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Thread: Tier list!

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  1. #1
    Player
    Cynric's Avatar
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    Uldah
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    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Exira View Post
    snip
    I already spoke on your first point a couple of times in the thread.

    Feast isn't all about burst, feast is also about mitigating burst/surviving burst, and what you can do if/after your burst is halted, or your burst is on CD, a good healer as you say can heal through both Monk and Dragoon burst(If they see it coming and aren't CC'd or being harassed too much). However Monk has more options for making that healers job harder than Dragoon does because of its utility.

    Both Monk and Dragoon have a ranged heavy, Both Monk and Dragoon have stun lock abilities. Both Monk and Dragoon have fetter ward.They're both melee and have access to that limit break. But what do they have the other does not?

    Dragoon has Battle Litany making your team have a possibly higher burst potential, Dragoon has the only piercing buff to speak of. Dragoon can negate its positional requirements, where as Monk can not. Dragoon has a legitimate ranged attack to kill a retreating player where as Monk only has weapon throw. Dragoon can remove a bind/heavy twice a match.

    However aside from Elusive jump they only gain more damage/team damage over a monk. What happens when that burst fails or is used up?

    Monk however has answers to that problem and even more ways to save the team from the burst of other players.

    Somersault + Feint on a 40 second CD makes healing much harder. One Ilm Punch takes away aetherflow very quickly when used properly, It also takes away regens, shields, procs, and buffs,(Including a Tanks defensive CD's they're using to mitigate the heavy medal penalty.) Somersault itself functions as a GL3 regeneration utility, a burst CD with a short cooldown, and gives you easier access to things like silence, Dragon Kick, and Twin snakes without having to move to that particular form.

    Traited Mantra makes keeping the team up much easier against incoming burst.

    AoE pacification can halt burst or kill attempts by your opponents for up to 10 seconds. While also functioning as a burst CD/ Instant GL3 regain CD.

    Fists of Earth helps deal with incoming burst on yourself as well.

    Shoulder tackle is also a much shorter CD than either of Dragoons gap closers. Fists of wind can increase Monks ability to chase while bursting without the use of their gap closer or sprint, as well as retreat easier.

    If not for the somersault change I'd say they were almost comparable because of how strong Dragoon burst can be.

    As for how Monk can counter Summoner. There are a few reasons.

    #1 :One Ilm Punch can knock off aetherflow, leaving Summoner without their resource needed for burst for up to an entire minute.
    #2: Somersault which allows One Ilm Punch spam(among other things) and is on a 40 second cooldown(shorter than aetherflow). While also able to make it harder for them to CC if swiftcast is on CD.
    #3: Dragon Kick reduces the damage they can do by a bit. Before the nerf this was not a big deal, after the nerf it makes it harder for them to secure a kill, even more so against shielded/focalized players.
    #4: Traited Mantra makes it easier to deal with the damage split Summoner is capable of.

    Quote Originally Posted by Koltik View Post
    You are wrong. It's random.
    Are you 100% sure? Every time I One Ilm Punch Protect always eats the first dispel. Shame there's no 1v1 to test it. =/

    Maybe it's something like Shielding first? It has to have some level of non RNG to it since Protect always gets dispelled first. Out of hundreds of matches I've always had to go through Protect to get to Aetherflow or another buff.
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    Last edited by Cynric; 04-01-2016 at 12:37 AM.

  2. #2
    Player
    Renault's Avatar
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    Jan 2014
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    Character
    King Stefan
    World
    Balmung
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Cynric View Post
    I already spoke on your first point a couple of times in the thread.

    Feast isn't all about burst, feast is also about mitigating burst/surviving burst
    The best way to survive burst is to burst the enemy team quicker. Honestly if you think PVP in this game is not about burst you're just dumb. The only true way to counter burst is through the use of OGCDs such as Sacred Prism, Tetsudo, Attunement, etc. There's very few abilities to rely on, and honestly with as high as the damage numbers are in the feast currently, those rarely stop focused burst. (Except Attunement).
    (3)

  3. #3
    Player
    RiceisNice's Avatar
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    Character
    Flo Fyloord
    World
    Famfrit
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    Machinist Lv 80
    Quote Originally Posted by Renault View Post
    The best way to survive burst is to burst the enemy team quicker. Honestly if you think PVP in this game is not about burst you're just dumb. The only true way to counter burst is through the use of OGCDs such as Sacred Prism, Tetsudo, Attunement, etc. There's very few abilities to rely on, and honestly with as high as the damage numbers are in the feast currently, those rarely stop focused burst. (Except Attunement).
    Outbursting the other team isn't always the answer. You're not going to outburst a team that has a PLD, MNK and SCH composition because of their starting mitigation, it's straight up ridiculous and honestly far too much damage to chew through. There's other ways of mitigating their burst through shields though, and you;d want to pull a team set up like that into a war of attrition (since SCH and PLD effectiveness goes down as the match goes on due to DR and aetherflow)

