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  1. #1
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Well, managing aggro and mitigation is actually rather trivial if you don't think about the dps cost of your tools. The reason why I counted sam's (possibly) excessive aggro as a weakness of the job is because we're (I'm) assuming that it's above every other dps job, so you can see it as some sort of catering required for sam. Think of it as if the pld/drk having to do X times halone/power slash combos more than if you brought any other dps jobs, then the dps loss of those combos would be the entrance fee of bringing sam to the group.

    If we add the things we know about 4.0 war (the go-to boss puller in 3.x): stance dancing halves gauge, infuriate can't be used outside of battle, unchained sharing cd with inner release, dps rotation no longer includes butcher's block, then we might be looking at a pretty expensive entrance fee here. It might even push another dps job in the group to be nin.
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  2. #2
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by aleph_null View Post
    Well, managing aggro and mitigation is actually rather trivial if you don't think about the dps cost of your tools.
    In my opinion, it doesn't need to be. Back in the old days of FFXI (Yeah, I know, this is not FFXI...), the capacity of tanks building enmity had a real impact on how much DPS can push their numbers, because holding back to not ripp enmity was a real concern.
    Quote Originally Posted by aleph_null View Post
    then the dps loss of those combos would be the entrance fee of bringing sam to the group.
    Yeah, but, as long as SAM makes up for that loss, it's not a fee, it's an investment
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