Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 11 to 20 of 40
  1. #11
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Kidria View Post
    Honestly DNC're like the RDM of the physical range role and are more of a mid-range than full range. I guess that's why you get 3 stacks of your dash skill; dash in, do moves, dash out. It makes the job feel faster and busy honestly, altho the GCD kinda kills the Flourish feel to me. I'd rather Flourish made your procs have the same GCD as your step motions during it's duration, kinda like how Rapid Fire worked on old MCH.
    A 1s GCD for the procs would be awful, because a DNC's Flourished procs also grant Feathers. You need to be able to weave a feather between the procs if you hit 4 to prevent overcapping; which, weaving with an 1.5s GCD on MCH was already a pain in the butt at higher latencies (and still is). I'd rather not see it introduced to another job. The 1s for steps works because you aren't able to weave anything between them - this wouldn't work in practice with Flourished skills.
    (1)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  2. #12
    Player
    YanderePrincess's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    368
    Character
    Svana Fyth
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Rongway View Post
    Everyone should be close enough regardless of role that this isn't a burden. Nobody should ever be out in left field even if they can hit everything from there; that's just a basic lesson every ranged DD in this game needs to learn. Besides, you have no cast times and no channeled moves aside from Improvisation, which you only use in situations that moot this point; and you even have a teleport skill with three charges for quick position changes.
    This is a good general rule of thumb, but not true 100% of the time for all ranged jobs. There are fights where it's better for BLM to be away (though still within aoe healing range, ideally) so that they won't have to move as much, and them being away from the group won't cause any issue for the group. There's also some mechanics where particularly people will want to be away from the group most, if not all, of the time (Ifrit Ex back in 2.x, as a rather old example X3).
    (0)
    "Women are meant to be loved, not to be understood." ~Oscar Wilde

  3. #13
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rongway View Post
    Everyone should be close enough regardless of role that this isn't a burden. Nobody should ever be out in left field even if they can hit everything from there; that's just a basic lesson every ranged DD in this game needs to learn. Besides, you have no cast times and no channeled moves aside from Improvisation, which you only use in situations that moot this point; and you even have a teleport skill with three charges for quick position changes.
    I think you're underestimating how short the range on the aoe skills is, all of the aoe skills have a 5y radius compared to a melee dps' 3y radius. That's not much of a difference.

    I don't see how being say 10y away from the boss, behind your healers but still in their aoe heal range is a bad thing. If I wanted to stay in melee range all the time I'd go with I dunno, DRG?
    (0)

    Watching forum drama be like

  4. #14
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by YanderePrincess View Post
    Um . . . you literally just called them abysmal potencies not worth using over your normal combo, that you only use them to get procs. That's not true, though. Using those two WS literally is a potency increase and thus a dps increase, even if you get no procs out of them. They're absolutely worth it, and you're a physical ranged dps. We have the most mobility in the game, and have no reason not to be moving to do something as we lose nothing from moving.
    Ohhh I see, I misworded what I was saying there.

    What I meant to say is that for the near melee range (5y compared to a melee dps having a 3y range) the skills are only marginally better, you only get about 50 potency and the proc chance, and in exchange you have to move super close because the skills are easy to miss unless you're so close
    (0)

    Watching forum drama be like

  5. #15
    Player
    YanderePrincess's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    368
    Character
    Svana Fyth
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Dogempire View Post
    Ohhh I see, I misworded what I was saying there.

    What I meant to say is that for the near melee range (5y compared to a melee dps having a 3y range) the skills are only marginally better, you only get about 50 potency and the proc chance, and in exchange you have to move super close because the skills are easy to miss unless you're so close
    I dunno. I mean, there's times I find myself having to let them drop because I simply won't be in range, but I tend to be moving a lot as Dancer anyway, and extra DPS is always of appeal to me. I'll also use them first if I know an aoe is coming that's gonna push me away from the boss, as well as know I won't have steps to hinder me getting off all my flourishes. I will admit I wouldn't mind a little more range on them. I've never understood why the primary AoEs on all of the physical ranged DPS have always been such short range abilities, though at least we get PBAoEs instead of short range cone aoes like Bard and MCH get.
    (0)
    "Women are meant to be loved, not to be understood." ~Oscar Wilde

  6. #16
    Player
    YanderePrincess's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    368
    Character
    Svana Fyth
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Dogempire View Post
    I think you're underestimating how short the range on the aoe skills is, all of the aoe skills have a 5y radius compared to a melee dps' 3y radius. That's not much of a difference.

