Yeah when SAM has a better version of Nebula without relying on the other party makeup to proc it, more self sustain and more cc, you know something went wrong when someone looked at GNB compared to the other tanks lol
That would be Mug + ice looking shuriken things + Bunshin for double attacks.I was getting run down and repeatedly chunked for like 40% of my hp at a time from NINs last night without it being a stealth ambush I want to note. I dont know what happened skillwise but the utter meme that was NIN in gold and below is gone and now I wish I had pregame bans for them in Plat+ lol. The difference between skill floor and ceiling on NIN seems to be one of the wider gulfs.
Whenever i have a BLM on my team im thinking "oo free loss" whenever its on the enemy team its "oo free win" is it really that bad. It almost feels like playing BLM is trolling your team atleast in the elo im at.
DRK is stall and anti healing. If you want something dead, you pick DRK and plunge/salted earth. They're god awful in Frontline but good in Crystalline conflict since they help a lot against warrior, exploit mage and melee in general due to plunge. Surprisingly tanky when holding a point and have other people in it, but bad everywhere else. They are more like a bruiser than a tank, unlike Warrior/Paladin.I'm struggling to see what DRK is meant to do other than plunge in, use salted earth then run away.
The HP Drain to Damage gain mechanic is pretty lopsided in that you barely do damage, yet hack off your life to do it anyway. The class has no ranged options, his only stun move is pretty weak imo
Especially when I found out WAR has 3 ranged options and a very strong stun every 15 seconds that also closes distances.
Its sad cause I enjoyed DRK in pvp before this, but now the class feels really clunky in a way where it doesn't even really have a endgoal with its kit. You're not going to be assasinating people with plunge or going on plunge combos like before as your health cannot handle it.
I also don't think you regen enough health for it to matter on Eventide, I ususally find myself at 1hp permanently getting stunned by every single thing under the sun until I die. The only thing I think DRK excels at is stalling.
GNB and BLM need serious buffs or even a rework, while Monk/Reaper would be fine if the other three melee were tuned down. I don't want to imagine a buffed Monk/Reaper from its current state, but if they want to make PvP as volatile as it is now, it would be funny to have a melee that will literally never die. Red Mage is probably the best after SAM/DRG/NIN, and I have no idea why people are not abusing it more. Literally unkillable and has both healing and damage out the wazoo.
Last edited by Enjuden; 04-20-2022 at 08:28 AM.
I'd really only prefer giving the lower tier mdps more play-making potential than bringing other DPS down. I'm a sage main only and I've never felt oppressed by a mdps and appreciate that they can actually move the game along with kills
Adding to this: a match with 5 SCHs from Zalera in the same party topping the leaderboard, one with over 90 assists and 6M damage. Pretty much every encounter had 4 bios on the whole alliance and people could barely outheal the damage.
Having played PvP more since I last commented on it, and played around with other jobs and observed others, I find this to be the most accurate take on where jobs are in terms of strength. Though I'd swap Gunbreaker and maybe Dancer with Paladin. Potentially swap Ninja with Warrior, or just bump Ninja down a tier.
I just don't find much redeeming about Dancer outside of being a dance partner and a situational AoE LB stun that has such a tight window to capitalize on; Whitemage's LB is almost superior in every way outside of differing AoE ranges. Because of it's nerfed attack range (why?), using DNC in Frontlines is almost a death sentence if they want to ever try to contribute with more than half of their skills (though job balance in Frontlines is a different beast for the most part, any job with a powerful AoE LB jumps to top tier). Maybe someone can explain to me why Dancer would be perceived to being a tier above Blackmage.
Paladin isn't strong, but feels like it executes its purpose as a classic tank/disrupter better than Gunbreaker (though Dark knight does it better). If Intervention actually had a stun though...
I think all healers are viable, with White mage and Astrologian having an edge. Sage doesn't have any reliable healing; it needs to be played somewhat aggressively and while being attentive to focused targets (or creating them) with Toxicon's debuff. Between that and their slightly larger (AoE) DPS kit, Sages can be solid provided targets are being focused down together with teammates. The shields and Kardia heals are mostly perks to staying on the offensive (though their LB is a godsend for pushing past the checkpoint/giving your team a breather... if they notice it). Scholar is interesting, in that you can regularly damage buff (and shield your entire team), or damage debuff (and DoT) grouped-up enemies, and increase the damage of the DoT or shield strength with an ability every half a minute that gives an AoE defense bonus. Their LB is also pretty good at keeping your team alive, and I'd argue this makes them the best at "healing," but only in that window of having Seraph. However, they have the worst direct-damage capacity (Mummification's range is pretty pitiful), so Scholars are basically left hoping the rest of their team can capitalize on their buffs.
While Whitemage has some solid abilities, it seems like it's carried entirely by their LB; I will be surprised if it survives a PvP balance patch unscathed. Being able to follow-up the LB with their instant AoEs usually means something is going to die with even a little bit of help from attentive teammates and the imp debuff being versatile enough as a defensive or offensive maneuver. I still stand by Astrologian being the most well-rounded healer, with a potential of up to 4 (instant) heals with HoTs or shields, AoE abilities that can inflict heavy and bind and Macrocosmos that's essentially a nuke to the enemy team and a (delayed) heal to your own. And if you have competent teammates, their balance and spire cards and limit break can quickly turn a fight in your favor.
I think something that would help RPR is to make Death Warrant have three charges on its debuff and a longer duration so you can more reliably get three GCDs off to pop it rather then having to worry about it getting wasted if you get CC'd by somebody.
It would also makes its burst scarier if the debuff trigger can be reliably made to coincide with a weaponskill connecting.
As things currently, the job has decent sustained damage output, but its burst is rather lacking without Plentiful Harvest and/or its LB primed.
I had a big elaborate reply written and the forum ate it apparently.I still stand by Astrologian being the most well-rounded healer, with a potential of up to 4 (instant) heals with HoTs or shields, AoE abilities that can inflict heavy and bind and Macrocosmos that's essentially a nuke to the enemy team and a (delayed) heal to your own. And if you have competent teammates, their balance and spire cards and limit break can quickly turn a fight in your favor.
The Tl;dr was:
1. I wish more healers were based around AST.
2. There's no reason why every class shouldn't have at least one CC skill (GNB and SGE having none is hilarious to me as those are my two faves)
3. SCH and SGE could be made better with SCH getting something like tether/cc/etc and SGE getting something like sorteria/krasis/some new pvp skill since they're one of the few classes that didn't get any pvp unique skill.
4. Create systems where you goad/punish not where spamming zerg rush is the best tactic depending on what classes you were lucky enough to get that run.
It took me a bit to learn how to play SAM buts it is quite a fun class to play in pvp. their cone aoe is brutal and that limit break is so sweet to take down multiple enemies if you got a team that can coordinate with each other.
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