DoTs aren't complex unless you're managing multiple of them with conflicting durations requiring min/maxing. Not the case here, therefore not complex. NEXT
DoTs aren't complex unless you're managing multiple of them with conflicting durations requiring min/maxing. Not the case here, therefore not complex. NEXT
This is true, but trimming away at fixtures of potential complexity rapidly spirals towards having nothing at all.
Why have DoTs? Under present tuning, there are no rotational conflicts to optimize anyways! Scrap 'em.
Why have rotational conflicts? It's not like there's anything to leverage them anyways anymore... Scrap 'em.
I am in agreement with this thought, but we also must consider that it's not just rotational nuance - it also is about fight compliance and party synergy. PLD hasn't synergized well with parties since ShB dropped due to Atonement Drift, and having a rigid rotation based around forcing a 1-2s damage buff drift isn't something that synergizes well with other jobs damage-wise - the only thing they've ever had to run with was their party utility and their sustained damage, but even then that sustained damage was overall lower than other jobs.This is true, but trimming away at fixtures of potential complexity rapidly spirals towards having nothing at all.
Why have DoTs? Under present tuning, there are no rotational conflicts to optimize anyways! Scrap 'em.
Why have rotational conflicts? It's not like there's anything to leverage them anyways anymore... Scrap 'em.
That depends, too, in relation to DoTs.I am in agreement with this thought, but we also must consider that it's not just rotational nuance - it also is about fight compliance and party synergy. PLD hasn't synergized well with parties since ShB dropped due to Atonement Drift, and having a rigid rotation based around forcing a 1-2s damage buff drift isn't something that synergizes well with other jobs damage-wise - the only thing they've ever had to run with was their party utility and their sustained damage, but even then that sustained damage was overall lower than other jobs.
A rotationally-excessive DoT (say, a 24s Goring Blade) allows for flexible space without forcing the job to be balanced around that additional potency-per-execute (since it only applies to two- or three-target cleave, at best, anyways). And the punishment of clipping a DoT (e.g., for sync with macrorotation) is typically far, far more lenient than the punishment of clipping a combo, since combos tend to be so back-loaded (damage per GCD skews heavily towards the end of the combo).
Moreover, a PLD could always just be tuned higher to compensate for their reduced ability to exploit raid buffs. Yes, they'd then be faintly overtuned in light-party content or relative to other tanks in a full party composition with minimal raid buffs, but the latter hosts zero serious (and rewarding) content anyways and the latter still wouldn't even be wholly competitive.
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