


You mean the ONE T13 clear? FFS... Don't really want to read back through the first few pages but either this thread or one of the others had a DRG who cleared T10-11 and his group was close to T12. Again most of us could give two craps about min/maxers who want to steamroll all the content in a week...for the general raiding population there is no problem with DRG.

I don't know where you're getting your info from but there have been more than one t13 kill. (I'm on t12 as a Dragoon. I know a Dragoon who has killed t12. That doesn't mean there aren't better options.)You mean the ONE T13 clear? FFS... Don't really want to read back through the first few pages but either this thread or one of the others had a DRG who cleared T10-11 and his group was close to T12. Again most of us could give two craps about min/maxers who want to steamroll all the content in a week...for the general raiding population there is no problem with DRG.
Sastasha HM hardly is a good example of a dungeon where DPS would make a difference in the first place.Even you minority min/maxers can't execute PERFECT combos in every encounter. There will always be mechanics that push you out of range or put you in positions where your positionals are impossible for a few seconds or more (Try managing Disembowel/CT against Kraken in Sastasha HM. You have to bounce to the tentacles to put it on Kraken). In combat right now I'm not witnessing that big a gap between me and the other melee DPS. I could give two shits what numbers against a dummy say.
If a mechanic forces out out of position and you adapt and make the most of your DPS while handling the mechanics, that can be considered a perfect rotation for said encounter.
But even in this situation DRG gets shafted the most, MNK can live with not hitting the boss for a couple of seconds and still be able to retain their GL stacks and their DPS won't suffer further than the actual disconnect from the boss. DRG rotations however are stricter. In a situation where disconnects happen, disembowel and heavy thrust timers will get messed up and you will lose a couple hits worth of HT and Dis every time.
Sure, MNK may lose Dragon kick and Twin snakes, but they account for a smaller chunk of their DPS than HT and Dis do for DRG.
Again, we're working our way back to the issue of being punished too much for messing up your rotation even once without any real incentive for excellent play to balance it out.
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