Swiftcast and Triplecast does not exist I guess. it's not 100% but it's sure isn't 0.
Oh, and note that all melee classes have gapclosers so then can return to the boss in a second if a mechanic forces them to move away. They can also attack while the party is moving around if they keep close to the boss.
Know who can't? SMN and BLM (RDM can semi-do it because of dualcast, you just need to slidecast into this stutter step of spellcasting).
Yes, because in Susie I have to move once a minute, and not (literally) 4 times in 10 seconds for Levinbolt. Or puddles. Or knockback.
Same argument applies to melee. I guess they don't have these ogcds to quickly go near the boss. Go figure.
To be fair, Dragoon's gap closers are on some bad cooldowns as well. Not that I'm disagreeing, just pointing out another way DRG is screwed compared to "Gap Closer Every 10 Seconds SAM" and "Resets Gap Closer with Raiton" NIN.
Shoulder tackle yes, SSD no. 60 seconds is far too long to be reliable, especially WHEN IT'S 1 OF ONLY 2 ABILITIES THAT IS TIED TO THE CORE MECHANIC OF THE CLASS. *Ahem* Shukuchi gets easier to use the more you play with it. I use it on controller so its clunkier than mouse but I've used it for stupid shit like trying to stylishly hit positionals and Suiton into *teleports behind you, kid* trick attacks so it feels a lot better to use now, especially considering its unrestricted movement. Because there is also a delay in its activation, you can use it to effectively nullify knockback by activating it a fraction of a second before you actually get hit and if you do it correctly it should fling you back to where you positioned it even if you got send flying to a distance that it couldn't normally cover.
Enhanced Shukuchi makes it so much more reliable.
Shukuchi isn't a part of your rotation. Shoulder Tackle is rarely available when you need it simply because it's used on cooldown for damage. SSD has the same problem, but DRG at least has elusive jump to move around.
And don't say "lol just save it" or you're not getting a pizza roll.
Last edited by Powercow; 07-14-2017 at 03:08 AM.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
Shoulder tackle is first and foremost a mobility tool. It's slightly more potent than an autoattack and it has a very short cd. Any mnk even remotely decent will know when it's better to delay its use to deal with mechanics. And by the way, probably any ninja in the game would gladly trade shukuchi for something like tackle.Shukuchi isn't a part of your rotation. Shoulder Tackle is rarely available when you need it simply because it's used on cooldown for damage. SSD has the same problem, but DRG at least has elusive jump to move around.
And don't say "lol just save it" or you're not getting a pizza roll.
Last edited by Lastelli; 07-14-2017 at 04:29 AM.
No pizza roll for you, then.Shoulder tackle is first and foremost a mobility tool. It's slightly more potent than an autoattack and it has a very short cd. Any mnk even remotely decent will know when it's better to delay its use to deal with mechanics. And by the way, probably any ninja in the game would gladly trade shukuchi for something like tackle.
And here's a fun (and relevant!) example: Halicarnassus's stack+about->lightning combo where if you tackle back in, you'll be stuck in the lightning due to animation lock while a Ninja can Shukuchi parallel to the lightning bolt and not get paralyzed. To be fair, Samurai do have this issue too, and a Dragoon would need to be exceptionally careful with Elusive Jump. Maybe if they gave Elusive Jump a cooldown that frequently resets and let you pick where you land... nah, nah that'd be crazy.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
DRG did get shafted. In many ways. But given the JP outrage, I'd say the likelihood of fixing that is decent. I hope
No I don't? Hell, I've been very critical of most "buffs" people propose for BLM and more or less been saying SMN is in a harsher spot.
(We do have mana management because of the mana ticks, but never mind. I can see this discussion isn't going anywhere).
I never said casters were harder than melee either- I said they get punished more harshly by mechanics (which I stand for). That does not account for all that's difficult in a job.
The argument "RDM goes melee for burst so he gets" ahead is... what does this mean? If you have a melee combo you should do more damage?
What is this "weakness" that makes BLM "more efficient"? I've no idea what you're saying at all.
I mean this in earnest. Nothing in that paragraph makes sense.
Last edited by Galvuu; 07-14-2017 at 03:09 AM.
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