Quote Originally Posted by Altena View Post
Snip

Sorry to say, but you are not part of the dev team, and the engagements (aside from a few specific fights) require melee to detach from the mob from time to time - even Turn 6 is a great example, with the vines/tethers. If you are under the impression that all melee just stand next to the mob and bash it *all the time* then you are gravely mistaken I am afraid.
I'll address your impression that melee is forced to no being able to stand next to the mob and bash it all the time. The definition between a good melee player and an average melee player is his ability to stick on to the boss as much as possible, minimizing down-time.

No offence both of u, Altena and Altaeciana have valid points but im not too sure whether you understand what makes a good melee dps and what makes a efficient raid.

Let's just use your example of Turn 6. Common mistake of average melee dpsers, not hitting the boss when you don't get vined or floral trapped and tunneling in on getting into the "right position". That's down-time no matter what and does reducing TP of PT help here for inactivity? Answer is no.

Yes getting vines attached to u is annoying. Do you and your raid break the vines fast enough so that you can get back on the boss and minimize downtime and most importantly take minimal damage such that your healer doesn't need to top you up? Does reducing TP of PT here help? Answer still no cause of the instability of firing PT while on the move, making you move back towards the boss and possibly making you walk back into the danger zone while lengthening the time period to break the chains thus taking more damage.

Yes getting floral trapped is annoying, it purposefully makes you stay away from rafflesia. Throwing PTs while waiting for it to go off is cool, you get say 3 to 4 PTs off waiting for the sign to be off you. Here the difference between an average melee and a good melee is that an average melee tries to slowly walk back to rafflesia after the trap sign goes off and a good melee jumps back (shoulder charge low cd, drg 3 jumps to bring u to the boss) after rafflesia does devour. Is the TP cost of 3 to 4 PTs punishing? No because of the other boss mechanic called Blighted Bouquet. It's essentially a 120-180 TP top up thanks to making your character inactive for 2 to 3 ticks. So does reducing TP cost of PT here help? Negligible impact, i rather you increase the damage of PT. DRG's fall off DPS is already disgusting enough compared to any class in the game.

Any good DRG definitely will not run out of TP in any of the fights, with the SOLE exception of Turn 8. You will run out of TP if you are missing your initiation skills (Impulse Drive, Heavy Thrust) because of bad positioning. They made it exceptionally punishing to miss such skills by having these skills cost 10 more TP than ur battle time TP regen. Using Phble, Disembowel and the above 2 skills at the wrong rotations also have the same impact.

Rather than crying foul at the TP cost of PT, which im totally dumbfounded for why people even bothered to argue this, why don't spend more time propositioning higher potency for three-Thrust combo because our DPS drop off after the first 30 seconds of the fight till the 3rd minute of the fight is so bad that we will never ever catch up with monk's DPS in long fights ever, given the same gear set and player proficiency.

Peace.