Honestly, cut the elusive dive cd in half to 90 from 180 and we'll call it a day.
Honestly, cut the elusive dive cd in half to 90 from 180 and we'll call it a day.
Then again, could always nerf Monks a tad... :V
As Lemon said, it all depends on where you end your combo. But it seems you like using incorrect math to prove your point, while I prefer using a filler for simplicity and fairness. But since you're trying to "cheat" your numbers, I'll be happy to shoot you down. Ending the numbers there with PB in your rotation is going to add only 170 potency, not 320, as the dots aren't going to have any time to tick. You're complaining that you lose out huge on missed positionals? Then get good. You should know the fights well enough to predict a turn from the boss (Turn 7 comes to mind). A good DRG will either adapt and alter their rotation, or be good enough to land the positional anyways. Also like Lemon said, you have 5 skills to hit on a 24 GCD rotation. If a boss turns, you can adapt. MNK has VERY little they can do when a boss turns. I am flaberghasted that this seems to be such a hard concept for some people to understand.Now let me show you how that rotation should actually look like
HT+ID+DB+CT+PB+TT+VT+FT+HT+TT+VT+FT+PB
170+180+220+500+320+150+200+330+170+150+200+330+320 = 3240
Compared to
HT+HT+ID+DB+CT+PB+TT+VT+FT+HT+TT+VT+FT
100+170+180+220+500+320+150+200+330+170+150+200+330 = 3020
No reason to use your weakest move next. The more time you spent using weak moves, the less time you are using your strong ones.
I am flaberghasted that this seems to be such a hard concept for some people to understand.
Edit: EMX did a more researched calculation on this but on average, a missed positional seems to amount to roughly 140ish potency on DRG iirc, depending on what and where you miss and how it affects your optimal rotation.
The only thing i feel needs buffed for DRG is invigorate, because 500 TP just isn't enough after AOE's lol. On a serious not our magical defense needs to be buffed a bit since 99.9% of the enemies use magic and dragon fire dive needs some damage over time since it has a ridiculous cool down so why not?
Now that my MNK is at 50 I've started some comparisons. This isn't to say I'm a great MNK or DRG. Very new to MNK so I do make a few more mistakes on it. They seem balanced enough on the fights I've tried. Titan and Levi ex, for example. And t5. At i90. Getting around 360-380 in t5. 260-270 in Levi ex. On both jobs. And in Titan I didn't end up joining at random PFs that could clear it yesterday. But results seemed close enough.
Last edited by RinchanNau; 06-02-2014 at 09:39 PM.
When you are bringing in a DPS like a DRG or a MNK, you are not basing it off the "support" it brings, you're bringing the class because 1) the player excels on that class and has shown to put out good damage 2) knows how to adapt to end game raids and mechanics while still maintain high dps 3) makes minimal mistakes and knows how to recover whenever a mistake is made, either by the person or his teammates.
I am pretty sure the last thing a raid (or raid leader) looks into is the use of support abilities like mantra or disembowel. Those are just bonuses that come with the class, and not the make/break of what class to bring.
In the long wrong, a very solid and well played MNK can out dps a solid well played DRG, just the nature of the jobs in this point in time. That doesn't mean that your damage is insignificant if you are not at the top of the charts.
But why beein on par with everything ? if we got the hardest hitting burst, which isnt the case at all btw we re absolutely fucked by summoners under doubled requiem foe (still didnt see any drag gettin more than 2.2k full thrust, while im seein summoners reachin that with Fester, np), it doesnt really make sensehonestly DRG have the HIGHEST DPS when on full BURST rotation, however due to long cd of said burst full rotation and our so wonderfully coreographed but so pathetically slow telegraphed damage to the enemy, we're simply behind MNKs, so either increase Heavy Thrust damage bonus to 30% (THE EASIEST) or decrease all JUMP abilities cooldown by 50% ( might controvercial due to pvp ) is what we need to be on par with MNKs
Please make dees changes...
Ring of Thorns done in public makes the DRG lose his wyrm mail.
Jump keeps you at the player in PVP. ^^
Elusive Jump lands you in a hammock with an umbrella drink.
Odin drops Gungnir.
Dyeable wyrm mail so 5 of us can get together and cosplay power rangers in Mor Dhona.
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