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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,829
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    All, in order:
    1. SAM - It's just straight-up really well crafted, with no particular warts or similar weirdness outside of Kaiten arguably being bloat and Kenki being a bit weird before 64, not that such is a particularly long span for a 50+ job.
    2. BLM - Though the pre- vs. post-74 disparity (and the rapidly obsolete skills in general) are an oddly large annoyance, this is still a really great job; if not for its outright effectively removing mechanics through traits instead of polishing their original forms, this would beat out SAM.
    3. DRG - Just distract yourself from noticing the skill bloat of 7-button rigid 10-step ST combos and you're golden; DRG has plenty of macrorotational depth in the forms of resource banking and Lance Charge alignments.
    4. SMN - It lot of the good stuff seen from DRG, but with more clunkiness; though I've placed it here, I'd still often take it over DRG for the added flexibility and utility of being a caster.
    5. BRD - Not much to say here; it has its disappointments and issues, but it's at least a complete and decently deep job, in context.
    6. NIN - This one's still fun, but a shadow of what it was in 5.0; if only it could have simply gotten the TCJ change, allowed mudras to queue correctly, and been tuned correctly... without the rotational gutting or reduced fluidity for low-ping players... For those who don't know what they're missing, it might go up a place or three.
    7. RDM - A job that's decently "complete" but only from and around mechanics that add more fluff than depth; it can also be a turn-off that its sword is almost solely an added liability rather than an advantage.
    8. MNK - 4.3 Monk was god-like, imo. Current MNK is instead somehow less entertaining, even, than ARR Monk. It's basic, plays tight when approaching anything near optimal play, and is still rife with bloat. Also known as "Leaden Fist and remaining RoE/TN charges vs. spin-Tank and/or forced-facing mechanics."
    9. DNC / MCH - The first is an ultimately very simple bank-and-burn RNG fest and the second is as shallow as it gets. I suppose they're good if you really like enjoy the life of the casual proc-watcher or ceaselessly cycling 1-2-3 between 20, 40, and 60-second CDs.
    (8)
    Last edited by Shurrikhan; 09-12-2021 at 01:59 PM.

  2. #2
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Shurrikhan View Post
    All, in order:
    1. SAM - It's just straight-up really well crafted, with no particular warts or similar weirdness outside of Kaiten arguably being bloat and Kenki being a bit weird before 64, not that such is a particularly long span for a 50+ job.
    2. BLM - Though the pre- vs. post-74 disparity (and the rapidly obsolete skills in general) are an oddly large annoyance, this is still a really great job; if not for its outright effectively removing mechanics through traits instead of polishing their original forms, this would beat out SAM.
    3. DRG - Just distract yourself from noticing the skill bloat of 7-button rigid 10-step ST combos and you're golden; DRG has plenty of macrorotational depth in the forms of resource banking and Lance Charge alignments.
    4. SMN - It lot of the good stuff seen from DRG, but with more clunkiness; though I've placed it here, I'd still often take it over DRG for the added flexibility and utility of being a caster.
    5. BRD - Not much to say here; it has its disappointments and issues, but it's at least a complete and decently deep job, in context.
    6. NIN - This one's still fun, but a shadow of what it was in 5.0; if only it could have simply gotten the TCJ change, allowed mudras to queue correctly, and been tuned correctly... without the rotational gutting or reduced fluidity for low-ping players... For those who don't know what they're missing, it might go up a place or three.
    7. RDM - A job that's decently "complete" but only from and around mechanics that add more fluff than depth; it can also be a turn-off that its sword is almost solely an added liability rather than an advantage.
    8. MNK - 4.3 Monk was god-like, imo. Current MNK is instead somehow less entertaining, even, than ARR Monk. It's basic, plays tight when approaching anything near optimal play, and is still rife with bloat. Also known as "Leaden Fist and remaining RoE/TN charges vs. spin-Tank and/or forced-facing mechanics."
    9. DNC / MCH - The first is an ultimately very simple bank-and-burn RNG fest and the second is as shallow as it gets. I suppose they're good if you really like enjoy the life of the casual proc-watcher or ceaselessly cycling 1-2-3 between 20, 40, and 60-second CDs.
    I know I said I don’t care for personal opinions but this hits the nail in the head
    (5)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  3. #3
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    [*]RDM - A job that's decently "complete" but only from and around mechanics that add more fluff than depth; it can also be a turn-off that its sword is almost solely an added liability rather than an advantage.
    thats pretty much the SOLE reason i like the job. :P
    every job should have something "wrong" with it, so its not just good at everything.
    and the only time i dont like the "something wrong with it" part, is if it feels clunky in some way, such as mudras clipping the GCDs on old NIN. (I prefer the idea of weaving them between GCDs, just wish they had shorter animations so clipping didnt feel so bad, even if its just fine)

    in the way BLM has to find ways to always be casting, RDM has a bit of that, plus needing to be aware of their melee options. using the gap closer/escape. (my only complaint being they dont get 2 charges for that sole purpose. atm its just press them when shiny 99% of the time)
    (0)
    Last edited by Claire_Pendragon; 09-12-2021 at 11:04 PM.
    CLAIRE PENDRAGON

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,829
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Claire_Pendragon View Post
    thats pretty much the SOLE reason i like the job. :P
    every job should have something "wrong" with it, so its not just good at everything.
    Sure, but not to the point that, say, a DRG's scarcely rewarded weakness would be jumping, Bard's would be singing, or RDM's using its sword. There's a difference between having a unique play-flow or priority to play around and the whole essence of your job being what others have access to more potently but now with a bunch of added restrictions also attached. If you make something unique and iconic to a job, it shouldn't merely be a unique burden, as per RDM's Foul-but-more-uptime-dependence-and-forced-melee-time-and-only-a-tenth-the-available-banking it calls a melee combo.
    (0)

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