

Ninja not have much positionals. You can stand most of time behind the boss and hit one attack every 30 sec from the flank.


Positionals are the main reason I do not play MNK even though I enjoy the class. I mained a Monk in WoW and enjoyed the fast faced punching and kicking. My first job in this game was PUG > MNK but I quickly tired of not only getting my rotation down but moving back and flank like a mad man or lose potency in my attacks. I now play PLD and RDM mostly and as a tank when I have a MNK in my group I always notice they are super hyperactive moving from back to flank. Between dodging boss aoes, mechanics, risk cleaves if boss is moved I would rather just toss spells from ranged.
I do not see the appeal but luckily we have SAM who plays how I wish MNK played.

I honestly like positional attacks, Makes melee more than a Point blank DPS Turret which many other MMOs basically treat Melee as. Honestly if you don't like positionals, just stand in front of the Raid Boss with the tank if you want, instead of being in the back near the positional sweet spot where it takes a literal step to switch between behind and flank.
How about we just give melee some more ranged options and shorten caster cast time to the point its basically instant, homogenize all the jobs even further
Last edited by Rayo; 07-19-2018 at 12:43 PM.
Just putting my 2 cents in this coin operated opinion machine
I mean, first off he only asked for *a* melee without positionals. I find it funny you're crying that he's the one who's wanting homogenization while stalwartly defending that every melee dps *must* have positionals.

Well I don´t think SE will ever create a melee DPS without positional beside tank. During they want melee have downtime for miss positional and skill gap. So range/mage dps don´t fall behind melee dps with movement/low dps output or they will need to add fight be like Neo Exdeath type with everyone downtime. Well though SE already add alot new content without positional fight already O5,O6,HoH and eureka.
Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.
The thing that trips people up with positionals is that they think they have to be positioned directly on the E/W sides of the target for the positional to count. As long as you're at the SW/SE side then you are at the flank, so it's literally just hit a GCD, move 1-2 steps during the downtime, hit next GCD and repeat. As for bosses spinning around etc. fights are scripted so unless you have a bad tank then it's simply a matter of knowing/anticipating when those moments are going happen and act accordingly.
Anyways if you want a job with no positionals, SAMs your closest bet since their positional bonuses are potency based IIRC.


SAM is definitely the job you want if you do not want to deal with the "melee dance" FFXIV has going on. Having played a caster, tank, and melee I always feel DPS melee have a hell of a time compared to my BLM/RDM due to having to avoid boss mechanics like cleaves, aoes, and etc.. my BLM just casts non stop till they have to avoid an aoe. SAM definitely feels superior to MNK with that powerful feel but less crack head dancing.


I wouldn't say SAM is a class you want if you want to ignore positionals. True, the easy skill floor makes the class do OK DPS just spamming Midare, but it's the use of Kenki that really brings the class up. One missed positional is 5 Kenki, which is 1/5th of a Shinten which means every missed positional is a loss equal to 60 potency.SAM is definitely the job you want if you do not want to deal with the "melee dance" FFXIV has going on. Having played a caster, tank, and melee I always feel DPS melee have a hell of a time compared to my BLM/RDM due to having to avoid boss mechanics like cleaves, aoes, and etc.. my BLM just casts non stop till they have to avoid an aoe. SAM definitely feels superior to MNK with that powerful feel but less crack head dancing.
I'm all for a melee class not relying on positionals, but SE would have to come up with another mechanic to create a skill gap, though, to keep it interesting for higher skilled players.
Last edited by Ryaz; 07-21-2018 at 10:02 PM.
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