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  1. #20
    Player
    Aloise's Avatar
    Join Date
    Sep 2015
    Posts
    49
    Character
    Aloise Nel'hah
    World
    Exodus
    Main Class
    Dark Knight Lv 80
    Arrow:
    Very useful:
    • BLM
      Reasoning: BLMs love spell speed. Makes working wtih Enochian easier and is a straight DPS increase because no resource management beyond timers.
    Situationally useful:
    • MNK
      Debatable whether this should go into very useful or situationally useful, but I've witnessed MNKs running into TP problems too if they stack skill speed. It's a straight damage increase, but if there's not enough downtime for them to pop Purification or get natural TP regen, Arrowing a MNK might run him out of TP pretty quickly.
    • DRG
      Reasoning: An Enhanced Arrow used at the right point in a DRG's opener lets them do an entire extra fourth combo over the duration of the card. If you're going to do this, communicate with your DRG beforehand. Otherwise, avoid using it because it can cause TP problems
    • BRD:
      Reasoning: With the addition of WM, BRDs are mini-casters. They're a bit less DoT-dependent than SMN, which is why I have them up here. It does increase their DPS, but be aware that TP starving a BRD will cause him to TP song sooner (or when he'd normally never have to), and the DPS loss from that will probably outweigh the small gain from Arrow. Also affects Empyreal recast time, which is more damage.
    Avoid/worthless:
    • NIN:
      Reasoning: AVOID AT ALL COSTS PLEASE FOR THE LOVE OF GOD. You'll run a NIN's TP out even faster than normal. They have enough problems as it is, don't add to it.
    • MCH:
      Reasoning: At best, an Arrow would MAYBE help them fit in another GCD for Wildfire. Other than that, MCH doesn't really benefit much from a lower GCD.
    • SMN:
      Reasoning: Similar to MCH, at best an Arrow would MAYBE allow another Ruin 3 cast inside DWT. Since it's not a spell speed increase, DoTs don't benefit from it at all.
    Spear:
    Very useful:
    • MCH:
      Reasoning: You will ALWAYS hit a Quick Reload and Gauss Round use with a Spear. This is a straight damage increase
    • NIN:
      Reasoning: Same as MCH. You will ALWAYS hit a Ninjutsu use with a Spear. More Ninjutsus = more damage.
    Situationally useful:
    • SMN:
      Reasoning: It's helpful if the Spear is up when a SMN uses Aetherflow, and it might (?) be useful in the opener to make timing Festers a bit more flexible. Other than that there's not really a purpose.
    • MNK:
      Reasoning: MNKs don't have a guaranteed CD you'll hit with a non-extended Spear, but it's pretty likely you'll hit Elixir Field. That's a shorter cooldown for a 220 potency attack. If you don't have any of the very useful jobs in your party, I'd say MNK is the next-best DPS job.
    • BRD:
      Reasoning: In theory, you always hit a Bloodletter use with this. However, BRDs also get Bloodletter reset by a crit Windbite/VB tick. Doesn't affect Empyreal, so it's a solid "maybe" on if it's useful for Bloodletter.
    Avoid/worthless:
    • BLM:
      Reasoning: Nearly all of a BLM's cooldowns are quite long. Aetherial Manipulation isn't something that's kept on CD, so it doesn't really matter if you hit it with a Spear. The only case where it might be useful is if you and the BLM communicate beforehand about when he's going to pop Enochian and have a short cycle that will require him to drop Enochian before 60s pass (due to movement, etc).
    • DRG:
      Reasoning: A DRG's rotation is very strictly set up to optimally rotate cooldowns. Additionally, they don't have anything you're guaranteed to hit in the Spear's duration. The only use might be to shorten Battle Litany's CD at the beginning of a pull, but if it's a single-target Spear at the start of a pull, you're better off using it on nearly anyone else.
    Ewer:
    Very useful:
    • BRD, MCH:
      Reasoning: If a BRD or MCH is singing, a Ewer on them negates the MP cost and allows for the song to last longer. Casters will love you for Ewering a BRD singing Foe. Slightly less useful for MCH because MP is only drained for TP/MP regen, but still very useful
    Situationally useful:
    • SMN:
      Reasoning: If a SMN is using Ruin 3 outside of DWT, this will help him recoup the MP loss. Also useful over a sustained fight. In general not needed, but can boost his damage.
    • BLM:
      Reasoning: VERY SITUATIONAL. I have a decent amount of experience with MP regen on a BLM during Sephirot EX, because my healers need MP song post-ult. If you coordinate with your BLM, he CAN get an extra F4 cast out of a Ewer. This only works if he knows exactly what he's doing. Generally speaking, it's better off used on a healer.
    Spire:
    Very useful:
    • DRG, MNK, NIN, BRD, MCH:
      Reasoning: TP starving is happening more and more often. Especially on NIN it helps push their out of TP time back. But a Spire is going to be appreciated by every TP-using job. I personally recommend giving it out one at a time to whoever needs it most instead of Expanding it. If there's a lot of downtime in the fight, you'll hopefully never need to pop it.
    Not useful:
    • BLM, SMN:
      Reasoning: Duh.
    Balance should be given according to your sense. In order of usefulness, Expanded > Enhanced > Extended. But do use your head. If you're in a light party and you have a very well-geared MNK, a PLD who stays in Shield Oath the entire time, a second DPS job that you know is doing bad DPS (determine this however you'd like) and you're not doing much DPS, an Enhanced on the MNK probably beats out an Expanded. But everyone benefits from it, nobody gonna complain about getting a Balance or not make use of it.

    Bole: Nice joke.
    (0)
    Last edited by Aloise; 03-06-2016 at 05:09 AM.