The penalty isn't even that great. LB generation isn't that slower, at least with one doubling up. I'd wager two warriors may in fact be pretty ideal, I just don't have the team to test it.
http://king.canadane.com
What is the "stacking classes penalty" of which you speak?
Prrrrrretty sure DRK also out-DPSes WAR as MT anyway (outside of the opener). You'd also lose out on Reprisal as well as the INT debuff unless you brought a MNK along.
The limit break gauge fills after 6 minutes and 40 seconds of combat. This can be accelerated by mechanics that grant limit break gauge ( like the nails you destroy during the ifrit battle) or by performing the following actions
-Healing someone who had a low % of their health remaining
-interrupting a bosses cast bar with a stun
There might be more but I cant think of any at the moment. Basically you'll know you got some bonus limit break meter when you hear this crunch noise
http://picosong.com/AHqF/
The penalty makes it so that the gauge takes longer than 6:40 to fill up. You get penalized for
-Having duplicate classes/jobs in a party (this is to encourage team diversity instead of "bring 4 Black Mages because damage")
-Having 5 or more DPS in a party
-Having 3 or more tanks in a party
-Having 3 or more healers in a party
The people running this game have made changes to what qualifies as a penalty but to my knowledge those rules might not be the latest. As you can see though, this is part of the reason why raid groups strive to have 8 different jobs, 2 tanks, 2 heals and 4 dps.
To see if the gauge still takes 6:40 to fill, someone could go into a dungeon as a group and stand around to see if the gauge still fills up in 6:40. Then try it again in a full party ( 8 players) and see if its the same, then try it again with one of the penalties to see how much time is added to the 6:40 before a gauge is full.
Last edited by Ragology; 12-23-2016 at 09:47 PM.
I'm usually ahead of our OT in A11S/A12S since i'm MTing as a drk people don't understand that Drks get more dmg with Blood Price and Reprisal. We do use our War for the openers though, especially for A12S since a war can just Holmgang the whole first TB combo that the boss throws out.
Everything is identical in this game already. Look at the descriptions of most tank abilities...the only difference is the marginal percentages between them. Bard and Machinist...need I say more on them? I mean...this game is just one HUGE cookie cutter game. On top of that, we should take your idea and go one step further. It shouldn't even be "Tank, Healer, Physical DPS, Caster DPS" as you stated it...that's still labeling....it should be Roles: DPS. There. Done. You don't heal, you dps. You don't tank. You dps.
So I don't see a reason to NOT buff paladin and dark knight to do more damage as warrior...why not? This is just one huge DPS game anyway...let's make everyone the same.
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