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  1. #1
    Player
    Mistress_Irika's Avatar
    Join Date
    Nov 2019
    Location
    Limsa
    Posts
    520
    Character
    Ophelia Irika
    World
    Hyperion
    Main Class
    Summoner Lv 100

    Favorite Team Compositions for CC

    Thread only exist to collect ideas. Anyways, I want to know what everyone's ideal compositions are that would be consider an auto win in your heads if you had what you wanted before the fight started. Your main class, your preferred class(es) you rather be with, and a reason why is all that's needed.

    I'll go ahead and start with myself.

    I'm a summoner main. Despite being at least a couple of better compositions than this I'll rather be with a dragoon. It's just easier with them to pressure multiple classes and forcing them out of their mana. Syncing limit breaks, in my opinion, won't be necessary since the pressure should be enough for the others to swoop in and pick off those that are trying to recover. If we're not having a good game we could sync them and look for a team wipe, although the syncing is extremely high risk since it has multiple ways of being countered. As long as I have a dragoon by my side I can care less of what the rest of the team compositions are.
    (3)

  2. #2
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Team comps:

    IMO a team consisting of a BLM with lots tanky and CC-clad melee jobs (such as PLD, DRK, RPR, WAR, MNK for example) are super strong. BLMs are still monsters, especially so when they have room to breathe.

    Job synergy:

    I find WAR + WHM/BRD to be dangerous combinations. Blota very underrated. It's great at having your team instinctively focus the same target. Pairing it with Poly or Silent Nocturne is very potent.

    My main jobs and personal preferences:

    -On DRG, I like to have as many tanks and/or melees on my team as possible just so I can play normally. I find that DRG are still a favorite for people to focus.

    -On RPR, I enjoy having a BRD or AST on my team for the increased LB generation rate. Yes, RPR gets its LB every minute, but the more the better. It means I'm able to nullify people guarding against my Death's Warrant more often.
    (0)
    Last edited by Petite; 07-23-2022 at 07:05 AM.

  3. #3
    Player
    Sawamura's Avatar
    Join Date
    Mar 2011
    Location
    Norway Zodiark and hyperion
    Posts
    171
    Character
    Rygart Sawamura
    World
    Zodiark
    Main Class
    Samurai Lv 90
    think is better just make a pro and con list with each job then
    (0)

    Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.

  4. #4
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    I think people are generally sleeping on the effectiveness of stacking up Healing Down and attrition-based gameplay. It does require coordination, more than is required for unga bunga burst play, but that doesn't make it weak. Think of Shadow Priest/Rogue/Frost Mage compared to flavor of the patch cleave from WoW.

    It doesn't hurt that a lot of the classes with healing down effects also synergize well. Since we're looking to focus on attrition, the core of the team would likely be Dark Knight, Scholar, and Astrologian. DRK and SCH both stack healing down, SCH and AST stack buffs and debuffs (and AST healing is still overpowered, any competent team must take AST or they're at a disadvantage.) You'd build to round out the team based on one thing or another after that. RDM is high burst with another source of Healing Down. BLM can stack Fire dots with Bio dots to exacerbate healing down effects and constant pressure, and has the option of Ice CC if needed. PLD is obviously the best class in the game for slowing things down and stalling. RPR would be a likely inclusion simply because of how powerful their LB is - it can be used to prevent enemies from lining up burst windows, it can be used to prevent enemies from healing to setup kills, breaking Guard is important for a lot of reasons, etc. And its toolkit obviously favors attrition play. WAR brings a lot of everything to the table and with SCH+AST and a potential TBN, they can be kept alive. They particularly benefit from AST and SCH stacking damage up buffs, since their leech is based on damage dealt.

    Tentatively, I'd probably run DRK WAR SCH AST RPR and focus on just grinding the enemy team down. You have a lot of powerful CC with WAR and RPR along with guard break options, DRK and AST and WAR can burst pretty well with LB usage when needed, and AST and SCH are constantly fudging numbers in your team's favor. No one on the team is really an ideal target except for the healers - but the team has a ton of ways to protect those healers and make burst attempts fail. Burst teams rely on getting kills with their burst output, because if they blow most of their abilities and fail to secure a kill, they pretty much have nothing left.

    An attrition focused team like this one doesn't really rely on big ability usage, except maybe LBs. You just rely on wearing the enemy team down, forcing them to fall back as they run low on MP and defensives. DRK draw-in has a ton of utility in this team lineup, and then you also get Blota as a secondary draw-in, though you would likely use it more as a tool to peel than initiate. This team would probably cool their heels and force the enemy team to push into them.
    (1)