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.
I mean all ppls (not Just non tank/melee). Sorry cant edit.
			
			
				The DR is fine. If they lower it back to 40% no one will play melee anymore. It will straight up go back to full groups of SMN's again.

			
			
				I think the DR changes was a side effect of them removing a lot of the survivability tools in a lot of each jobs toolkits. I personally think they could revert this by adding a lot more DR tools for each class and could easily revert back to DR similar to before. Granted if they add new abilities to jobs this probably bleeds over into the PvP design across the entire game and since I don't think they would just give people new abilities specifically for FL only, but I personally would be fine with that tbh.

			
			
				Nobody is saying give them no DR at all, but if you think it's fine a ninja or monk can tank 5 people as effectively as a tank or even do a better job at it than a warrior your opinion is just plain wrong, they don't need 60% DR at all.
25% DR for ninja and monk is more then enough considering their mobility and built in survivability already, sam, drg and reaper can be about 40%, but NO melee dps job needs tank level passive durability.
If you run into the zerg by yourself as a melee dps instead of waiting for the tank to engage first, you deserve to be blown up within 0.5 seconds for being out of position, and since you have a map (you do have your map open right?), there is 0 excuse to get caught like that.
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