Burst does less damage than sustain because burst is less punishing under low uptime conditions. It's also generally better from a progression standpoint. You can't have it both ways.




Burst does less damage than sustain because burst is less punishing under low uptime conditions. It's also generally better from a progression standpoint. You can't have it both ways.


Philosophically speaking, perhaps. But in reality, E11S being the current fight with any hint of "low uptime conditions" WAR is still in the same position it is in every other fight.



Regardless Lyth has the right or it though, you either have burst type damage or you have sustained type damage, you cannot have it both ways otherwise it would be too overpowered.
Lyth is definitely correct, but that shouldn't mean that your entire job's gameplay needs to consist of mindlessly spamming 1-2-3 outside of your burst.


Whether it's correct or not is irrelevant, burst vs sustained is an element of design & implementation - not necessarily one of theme. And as I tried to point out it's a distinction that doesn't make a difference as there are no "low uptime" fights where such an advantage can actually manifest itself.



100% agree with this also, like take ninja for example, it's burst is a lot of fun to execute, but after those 15seconds it's pretty boring, if they could add even a little bit of extra filler to break up 1-2-3 it would go a long way for a lot of the physical based jobs tbh.



I mean that is mostly the problem that was WAR in the previous two expansions, high burst AND high sustain, this expansion I genuinely believe it's hitting at the correct mark against the other tanks, while Inner Release is in it's current form. Without a full rework to WARs toolkit I do not think it should be out-dpsing sustained damage type tanks, period. To top it off, this expansion, WAR still has insane amounts of self healing, through NF and Equilibrium, or passively through Storm's Path without the need to sacrifice any damage or resource. Whether people wanna argue the aesthetics of "berserk" tank or whatever else, I find it irrelevant while it has such a high burst window in IR, it should not out DPS Paladin as one person threw shade at in an earlier post.Whether it's correct or not is irrelevant, burst vs sustained is an element of design & implementation - not necessarily one of theme. And as I tried to point out it's a distinction that doesn't make a difference as there are no "low uptime" fights where such an advantage can actually manifest itself.


If they make Onslaught a gap closer with charges, they'd have to reduce its range from 20' to 15', which is a huge difference. I feel like 15' is barely different from sprinting.


And GNB is what? Sustained damage with regular cycles of burst.I mean that is mostly the problem that was WAR in the previous two expansions, high burst AND high sustain, this expansion I genuinely believe it's hitting at the correct mark against the other tanks, while Inner Release is in it's current form. Without a full rework to WARs toolkit I do not think it should be out-dpsing sustained damage type tanks, period. To top it off, this expansion, WAR still has insane amounts of self healing, through NF and Equilibrium, or passively through Storm's Path without the need to sacrifice any damage or resource. Whether people wanna argue the aesthetics of "berserk" tank or whatever else, I find it irrelevant while it has such a high burst window in IR, it should not out DPS Paladin as one person threw shade at in an earlier post.
On the other end, what of MNK? It's definitely always been considered a steady and sustained DPS job, and that apparently hasn't helped them all that much considering they're falling behind DRG in half the fights
Burst vs sustained is more or less a red herring. Sustain jobs have "burst" cycles, burst jobs have "sustain" cycles. There's no real reason things can't balance out in the end.




When a damage buff has more than 30% uptime, then it's not really burst. Every time you step off the boss you're falling further behind. That's also the reason why as players get better and overall uptime improves, these jobs have more to show for it.
Burst focused jobs give you flexibility on when you want to unload your damage. Remember O5S? There have to be checks and balances.
When tank jobs are so close together in dps, there's very little wiggle room to adjust any of this such that burst focused jobs are better than everyone else on select fights. Bear in mind also that DRK is also burst-focused at present, and has less to show for it at present than WAR does.
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