Quote Originally Posted by Nothv13 View Post
Since melee also have to deal with not being able to hit the boss, how about we throw positionals onto the BLM as well? What people seem to not be getting is that positionals are on top all the other things from more complex rotations to mechanics that just make it so that you simply cannot hit the boss.
I can just repeat, what i wrote in the other thread. Melee classes have the biggest DPS output overall and it´s definately calculated, that you have to disengage here and there. Nothing is wrong with the class balancing if you compare Melees and Caster. Both have their tools to play around nearly any mechanic to hold 99-100% uptime. It´s up to you to find a way / the perfect timing.
And i don´t really understand your 2nd sentence. First positionals are meaningless etc..., now they´re on the top of all other things from more complexity? Sry if i understand something wrong, i´m not native english, but that seems a bit contradictory.
And just an example:

E11s active DPS on my MNK: 82,94% / on my static BLM from my main char, who has ~ the same skill level: 82,11%
E9s, which is really MNK unfriendly: Both 99,62 in the best tries

So yeah...

Quote Originally Posted by Nothv13 View Post
Hell, DRG has an ability that requires you to hit 2 positionals to even activate it.
Since when does DRG has positionals to activate something? Is there anything I miss? I´m pretty sure you get your 40 potency on positionals and that´s it, which means 200 potency loss each 10 key rotation if you play them all wrong. Your Blood of the Dragon timer will get 10s on top anyway and the special skills are activated with the 2nd use of Mirage Dive.