100% agreeDRG now is a bit more spammy for a lack of a better word. Somewhat fun and in my opinion an improved version of Stormblood's DRG, but HW's was tricky yet rewarding for good play. Really, REALLY had to get those positionals and not waste time because there was so little room for error.
twitch.tv/bibipizzy
Yea 2 other buttons,
And a Heat Blast spam segment, it’s not hard but that’s not what makes a job fun and this facade of “choices” means very little and I’m confused as to who convinces themselves that MCH is in any way complex. It’s a dog’s breakfast of a job so afraid to do anything daring with its concepts. Job can be summarized with “you press a button”


I'm not sure which class would be most engaging, but I find that all of them require a decent amount of focus if you want to play perfectly. I constantly take mental notes of little things like "should have refreshed my DoT instead of casting another direct damage spell there", "I was too greedy with that cast and took a vuln stack", "I reacted to that partywide too slowly and was too late to shield it", "that was a bad timing to use my damage buff", "wasted a proc because it was already active". I make it my personal challenge to get through runs without failing any mechanics and getting my rotation as close to perfection as possible.
I don't think it's the jobs that are your issue with focus...




So, giving it a bit of thought here.
For tanks, gunbreaker has the highest APM, and the most active burst phase (as in, it's the only tank that doesn't just spam one button until a buff runs out). It also has the only invuln to kick you down to critical health before activating, so you have to be more careful about using it, because bad timing or server ticks can kill you instead of saving you.
For healers, I'd lean towards astrologian, for the extra work of managing your card buffs, but 90% of healing is reacting to other players' actions, so it's gonna vary wildly depending on the rest of the party.
For melee, ninja has to keep up its own buffs, line up Trick Attack with other players' bursts, and remember all of the mudra combos and when to use each.
For casters, summoner has multiple rotations that go in sequence, requiring you to know which set of buttons you need right now in order to get the most damage done. Maximizing Bahamut means you also have to know the fight, so you know when and where you can safely stand still to cast. Plus the extra fun of watching out for other people in case you need to swift-raise someone.
For aiming.....well, none of them are complicated, but I'd say bard, since you have to keep track of your songs, your dots, and your support abilities.
Okay ill try ast,gun,summoner out some thanks for thatSo, giving it a bit of thought here.
For tanks, gunbreaker has the highest APM, and the most active burst phase (as in, it's the only tank that doesn't just spam one button until a buff runs out). It also has the only invuln to kick you down to critical health before activating, so you have to be more careful about using it, because bad timing or server ticks can kill you instead of saving you.
For healers, I'd lean towards astrologian, for the extra work of managing your card buffs, but 90% of healing is reacting to other players' actions, so it's gonna vary wildly depending on the rest of the party.
For melee, ninja has to keep up its own buffs, line up Trick Attack with other players' bursts, and remember all of the mudra combos and when to use each.
For casters, summoner has multiple rotations that go in sequence, requiring you to know which set of buttons you need right now in order to get the most damage done. Maximizing Bahamut means you also have to know the fight, so you know when and where you can safely stand still to cast. Plus the extra fun of watching out for other people in case you need to swift-raise someone.
For aiming.....well, none of them are complicated, but I'd say bard, since you have to keep track of your songs, your dots, and your support abilities.
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