Oh I'm sure there's still some room for optimization, but realistically, you're not going to suddenly get 50 more dps just by changing 1 or 2 oGCDs.That's exactly why I'm asking for the WM opener, not the 2.0 Bard opener (sorry I didn't clarify). The main reason why is that you're comparing one that's been tested and optimized with years of reasoning behind it, vs. an opener you think is good based upon a few days of trial and error. Not saying you're a bad player by any means, it's why I asked for some video evidence so I can personally see what you're doing.
I haven't started on machinist class but I was wondering if SE's intent was "turret + (specials w/ gauss barrel bonus +100%proc chance) >/= turret + AA + (specials w/o gauss bonus)"?
Last edited by Romsca; 06-23-2015 at 10:17 AM.
Same sentiments. WM is only useful once you fully familiarize the flow of the fight and timings based on your party's composition and speed and find the right time to WM, and it should be used only when at least Hawk+RS+Barrage is up IMO. 3s cast time for WM + the loss of AA have to be substantially compensated to activate it.I have. WM is a dps increase on a full still fight (dummy) and even then not by a lot. As soon as a decent amount of movement is involved (practically every primal or raid) WM is a dps loss. Sidewinder is also not locked behind WM, despite what the tooltip says, so you can make use if it out of stance too.
Sooooo, WM was announced as a fix to BRDs and their lack of damage because they could move while using abilities and as the stance for maximum dps to turn off only when heavy movement was required but mathemagicians debunked SE's design in just few days... Perfect! They discovered that in a dummy fight is just a slight dps increase compared to instant casts and as soon as you need movements the damage loss is quite a lot and movements are frequent in every dungeon and raid.
Now we have a stance that should used rarely in a fight, with a 3 second cast time (ugh), riddled with bugs (Bloodletter ability lock and Straigher Shot buff not used, hopefully fixed this morning) and that makes the use of our OGCDs frustrating as hell. I wonder if the class design team had any idea on what they were doing or they just slapped abilities at random in our kit and called it a day; i look at you Warden's Paean!
I was having a lovely debate with an FC member about this. They have been working on this expansion for months, yet we've proven that the DPS is in fact worse than without WM 99.9% of the time...and it took us less than 3 days to figure this out. Git gud playtesters?Now we have a stance that should used rarely in a fight, with a 3 second cast time (ugh), riddled with bugs (Bloodletter ability lock and Straigher Shot buff not used, hopefully fixed this morning) and that makes the use of our OGCDs frustrating as hell. I wonder if the class design team had any idea on what they were doing or they just slapped abilities at random in our kit and called it a day; i look at you Warden's Paean!
Last edited by awesomeuno; 06-23-2015 at 10:58 AM.
Minuet is a dps decrease until you learn empyreal arrow. And it becomes increasing better as you learn more skills. EA + barrage + plus other buffs = 3000 burst damage.
Can someone please post their starter rotation that is "in the works" for now? I really want to see where everyone's else headed with this.
Server: BEHEMOTH
FC: CASCADIA
Playing since Beta phase 3
I didn't tested that, my fellow BRD in the FC did and he laughed when he failed.
I was like, Pacification? Screw it, get the healers to Esuna it lol. F**king 3s cast time lel.
Okay jokes aside I really think even if it works, it isn't worth it to use it for WAR. Because of the 3s cast time (and you have to stand still for that), it is only worth it imo for effects that are going to be applied to the whole party, or the effect cannot be Esuna'd
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