I'm surprised more people aren't complaining about this. It's so irritating.melee could safely do ogre before, all it took was smart positioning. in terms of dps output, melee will not match archer imo till weapon delays or cool downs on things like pummel, heavy slash etc are lowered.
another thing, weapon delays resetting themselves after abilities are used slows down melee dps as well. its kind of dumb to have a 4second delay, use invigorate 2sec after an autoattack proc just to reset the delay, gg on a 6sec delay.
i see no major boost to my MRD skills that SE was boasting about in patch notes. And yes Tezz its downright crippling to close range melees when using abilities and delay resetting; espeically MRD at times where one missed attk can cost u yer life and less chances at attacking are even more burdensome. Sometimes the easiest of fights can become impossible for a MRD after whiffing just one slow ass 4.2/6 sec attack... Now why wasnt skull sunder included in the suposed boosted attacks its MRDs primary tp attack and about the only usefull one during SP grinds because its hard enough to build/keep that much tp in a good grind pt anyways.
I was just grinding my usual Limsa leves on MRD at the same difficulty as i recently have been doing and i see no noticable dif in dmg in trunksplitter, brutal swing, or storms path. Maim seemed like it hit slightly harder maybe 40-100points sometimes. This is a joke of a boost period. I remember in ff11 when Tp attacks/weaponskills meant something more and higher lvl ones had so much more to offer but these TP attacks so far are just lame. The dmg scaling per skill and lvl are just medicore. Wheres are multi hitting critical etc ... tp attacks.
I am one of the few who think the close range melee can hang with Archer. I would bet LNC is able to out DD an Archer. Problem is that a lot of melee just flat out are not very good lol. Sometime its like talking to a wall trying to explain to one that they have to pay attention to what the mob is doing. So, its just much safer to go with an archer that you shouldn't have to worry about very much as long as they are not brain dead.Quoting for future video rebuttal.
Melee can trigger elbow drop and keep the tank from getting damaged. During this time the mages can regain precious MP. Risky? Sure, but dang when I time my buffs right, trigger elbow drop and hit him in the butt with a weaponskill I'm dps'ing, protecting the tank, and giving the players who need it time to recover.
Of course this changes during Batraal fight... but I'm working on that one.
best to try to time your ability right when you AA. It timed right, will skip AA animation but both AA and ability will hit.And yes Tezz its downright crippling to close range melees when using abilities and delay resetting
This effects all melee, not just MRD. MRDs delay is not that much slower then others. Everyone has to stand there waiting for that next attack.espeically MRD at times where one missed attk can cost u yer life and less chances at attacking are even more burdensome.
again, same for other classes. You can also equip invigorate and other basic attacks just like everyone else.Sometimes the easiest of fights can become impossible for a MRD after whiffing just one slow ass 4.2/6 sec attack
to get even close to being somewhat accurate, you would have to do a in depth test with recording the damage done over hundreds of mobs. There are lots of things that can factor in, not to mention randomness, it would be awfully hard to eyeball it and come to a conclusion.Maim seemed like it hit slightly harder maybe 40-100points sometimes. This is a joke of a boost period
Lets not forget that in FFXI, 98% of weapon skills sucked before level 50. Most classes didn't even blossom until around levels 55-60 with weapon skills. We have more, stronger, and better looking weapon skills right now in FFXIV then FFXI did at this point in its life span and at these lower levels.I remember in ff11 when Tp attacks/weaponskills meant something more and higher lvl ones had so much more to offer but these TP attacks so far are just lame. The dmg scaling per skill and lvl are just medicore. Wheres are multi hitting critical etc ... tp attacks.
Last edited by Scape; 08-09-2011 at 04:17 PM.
It's one thing if we want to talk about ranged vs. melee in terms of efficiency in a speedrun, but if you can't even get your melee DPS to learn how to handle basic entry level mechanics then your problem is bad players or a lack of leadership, not encounter design. We shouldn't even have to be talking about "safety" on easy stuff like this. If you try your best to explain things to someone and they can't grasp the concept within a reasonable number of attempts I'd just cut them from the group. I wouldn't even take that person on ARC.
I'm not even trying to get into a pickup group for dungeons anymore. It's just speedrun, safety, arc/con only crap. Doing something like that just for some mediocre loot is kinda... boring. I'd rather earn an extra chest by dealing 10000 dmg in one aoe hit or stuff like that. Lancer can do that pretty easily with all those skeletons after all![]()
boost their damage all they want, they still will not be prefered over the safety and the ease of MP management with an Archer. That is the advantage to playing a ranged class. In all honestly, I thought the other melee stacked up well with Archer damage wise before patch, just a lot of complaining going on with everyone wanting to be the "best". Only thing hard to compare with is a fully buffed multishot, which now you have to wait 15 seconds just to nock another arrow to be able to do that. So who knows, maybe melee can equal its damage in that time span.
Again, as I said, I think these melee were really good damage wise before this patch and don't think they even needed a damage boost.
Not really, since most people need to play risky method to get the 5th chest anyway, and there is already time attack competition going on between some LSs. So if Front line job make the orge kill faster then those kind of people will ditch ARC for them.
In future it will be :
goal :beat boss safety = choose ARC (they don't need to dodge at all, much more safety no matter how bad your connection is)
goal :time attack = choose MRD/LNC/PUG (if they have better Dps then ARC now, which I m curious...)
FFXIV : ARR all instance boss gameplay video can be found here..
http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0
Atleast you could notice when Banish & Scourge damage was increased. On my Mrd I don't see it![]()
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Well pre .18a I was doing maybe...150 on Skewer II and Moonrise, less than 200 for sure. Now I'm doing anywhere from 250-450. I've seen a general 150-200 dmg increase since the patch. And to be honest, for someone who doesn't piss around with re-setting my stats everytime I want to go out and do something, it's a good thing.![]()
i see about a 100 to 150 dmg increase. its right were these skills should have been at the start IMO. Very good update.
I have noticed a 300+ increase in Victimize on my PUG.
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