At this point, all 3 melees can justify a spot in a raid group. On melee friendly fights, I can see a raid comp with a dragoon, monk, ninja, and machinist as pretty effective.
At this point, all 3 melees can justify a spot in a raid group. On melee friendly fights, I can see a raid comp with a dragoon, monk, ninja, and machinist as pretty effective.
A few turns in savage our nin tp goes down kinda fast, I am about to have almost no skill speed on my gear (below 640) when I get some more estoric items but even then you will eventually go dry on very long savage fights, unless there is another nin goading you.
If you are not doing bleeding edge content none of this matters, and the interview with yoshi p says he is aware of it and may adjust some of our skill tp costs in another patch.
With the recent mnk changes I'd say both choices are equal.
Monk will have slightly more variance available, where you have the entire decision process of rushing a Dragon/Twin cycle, Fracture, or double Chakra (not necessarily consecutive) depending on your upcoming CDs, debuff durations, and if you need a particular stance at a particular time.
Ninja has virtually no decisions that it will really have to make in an ideal situation unless it was gaining Storm's Eye but the Warrior will soon be unable to maintain it. Its oGCD timers are longer and many, apart from Elixir Field's massive AoE, a bit more fun to see go off. If you like being able to aid the tanks, Shadewalker's threat-misdirection is great (I love using it with slow-reactive tanks in A2 normal when I'm not in the walker). It has great synergy with Warrior tanks, as you can allow them to start a boss fight in their dps stance (via your Shadewalker) and can get in extra nuke-combos (Aeolian in place of Dancing Edge). If you might be leveling with a friend who might go War, consider this, and pressure him/her accordingly.
The added two seconds to GL has been wonderful for QoL changes. You will still be dependent on your tank pulling to the end of the hall (not necessarily multiple groups, just each into proximity for chain pulling) for maintaining GL in dungeons, but T9 jumps (even pre-FormShift) and A4 Quarantines, etc. should no longer cost you GL even without really setting up for the lost time.
Hopefully NIN will recieve some TP adjustments to offset Huton no longer being recast, etc. (With very low ping, it already had TP issues compared to equal-SS MNKs and DRGs at 50...) I'd love for it not to typically the best Goad target, and yet the only one on whom Goad cannot be cast (without a second NIN to cross-Goad with).
Last edited by Shurrikhan; 08-27-2015 at 09:17 AM.
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