


BLMs do great DMG. I for welcome the buff to mnk. The two places that it really sucks to be a melee is Turn 2 on ADS and Turn 4, BRD BLM SMN has it made.



It's not as bad as people make it out to be in turn 2 and 4. It's more challenging, sure, but in the hands of a capable player it still translates to the MNK harnessing most of its DPS and still pulling ahead enough to be worth it.
That being said, I understand that the disparity in difficulty isn't worth it for a lot of players for the DPS gain unless it's quite significant, which will pretty much be the case after the buffs to both DRG and MNK.



I know there are different strats for turn 4, but I can't imagine any where a monk is on top of a BLM. That's in term of the dps meter though, the number padding from adds is just too much if you've got a BLM that knows what they're doing. Monks, however, excel at taking down the dreadnaughts and are no less valuable for the fight.It's not as bad as people make it out to be in turn 2 and 4. It's more challenging, sure, but in the hands of a capable player it still translates to the MNK harnessing most of its DPS and still pulling ahead enough to be worth it.
That being said, I understand that the disparity in difficulty isn't worth it for a lot of players for the DPS gain unless it's quite significant, which will pretty much be the case after the buffs to both DRG and MNK.
Challenge? Honestly, I've found Turn 4 to be a tank and healer fight. Maybe this comes down to strat as well, but there's little challenge being a monk OR a blm in turn 4. At least how we do it.
Turn 2 is not bad. I've done it as a BLM too and I started wishing I was on my monk. Why? It's so boring, not sure how range can stand it. Only Ballast really bothers me, but it's not something I would complain about. Rather that than dying of boredom!
And yea, you can top dps as a monk on that fight as well.
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