It probably is Monk, even though the other four can kite with ranged attacks and jump away in a pinch.
It probably is Monk, even though the other four can kite with ranged attacks and jump away in a pinch.
I wish they'd make Bloodbath just apply to all damage dealt in general because it leaves NIN in an awkward spot compared to the other melee due to so much of its kit dealing magical damage.
I'd argue DRG is still in a worse spot then it due to the fact that Life Surge is a DPS cooldown first and foremost so you're not at the leisure of being able to use it when it'll actually help keep you alive if you're optimizing.
Last edited by KageTokage; 10-23-2022 at 02:57 PM.




If you needed to keep yourself alive that much that you'd already used Bloodbath and Second Wind, optimizing would probably be the least of your worries, because the situation is probably quite bad with healers and tanks dead.
This was a great demonstration of the power of Dragoon's health and defense https://youtu.be/zLkc7wWQEy4?t=617
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560


Shields are good for single hits mit great for multiThe reason Riddle of Earth is stronger is because it provides 20% flat damage mitigation for up to 10 seconds with no limiting factors, unlike Arcane Circle which has a fixed shield amount of 10% of your maximum HP and a HoT that does not work immediately, so it can be entirely ineffective as overhealing if your healers already topped you off before it expired.
The guy ask about solo not raids or anything where someone can give you a hot
also the only time its bad to be overhealing is when your not taking DMG when your solo your always taking DMG also if its overhealing it means I took no DMG
Mit your still taking DMG doesn't matter
You can get a min 1k of healing per tic from AC so 5k thats not including DETdeals 60,000 damage at base,, Arcane Circle would prevent ~7000 damage out of that as shield mitigation, and heal you for around 4200 HP, which is maybe 11,000 effective HP value to be loose with the numbers at maximum, and you'd take the rest of the ~49,000 damage from the AOE.
50pot 2k STR = 1k if your not touching 2k IDK what gear your rocking but then again this is at 90 if you want when your lower LVL I can give the excuse that it doesn't downscale well but 60k isn't lvl 30 combat
I guess you weren't taught the difference between Shields, heals and Mit during a tank buster check out Xeno I not your google. Also if its a hit that I need 20% mit to survive feint... done last 10s and I will still be healing from the Hot as its going. Also I have a solid 2-3% mit that never goes away so I think it will be fineRiddle of Earth would fully prevent 12,000 damage instead with 48,000 damage taken because it is a flat 20% mitigation immediately, and it continues to work mitigating for the full duration so it can result in even more value. ,, In a worst case scenario situation where an amount of damage might even one-shot you, you have more lenience with Riddle of Earth since it is more effective on higher amounts of damage.
Already said Mit better in Multi so not going to go crazy but the benifit of AC is that when its on I'm not taking DMG making BB help me gain my hp pool allowing me to reset better then a mit with a regen when it pops further aiding in that
All in all I think they are pretty much equal I just think having a ability that keeps my hp going denies my death alot more often
Free the Glam!, Duel Pistols (Gunner)?
Assuming solo means true solo:
RPR if you can break the shield in your solo content, MNK tied with RPR, I think Mantra works on BB and Second Wind, on top of Riddle of Earth is 20% damage reduction which is insane.
NIN really good too, 20% shield plus NIN burst makes solo content die quick. and SAM defensive will always proc the free Kenki in solo.
Unless you're doing some sort of high level solo raiding old content just bursting things quick is the best defensive, so NIN, SAM the best at dumping a trillion potency in a short amount of time.
If you mean solo as in pf healers not healing you:
Everyone has bloodbath and second wind, everyone in theory heals the same from bloodbath and second wind over the course of a fight.
Extra defensive passive stats are on the level of racial stat insignificance between the melees.
DRG has no active defensives whatsoever.
MNK has Riddle of Earth for some reason has 3 charges of 20% less dmg taken that lasts for 10 seconds. 30 sec cooldown.
MNK also has Mantra which increases hp regen via healing actions by 10% for self and party 15 sec duration, 90 sec cooldown.
SAM has Third Eye, 10% less dmg taken for only 4 seconds but only 15 sec cooldown, and also buffs dps if you get hit while it's active.
NIN has Shade Shift, 20% of max hp shield for 20 sec. 2 min CD.
RPR has Arcane Crest, 10% of max hp shield to the reaper for 5 seconds, if it breaks applies a 250 potency heal over time to the entire raid, only 30 seconds.
So, MNK>>RPR>SAM>NIN


Monk... played that job since HW was the new thing...
The one that can keep itself alive best is the one that fools around the least.![]()
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