You are also forgetting MCH's Physical and Magical 5% resistance debuff every two minutes, and to mention their Attack/Magical damage down debuff every two minutes.If You like to support your party, SMN is better right now.
MCH can bring TP/MP regen, but at the same time You are gonna do less damage, I mean, You are helping with TP/MP regen, but You are not helping doing the worst DPS of the party in a DPS slot.
SMN can raise in combat + Virus + worth DPS slot, I mean, like SMN you can not bring TP/MP regen, but You can Raise, making healers dont spend a lot of mana, Virus in high damage phases and finally You are a real DPS, You are using a DPS slot, and You are doing DPS.
If You don't care how useful are or are not in the party, You should play what do You enjoy, however, If you care to be useful, SMN is the right answer.
Adds up, you know.
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Clearly, the best Final Fantasy character is Locke Cole.
Glamour is TRUE ENDGAME

Shh dont tell them that. Everyone on these forums is convinced BRD/MCH is terrrrrribleee. Just let them think that, and not understand what a supportdps (im doing it as one word, so people cant take it out of context) is.
And then someone who uses numbers and not fancy flashywords informs everyone that the damage decrease is 5% only for 10 seconds and on a 90second cooldown timer that is shared. Oh and it's EITHER ONE OR THE OTHER of physical or magical damage. Not both.
And that the physical/magical damage increase debuff is limited to physical or magical damage and is tied to the same skill as your "battle voice" ability. Sure, pop that. But when an accident happens and a healer dies and you need to explain why your healer never got mana back and your raid wipes I am confident that the raid will collectively inform you to just hold onto the ability.

Common error here, while it is only a 5% increase it is not limit to one target. The reason being is that the turret gains the ability to add the debuff when shooting so long as its under the affect of hypercharge. In theory it could potentially last up to 25s and be used on multiple targets as the debuff is re-applied every time the turret hits.
That is at least for the rook, I'm not sure if the bishop being an AoE turret hits all targets with the debuff or just the target of the MCH.
Last edited by FreeLancer4; 07-17-2015 at 03:44 PM.
I can confirm the AOE turret can and does apply the debuff to multiple targets, but so does Bard's Foe's requiem which is 100000000000x more accessible and sustainable.Common error here, while it is only a 5% increase it is not limit to one target. The reason being is that the turret gains the ability to add the debuff when shooting so long as its under the affect of hypercharge. In theory it could potentially last up to 25s and be used on multiple targets as the debuff is re-applied every time the turret hits.
That is at least for the rook, I'm not sure if the bishop being an AoE turret hits all targets with the debuff or just the target of the MCH.
... And literally double the effect before battlevoice, in which case it is 4x the effect.

Truth. However many Partys will have a higher physical damage to magical damage ratio, insofar as party members go. The standard being 2 melee and 2 ranged, one normally being a caster leaves it 5/8 dealing mostly phsycial damage counting the tanks. Depending on the healing needed, usually only one member will really gain from the requiem so it sort of evens out. It's probably just safer to say this though: Physical heavy parties should lean towards a MCH, and Magic Heavy for Bard.
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