I feel like if they make machinist to piercing damage rather than blunt they're missing out on the chance to finally let monk's blunt vulnerability have synergy with something other than... ifrit? is ifrit blunt or slashing?

I feel like if they make machinist to piercing damage rather than blunt they're missing out on the chance to finally let monk's blunt vulnerability have synergy with something other than... ifrit? is ifrit blunt or slashing?


I thought this. While, as a DRG main, I'd be very happy to help out yet another job I feel like MNKs are the ones being left out when it comes to party utility this time around. The chances of rifles having blunt damage is pretty minimal though.
Man, the more I read notes on their abilities, hype is setting in hardcore for Machinist!
I would disagree. PLD is often thought of as MT and WAR as OT, but a lot of people find WAR to be just as good as a MT. It's player's mentality and reliance on reading guides and taking other people's opinions as a way to overcome their groups personal failures that really stop people from trying out different comps.
If anything, taking interupts and CC out of raiding made it easier to fit whatever comp you want. Needing a Silencer was always lame anyways.

Yeah. I am not saying that these abilities are a must have. You can still easily be fine with a BRD instead of a MCN. But as an endgamer myself, I'm looking at these new tools, and thinking to myself "This is one more thing I can bring to my static." It's not a "must have" Neither are Dragon Kick and Storm's Path, or even Virus. But that doesn't mean they aren't helpful all the same. Has nothing to do with group failures. Doing things the most efficient way is just always going to be a strong consideration in endgame.
Content too hard? Too much rng? Too much effort for the item you want?

I'm actually interested in trying this out!
But Dark Knight is happening first...since I <3 tanking.
Also DPS cues are hell, and will only be worse with Heavensward launch![]()


The problem actually lies within the fact that parties can't get above 8 players...this is pretty much zero leeway in who you bring.
Its already brought a lot of stress to my old FC and its frustrating when you can only have 4 dps to choose from.
If SE was more open about allowing gear to cross class (like they did with most of bcob gear) then it would be a slightly easier, but it seems they're going back to the 2.0 method of "here is specific gear for one specific class, herp derp if you happen to pick the wrong one".
I agree that many buffs may not necessarily all be needed...but if you're really pushing progression 5-10% dps is all you need to set you over that mark. Esp with Bard's songs they are so "must have" it is sort of frustrating if you want to play something else - or your FC doesn't have one (yea right, more like 9/10 dps players in your FC want to be bard lol).
So unless something changes with SE's philosophy (or they make buffs/songs/etc apply to the whole Alliance, and they do more alliance raids as a baseline) the party sizes are simply too small, that you HAVE to make choices with dps, and that means classes are going to be cut.
If you can get the full party together, your confidence in the tank and healer, and depending on what the dungeon requires, you can queue up with 1 tank, 1 heal, 6 dps.


I don't think you can seriously consider that the normal party though.
You could do a party with all SMN for that matter.
And if you look at any pick up group or LFD group its going to be 2/2/4.
Do you think your FC is going to be mostly progressing as 1/1/6?
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