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  1. #1
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,080
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rongway View Post
    Everyone should be close enough regardless of role that this isn't a burden. Nobody should ever be out in left field even if they can hit everything from there; that's just a basic lesson every ranged DD in this game needs to learn. Besides, you have no cast times and no channeled moves aside from Improvisation, which you only use in situations that moot this point; and you even have a teleport skill with three charges for quick position changes.
    I think you're underestimating how short the range on the aoe skills is, all of the aoe skills have a 5y radius compared to a melee dps' 3y radius. That's not much of a difference.

    I don't see how being say 10y away from the boss, behind your healers but still in their aoe heal range is a bad thing. If I wanted to stay in melee range all the time I'd go with I dunno, DRG?
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  2. #2
    Player
    YanderePrincess's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    368
    Character
    Svana Fyth
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Dogempire View Post
    I think you're underestimating how short the range on the aoe skills is, all of the aoe skills have a 5y radius compared to a melee dps' 3y radius. That's not much of a difference.

    I don't see how being say 10y away from the boss, behind your healers but still in their aoe heal range is a bad thing. If I wanted to stay in melee range all the time I'd go with I dunno, DRG?
    Well, Rongway is referring to how on a lot of bosses (most commonly in savage or extreme content), the ideal is to have everyone stacked on the boss's tail except for the MT, so that various mechanics can be more easily dodged because they're clumped instead of spread out. This first started with things like Titan HM where being stacked like this made it much easier to dodge Weights of the Land because that made them all be clumped up in one place. That way you didn't accidentally run into someone else's trying to get out of yours. If there's a WHM in the party, this clumping up also allows use of Cure III instead of Medica, which is more potent and more MP efficient for aoe healing, but has a massively smaller range (more akin to our current PBAoE WS ranges that you're complaining about, possibly smaller).
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  3. #3
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,080
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by YanderePrincess View Post
    Well, Rongway is referring to how on a lot of bosses (most commonly in savage or extreme content), the ideal is to have everyone stacked on the boss's tail except for the MT, so that various mechanics can be more easily dodged because they're clumped instead of spread out. This first started with things like Titan HM where being stacked like this made it much easier to dodge Weights of the Land because that made them all be clumped up in one place. That way you didn't accidentally run into someone else's trying to get out of yours. If there's a WHM in the party, this clumping up also allows use of Cure III instead of Medica, which is more potent and more MP efficient for aoe healing, but has a massively smaller range (more akin to our current PBAoE WS ranges that you're complaining about, possibly smaller).
    Fair point, but not every boss needs you to be clumped up on their rear and I don't see any point to it unless mechanics require it, otherwise it doesn't really feel like you're playing a range class, just a low potency melee support
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  4. #4
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Dogempire View Post
    Fair point, but not every boss needs you to be clumped up on their rear and I don't see any point to it unless mechanics require it, otherwise it doesn't really feel like you're playing a range class, just a low potency melee support
    Conversely, there isn't much reason to stand at max range either. I tend to stay relatively close to the bosses (even on ranged) and only disengage if need be. It makes it much easier on healers that way, too; because they should also be centered near the party for their AOE heals to hit.

    Quote Originally Posted by Dogempire View Post
    Honestly part of my issue is that RDM's melee combo is super satisfying to get off and end with a backflip, dancer's "melee combo" just kinda feels disruptive for little payoff.

    I'm hoping they'll address this in the future since as a person who's played RDM a lot I actually enjoy moving into melee range for finishers, but there's a 25% chance that you'll move into melee range and get 0 procs off the 2 aoe skills and only gain about 100 potency, which, whoop dee doo so exciting
    Flourish will be up around the same time you're dancing for your big boi Standard Finish or super big boi Technical Finish in most instances. Even with the drifting caused by Standard/Technical being on the GCD. It's the same idea you've presented here with the RDM melee combo. You should already be moving in to range for your Finishes - the Flourished AOE procs are just icing on that cake.
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    Last edited by HyoMinPark; 07-27-2019 at 03:28 AM.
    Sage | Astrologian | Dancer

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  5. #5
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,080
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by HyoMinPark View Post
    Conversely, there isn't much reason to stand at max range either. I tend to stay relatively close to the bosses (even on ranged) and only disengage if need be. It makes it much easier on healers that way, too; because they should also be centered near the party for their AOE heals to hit.
    I actually never stand at max range, I started the game healing so I usually stood mid range for max aoe coverage and still do. (Between the casters/ranged in the back and the melee/tanks in the front.)

    I just wish the aoes skills had a higher range so that it wasn't necessary to move into near melee range to land them. I know a lot of people enjoy that aspect of dancer but it's a bit annoying to me because it doesn't feel satisfying or really enhance the feel of the job.

    It's obviously my opinion and I shouldn't be playing dancer if I want better range but I've just been trying out all the ranged classes to see what I enjoy and I like dancer minus that one aspect of it.
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