

Then why pair BLM with SMN and RDM?It lets the Devs tailor secondary stats (Crit etc) separately for the melee jobs, as well as keeping those jobs visually distinct for the most part. I know that MNK and SAM look the same, but they both look different to Dragoon etc.
Its not perfect, but it does indeed serve a purpose.
Then why pair MCH with BRD?
they gear differently.


I think one thing being overlooked for DRG gear here is also the defense stats. I wasn't really paying attention through HW, so correct me if I'm wrong, but DRGs tend to have higher defense stats on their gear than other melee. Whether that's thematic or intentional or whatever, Idunno. But, given that, and how much of their gear through ARR was actually shared by tanks, I tend to look to DRGs as tank stand-ins if ever a tank decides to bail on a roulette or something.
But, as a mage, I guess I view all of you melee types as tank stand-ins in that situation. Just, y'know, gimme a couple seconds and try not to die while I incinerate.

NIN at least should be merged with MNK and SAM. DRG justifies visually distinct armor, but MNK and SAM and NIN all share similar eastern-themed lightly-armored aesthetics that can easily overlap for gear that isn't job-specific.



Fun fact: The devs in ARR conceptualized dragoon as a melee class with higher-than-normal physical defense and lower-than-normal magic defense, in order to maintain a sense of "balance".I think one thing being overlooked for DRG gear here is also the defense stats. I wasn't really paying attention through HW, so correct me if I'm wrong, but DRGs tend to have higher defense stats on their gear than other melee. Whether that's thematic or intentional or whatever, Idunno. But, given that, and how much of their gear through ARR was actually shared by tanks, I tend to look to DRGs as tank stand-ins if ever a tank decides to bail on a roulette or something.
But, as a mage, I guess I view all of you melee types as tank stand-ins in that situation. Just, y'know, gimme a couple seconds and try not to die while I incinerate.
Then they introduced the first set of raids, with area-wide high potency magic attacks as part of the boss rotations. Attacks that, due to lower magic defense, would instantly vaporize any dragoon from full health that didn't have direct special protections like Adloquium or Keen Flurry applied before the damage hit.
You can imagine this got changed pretty quickly.
you say quickly took to last set of raids where it was the most agrevious for them to change it so only 1.5 yrs :PFun fact: The devs in ARR conceptualized dragoon as a melee class with higher-than-normal physical defense and lower-than-normal magic defense, in order to maintain a sense of "balance".
Then they introduced the first set of raids, with area-wide high potency magic attacks as part of the boss rotations. Attacks that, due to lower magic defense, would instantly vaporize any dragoon from full health that didn't have direct special protections like Adloquium or Keen Flurry applied before the damage hit.
You can imagine this got changed pretty quickly.
because dragoon is meant to wear heavier looking armour meanwhile mnk/sam/nin are supposedly meant to wear light armour... plus what the devs do not want a third main stat because, i dunno, to avoid make what mnk/sam/nin has a edge on damage?(i know, currently having dex on a str job does not benefit you at all, and same the reverse for nin jobs)
watever the reason why nin armor are split from mnk/sam will likely to be ridiculous

As caster I wish I could get multiple sets. Having to kill my spell speed for smn/rdm sucks. Also having one gear looks wise for 6 jobs kind of sucks, since caster/healer tend to be direct colour swaps.


I just started leveling melee and ranged dps around SB and I found it odd too what with scouting and ranged being both dex and maiming and striking both being str based.
The truth is, it's all about how the gear looks. They want DRG in more armor and NIn in less.
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