do blm have positional? do blm need to return to melee after move because of a big aoe? do the blm risk to get a cleave because the tank move the boss?
no, no and no....
BLM is a ranged, he have an aoe to avoid, he get out of it and return to his dps, a melee get out of the aoe and need to return to melee for fight.
BLM have 0 risk involved... you simply want to be the best dps of ranged, great news in terms of raws power in Final Fantasy series.... Summoner is the true big dps of ranged. blm is only the caster that have spell that allows to be efficient most of the time (because of weakness, what we don't have here)
blm don't have any mana management, you switch into ice umbral and your mana is back, other need to manage them mana... honestly speaking, for me blm player are like diva that don't accept that other can do better than them... and since....pfiuu.... for age. not the first time blm come and complain to not be top dps...
RDM need to go in melee for them burst, then get ahead of blm is normal... whenever a jobs need to get in melee they need to take risk. and i will post this:
blm is not more affected than any ranged class with cast... plus he get 2 skill for instant cast then *shrugs* (without forget the proc that allows to cast instant a few spell)■Balancing DPS Roles■
I already touched upon this in my previous LIVE letter, but I'd like to take the opportunity to clarify balance among DPS roles.
Recently, samurai damage has been the subject of much debate, prompting many comparisons between jobs. In bringing samurai in line with other jobs, however, we not only look at solo damage values, but take all of the following into account:
Damage dealt when solo.
Susceptibility to mechanics (jobs affected more by mechanics deal slightly more solo damage, and vice versa).
Ability to raise a full party's total damage.
For instance, dragoon can greatly increase party members' damage, but deals less solo damage than samurai. In contrast, samurai boasts high solo damage, but cannot do much to increase party damage. Things such as the aforementioned susceptibility and the ability to perform ranged attacks are also considered.
We can't say with absolute certainty that the values will be perfect from the start, and it will be difficult to get a feel for the adjustments before they are released alongside Omega: Deltascape (Savage). For now, we will work towards applying those changes deemed necessary to 4.05, and we look forward to your feedback after you have played the raid.
totally with you on this, i find the gap closer of rdm and sam to be amazing in comparaison of all other one.
Last edited by silentwindfr; 07-14-2017 at 02:58 AM.
Shoulder tackle yes, SSD no. 60 seconds is far too long to be reliable, especially WHEN IT'S 1 OF ONLY 2 ABILITIES THAT IS TIED TO THE CORE MECHANIC OF THE CLASS. *Ahem* Shukuchi gets easier to use the more you play with it. I use it on controller so its clunkier than mouse but I've used it for stupid shit like trying to stylishly hit positionals and Suiton into *teleports behind you, kid* trick attacks so it feels a lot better to use now, especially considering its unrestricted movement. Because there is also a delay in its activation, you can use it to effectively nullify knockback by activating it a fraction of a second before you actually get hit and if you do it correctly it should fling you back to where you positioned it even if you got send flying to a distance that it couldn't normally cover.
Enhanced Shukuchi makes it so much more reliable.
DRG did get shafted. In many ways. But given the JP outrage, I'd say the likelihood of fixing that is decent. I hope
No I don't? Hell, I've been very critical of most "buffs" people propose for BLM and more or less been saying SMN is in a harsher spot.
(We do have mana management because of the mana ticks, but never mind. I can see this discussion isn't going anywhere).
I never said casters were harder than melee either- I said they get punished more harshly by mechanics (which I stand for). That does not account for all that's difficult in a job.
The argument "RDM goes melee for burst so he gets" ahead is... what does this mean? If you have a melee combo you should do more damage?
What is this "weakness" that makes BLM "more efficient"? I've no idea what you're saying at all.
I mean this in earnest. Nothing in that paragraph makes sense.
Last edited by Galvuu; 07-14-2017 at 03:09 AM.
Shukuchi isn't a part of your rotation. Shoulder Tackle is rarely available when you need it simply because it's used on cooldown for damage. SSD has the same problem, but DRG at least has elusive jump to move around.
And don't say "lol just save it" or you're not getting a pizza roll.
Last edited by Powercow; 07-14-2017 at 03:08 AM.
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
I think melee and caster are both hindered by mechanics/movement about the same, with some a tad more than others. Its just people have learned to know what they can and cannot get away with as far as movement goes and how to adapt to it. Yes a melee can dash back to the boss but that method is rather clunky for some jobs or just simply used in your rotation, so the only class that holds true for is SAM. But its not as tho casters havnt been moving for mechanics in between GCD for years, same as everyone else. Not to mention tools have been given to each to handle movement a little bit better although nowhere near perfect.
O1 a caster can sit in the middle and cast away, only really having to move slightly to dodge flames, where as the boss jumps from side to side, often requiring melee to lose uptime if a gap closer isnt up.
02 is a dummy parse for everyone as nothing is difficult, mechanically, requiring you to move so much.
03 is another dummy parse with the only real problem is ribbit which the caster can just range. Theres also the rocky tile phase where everyones gets the mechanic to spread, melee have no choice but to move away while the range still put out dps, but even so its not so bad that melee are behind on the fight.
04 melee can move easier for blizzard 3 but range have it easier for thunder 3, so again none of the mechanics hurt anyone more than the other.
Last edited by MiruWest; 07-14-2017 at 04:03 AM.
Shoulder tackle is first and foremost a mobility tool. It's slightly more potent than an autoattack and it has a very short cd. Any mnk even remotely decent will know when it's better to delay its use to deal with mechanics. And by the way, probably any ninja in the game would gladly trade shukuchi for something like tackle.
Last edited by Lastelli; 07-14-2017 at 04:29 AM.
|
![]() |
![]() |
![]() |
|