wouldn't it be funny if it was because of the deep dungeon
wouldn't it be funny if it was because of the deep dungeon
While I can see the point, I feel like this is a massive punch to the jaw as jobs like Gunbreaker and Summoner are borderline broken in Lv70 Ultimates, yet don't get adjusted on those level ranges yet another niche content with lesser difficulty like Deep dungeon being the reason to add a change feels... I don't know man, I have nothing in my vocabulary to explain my confusion.
They're most likely talking about solo deep dungeon, which is everything but lesser difficulty lol (same scale as ultimate). And gunbreaker/summoner/(warrior too nocticeably) are strong there too coincidentally, they've got a fleshed out kit.While I can see the point, I feel like this is a massive punch to the jaw as jobs like Gunbreaker and Summoner are borderline broken in Lv70 Ultimates, yet don't get adjusted on those level ranges yet another niche content with lesser difficulty like Deep dungeon being the reason to add a change feels... I don't know man, I have nothing in my vocabulary to explain my confusion.
In case it wasn't clear, I too was talking about solo deep dungeon.
While deep dungeon is definitely niche, it is played, with a solid community and leaderboards (!). A change aimed at the new one to keep it competitive wouldn't surprise me, although for monk I'm not so sure.
Mmm. This was a useful rule of thumb in Shadowbringers, but I see they're tweaking things around again. Which is fine...or rather, it would be if they were tweaking things in a consistent way instead of returning to the seemingly random pattern we had before.Not correct and I can prove it.
Signal words:
Incoming -> Recovery, received from
Outgoing -> Potency
Spell only -> Magic Potency, by Healing Magic
All Actions -> Healing Actions
I won't blame you for not knowing any better, as the only "all-actions outgoing" boost is on Astrodyne right now and actions that boosted incoming recovery by Healing Magic were dated since Shadowbringers came out.
The rule of thumb makes a lot of sense when you check what actions tend do be improving recovery and which improve healing output. Most healing output enhancing skills were put on Healers, with them dominantly being for Spells as Abilities tend to already be good enough, so it incentivises GCD usage for power healing.
On the flipside a lot of recovery enhancing effects tend to be on DPS roles (and also Thrill of Battle but it looks like I forgot that one), with Sage being an exception I suppose. Likely to put it as the shield healer with more healing throughput (i.e. some sort of WHM-SCH hybrid).
I just find it ironic that they reverted it to shb RoE but increased duration. At least add back the TN effect it used to have. Regardless it just comes off as a meh since you already have access to bloodbath and second wind and mantra.
On a side note they need to add a movement speed buff during RoW and make six sided star an ogcd, like yesterday.
I'd rather see Dragoon get an actually useful defensive utility spell and Ninjas shield buffed rather than nerfing Monks RoE. In general I feel like adding actual utility to more classes helps them stand out beyond numbers.
Keen Flurry but useful buff rather than 80% parry rate, yes pls. I miss this.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.