Raise is good for scholar in low level duty roulette. Get that before Res.



Raise is good for scholar in low level duty roulette. Get that before Res.
It may be that SE has a purpose for each of the CC skills on the list and we just don't see them.
Skull Sunder and Savage Blade may be on the CC skill list in order to give GLA and MAR low TP fillers for Rage of Halone and Butcher's Block when those are unavailable.
You get your t2 combo attack, which is identical to the one you can cross-class from the other tank, at level 4, before you even have access to CC abilities. There is no point in *ever* taking SS or SB as CC abilities as a MRD or GLA because you get something that will do the *exact* same thing for the *exact* same cost *without* taking up a CC slot 6 levels before you even have access to CC abilities.
The only class that could get *anything* out of Savage Blade or Skull Sunder is a DoW DPS, as a mediocre increased enmity ability. For absolutely anyone else, it's either completely redundant or generates less enmity and damage than what they can do with class abilities.
You get your t2 combo attack, which is identical to the one you can cross-class from the other tank, at level 4, before you even have access to CC abilities. There is no point in *ever* taking SS or SB as CC abilities as a MRD or GLA because you get something that will do the *exact* same thing for the *exact* same cost *without* taking up a CC slot 6 levels before you even have access to CC abilities.
First crossclass slot opens at level 1 or 5 (can't remember which) and the second a 10.
FB->SB->SS and HS->SS->SB are 150 potency/350 enmity for ~63.333 TP per gcd vs FB-SB and HS->SS 175 potency/375 for 65TP per gcd. This is similar to the difference between a LNC using TT->VT (175 potency for 65 TP per gcd) and spamming Impulse Drive (180 potency for 70 TP per gcd). It's a slight TP advantage at the cost of damage/enmity generation and there are exceedingly few fights where it would have a noticeable effect, but the effect still exists. The reason exists but it is far from a great reason.
Last edited by Ultimatecalibur; 07-08-2014 at 09:43 AM. Reason: I'm an idiot.


FB->SB->SB is identical to FB->SB->SS, there is no difference whatsoever. It is entirely redundant for MRD/WAR to get SB and GLD/PLD to get SS. The point of allowing SB & SS to be cross classed is so that PGL/MNK or LNC/DRG have access to a high threat move in case they wanted to act as makeshift tanks. Say your tank DC'd or something like that or you're doing a FATE with friends. You can just SB/SS spam as either class/job and generate 300 enmity per GCD which is the best pure enmity generator those 2 classes/jobs have access to (although you have to give up a LOT of DPS to get it). SB/SS is just given to WAR/PLD respectively as a matter of completeness because they get ALL of the cross class abilities from the other class, whether they have any purpose or not.First crossclass slot opens at level 1 or 5 (can't remember which) and the second a 10.
FB->SB->SS and HS->SS->SB are 150 potency/350 enmity for ~63.333 TP per gcd vs FB-SB and HS->SS 175 potency/375 for 65TP per gcd. This is similar to the difference between a LNC using TT->VT (175 potency for 65 TP per gcd) and spamming Impulse Drive (180 potency for 70 TP per gcd). It's a slight TP advantage at the cost of damage/enmity generation and there are exceedingly few fights where it would have a noticeable effect, but the effect still exists. The reason exists but it is far from a great reason.
It's the exact same situation between SCH & WHM with Physick/Cure. They're basically the exact same spell in terms of cost and potency, so there's no reason to cross class it whatsoever. It's just included as a matter of completeness.
FB>SB>SS is *exactly* the same as FB>SB>SB. Savage Blade outside of combo is identical to Skull Sunder outside of combo: they're both 100 potency and 300 epot. The only difference between FB>SB>SS and FB>SB>SB is that you're arbitrarily using a cross-class ability that's identical to your class ability.
GCD games ALWAYS have this issue. Too many identical abilities with no variation aside from a name. But GCD games run into severe balancing issues if they make every abilitity (available at different levels) do different damage without replacing under the guise of an 'upgraded ability.' Rift is a larger and prime example of the OP issue and yours. You could equip 3 classes within an archetype and 60% of the skills were the same and garbage. But then you look at a game like EQ2 having individual abilities that rank up, have AA enhancement and separate cast/recast timers... well, you used all your abilities except for a very few abilities.

I main sch and was useless, not battle raise and you get weakness faster to run back. You level as an arcanist, you focus on dps while doing so.
You get your battle raise at 22 during halatali the 3rd dungeon...
If you are synched down SCH, you don't pick any Raise but instead Cleric Stance/StoneSkin/Protect (usually access to 1 or 2 CC depending on level sync)
And If somebody is dying while you could just sleep during those dungeons then there is a problem.
What do you think Physick for For White Mage /Conjurer, it is good because they only get heal at lvl 4?
I think that a lot of cross class skills are just place holders. More classes to come so they will change some I guess.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




