Meditate is purely for intermission periods. You can't lose the resource and don't have to worry about rebuffing anything with it, so just use it when you dont have to do anything for the longest period of time.
Meditate is purely for intermission periods. You can't lose the resource and don't have to worry about rebuffing anything with it, so just use it when you dont have to do anything for the longest period of time.
At level 60 in full Alexandrian gear I'm already doing 23K crits in certain circumstances. What kind of ridiculous damage is this job gonna do at endgame?!
I am 65 right now, with a full set of lvl 63 items from the dungeon at that level. I am pulling aggro off of ANY tank single target without Diversion, period. If I really fight properly and with effort, meaning I hit the proper Kenki positionals and utilize it most efficiently, weave all OCDs and so on, there is nobody in our guild, even the 68s, who can outdamage this samurai. Its bar none the best DPS class in 4 man, and will only be outclassed in 8-man if asked to outperform a crucial support role.
Seeing how we make use of single target buffs and force multipliers the most, I believe SAM to be a requirement for top DPS setups.
And frankly, I believe SE turned us into overpowered I-Win- buttons, and on a design level, I consider this a poorly balanced class, but PLAYING it, I feel like a god![]()
You can't really wave anything now that cross class buff skill oGCD are out.
The only positional we have is Kasha and Gekko it gives only 5 Kenki (still usefull), True North looks like it is not mandatory...
Last edited by Nexxus; 06-19-2017 at 02:30 AM.
There are 2 oGCD Kenki spenders that, if done right, you can use quite often, along with the sub-20% finisher. True North is useless, I agree. But you kinda need Diversion right now, and with TP restore, self heal, lifeleech and stun, there is zero choice in role skills.
Two positionals - Kasha (flank) and Gekko (rear) both give the 5 Kenki bonus.
Otherwise I agree though. Feint/Diversion/Bloodbath are more appealing for my final role slot.
Last edited by Allyrion; 06-19-2017 at 02:22 AM.
Damage is way too good atm, it's going to be nerfed hard, like really really hard unless other classes catch up with high-end gear. Also, the class is extremely easy to play "right" (no resources decay, spenders don't break combos, buff and debuff with very long durations, no RNG procs, short CDs) so it's a good option for new players. The only trap is the back step, it's going to kill a lot of people (like Dragoon jumps).
So far I like it and it's going to be my DPS main, just don't get used to his damage.
Last edited by Driavna; 06-19-2017 at 06:09 AM.
At the beginning yes it is easy but at level 70 players must learn the important part of being a Samurai..
Patience!
At 70 it becomes a Kenki management game where you must decided to spend it now or wait later. Building up Kenki for later is useful as it provides great Burst moments but spending it all now may help speed up to next phases but you will lose the some DPS on Burn phase mechanics.
The best choice at level 70 is to manage Kenki at 50 to 100 area until burn phase hit and then spend it all.
SAM also has very high burst damage thus it tend to take aggro off tanks more than other DPS jobs thus players must learn to hold back and be patient with SAM or else they risk taking aggro from tanks.
As for the most easy Bard seems to still have that top spot as it is now back to being highly mobile with less thought requirement for playing beyond managing songs. Just slap on DoT and keep spamming a skill while weaving other skill in between just like back in 2.0.
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