lets also not forget that this was just the groundwork of what they are working on. If I recall, this is just the first stage in many to get things headed in the right direction with the battle system and classes. They will adjust things as needed.
lets also not forget that this was just the groundwork of what they are working on. If I recall, this is just the first stage in many to get things headed in the right direction with the battle system and classes. They will adjust things as needed.



Love you, Physic! <3
Every time i read your posts i remind of a good friend from FFXI that very often would say while we discussed roles, strategies, gear, etc..."Great minds think alike!" ^^
Last edited by Lienn; 07-29-2011 at 11:02 PM. Reason: fixing typos
I just have a quick observation I'd like to share. After doing the r45 dungeon many many times on ARC, I did just about every run on MRD last night.
So, comparing ARC & MRD damage. First, MRD damage per hit was much higher and weaponskills all seemed to do a tad bit more damage; however, TP generation was extremely lower than ARC.
So, while we hit harder, we generate less TP. Then I noticed a ... design flaw. Both weapons I have been using, Canopener Bill and Ul'dahn Longbow, have the same delay, yet my ARC was able to fire off skills & attacks in an extremely rapid fashion. My ARC generates enough TP to do the following without delaying the basic light shot: Light Shot > Heavy Shot > Light Shot > WS > Light Shot > Multishot > Light Shot > WS > Light Shot > Invigorate II > Light Shot > Heavy Shot > etc > etc.....
Many different abilities can be substituted in this rotation, but the important point remains; the other skills can be used without ever delaying the basic Auto attack. Given that ARC has more control over when their basic attack fires, they are more able to follow this rotation.
That said, it seems Melee classes are affected by a slight delay in their auto attack when using skills. This effectively gives MRD, in this case, a longer attack delay than ARC, despite them supposedly being equal.
I'm not sure this is intended, but it is annoying. MRD is by no means "dead" as others suggest, and they are fairly good still (especially against higher rank mobs).
ARC still seems to reign supreme, I'd like to get LNC to 50 in a few days to test it out as well.

Solutions are not to NERF other classes for being overpowered...its to improve classes that are weak. The only class I see now as being weak is Marauder.



This! We need people to stop looking at MRD as a new class...MRD is nor WAR or DRK...people should not accept the class being distorted just to fit these 2 "jobs".

Doesn't MRD have counter and conal attacks (via Steadfast)? Obviously, and I pointed this out before, MRD will do less to a single target then LNC because MRD was created to do damage to several enemies at once (I know LNC has similar perks with monsters lined up, but not the same, i.e., less prevalent). So of course LNC will do more to a single enemy, would be unfair otherwise, could have MRD burns, a la BLM burns in FFXI, with 1 puller and 5 MRD in Steadfast burning through groups of enemies (although not sure how that would work out, but seems theoretically possible). I think MRD is working as intended.



Ummm...sorry, nop. It "WAS" working as intented...pre 1.18 MRD was a demon when it come to muliple targets...you could rape a gang of monsters faster than the rest of the PT would take to kill single target. The old MRD would rule these dungeons as its an area where you are free to AoE at will...but the current one........................you have time for seadfast trigger, you move and cancel it and then stay put long enough for it to trigger again before you have 500 TP to use skull sunder...Doesn't MRD have counter and conal attacks (via Steadfast)? Obviously, and I pointed this out before, MRD will do less to a single target then LNC because MRD was created to do damage to several enemies at once (I know LNC has similar perks with monsters lined up, but not the same, i.e., less prevalent). So of course LNC will do more to a single enemy, would be unfair otherwise, could have MRD burns, a la BLM burns in FFXI, with 1 puller and 5 MRD in Steadfast burning through groups of enemies (although not sure how that would work out, but seems theoretically possible). I think MRD is working as intended.
You see...that's why they added /pose...now MRDs can just go dressed like a whore and keep using it instead of fighting to entertain the real melee classes! =P Much more useful than they are as fighters! ^^
Yes. Steadfast also gives a buff to your parry skill.
The problem with Steadfast is that you have to hold still long enough for it to pop, and then you get an AoE attack to the front. But if the mobs move at all -- and most do -- then you have to adjust your position to hit the mobs with your conal AoE. And once you move, Steadfast goes away.
So it's useful in single mob situations for the parry ability, but when you're fighting multiple mobs, you're usually going to be moving around to line up your AoE attacks like Storm's Path, so Steadfast won't be up.
I don't think that means it's broken, just not as useful as it could be. Unless I'm fighting a single mob, I worry more about position than whether Steadfast is up.
You can't do Marauder burns under the game's claim system. You can only claim 1 mob (or 1 group of mobs) at a time. So even if I find 5 coblyns standing on top of each other, and I hit them all and kill them at the same time, I only get the SP from one coblyn (not 5). Words to live by in this game -- You only get SP from the red mobs.Obviously, and I pointed this out before, MRD will do less to a single target then LNC because MRD was created to do damage to several enemies at once (I know LNC has similar perks with monsters lined up, but not the same, i.e., less prevalent). So of course LNC will do more to a single enemy, would be unfair otherwise, could have MRD burns, a la BLM burns in FFXI, with 1 puller and 5 MRD in Steadfast burning through groups of enemies (although not sure how that would work out, but seems theoretically possible). I think MRD is working as intended.
I also agree that Marauder's conal attack is better than the in-line attack by Pugs and Lancers (although apparently some people disagree). However, Gladiators, Arcs, and Conjs get circular AoE attacks, and Thm has a gigantic cone, and those are arguably even better.
Again, I don't think Marauder sucks or anything. In fact, I love playing it. But its ability to fight multiple mobs is only useful in limited circumstances -- leves that involve multiple mobs, dungeons when you're definitely going to get aggroed by multiple mobs, and the occasional "Oh, crap" moment when you get aggroed by a nearby mob. So let's hope that Mar's not gimped in all other situations.![]()
I don't really give a crap about overall balance, I just want to be able to hit the mob more than twice before the archers and everyone else have 2-3 shotted them. -.-
I was in a grind party the other night killing raptors, the archer in my group was literally 2 shotting level 47-49 raptors with cooldowns.
Yes, Maim hits hard but its kinda pointless when it takes me 4 mobs worth of auto attack to use it once.
Anyone else notice, in the last couple days I seem to randomly stop auto attacking and just stand there getting beat down. I'm not talking about initiating the attack, I mean after I've already got the mob to 50% or more I just stop attacking. Leaving active mode and re-enabling it is the only way to solve the problem.
|
|
![]() |
![]() |
![]() |
|
|
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.


Reply With Quote





