Quote Originally Posted by ThorneDynasty View Post
I will never understand how people equate individual abilities' potencies with "fun". As long as it all works in relation so the rotation makes sense and the overall damage isn't weirdly off-balance with other jobs it's who cares.
It's not really a big potency = fun thing, it's more of a you've got this ability you can only use once per minute but it's not just a timer, you need to build for it and delay it's premature use so you can sync all your cooldowns(or just LC) so that it lands inside your incredibly busy 20 seconds (15 with litany) damage ups window and on top of all that you can't even single weave next to that ability because the animation is 2 hours long so it's technically much weaker than Heaven's Thrust which can easily accommodate dual weaving during your most crucial part of the rotation that is so busy you can't even get all your oGCDs out if you pool 2 spineshatter dives unless you have extremely low ping and can dual weave jumps.

To compare it with GNB's double down, which I'm still laughing a tank gets such an ability just like that which can be used at the mere cost of 2 cartridges on cd.
Imagine if double down was instead at the end of your Gnashing Fang combo, and once used you were incapable of weaving anything with it because animation reasons, and then on top of that, instead of doing 1200 potency, it did just 600, basically just a tad bit higher than Wicked Talon and on top of that it can only be unlocked after your 2nd Gnashing Fang combo, so it can never be used in the opener, you have to wait 1 minute into the fight to unlock it.

That's stardiver, DRG's amazing ultimate ability.