

Only other things YoshiP mentioned was possibly having to prioritize certain mobs to kill cause they may end doing something detrimental and that wall to wall pulls is certain death, about it really...That is another question, during mob parts it is the only part where such skills actually become useful but considering their current design if they are mandated you have a problem.
If you have a cast that needs to be stunned and you dont have melee to stun it you got issues, considering each class has different form of utility if said skills are required you will further cause group issues.
Do we have any details on how exactly it ll work because I ve only heard about them through youtube videos and there's no concrete details about the entire dungeons other than small bits like no normal rez
As things stand, AST and phys ranged will be fairly useless for Savage dungeons. AST being miles behind the other 3 on dungeon dps and physical ranged also being bottom dps in dungeons with no 1% role bonus.
Apart from that we'll have to wait and see how they design it, but SGE/WAR/SMN/melee of choice will almost certainly be a strong comp.

I disagree because, as far as damage numbers go, dungeons do not filter out damage padding from DNC and AST etc. So I'm not sure how much of that data is influenced by padding if you get ASTs or DNCs in your roulettes



Then you have White Mage which has stun baked into its only AoE spell which could cause problems if AoE-ing is better than killing the dungeon trash one by one. If you don't have a phys ranged to Head Graze the enemy that is starting to cast something but the White Mage Holy spam has caused them to become immune to stun, then yeah.That is another question, during mob parts it is the only part where such skills actually become useful but considering their current design if they are mandated you have a problem.
If you have a cast that needs to be stunned and you dont have melee to stun it you got issues, considering each class has different form of utility if said skills are required you will further cause group issues.
Do we have any details on how exactly it ll work because I ve only heard about them through youtube videos and there's no concrete details about the entire dungeons other than small bits like no normal rez
Oh boy there be no raise. BLM will be the boss on dungeon savage.
I don't think so. SMN does much more AoE damage than BLM now, and BLM takes a lot of time to set up and execute High Fire II and Flares. BLM also can't move much so if the adds do a lot of AoEs around far party members, they'll be a poor pick. Especially since Foul is so bad now at AoE.



I see it being SMN and SAM.
Depending on stun rules it will be SCH or WHM and WAR or PLD.
I do think these adds will be 1 stun then immune. Honestly these dungeons will expose alot of balancing issues if they are tuned to savage level.
This is very true.I don't think so. SMN does much more AoE damage than BLM now, and BLM takes a lot of time to set up and execute High Fire II and Flares. BLM also can't move much so if the adds do a lot of AoEs around far party members, they'll be a poor pick. Especially since Foul is so bad now at AoE.
While RDM and BLM aoe isn't bad, they do have lower points such as not having Triple available as a BLM or building Mana as RDM... But SMN has consistent high aoe through all of their rotation... maybe Ifrit being a brief lower point.
Something that grinds my gears as a RDM player is how Manafication is not able to cover 3x Enchanted Moulinets. We need to fire off a few Veraero/Thunder/Impact before being able to pull the big bulk of the Aoe. I just pray that the tank is AoEing while they pull and run to the last wall point so I can fire a few of those before the party starts bursting the mobs.
Depending whether or not Sleep works, and if it' useful to actually CC with it, BLM can be a huge asset, being able to pair triple with Sleep. Also WHM with Holy being such a strong mitigation.
Last edited by Raikai; 10-10-2022 at 03:53 AM.
Would be interesting if they made heavy/root an actual useful tool for dungeons though that would make phys ranged a necessity if it is too important, ideally you would want adds or an add that would have something special that could be stopped either by kiting/root+heavy or by consecutive stuns or maybe if you spam sleep?
I really hope savage dungeons require a bit more than just dps/mechanics, the game desperately needs a good use for utility.
The tryhard elitist is the person who is going to finish their 5 pieces on this created to be beaten """"challenge"""" and then complaint that the baby, slower or less dexterous person are a problem which not only is toxic but indirectly implies that doing this basic created to be beaten task faster is an """achievement""" of """great skill""" which helps to falsely boost the elitist's self worth as that is their true motive, if challenge was truly their desire they would relish in the chance to do more than the rest.
The healthy person on the other hand will either let people finish their part or assist them for their self worth does not depend on solving basic puzzles created to be beaten, aka as a video game.
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