




Monk isn't even hard. I hadn't played it in months and never looked up a guide or anything and I pulled hate off tanks in dun scaith lol...Well, considering what they've shown of SAM, they are looking to be at least as complex as NIN or MNK. And very people play NIN properly, ditto for MNK. Though many can at least play them to par, considering their sub optimal rotations do at least respectable damage.
Stand in a particular spot
keep Grease lighting on
use Fist of Fire
Use both damage over time moves
That's about it, unlike Nin that has to have a set sequence of hand signs its no comparing really. But we do have to remember Monk was one of the original Jobs before Nin was added and had to abide to to PS3 (at the time.) From when i use to get linked with PS3 people in Duty Finders they said that Nin was a bit more of a stain on the system anyway.
Not 'about it' not about it at all. But like, if you're just doing Dun Scaith then sure, but Alliance stuff is so easy any class is fine.Stand in a particular spot
keep Grease lighting on
use Fist of Fire
Use both damage over time moves
That's about it, unlike Nin that has to have a set sequence of hand signs its no comparing really. But we do have to remember Monk was one of the original Jobs before Nin was added and had to abide to to PS3 (at the time.) From when i use to get linked with PS3 people in Duty Finders they said that Nin was a bit more of a stain on the system anyway.
I wouldn't call people out for doing stuff sub optimal in anything but savage, but you're 'drastically' underselling how to fully play the job. That, 'typically' is what people point to with complexity. At least in most conversations worth having on the matter. MCH is sort of unique in that if you're just not trying they're doing FAR less than decent damage, other Jobs can get by in most content.
Last edited by CosmicKirby; 04-05-2017 at 02:14 PM.


low chance to happend, the trouble of the machinist come from the concept, make a jobs heavily rng based did kill the jobs. it's simply not fun to spend your time to wait for proc. what sam and rdm don't seems to have as trouble, more simple.So out of boredom....
Have you prepared yourself for the possibility of Samurai and/or Red Mage facing a "Machinist syndrome"?
"Machinist Syndrome" is basically a Job has been built up with hype for years and people have certain expectations for this Job only to be disappointed and driven away from the Job reach a point the Job becomes one of the lowest or is the lowest played Job in the game.
Well Red Mage has a higher risk than Samurai since it is trying to use Melee Mechanics with Range Mechanics.
This is double edged as if someone miss up on timing or if the melee part of the RDM mechanic has a set 5 second to use they risk missing their Mechanic Rotation and maybe taking damage for going into the enemy when they are about to use a heavy Anti-Melee AoE attack.
That's a good point, still RDM has always been about full freedom to play any style. I remember on FFXI people would have parties with like three other RDMs beside me. Two helped heal, and the other one helped pull as a tank with their magic. I of course was full DPS with my sword and magic (how great was Fire back on FFXI by the way?) Anyway with luck that will be how our RDM will play, players will be able to decide if they wanna close in to attack or stay back with magic mainly attacks.Well Red Mage has a higher risk than Samurai since it is trying to use Melee Mechanics with Range Mechanics.
This is double edged as if someone miss up on timing or if the melee part of the RDM mechanic has a set 5 second to use they risk missing their Mechanic Rotation and maybe taking damage for going into the enemy when they are about to use a heavy Anti-Melee AoE attack.
With RDM, the potential mechanic could be as basic as Rapier combos help to build up the magic used to pull off their magical attacks.Well Red Mage has a higher risk than Samurai since it is trying to use Melee Mechanics with Range Mechanics.
This is double edged as if someone miss up on timing or if the melee part of the RDM mechanic has a set 5 second to use they risk missing their Mechanic Rotation and maybe taking damage for going into the enemy when they are about to use a heavy Anti-Melee AoE attack.
So it's not so much about melee/magic/melee/magic but rather, melee to build up, then use your jump back ability to place yourself into a safer position away from the range of AOE in enemy range. This would allow them to introduce a 30 second or even 1 min recast on a jump back and rush-in ability since it wouldn't have to be designed around the idea of a constant volley of melee/magic rather a build up of magic from melee and then timing it to get the most out of it.
Another idea is that RDM could potentially have low MP and their Rapier attacks help to build up aether in the crystal which increases their max MP over their limit by at least triple or maybe just double, but when they use magic it will use up the overflow first before their actual MP and said overlfow is lost upon using it.
That would be cool, a combination of TP and MP that we have not seen yet.Another idea is that RDM could potentially have low MP and their Rapier attacks help to build up aether in the crystal which increases their max MP over their limit by at least triple or maybe just double, but when they use magic it will use up the overflow first before their actual MP and said overlfow is lost upon using it.
I forgot where but I remember early interview said Red Mage Focus on Range Combat during early stage of the leveling process and then in later stage near Max level it begins earning their Melee Skills for the Melee Mechanic.
So Red Mage stays true to its nature as a Range DPS Job with the main focus is the Range attacks with Melee being the "after" skills once Range Rotation is over.
If I have to guess we're maybe looking at level 50 to 60 for Range Combat and then as we level in Stormblood for level 61 to 70 that is maybe when we get our Melee Skills.
I'd be good with that. but it begs the question then, would an RDM's basic skills (since from what you said might be are mostly melee) be under Slash or a Piercing style? If its a slash then linking to a Nin early on would be best play.I forgot where but I remember early interview said Red Mage Focus on Range Combat during early stage of the leveling process and then in later stage near Max level it begins earning their Melee Skills for the Melee Mechanic.
So Red Mage stays true to its nature as a Range DPS Job with the main focus is the Range attacks with Melee being the "after" skills once Range Rotation is over.
If I have to guess we're maybe looking at level 50 to 60 for Range Combat and then as we level in Stormblood for level 61 to 70 that is maybe when we get our Melee Skills.
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