    I don't see how being say 10y away from the boss, behind your healers but still in their aoe heal range is a bad thing. If I wanted to stay in melee range all the time I'd go with I dunno, DRG?
    Well, Rongway is referring to how on a lot of bosses (most commonly in savage or extreme content), the ideal is to have everyone stacked on the boss's tail except for the MT, so that various mechanics can be more easily dodged because they're clumped instead of spread out. This first started with things like Titan HM where being stacked like this made it much easier to dodge Weights of the Land because that made them all be clumped up in one place. That way you didn't accidentally run into someone else's trying to get out of yours. If there's a WHM in the party, this clumping up also allows use of Cure III instead of Medica, which is more potent and more MP efficient for aoe healing, but has a massively smaller range (more akin to our current PBAoE WS ranges that you're complaining about, possibly smaller).
    (3)
    "Women are meant to be loved, not to be understood." ~Oscar Wilde

  7. #17
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Dogempire View Post
    Honestly I would have no problem going into melee range for rising windmill and bloodshower except the skills are only better than your typical 1 2 ranged combo because of the proc chance, which in itself doesn't seem rewarding. RDM has a 1200 potency finisher for the melee combo where all you get for stepping into melee range is a CHANCE to get a 150 potency ogcd which has a chance to give you a 200 potency ogcd.

    Albeit I haven't leveled to 80 yet and I'll probably get used to it, but it definitely doesn't feel rewarding to get procs considering the abysmal potency
    Your technical step can do over 100k damage while ur in melee range tho if that feels anymore satisfying.

    RDM and dancer suffer this with procs, because the systems built around the concept of building and maximising procs they move from “moments of excitement” to they’re just there.

    You have to remember these jobs are built to proc constantly. Not just occasionally around core rotation.
    (1)

  8. #18
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Drayos View Post
    Your technical step can do over 100k damage while ur in melee range tho if that feels anymore satisfying.

    RDM and dancer suffer this with procs, because the systems built around the concept of building and maximising procs they move from “moments of excitement” to they’re just there.

    You have to remember these jobs are built to proc constantly. Not just occasionally around core rotation.
    Well, against a single-target, your AOE procs are timed around a relatively core rotation—Flourish is every 60s; so you can wager that, every minute, you’ll have to move into melee range for them. You’ll never be using your AOE combo on a single-target to proc them outside of Flourish, and the other Flourished procs (Reverse Cascade, Fountainfall, Fan Dance III) can all be executed from range. It’s just Rising Windmill and Bloodshower where you have to move into immediate melee range during Flourish windows.

    Ideally, your AOE procs should always be used when you Flourish, because they are free damage AND they have a chance to proc your Feathers. If one ends up dropping, it should be Rising Windmill, as Bloodshower is a 125 potency loss if dropped, and Rising Windmill is a 75 potency loss if dropped. Ideally, though, you should try to get all four out. The only time where one may drop is during Technical Finish windows, where Saber Dance and Standard Step/Finish may take priority over your weaker Flourished procs (Fountainfall and Reverse Cascade should never be allowed to drop).
    (0)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  9. #19
    Player
    Videra's Avatar
    Join Date
    Nov 2018
    Posts
    738
    Character
    Videra Svenay
    World
    Balmung
    Main Class
    Warrior Lv 83
    I mean you're going to be standing in melee range most of the time anyway, so what's the problem, again?
    (1)

  10. #20
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    I think they should make DNC's AoE weaponskills work like Saber Dance and be targeted AoEs on and around your target.
    (0)

Page 2 of 4 FirstFirst 1 2 3 4 LastLast