While DRG does have a higher participation rate than even NIN of late, judging by fflog's (wholly voluntary, it's worth noting) top 100 speedkill reports, I usually feel very hesitant about taking away or spreading out something so core, and worry that an added 290-330 DPS per ranged DPS may actually be overkill, all without making the job itself feel more functional -- especially if atop, say, Embolden now affecting all damage types instead of just physical.
You're absolutely right, though, that we could probably use an alternative to DRG in terms of supporting our ranged. I don't personally like the idea of piercing being an absolute in the same sense that Slashing is now, and would have preferred that Ninja's being the lowest DPS (outside of God Kefka, apparently?) when piercing is present were due to its Shadewalker and Smokescreen utilities still being of DPS-equatable value, rather than almost solely due to Trick Attack itself, but given the damage our Ranged are putting out, RDM could definitely make an interesting competitor in terms of a lowest personal DPS class that still stands to contribute significant indirect DPS. I just wonder how copying Piercing, providing Embolden in place of Battle Litany, and still lacking Dragon Sight atop such a large pDPS difference would be sufficient for such a competition, and whether the total number of composition choices would not suffer for a forced RDM/DRG slot, as having twice the options to provide Piercing would only further solidify and holds of double Ranged setups, and therefore also their keystone party member, whichever of the two it may be.
(*I'd personally rather DRK was simply buffed in its own right, and Monk and RDM's buffs both be generalized, rather than see further caster/physical schisms. Parties have cleared Kefka just fine with duplicates as is. Assuming DRK were given meaningful magic damage components, the new meta for constant-uptime magic-heavy fights could easily just swap to BLM/BLM/BLM/NIN/DRK/PLD/AST/SCH or BLMx4/WAR/DRK/AST/SCH with little looking back. At over half a Refresh's total MP generation per Mana Shift and only two-thirds of its cooldown, with effectively no cost to the giver itself if given early in UI phase, Apoc/Virus rotations, and zero need for Tactician (Goad being sufficient for any dead tank), the rangeds' job is more than covered.)
Honestly, I don't see any need one way or another for DoT damage. Imo, at best they're something that allows for increased multi-target potential until AoEs become optimal over them. In single-target, though, they augment gameplay only insofar as many other intersecting windows can present decisions around them; that is not something the DoT contributes uniquely nor on its own.
That said, there could potentially be a use for a mana-generating DoT if there were ever reason to effectively bank (via said DoT) more than one's maximum Black/White mana. At that point, there may finally be a reason to keep Impact as a separate skill from Jolt II. That said, it would carry less synergy with Manafication than instant mana generation would.




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