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  1. #31
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    843
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I think the other issue is that when it comes to practical DPS output in a raid setting, the jobs honestly differ immensely in how resistant their rotations are to disruption by mechanics. I mean if there was a fight that was just a 15min faust target dummy with no movement/mechanics, machinists would be at the bottom (with bards in second place), assuming an even composition that favoured physical/magic equally.

    The reason machinists are parsing so well in Creator is their excellent mobility and very spiky burst. On a fight like a11s for example, they can just wildfire into all the 'safe' periods and then autopilot through mechanics spamming 1-2-3 while a job like DRG or MNK whose dps output is more of a flat curve cannot avoid moments where they get shafted by mechanics. They also have no enochian/botd/gl3 ball and chain around their leg like other jobs.

    Bards would be able to do this too imo, if it weren't for Iron Jaws maintenance forcing them to stand still at strict intervals, and of course the whole (1. no ammo, and 2. can't stance dance because of risk of getting bloodletter procs you can't use) that I'm sure everyone is familiar with.

    If you look at the SSS dummy HPs for each job, it's clear that SE does deliberately design some jobs to have more dps output than others, but that's just on paper and they don't seem as interested in enforcing that hierachy in actual raids. It's more of "In principle we designed BLM and MNK to be the top dps, but in actual raids you're on your own because not all job playstyles are made equal".
    (2)
    Last edited by Myon88; 02-01-2017 at 04:10 AM.