I only played one melee DPS and that's rogue and I have to agree a toxic bomb would be cool or maybe "Fan of knifs" a 90* aoe in front of you like the Archer/Bard

I only played one melee DPS and that's rogue and I have to agree a toxic bomb would be cool or maybe "Fan of knifs" a 90* aoe in front of you like the Archer/Bard
Last edited by Aron73; 10-05-2021 at 08:50 PM.


Yeah definitely need an aoe at lower level. Also to be honest wouldnt mind seeing the entire kit up to like lv30 starting at lv1, there arent really that many skills and would certainly help out with the blandness pre job has...
I think it'd be good for them to move Arm of the Destroyer, Doom Spike and Death Blossom to earlier levels.
LOL, right?
Not having AOEs have nothing to do with difficulty, in Toto-Rak or anywhere else in the game... It just make things die slowly.
In fact, mass pulls to AOE down packs are MORE difficulty than smaller ones where people single target enemies, because the big pulls really need the tank and healer to be on their toes, because the tank's health can spike like crazy even with mitigators plus there's much more enemy aoes appearing left and right. There's a reason why WHM is the best dungeon healer.

Yes, they should give every melee and tank at least a basic 1-2 aoe combo at that level. If they need to, they could just give weaker versions of the aoe abilities and then just upgrade them later with traits.
It would be a lot better than what we have now where some jobs get no aoe until well into their 40's and others have no aoe combo until their 70's. Dark knight literally spams 1 button in aoe pulls until level 72!
There isn't a need to mass pull or AoE spam those early dungeons. They're already easy and quick to complete and the enemies die extremely fast as it is. We don't need to reduce it to being run on 1 braincell pushing 1 button.



Yah, I'm hoping they make some adjustments in EW. We'll find out in 8 more days.
It isn't about "need". It is about "should".
New players tend to see ARR part very mind-numbing, mostly cuz there are not many things to do with early levels' limited kits. Going melee is painful in dungeon setting cuz spaming an incomplete combo of 2 single-target buttons are not that much difference from spamming a single AoE buttons. And it is not like their melee's single-target attacks is any stronger than other roles with much early access to AoE like ranged classes. A pre-30 runs with two zero-AoE melee is a cursed run cuz it is not matter how many monsters tank pull.
Giving melee players an AoE skill, even a throw-away skill, for their first dungeon run is nothing game-breaking but help smooth the gameplay's out, the same vibe of moving Paladin's gap closer to earlier level. Do Paladin really need a gap-closer in earlier level? They don't need that. Should they have it in early level. They should, cuz why not?




Dunno about having a standard aoe like that at the same level but I think some stuff could stand to be moved around like swapping Disembowel (18) with Doom Spike (40) since you don't get the 3rd part of the Disembowel combo until 50 anyway. There are probably other skills that can be moved around like that I'm sure.
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