Clip their damage. A support role shouldn't be anywhere near a pure dpser. Like Mythrella said, devs should consider giving them a pure dps spec, that removes a lot of their utility. This would allow the BRD class to be reconstructed as a pure support slot.
This MMO has the best class balance of any MMO I've ever played and any MMO ever created. Also has the most fun imo, a shame about WHM/PLD/BARD though, those classes are realllllly boring and bland, my only other complaint is monk needs counter on fists of earth!
Last edited by Shiyo; 10-20-2013 at 10:37 PM.
This game already has some very homogenized and rather flavourless classes.
I really dont think you have played DRG much tbh, you are comparing apples to oranges. The basic TT combo is only 20% of what a DRG is doing at endgame, the other 80% are keeping up your DOTs and Buffs and keeping your oGCDs on CD. You say MNK has 3 DOTs to manage, so has DRG: Phlebotomize, Fracture and Chaos Thrust. Thats like saying a SMN is easy to play because he only spams ruin once all DOTs are applied. A DRG cant keep up his buffs if the mob is moving, neither all of his DOTs but can execute his basic combo, a MNK cant get max potency on moving mobs but can place all of his DOTs and Buffs because there is no positional requirement on those.
It boils down to both doing the same, only differently. I do think that MNK is a bit harder but thats only because an additional amount of buffs is harder to manage than an additional amount of off GCD skills.

all you can incorporate drgs DoT's into your rotation witho little to no risk of loosing any buffs whatso ever, yoU MIGHT loose heavy thrust if your slow. The chance of loosing GLIII is high, you maybe have a 2 second window to get them up before you can get tier III up if your fast. Yes my point being you can execute your most basic and power combo REGARDLESS of all of other factors with NO RISK of loosing a good chunk of DPS, MNK is NEVER in that position, unless the mob is standing still, also only 2 of DRG's move require position for chaining, you have to move for heavy thrust and impule drive. If you use impulse drive and the mob turns afterward, you do not have to change your rotation whatsoever, your fine. However if a mob turns mid combo for mnk, monk has to change with it.
"Reality is merely an illusion, albeit a very persistent one."- Albert Einstein

Example. Monk uses Dragon kick from side, titan turns to landslide, mnk is now behind it mnk can eaither A) run to the side the dark to use twin snakes or use true strike instead. This is done on the fly after a lighting quick assessment o fthe situation with your buff and what will do the most dps. The same thing happens to drg with ANY of its skills but HT and ID, it doesn't change a thing, NO adjustments needed. Also if a mob moves drg will get buff/de-buff sup much faster then MNK because it doesn't need to build them.
"Reality is merely an illusion, albeit a very persistent one."- Albert Einstein
Well its not as black and white like that. First of all, not applying buffs or DOTs is a mayor dps loss for DRG, no question about that, if you only spam 1-2-3 you are not playing the job. TTT is very good to burn down adds but other than that you should always focus on putting up everything else first. Secondly the ramp up part of DRG is huge and comes close to a MNK going to GL2. A DRG starts out with HT-PH-FR-ID-DE-CT for 1 buff/1 debuff and 3 DoTs, thats roughly similar to a MNK doing ToD-FR-BS-TS-DM-DK for 1 buff/1 debuff and 3 Dots. Sure you are not at GL3 by then but you have placed all your important stuff in exactly the same time and GL3 will then come by itself at which point you will easily outdamage the DRG.
In terms of positioning you are ignoring a very essential factor, DRGs have only 2 skills with positional requirements while MNKs have 5, however a MNK does not get punished hard for missing a position, at worst you lose 40 potency but the thing is your combo still continues and your DOT/Buff/Debuff is still getting placed. With DRG its far more punishing, not only do you get lower potency but your Buff is also NOT getting placed and your combo does NOT continue, so you need to start over again, completely messing up your rotation.



Not to nitpick, but that's not a good comparison. Monks should not use Fracture or ToD before GL3. Demolish works because it moves the stance, and getting to GL3 is the top priority. Therefore monk ramp up must include 3 cycles and then the 3 dots (roughly 22s). At which point you are outdamaging the DRG, so you're right on that point but you can't condense it like in your example.Secondly the ramp up part of DRG is huge and comes close to a MNK going to GL2. A DRG starts out with HT-PH-FR-ID-DE-CT for 1 buff/1 debuff and 3 DoTs, thats roughly similar to a MNK doing ToD-FR-BS-TS-DM-DK for 1 buff/1 debuff and 3 Dots. Sure you are not at GL3 by then but you have placed all your important stuff in exactly the same time and GL3 will then come by itself at which point you will easily outdamage the DRG.
Otherwise, I agree with you. From what I know, DRGs are a close second in difficulty. SMN is medium skill at best, I don't think they're above DRGs but they are above BRDs and BLMs.
I agree with you there, i just chose this specific rotation for comparisons sake. Although i do like to start with ToD/PH sometimes, while the tank is still busy with positioning.Not to nitpick, but that's not a good comparison. Monks should not use Fracture or ToD before GL3. Demolish works because it moves the stance, and getting to GL3 is the top priority. Therefore monk ramp up must include 3 cycles and then the 3 dots (roughly 22s). At which point you are outdamaging the DRG, so you're right on that point but you can't condense it like in your example.
Otherwise, I agree with you. From what I know, DRGs are a close second in difficulty. SMN is medium skill at best, I don't think they're above DRGs but they are above BRDs and BLMs.
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