Well we have another site for that.
https://xivrdps.herokuapp.com/


Well we have another site for that.
https://xivrdps.herokuapp.com/
I am going to copy what someone else said regarding drg difficulty
1.NIN combos are all 1-2-(345) while MNK is completely free flowing and SAM also has overlapped combos of 1-2-(34) and 1-5. All melee have a dot to maintain and debuffs as well, but DRG is the only one of them that has two unique three-step combos (5-step) to get to their damage actions. rather than making one decision for the current gcd every now and then, you\\\\'re making decisions for five gcds in the future every time you start a combo. That requires more forethought than any other melee dps just on gcds.
2. off gcds. drg has a metric fuckton of them. our opener has 22 button presses in about 30 seconds (including 3+ double weaves). other openers are similarly complex, yes, but the big issue with drg difficulty compared to the others is that delaying any of your core ogcds can cause catastrophic rotation failure that ends up resulting in dropping 330 potency or more per mistake. the timer is easy to maintain, but managing it properly to enter life with gsk on cooldown is difficult for newcomers to the class. we don't have trick or what have you, but keeping b4b and ds on cooldown to have them align every 4m is tough, in addition to keeping all jumps on cooldown to keep eyes flowing and make sure every ds covers all 3 jumps plus both mirage dives.
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