.

    Fixing this issue will help a lot.
    Tack on a couple QoL changes to key skills like tackle and jump, and this discussion would be pretty much moot.
    (0)

  6. #176
    Player
    Amra's Avatar
    Join Date
    Oct 2013
    Posts
    17
    Character
    Amra Espada
    World
    Exodus
    Main Class
    Arcanist Lv 50
    Two thoughts:

    1) Until you've played a warrior to endgame, you don't know what it means to play a useless class. At least melee dps have the potential to do well and have a unique LB that is in fact quite useful on many encounters.

    2) Who's to say that every class needs to be exactly as easy to play as every other? Range dps is undoubtedly the easiest role in any MMO, with melee tanking more awareness and effort, and then healing, and then tanking (Depending on the encounters, this can vary greatly of course.) What's wrong with melee being more difficult so long as they can contribute?

    Last thought: This doesn't need to be balanced by class changes, but rather by varying encounters. Ex: The Demon Wall boss in AK. That is a prime example of a boss where Melee DpS> Range. They don't have to stop dps at all, unlike casters who are constantly interrupted, and they have a better limit for the encounter than bards.

    SE just needs to balance how they structure their boss encounters more.
    (1)

  7. #177
    Player
    Sterob's Avatar
    Join Date
    Aug 2013
    Posts
    200
    Character
    Pomf Pomf
    World
    Tonberry
    Main Class
    Archer Lv 50
    AoE in this game hit both melee and range with only few exception. With melee you can still dps while avoiding aoe, as long as you stand in range. Dont forget that DRG got skill with 200 and 300 potency while the only 190 potency skill brd have is misery end which only proc when target below 20% hp.
    (0)

  8. #178
    Player
    Aries37's Avatar
    Join Date
    Sep 2013
    Posts
    14
    Character
    Aries Highwind
    World
    Moogle
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Sterob View Post
    AoE in this game hit both melee and range with only few exception. With melee you can still dps while avoiding aoe, as long as you stand in range. Dont forget that DRG got skill with 200 and 300 potency while the only 190 potency skill brd have is misery end which only proc when target below 20% hp.
    Potency is not really a good indicator of damage-per-hit. Remember that bards have traits that give them +30% action damage so your 150 hits are more like 200.
    (0)

  9. #179
    Player
    NeV3rKilL's Avatar
    Join Date
    Oct 2013
    Posts
    2
    Character
    El Presidente
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    From what I've seen, mele DPS have to deal with short aoe and long aoe while ranged only have to deal with long aoe, also the melee have to scape and enter again to hit the boss while the ranged only have to evade the circle to keep dealing damage. Futhermore the melee have to evade the cleave and thats not simple at all when the tank have to move the boss or the boss have to rotate between two tanks.

    In coil: first mini boss has special area only for melee. Caduceus: melee have to evade the tail swipe and the cleave when the tank moves it. ADS, special area only for mele (and when -25% extremely big area only for melee), boss have to rotate between tanks and tanks will move when short areas so easy to get a cleave attack.

    I always played ranged dps in other games and here I'm seeing that melee is far unbalanced dps if you compare with ranged dps.
    (0)

  10. #180
    Player
    Sterob's Avatar
    Join Date
    Aug 2013
    Posts
    200
    Character
    Pomf Pomf
    World
    Tonberry
    Main Class
    Archer Lv 50
    Quote Originally Posted by Aries37 View Post
    Potency is not really a good indicator of damage-per-hit. Remember that bards have traits that give them +30% action damage so your 150 hits are more like 200.
    false, bard trait +20% action damage.

    Quote Originally Posted by NeV3rKilL View Post
    mele DPS have to deal with short aoe and long aoe while ranged only have to deal with long aoe,
    In coil: first mini boss has special area only or melee. Caduceus: melee have to evade the tail swipe and the cleave when the tank moves it. ADS, special area only for mele (and when -25% extremely big area only for melee), boss have to rotate between tanks and tanks will move when short areas so easy to get a cleave attack..
    False, The only AoE melee have to evade is the circle aoe that hit around the boss. All other aoe including frontal aoe like land slide or lock on aoe like weght of land, both melee and range need to dodge them.

    In coil melee will never ever have to dodge tail whip because only brain dead melee stand behind boss instead of side. For ADS if it is your tank or your group fault if you cant make 2 tanks stand at 90 degree thus cleave will never ever hit melee dps. Also in ADS, range dps too have to position themselves in W formation to avoid AoE.
    (0)
    Last edited by Sterob; 10-12-2013 at 10:19 PM.

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