I'll spell it out again. If. Square. Doesn't. Fix. Piercing. I only want more conditional stuff like this if and only if we're not going to fix the examples of this kind of interaction currently. I said that in both of my previous posts. My problem with the current meta is the fact that only one or two specific compositions are top tier and a good number simply aren't viable because of a singular interaction, with very little else coming close to competing with it. SE forces NIN/DRG/BRD down our throats because of piercing. I am fine with them homogenizing raid buffs. I agree that piercing is a problem. However, if SE refuses to fix this issue, then they need to double down and add more conditional raid buffs to compete with Piercing.
Your assumption that Contagion is completely useless is simply flat out wrong. I have already provided evidence to prove so. It's a magic-only TA buff. I was in a raid group that happened to have 2 other casters. Other statics may also be in similar conditions. It would not have been worth it to use Ifrit over Garuda in my static at the time just to buff the NIN and tanks. It simply doesn't compete. It's like using Contagion in a dungeon at that point. It is not worth it to use Radiant Shield for a melee and a tank in a dungeon if you and your healer are better players. Similarly, it is not worth it for 2 melee and tanks in a static if you have a BLM and your healers are the better players, which you can figure out by parsing. It is flat out not worth it if you're running three caster dps. These are not common cases, nor are they common party compositions. But they do exist. People play what they want. The reason people are complaining about Piercing in the first place is because it stifles their ability to play what they want. Just because you don't think Contagion's useful as a raid buff doesn't mean it isn't.
Read my statements fully, please.
NIN and DRG are both weaker in personal DPS because of their raid utility. NIN moreso than DRG because their raid utility is universally applicable. DRG is completely tied to having at least one ranged DPS to buff to be useful to a raid, and ideally it's going to be a BRD. MNKs also like them for similar reasons. It's factored into their balance at the moment.
RDM having to balance their mana to get the intended buff may cause a slight DPS loss depending on whether they're about to go into a melee combo or are in one already when the cooldown comes up. It's an annoying hiccup. The split ability idea is simply a better implementation than basing it on mana, and Wayfinder3's suggestion of making it buff all damage works better than both of those too, unless SE has a reason to buff specific classes more than others.



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