Its half and half. There's certain mechanics that are optimized to maintain uptime as much as possible, but there's also some that don't need much optimization and can simply be done with the existing tools of the class as well as preparation.
BLM sometimes need the group to position right so they don't have to move to optimize. This makes a lot of BLM act like this for everything which is wrong. Also the BLM should think on the group as well, the strategy shouldn't only favor them but should favor everyone as well on top of helping their positioning. People playing BLM and not thinking about the team and just not wanting to move even when they can move just piles up into the "we hate BLM" thing you commonly see in PFs. Myself included, I honestly dislike having BLM players I don't know in my pick up groups at PF. They are usually really bad.
God, I couldn't agree more. I also feel the same way with Melee up time. I know it's optimal but still, I hate melee that get so arrogant about their damage when literally every strategy to deal with mechanics is always in favor of melee. Even as a SMN, who can still dps while moving, I do lose potency while using Ruin 2 over Ruin 3. It's not drastic but I do get annoyed how SMN/RDM is just expected to pick up the slack for mechanics for Melee/BLM.


Those BLMs who literally stand in one place aren't using the job effectively. We have tools called: Thundercloud, Firestarter (forced from Sharpcast if not RNG, and both of which now have extended durations), Swiftcast, Triplecast. Even without RNG procs, that's 5 instant cast spells. All of which require you to wait for the GCD before starting another. That's more than enough time to allow you to move around the battlefield, and even if the distance is too great you can then make use of Aetherial Manipulation, without the animation delay disrupting your casts since you're on the GCD anyway.
And yes, we do still have good enough utility via the role-share. Effective use of Addle, Manashift and even Apoc sometimes can literally save people from death.
"I'm more powerful than I ever was, but it came with a price." ~ Lightning
Image by http://ilpas.deviantart.com/


If mana shift wasn't utter garbage compared to refresh


a bad MCH is extremely likely to get their turrets killed negating the effect of hypercharge (or simply moving it) a better comparison should be battle voice or simply disembowel as they are more fool proof


Of the content I've been a part of, nothing kills the Turret outside your own death, or changing your control scheme (Aeroplanes, Nyooooom)


Most cleaves do full dmg to turrets, there's a turret death in laylabell kill of ultimate
Also as I said If you resummon the turret hypercharge is negated, as such buffs as devotion, battle voice, litany ecc are the really fire and forget
And quite frankly underperforming MCH have a tendency of positioning their turrets as close to the melee side of the boss as possible.
I'd rather not rant about what I usually see when tanking tbh
Last edited by Remedi; 02-17-2018 at 03:21 AM.
(some) healers are a bit spoiled xD..., they just heal aoe, if you miss it (as blm can happen more than any other clas), some healers wont heal you up afterwards, and just let you die xD..
this accurs much less thanx to AetherM shorter CD,.. but in the past it could be painful..
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