As I mentioned in another tier thread, everything should be looked comparatively to their peers (melee to melee, ranged to ranged, etc etc) because you can't take a ranged dps over a melee dps with the forced team compositions.

That being said though,
Quote Originally Posted by Renault View Post
- Monk has the highest sustained damage from all the melee, has the highest survivability, and has on demand burst.
As it stands now, MNK has the capacity to desync burst from both melee and casters (to an extent) through pacification and spell speed (which doesn't work on oGCDs), especially when it comes to butting heads at the start of a match. To be fair though, all melees are relatively on close terms with each other (excluding things like ninja stealthing with heavy medal) but small things like reverting somersault would tone them down a bit, especially when their biggest weakness attributed to their dps is maintaining uptime...which is rendered entirely moot when GL has a duration of 28 seconds.

Quote Originally Posted by Renault View Post
- White Mage has Sacred Prism and Repose, alongside the highest healing output in the game. Need I say more? They have the strongest healing CD by far and also their own win condition
IMO, only repose really needs a change in lowered reduction. Sacred Prism is stationary and can be removed by skills such as OIP, retrogradiation and the like. Their healing output comes from cast times (which is a separate issue) and it starts to dwindle when they come under fire. However, I won't argue their placement compared to the other two healers; their CC and self-preservation is just too good.

Quote Originally Posted by Renault View Post
- Machinist is an absolute, unbalanced, monster. The amount of instant-cast damage it can put out is eclipsed by no class, and they can do it frequently. They don't need the DOT setup like bar, OR the cast time of Empyreal Arrow. Throw in hyper charge and BTE? OP.
I would like your explanation in this, especially in regards to them already nerfing BtE when they previously have less survivability and arguably less utility compared to BRD/SMN. They don't have a DoT setup, but they do have proc setup to prepare hot shot and clean shot+reassemble. The cast time on empyreal (like every other cast time, especially in regards to the adjusted arena) really isn't much of a hinderance when it's <1.5 seconds.

If we're doing a direct comparison, we're looking at BtE, GR, ricochet, cleanshot+reassemble (450+200+300*+350~=1300~) compared to Empyreal Barrage, far shot, bloodletter, sidewinder(660+240+150+275=1325). They're not that far off until you factor in debuffs (and hypercharge is on 120 seconds, so it's not going to line up unless you want to delay your burst, which at that point it's not as frequent as you're saying). Empyreal can't crit, but the other skills can, and BRD gets a 20% crit chance just from themselves (internal release and straight shot) And the other thing with ricochet is that it's potency can be diluted if they're grouped, which includes egis, faires, or even supply crates. There's much more conventional counterplays to MCH's burst (grouping to dilute ricochet's damage for example) and they still have to set up with weaponskills before hand (whereas BRD's can be cleansed, but beyond the burst that can also be a healer pressure because more DoTs means more bloodletter procs)

At the least, I wouldn't pass them off to the point of being OP relative to their peers (SMN and BRD), especially when you look at SMN's AoE bind options and BRD's paeon, longer duration bind, and arguably better sustain/pressure outside of bursts.


Quote Originally Posted by Renault View Post
Black Mage: It got it's own tier, and that's because BLM is either the worst or the best job in the game when it comes to PVP.
The point of a tier list is to discuss the potential, with player still not being a factor in their placing. That being said, in relation to interrupt changes and the removal of LoS walls, BLMs have absolutely so much power to not leave them alone, but at the same time you can't do the same to the enemy WHM who can easily heal up damage dealt (as mentioned above). Even with the adjustments to sleep, the first DR is still a bit too long for something like feast (same for repose)