I prefer to play a non boring main job (ninja) than a boring tank.But why would you play a DPS and use chemist just to survive when you can play a tank and use a job who has offensive phantom actions and do 8* as much damage given how strong phantom actions actually are
You shouldn’t be forced to rely on a boring job like chemist just to survive
Also, which phantom job isn't boring? They're all super shallow gimmicks.


This post completely misses the point of issue. Worded like square enix worker.Chemist have an instant full heal on a 3 seconds CD, so you can solo any fate as dps, provided that you do the mechanics correctly (even though the heal can let you live through some mistakes)
Plus you can instant res people also on a 3s cd.
You need to buy occult potions for the heal but its a good way to dump all those silver pieces anyway (I dont bother with the OC specific gear, I dont need more inventory clutter)
Even for CEs, if you cant get a group or have no healer, you can still pretty effecively participate solo as chemist.
You still have plenty of opportunities to level other phantom jobs when fates are getting zerged or when playing CEs in a party with healer(s)
Just a bonus addition: i WILL outdps dps player on pld + phantom sam, while dps playing trash like chemist. Good game design, just play better indeed.
Last edited by Stasya; Yesterday at 08:52 PM.




None of them are particularly interesting but there is an ocean of difference between something like oracle/monk and “my only skill is to spam rezz dead DPS who will die 5 seconds later anyway”
The game shouldn’t give you 13 phantom jobs and go “okay if you are a DPS you can pick chemist or you can pick dead on the floor”
Don't be absurd. You dont always need to pick chemist to survive. I only use it to solo fates or if theres only a handful people doing a fate (because I don't want my survival to depend on whether some random tank or healer knows the mechanics), and in CEs if im not partied with a healer.
???
As someone playing ninja in OC in the middle of an ocean of tanks i just dont understand this comment.
oh I get it, because every single of my post is not criticizing square i must be trolling. What do you want me to do, point out that the entire gameplay of this game is middling, in every post? Sure, I could do that. But there's little point in the end, the game's what it is.Another person who do not play game or trolling on behalf of square - blacklist
First, all of the OC fates, baring the Tower, can be done as solo dps without dying so long as you don't get hit by unnecessary damage. It is not the content's fault that you don't switch Phantom Jobs for the few fates with higher incoming damage (maybe like 3 of them), that you don't know how to use personal shields and mits, or that you don't have Bloodbath bound to your bar.
And by "you," I mean the general you. I'm not speaking to anyone specifically.
2nd, just make a party or join a party. The "MM" part of "MMO" stands for massively multi-player. I can personally guarantee that, if you say "LFP," you'll get a party invite most of the time. And the majority of the time, you'll either have a healer or someone with a Phantom job that can heal. It's really, really not the game's fault when someone refuses to party up when the option is available.


Or you play tank and can just collect vuln stacks without consequences. I can understand this logic in content where parties are neatly formed, but in OC its just random people bunched together. Its almost guaranteed some people will get hit, and repeatedly. Which with a normal team format isnt a problem, but you arent guaranteed to have a healer in your party. It falls under the same reason why extremes do not have the regular job restrictions on limit break generation, you cant guarantee the party format to be optimal.
But it just doesnt seem balanced if tanks can just take many vuln stacks, while a dps has to struggle for the remainder of the fight. This is a big flaw for something that is ment as casual content. They made healers already obsolete for rezzes, yet they havent figured out how to get tanks to be weaker while avoiding this problem towards the dps.
But i do have a system that i think would work better, and also matches the tower a bit more in how it handles hits.
You get 2 vuln stack options:
- The first one is a passive counter. It just counts the number of times you got hit. The first 2 hits dont realy do anything on this one. The 3rd one however triggers the next icon from showing up. The 4th and onward do have a 60s cooldown to reduce it again.
- The 2nd one makes any dodgeable mechanic that you get hit by insta kill. This stack lasts for x seconds from the last hit taken. The duration is decided by the total number of stacks you took as damage (lets say 5 seconds for each stack on the first counter - which means starting at 15s)
These are equaly lethal for a dps as they are for a tank. These can either be made so they reset after a rez, or be kept always there. Since its casual content i would prefer it to reset.
I like how you go into a multi paragraph rant on tanks after you find the slimmest possible connection to bring tanks into it. Saying tanks can tank more damage is a balance issue was hilarious though. Legit going to show people your post.Or you play tank and can just collect vuln stacks without consequences. I can understand this logic in content where parties are neatly formed, but in OC its just random people bunched together. Its almost guaranteed some people will get hit, and repeatedly. Which with a normal team format isnt a problem, but you arent guaranteed to have a healer in your party. It falls under the same reason why extremes do not have the regular job restrictions on limit break generation, you cant guarantee the party format to be optimal.
But it just doesnt seem balanced if tanks can just take many vuln stacks, while a dps has to struggle for the remainder of the fight. This is a big flaw for something that is ment as casual content. They made healers already obsolete for rezzes, yet they havent figured out how to get tanks to be weaker while avoiding this problem towards the dps.
But i do have a system that i think would work better, and also matches the tower a bit more in how it handles hits.
You get 2 vuln stack options:
- The first one is a passive counter. It just counts the number of times you got hit. The first 2 hits dont realy do anything on this one. The 3rd one however triggers the next icon from showing up. The 4th and onward do have a 60s cooldown to reduce it again.
- The 2nd one makes any dodgeable mechanic that you get hit by insta kill. This stack lasts for x seconds from the last hit taken. The duration is decided by the total number of stacks you took as damage (lets say 5 seconds for each stack on the first counter - which means starting at 15s)
These are equaly lethal for a dps as they are for a tank. These can either be made so they reset after a rez, or be kept always there. Since its casual content i would prefer it to reset.
But, had you actually read my post instead of looking for a thread to pull that says "I talk tank now, go me," DPS survivability isn't an issue by way of phantom jobs or not getting hit. Not confident in avoiding the bad? There's several phantom jobs that will cover this. It's why we can switch between them freely before an encounter. More confident with a fate? Put on Sam, cannon and go to town. Partially confident? Monk had damage and survivability just for you.
It's not a content issue. It's a player issue.
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