I mean all ppls (not Just non tank/melee). Sorry cant edit.
I mean all ppls (not Just non tank/melee). Sorry cant edit.
Play sage. You'll never die.As a ninja in FL i feel Immortal. If i change to whm i can explode in a second of 2 ppl attack me. Yesterday a Simple Attack of a GNB (while a was whm) at bh5 put me at 50% hp.
This Is not good and something should change imho.
Also dunno, maybe in FL recuperate should cost 5000 mp? Ppl should die more often
Keep kardia on yourself and toss it onto teammates when necessary and play smart and you'll literally never die unless you're dumb and run head first a large group of people... which, news flash, anyone would die to, including melee you all love to cry about. You're not going to get a wild amount of kills, like a ninja or drg could, but if you're aggressive enough and smart about it you can get a good chunk of KO's pretty consistently.
If you're struggling to stay alive on SGE then its simply a skill issue on your end.
Why?
Do you want me who do not play that job looks like i am lecturing you?
I am able to share some insight however...
I also really trying to avoid that Au'Ra going all over me again because his Kevin trait is triggered.
if you insist, my opinion is that I do think most of dancer I ran into didn't play it to its full potential.
The dancer by design, is a range DPS with high but short burst that need to work with a PLD or DRK.
If you think you can 1 v 1, you are playing it wrong.
If you think play defensibly, you are playing it wrong.
You need to work with a tank and literally dance around this tank (PLD and DRK preferred)
The main reason why meele get a 20% damage reduction increase because DRK, SMN, DNC, and DRG can just wiped all melee in a glance.
In front of Contradance, Purfity won't work and Guard won't work and melees will just vaporize on the spot.
If you take consideration on how Japanese being organized on Frontline, are you still wondering why melee get a damage reduction buff?
You think dancer's personal damage matter?
No, it is not at all.
It is a group killer on both Frontline and Crystal Conflict just because of Contradance, it is too powerful
The only good news is on Primal, I yet to see a dancer play it correctly.
There are current 3 mysteris on Primal: WHM do not use Miracle of Nature on DRK, BRD don't use Paeon/Silence to CC Secure golfer, and Dancer charge into enemy melee instead of dance around their own tank.
Last edited by Divinemights; 03-16-2023 at 08:58 AM.
If you're talking about how JP burst work, alongside with current DR situation, bringing RPR is way better than DNC. Because what? 60% DR and also faster LB gauge from Plentiful Harvest. Bringing DNC in middle on crowd is just a suicidial alongside with the delay of Contradance and longer LB gauge to fill.The main reason why meele get a 20% damage reduction increase because DRK, SMN, DNC, and DRG can just wiped all melee in a glance.
In front of Contradance, Purfity won't work and Guard won't work and melees will just vaporize on the spot.
If you take consideration on how Japanese being organized on Frontline, are you still wondering why melee get a damage reduction buff?
Even if I get BH5 as DNC, it's way sweatier than other jobs IMO.
Reaper has its own issue and not really up to par with Contradance.If you're talking about how JP burst work, alongside with current DR situation, bringing RPR is way better than DNC. Because what? 60% DR and also faster LB gauge from Plentiful Harvest. Bringing DNC in middle on crowd is just a suicidial alongside with the delay of Contradance and longer LB gauge to fill.
Even if I get BH5 as DNC, it's way sweatier than other jobs IMO.
Contradance bound the all targets on the spot and will not move around unpredictably and it does not count as CC so DRK can still Salted and Darkness right after
The targets are trapped there for a while for your team to AOE burst on
If you see it from POV of Dragoon, Dancer and Reaper, which one you prefer?
Last edited by Divinemights; 03-16-2023 at 11:44 AM.
You can still suck people even on Hysteria so of course RPR.Reaper has its own issue and not really up to par with Contradance.
Contradance bound the all targets on the spot and will not move around unpredictably and it does not count as CC so DRK can still Salted and Darkness right after
The targets are trapped there for a while for your team to AOE burst on
If you see it from POV of Dragoon, Dancer and Reaper, which one you prefer?
EDIT: Also want to add, you also remove their guard from guarding against succ's burst with Hysteria faster so yeah, still RPR IMO.
Last edited by Knot_D; 03-16-2023 at 12:22 PM.
For you maybe, for me, i prefer DNC as best option, but as I haven't see a DNC can play this correctly, Reaper as Lessar option will do.
Nevertheless, this is why I think potency reduction system should comes back if range/casters insist 60% is too much
Currently, it is melees have to endure the pain of dealing with DRK + DRGs (thank God there is no smart Reaper yet)
Especially when WHM and BRD are not doing their job to CC enemy DRK
If range/caster is in range of DRK's salted earth, I want to see if you still have guts to say melee do not need that extra 20% damage reduction after got melted by DRK + DRGs (in which is not a perfect version yet)
If you want to enjoy to kill a meele as Range/Caster, go play Rival Wing.
The damage reduction there is a joke that I didn't even notice they put it in when i play for first time in 6.1
Last edited by Divinemights; 03-16-2023 at 12:15 PM.
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