Yep, it was clearly intended and I'm glad it's going to be made worthwhile. As soon as 2.1 hits the first thing I will be doing is testing out rotations again and adapting accordingly![]()
As someone with MNK BRD SMN and BLM all endgame geared (starting DRG relic now) I do think that DRG is fairly consistently lower DPS than Monk on any protracted fight. However, Monk is hampered from achieving its top DPS when it has to move away for more than a couple of seconds and losing GL3. So I think there is a parity there.
BLM is essentially idiot proof and is the top AOE damage out there (though higher DPS rotations like double/treble flares are a bit trickier and can leave you high and dry without MP for 5 secs or so) and among the top single target DPS (Monk can beat it on long fights). I think that this is always likely to be so because BLM is the iconic FF big-hitter. I think MP could probably be made to be more of a concern than it is.
BRD is an abomination to me in that it is barely a support class when it is usually the iconic FF (and MMO in general) support class. And their DPS, while lower than BLM/DRG/MNK on dummies, is unaffected by movement which means their DPS stays steadily high while BLM has to cancel casts, DRG has to withdraw from melee range for a time and MNK loses GL3.
tl;dr
Monk: Fine as is
DRG: Fine as is
BLM: Needs to be more MP-focused
BRD: Needs cast times or an outright damage reduction
These are of course unquestionably correct and I predict no-one will have an issue with any of these.
Our utility is about the same. You can get mantra, albeit a weaker version. Not only that you can raise bard damage as well, I can only raise mine.
Not really. Our single target is going up just as much as theirs is, the gap will be the same.You do! In AoE, at least now youll be closer in single target. Besides we have about the same utility. You make bards better, we help healers out for a tiny bit. We both stun however only monks can silence, but being on silence duty as a monk isnt the best thing a group can do.



Yeah but you have to admit that them being able to move out of jumps now will allow them to actually fully utilize them at all times instead of guessing whether an AoE is coming or not. I think this will be the same as now as well with the one difference being. It will be safer for them to go all in on dps and escape when needed like we can now. Which imo makes actually using their full dps a little less of a chore. That was one advantage we had over them in boss encounters that doesnt exist now. Which is a good thing I think
I wonder if these buffs have anything to do with PVP. Seeing as bards and blm will try to keep monks and drg away.
They will still have to know when they can and cannot jump, while they will be faster, yes they will be able to use them more, but the cooldown on a lot of their jumps are long. I won't really see much of a difference, our dragoon used them all the time.Yeah but you have to admit that them being able to move out of jumps now will allow them to actually fully utilize them at all times instead of guessing whether an AoE is coming or not. I think this will be the same as now as well with the one difference being. It will be safer for them to go all in on dps and escape when needed like we can now. Which imo makes actually using their full dps a little less of a chore. That was one advantage we had over them in boss encounters that doesnt exist now. Which is a good thing I think



Melee should be ahead of the pack in terms of damage output. It's necessary to offset the increased risk and movement factor.I'm not so sure these classes/jobs need a 10% damage boost. The drg and mnk's can already top charts and already hanging with blms. I RARLEY see a mink fighting from the back and switching to the side and so on...the ones that play the job correctly are already doing the intended damage. This boost is going to put them ahead of the pack.
Drg- already can do insane damage if played correctly. Why should these jobs get buffed because most people can't figure out how to maximize their potential?


Risk should not factor into your damage. That's what tanks are for. Movement - we went though this already. Yeah mnk's and drg have to move out of red zones, so does every other class. Mnk and drg have ways to get back to the boss fast.
GL yeah I agree the timer needs to be extended slightly.
The dev team doesn't just have to boost back damage for mnk...they could reduce side damage move some and put the removed damage on the back damage moves and they would equal the same amount of damage and cause the player to be moving more. Problem solved.

SE has done internal testing and in that testing determined that MNK and DRG are more susceptible to dps loss due to position than other classes. So they are buffing certain abilities that should equate to a 10% dps gain. This is not a straight buff to damage so if somehow you were able to be perfect on you drg or mnk all the time the would be a significant boost to you, but for most it will balance out and not truly equate to a 10% boost.

Its already known that a MNK has more dps pressure than a BLM if he can spam his rotas without moving much (like first phases twin before divebomb) and it gets buffed with more dmg? I mean does SE even notice that MNK can throw that many dps overall?
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