All Ifrit Ex really preferred were ranged; casters and melee were screwed equally. Melee space was never really the issue there. Heck, I can't remember a single fight that ever prevented the typical melee/melee/ranged/caster composition. You're also looking at a fight in which the Searing Wind can be rotated out consistently and easily. I don't see anything so wrong with one healer being able to spend valuable cast time to protect the party from itself and related mechanics or have the ability to prevent some percentage of those mechanical debilitators in order to even out its contribution over the fight. It's matter of scale. It does not have to be the case that either the fight breaks the healer or the healer breaks the fight. Mere mitigation of the Searing Wind explosion radius in Ifrit Ex, for instance can make it possible for the "melee healer" to stand at one point of the boss's triangle (flank/back divide) while the melee stand on the other and the tank at the head, both barely within heal range or reachable with instant casts between Searing Wind bursts, allowing the healer's presence but far from outright stripping the fight of its mechanics. Any other limiters—be they by cooldown, shared job resources, mana cost, or the whatever else—can do the same, allowing the job a full sense of control and contribution, but still feeling like it's working with and around the mechanics.
Moreover, should space really be such an issue, what's so wrong then with bringing one extra caster, and moving one healer into melee position? So you might lose a melee dps occasionally in order to fill out the composition; it's not the first time one job's excluded another or a set thereof (DRK diminishing MNK value and vice versa, or MCH prefering an all-physical group wherever possible, or even high healer accuracy reducing the point in having a Bard, or a Paladin the point in having a shielding healer if all would-be lethal raid damage were to fall within its DV timer), and it probably wouldn't be the last. The only real virtue of having all jobs on one character, especially with shared role gear, is that we can swap out accordingly.
Though composition could indeed be an issue (and is one of the reasons I really want to see the ability to queue as multiple jobs, which the duty finder can then match together for the fight by its own more specific criteria), I feel like people do sometimes give DF or pug parties less credit that they deserve. My first time seeing the T6 LoS strat was in a PuG, cus someone didn't know how to do it normally, sprinted around and somehow didn't get eaten, and someone else said "hey, let's just try spinning!"... cleared soon after, a first for most of us. Similarly, I've had DF Levi Ex's where not one person who could prevent sliding down the ship ever did, where stuns were held, people would swap spumes/gyres just in time to avoid Tail Lash, and an Ifrit Ex that started with "let's just do spirals around Ifrit instead of running away", which... worked perfectly.




Reply With Quote