    Quote Originally Posted by Exira View Post
    The ones that get used instantly? K....lol
    You're still going through a minimum of four oGCDs inbetween your aetherflow and deathflare (assuming you're going DWT and straight into deathflare). That's far from instantaneous, and losing either aetherflow or aethertrail disrupts that.
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  4. #4
    Player
    Renault's Avatar
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    King Stefan
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    Balmung
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    Conjurer Lv 60
    Quote Originally Posted by RiceisNice View Post
    Outbursting the other team isn't always the answer. You're not going to outburst a team that has a PLD, MNK and SCH composition because of their starting mitigation, it's straight up ridiculous and honestly far too much damage to chew through.
    This statement right here solidifies the fact that you don't have much experience in the feast. Outbursting the other team is ALWAYS the answer. That is because you win the game by KILLING OTHER PLAYERS. If I see a PLD/MNK/SCH comp I'm going to laugh at my free win. I'm also guessing you mean that this comp throws up...Mantra, Tetsudo, and Deployment+Adlo all at the start? If that happens...Just walk away. Literally wait until their Tetsudo runs out and THEN engage them.
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  5. #5
    Player
    RiceisNice's Avatar
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    Flo Fyloord
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    Famfrit
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    Machinist Lv 80
    Quote Originally Posted by Renault View Post
    This statement right here solidifies the fact that you don't have much experience in the feast.
    Keep the credibility insults out of an argument, thanks. It adds nothing espesically when it can a misinterpretation or miscommunication (see below). Seriously.

    Quote Originally Posted by Renault View Post
    Outbursting the other team is ALWAYS the answer. That is because you win the game by KILLING OTHER PLAYERS.
    You win the game by getting 600 medals or timing out, straight up bursting is not always the answer/ You more or less answered my next point with this

    Quote Originally Posted by Renault View Post
    If I see a PLD/MNK/SCH comp I'm going to laugh at my free win. I'm also guessing you mean that this comp throws up...Mantra, Tetsudo, and Deployment+Adlo all at the start? If that happens...Just walk away. Literally wait until their Tetsudo runs out and THEN engage them.



    My point is that going in guns blazing from the start is not always the answer, which you seem to be implying when you say that burst is all that matters. The fact you're walking away and not attacking them means you're not bursting the other team, you're stalling and not playing to their strengths. Your last 2 statements is what's confusing me when you say "burst is always the answer", yet you answered against a composition like that by stalling, not bursting through it.
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    Last edited by RiceisNice; 04-01-2016 at 06:18 AM.
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  6. #6
    Player
    Renault's Avatar
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    King Stefan
    World
    Balmung
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    Conjurer Lv 60
    Quote Originally Posted by RiceisNice View Post
    Snip + your last 2 statements is what's confusing me when you say "burst is always the answer", yet you answered against a composition like that by stalling, not bursting through it.
    Timing your burst strategically is still considered burst. The term you're thinking of is "zerg" - Which would be when you blow everything right at the start to try and sweep the enemy team as quick as possible. "Burst" means to coordinate your attacks to take down and enemy quickly, as opposed to the opposite, which would be "Sustained damage".
    (1)

  7. #7
    Player
    Cynric's Avatar
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    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Renault View Post
    snip
    Currently there are plenty of times where burst will not be the answer. The flow of the feast is a back and forth between the two teams unless a team is sweeped from the start. There are times where you will need to defend your current medals in order to win instead of attempting to burst down the final player/players to win the match via a sweep. Times like this are where lots of utility and crowd control comes in handy.

    Coordinating CC and utility to mitigate damage is just as important as doing the same to deal it. Especially with the way they've designed the heavy medal system, and the quick charging/spawning adrenaline rush.

    There are times where you will be forced to play defensively where burst may or may not help. In the situation you described involving shielding, Yes if that was at the start of the match you could not engage them, however there's nothing preventing them from engaging you, nor does that particular shielding utility need to happen only once and only at the start. If they were up in medals even by a small amount like 50, and they produced enough utility to halt your burst in the last minute, you basically only have the option to LB at that point, and depending on the rest of the teams defensive utility/healing utility/CC/LB they have left it could still be a loss.

    It's not that burst isn't important. Amazing burst can outright destroy an unprepared team. It's that burst isn't the only way to win, and there are times where utility will win the match.



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    @ zuzu and others interested in the list: Maybe.. a separate list by role under the current one? Any feedback or ideas are definitely welcome.
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