Hmm, alright. thanks for all the advices. Also for leveling a new char, is it worth rolling STR or DEX or Thaumaturge so you have the proper gear once you unlock it?
Hmm, alright. thanks for all the advices. Also for leveling a new char, is it worth rolling STR or DEX or Thaumaturge so you have the proper gear once you unlock it?
Once you unlock the new jobs, like RDM, you get everything you need, the weapon and a whole set. The only thing you'll have to get is jewelry. Pretty much you can play whatever you want until you unlock them.
Ninja is the easiest melee.
For OP's sake: everything that follows is more optimization talk than anything else. The big takeaway is, at the lower end most if not all jobs are easy; at the optimal level, they all have a level of nuance that goes beyond their surface level. Play what you find fun.True, but this "minigame" affects absolutely every job in the game. Tanks have to know where to stand, healers need to know where to stand, so do the dps jobs. It's all in regards to boss attacks, your attacks, the position of of other players, and the mechanics of the fight. In my opinion ranged classes apart from BLM have it the easiest due to having a clear view of the battlefield and the most space available to them, not having to stick to the boss to keep attacking.
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I'll cede every job is affected by positioning, however I'll argue that casters are affected by it in a unique way. Weaponskills can be used while in full motion, which a lot more players are better tuned at performing; mechanics dodging is inherently easier when you can always move free of charge.
Melees trade the mini game of, we'll call it turreting to make it distinct from just positioning, for a minigame called "uptime." They have free range of movement with more or less every gcd (there are exceptions like Samurai), but need to be within a certain range to attack. There's also positionals to consider depending on the Melee in question.
The major differences are the failure for performing the minigame and the ease of failing it. If a Black Mage flubs a Fire 4, they're dumping north of 600 potency in damage completely in the short term and potentially jeopardizing their Eno as well. A Red Mage flubs a verstone, they've lost verstone and verthunder due to how dualcast works. It doesn't take much for a caster to fail this game; a stray aoe causing a panicked motion that drops the cast for example.
A Samurai by contrast, losing a gcd jeopardizes their careful loop, but the amount of mechanics that could force the player to drop a gcd are far lower. I'm thinking Thunderstorm in Ramuh Savage as an example; despite the range it's far easier for a caster to lose damage here if they didn't come prepared than a melee because of how aoes intermittently spawn.
Red Mage is one of the easiest and least distracting DPS classes. There are no dots or positionals to keep track of, the proc rate is so high that they almost don't feel like procs, you are supposed to balance white and black magic but this is mostly braindead to do because you just alternate between white and black casts.Hello, im new to the game and started a few days ago. I wonder about dps classes with not too complicated rotations which are forgiving for making a mistake. My ADD causes me to sometimes mess up my rotations and stuff. Currently leveling a WM but would like a dps also. Heard that DNC and RDM are the easier ones. anyone got a suggestion?
Dancer is slow and easy below level 80 but it gets a lot of off-globals, procs and proc combos to weave at high levels and gets extremely busy. What can get you most is overwriting procs with new ones and breaking the fan dance combo, especially with Flourish, but if that isn't a problem then the simple combos may appeal to you.
Machinist is one of the simplest and least distracting DPS classes which mostly has you pressing one button, Heat Blast, followed by any abilities, Drill and Air Anchor and a small amount of the time you do your standard combo between it. Because it refreshes abilities a lot it can have you pressing multiple abilities at once between the GCD. If you don't do it right, it usually won't break any combos but might hurt your damage a little, especially if you use Hypercharge instead of Drill or use something other than Heat Blast during Hypercharge. You get used to this and to be honest even if I make a mistake I still usually have the second highest enmity in Duty Finder while finding it easy to focus on mechanics.
I've been calling all of these simple, but remember they are DPS classes. DPS classes are not simple like a white mage is where there is just one button for doing damage, a dot and an aoe. The one that is hardest to mess up is in my opinion red mage.
I can press buttons, but I can't do decent DPS with it - and now you're saying it's the simplest class? I'm starting to questioning my brain right now :'D
For Casters RDM is pretty easy and straight forward. Also, you can rezz and have an okayish heal on hand.
For melees I'd say NIN is fairly easy, but I haven't been keen on playing SAM tbh, so I can't compare those two. DRG and MNK are fun, but have a lot of buttons to press & positionals.
For range it's definitly DNC, but as said earlier in the thread - there's a lot of shiney buttons inbetween.
I'd suggest you try them out and see, which fits your flow![]()
There is no stat rolling. If you want to play a caster, pick Arcanist or Thaumaturge. If you want to play Dancer, pick Archer (You will unlock dancer later). If you want to play a melee, I would recommend Dragoon over Monk, but Monk might actually help you with the visual indicators and how low maintenance the class is over higher level Dragoon. Ninja is okay. I'm not sure I would recommend it due to Mudra memorization but if you want Ninja/Rogue as soon as possible, pick something that starts in Limsa (Arcanist/Marauder)
Play to your strengths/disability to the best of your ability. The game gives you plenty of time to learn/master the basics. But you will have to read tooltips if you want to progress at a decent rate.
TL;DR try to pick a class that will give you the gear you want for a future job if needed or the class that you want to start with first (Samurai=Monk/Dragoon. Machinist/Dancer=Archer)
Last edited by Enjuden; 11-17-2021 at 01:10 AM.
a SAM loses more potency missing a positional in the long run than a MNK missing one, despite positionals being the MNKs whole gimmick
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