Overall how much damage buff does front line job get in 1.18A? Does anybody test things out yet? Since Front line job are much risky fight compare to Archer, I wonder if this WS buff make them at least equal or better as in DD yet.
Overall how much damage buff does front line job get in 1.18A? Does anybody test things out yet? Since Front line job are much risky fight compare to Archer, I wonder if this WS buff make them at least equal or better as in DD yet.
FFXIV : ARR all instance boss gameplay video can be found here..
http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0
I haven't done a lot of testing but on LNC Skewer/Moonrise seem to do more damage than Twisting Vice now.
Sadly Chaos Thrust still seems meh. I might do some more tests later, but the damage it does still doesn't seem to be worth the TP cost. Maybe around 20% it will be a different story.
Last edited by Corrderio; 08-09-2011 at 12:24 PM.
My marauder team mate says it is maybe a 100dmg increase on the upgraded WS. Tho I tried on my lancer with the upgraded WS doing a few levequests and saw almost 200dmg increase. Skewer and Moonrise are really powerful now.
I will see how much trunksplitter does next time, i dont think he used that one at all.
R37 Lancer, mobs I grind on fairly regularly were taking ~400 damage from Skewer II pre 1.18A now they are taking ~550.
Noticeable enough for me.
I thought the melee did great damage before patch.
skull shunder is doing more dmg for me then trunkspliter II at 25
Compare to ARC in DPS, can they win yet? because ARC get safety in Orge.
FFXIV : ARR all instance boss gameplay video can be found here..
http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0
boost their damage all they want, they still will not be prefered over the safety and the ease of MP management with an Archer. That is the advantage to playing a ranged class. In all honestly, I thought the other melee stacked up well with Archer damage wise before patch, just a lot of complaining going on with everyone wanting to be the "best". Only thing hard to compare with is a fully buffed multishot, which now you have to wait 15 seconds just to nock another arrow to be able to do that. So who knows, maybe melee can equal its damage in that time span.
Again, as I said, I think these melee were really good damage wise before this patch and don't think they even needed a damage boost.
melee could safely do ogre before, all it took was smart positioning. in terms of dps output, melee will not match archer imo till weapon delays or cool downs on things like pummel, heavy slash etc are lowered.
another thing, weapon delays interrupting themselves after abilities are used slows down melee dps as well. its kind of dumb to have a 4second delay, use invigorate 2sec after an autoattack proc just to reset the delay, gg on a 6sec delay.
Last edited by desslok; 08-09-2011 at 03:21 PM.
Quoting for future video rebuttal.boost their damage all they want, they still will not be prefered over the safety and the ease of MP management with an Archer. That is the advantage to playing a ranged class. In all honestly, I thought the other melee stacked up well with Archer damage wise before patch, just a lot of complaining going on with everyone wanting to be the "best". Only thing hard to compare with is a fully buffed multishot, which now you have to wait 15 seconds just to nock another arrow to be able to do that. So who knows, maybe melee can equal its damage in that time span.
Again, as I said, I think these melee were really good damage wise before this patch and don't think they even needed a damage boost.
Melee can trigger elbow drop and keep the tank from getting damaged. During this time the mages can regain precious MP. Risky? Sure, but dang when I time my buffs right, trigger elbow drop and hit him in the butt with a weaponskill I'm dps'ing, protecting the tank, and giving the players who need it time to recover.
Of course this changes during Batraal fight... but I'm working on that one.
You or I are doing something wrong or different.melee could safely do ogre before, all it took was smart positioning. in terms of dps output, melee will not match archer imo till weapon delays or cool downs on things like pummel, heavy slash etc are lowered.
another thing, weapon delays resetting themselves after abilities are used slows down melee dps as well. its kind of dumb to have a 4second delay, use invigorate 2sec after an autoattack proc just to reset the delay, gg on a 6sec delay.
My delay doesn't reset when I time my skills and abilities right... edit: or maybe I haven't noticed. Time to find out while I farm pudding.
Last edited by BloodLotus; 08-09-2011 at 03:20 PM.
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