Yeah, all board games are the same too, you roll your dice and move your piece...

Yeah, all board games are the same too, you roll your dice and move your piece...
It's a beautiful simile.
Those that think the classes in this game are varied and unique think of board games as rolling a dice and moving your piece. Variations on a theme, as it were, but the same underlying rules.
Then there are those who have played chess. A board game, still, but in no way like any Monopoly/Game of life. Played completely differently with a ruleset and a technique all of its own.



All those lazy monks who never sing foe...

1. There are only 2 types of DPS, ranged, or melee. Other then that, in this game, they are the same since there is no applied limited in any of the dungeons. DPS A gets into the same DF queue just like DPS Z.[1]What sets apart one dps class from another besides the names of their skills and the graphics they show?
[2]If all tanks get the same line of hate generating skills, what makes the PLD and WAR different beyond their skill names and weapons?
[3]How is the sch and whm different from each other if they both heal the same way?
[4]If the Novus weapons are so powerful, what use is there for crafters?
[5]If the end game raid armors are so powerful, what use is there for crafters?
2. In ARR, none or whatsoever. There is only ONE tank, the one that can hold enmity. Unlike 1.x where WAR is the mob tank, and PLD is the boss tank.
3. Very little, if any.
4. None.
5. None.
Crafters are 2nd class citizen in ARR, if they are even considered important.
A combat class can gear up from level 1 all the way to BiS gear w/o the need for any crafted item. To make it even worst, in order to obtain the materials you need to craft the high end items, you need a combat class to get the loot from the dungeons. So, here are the loot options: a) BiS gear b) craft material, which would you pick?
Summoner, because they literally do everything.
You can't play the classes that share similar jobs the same I would have thought that was obvious. Take the tanks for example the war generates a lot of agro just by opening with tomahawk and two overpower and the mob is literally yours all day long because every move he does is hate a few steel cyclones some combos another overpower just for good measure and you can spend your time pulling them through the dungeon to the next mob. A pld has lots of def but you have to constantly keep on top of the aggro list he can hold the hate just fine if managed properly but the mobs will fall off if you're not careful or you don't have flight or fight up for the later dungeons.
Not going to read through the 10 pages, so excuse any repeats...
1. Gameplay. A Dragoon does not go through their rotations the same manner as a monk. They have jumping skills that tie in with their surge cooldowns (which comes at a risk cause of mobility lock), a few positional attacks, and not as big reliance on maintenance (range). Monks have positional bonuses on nearly everything to maximize their damage, work with stances rather than combos and suffer greatly if they can't keep their momentum. Ninjas from what I see have a mix of dragoon's mobility lock on some of their skills and seizure inducing mudras.
In the ranged category, bards play nowhere near similar to either BLM or SMN with their freedom of mobility and well controlled burst damage through cooldowns. SMNs are DoT oriented from what I've seen with reliance on pet, while BLM is more of a traditional caster. Both have different means of maintaining their mana to sustain dps.
2. It's the way they tank and the moveset they have available. You way you label it "beyond their skill names...", you speak as if the skills function in the exact same manner. Overpower is not flash. Warrior has nowhere near the amount of defensive cooldowns Paladins have. Paladin does not have an Off-GCD stun. Aside from that, healing them is a bit different as well. Speaking with a lvl 34 WHM, warrior hp drops a lot faster than paladins, but the high hp does allow for much better value out of stinkskin.
3. They don't. I'm sure people have mentioned it before, WHM heal has more on hp restoration and a damage shield based on the target's max hp, greatly synergizing with warrior's high hp pool. SCH has more access to additional mitigation and barriers based on their magic attack, making it equally effective on the tank regardless of their max hp..
4. The process of getting to novus in the first place (materia, the initial relic quest). If you take crafting completely out of the equation, as in, no player in the entire game has crafting learned, then material would be incredibly slow to flow into the market, and specifically grades III and IV having little to no source at all (you can't buy lvl 45+ equipment from vendors).
5. Read above. Though crafters are acpable of crafting ilvl 90 equipment which is entry-level (myths), and are typically better stats if you use the materia slots. Otherwise, raiding (coils for example) will always be better for tackling what is supposed to be difficult content.
Not sure if this was said or not yet, but whm and sch healing are quite different.
WHM healing is focused in actually -healing- taken damage, where sch healing is more about mitigating said incoming damage and topping it back off
only shielding whm gets is stoneskin (18% max hp of target), and a defensive buff (protect; physical and magic defense)
sch has Galvanize and access to stoneskin (10% max hp when used by sch), sch can also use protect, but they don't give the magic defense boost with it.
As Galvanize, say I heal you with my adloquiem for 1000 hp, you get a shield that blocks 1000 damage, if that crits, that's doubled. I think the best adlo crit I had in T5 (20% echo buff+ full party buff+Eos' healing buff active) was 1780, that gives a 3560 point shield in which the tank took no damage, allowing the whm ample time to get the entire group healed up effortlessly. There is a level of synergy between a good sch and whm, same can be said between DPS and Tank classes when they -work together-
All I know is whm and sch definitely aren't the same thing. I love whm. I'm on it 99% of the time. That 1% when I'm not on whm, I don't enjoy as much. I leveled sch thinking I'd love it cause its also a healer. Nope. I hate playing sch. I feel uncomfortable on it.
Also, it's usually the full support jobs that people exclude anyway.
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