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Last edited by AhavaChriqui; 12-03-2015 at 01:47 PM.
We run two melees and have had no issues. Depends on how you do turn 6, but other than vines and when devour is on them it should be a striking dummy. T7 is weird for everyone, but we find it pretty simple with 2 melee because the healers know where the fireballs are going. T8 is a striking dummy, go three monks and bard. Haven't beat t9 but monks and GL looks be somewhat iffy there.
People will always tell you melees suck. It's the same like with Scholar pre 2.1. They just never saw Good melees.
in the new turns so far (not sure about t9). the only job that i dont see a "need" for is BLM to be honest. why have blm when you can get smn. lack of movement, no AOE dps requirement.... i just dont see why people would pick blm over smn. :/
2.2 is smn rules all. not to mention being the best kiter for t7. (OP kite.. miasma1 when in position.)
so yeah i think overall well rounded teams are either:
1) smn, monk, monk/drg, brd
2) smn, smn, monk, brd.
as people gear up. i think 2bards will be more viable:
smn, monk/drg, 2bards.
Nope, our team runs 2 melees and no repeats. PLD WAR MNK DRG SMN BRD WHM SCH.
We run the same setup as Rui, and it's worked out just fine. If anything I feel the opposite is true of your statement, having 2 melees in second coil has been nothing but beneficial.
We use double melee DPS for T6 and T7. Triple melee DPS for T8. =)
Seriously, though. Melee destroys the new coil.
BG was running 3 MNKs and 1 BRD for one turn, so I guess it works. (if you have skilled enough players)
Same here, 2 melee's 2 ranged seems like the setup to go for t6 & t7. t8 we are doing with 1 tank, because there is just no need for 2 tanks plus it has a rather steep enrage timer compared to t6 & t7. so we go with 3 melee's a BLM and a Bard on t8. The raid team in my fc that is progressing t9 also uses 2 melee's and 2 ranged. But no idea how that is working for them though.
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