My miner should be able to do fishing too.
My miner should be able to do fishing too.
War has always been a DD first and backup tank second, the same is true in FFXIV. however PLD is just so horrible as a tank WAR is the only other viable option. also enmity generation needs to be on a Class specific level as of now its global based /w script modifiers. the current setup needs to be abolished to allow for more Class\Job specialization and balance.
This just goes back to the PLD is busted OR WAR is OPd arguments. That is something I'd love to not see again until after the next couple patches.War has always been a DD first and backup tank second, the same is true in FFXIV. however PLD is just so horrible as a tank WAR is the only other viable option. also enmity generation needs to be on a Class specific level as of now its global based /w script modifiers. the current setup needs to be abolished to allow for more Class\Job specialization and balance.
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If you want dual/tri purpose classes play rift where you can set souls for current needs on a fly, tank.dd/healer/other. Really need specifics in FF
and it will remain broken untill they decide to make it a Mele First Mage second, right now its backwards its a caster first mele second.
Which sounds too awfuly familiar to vanilla WoW's treatment of paladins. I just hope that Cure and Holy Succor don't end up scaling with healer stats because then that not-so-wonderful bit of history (pallys being used only as healers) will repeat itself.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Classes will eventually need to be designed to play mutliple roles, (like i have pointed out before with a few posts of SE how to do so) and the multiple jobs that branch from the class will take one role from the class and excel at that role only none others. that job willl be better then any other jobs in its own way even when performing the same duty as another job, this is done by having proper class/job uniquessness and ID to what their role is and how to go about performing it in their own way. weither they are designed with higher stats & fewer abilities or lower stats & more abilities overall, they will be balanced. example war tanks via high hp/parry/dps and pld tanks via hig def/block/mp regen, both of these jobs perform the same duty to tank but in their own way.
I have said this before with war over pld tanking. right now warrior has all the abilities and numbers(stats) to perform its role/duty as a tank/dd. pld on the other hand doesn't have the numbers(stats) and doesn't have all the abilities to perform its role/duty as a tank/party saver. warrior is fine (it doesn't need to be nerfed) it has high stats and few abilities, and pld has low stats and low abilities thats the problem between the two, pld needs the boost with more abilitites!
Someone before said the numbers need to be straightened out rather then the abilities first. Its not entirely true becasue, if you have a class/job at it doesn't have enough abilites to perform its role adding/changing numbers won't sovle it all.(example pld) The classes/jobs need to be designed to either have higher stats and fewer abilities or lower stats and many abilities (thus overall each one being balanced because what they lack in one area they make up in another area). examples
Warrior: high hp,parry,dps & few abilities=tank (high stats & low abilities design)
paladin: high def,block,low dps,hp & more abilities=tank (low stats & many abilities design)
Another example is Monk and Dragoon! they both are dd's but what really is the defference between the two both are excluded from alot of the little content we have. If SE made monk the close combat, high eva, high acc, fast but low dmg with doing counter attacks it would stand out, rather then being just a simple dd. If SE made dragoon the mid range, high acc, low eva, slow but high dmg and enimty- it would stand out, rather then being just a simple dd. With this now thier would be clear difference in having a monk in a party or dragoon due to the fact that they both bring someting different to the table in thier own way.
I've a lot on this topic already, so I'll just post a link to a thread I made before.
http://forum.square-enix.com/ffxiv/t...tally-focused.
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