Healer: AST [Best Healkit - has versatility and depth]
PRDps: DNC [No set rotation, but follows a priority list => i like that]
MRDps: SMN [A set rotation, but it's' short and does flow nice]
Tank: Don't play
MDps: Don't play
Healer: AST [Best Healkit - has versatility and depth]
PRDps: DNC [No set rotation, but follows a priority list => i like that]
MRDps: SMN [A set rotation, but it's' short and does flow nice]
Tank: Don't play
MDps: Don't play
☆SCH/AST/DNC/VPR/SMN☆
I actually do like SMN a lot. The core rotation is well designed. The segments are short enough that they don't overstay their welcome at a given time, and you feel constantly moving forward, but the rotation also isn't the same every time since you can move the Primals around.
The things that make it not the top for me are that it has some weird design stuff that just feels...off.
Aetherflow has no business being on the Job at this point and contributes nothing, yet we have 4 abilities dedicated to it, and they feel completely tacked on and unrelated to the kit or Job itself. We don't have DoTs because Summoners tend to be about big summon creatures, not poisoning people...yet we still have Aetherflow. Why? We could get rid of those 4 buttons and add things like the PvP actions that you can use anytime outside of Primals (granted, because PvP doesn't have Primals...) and I feel like that would already flow better and make more sense with the kit. It just seems we could have some SMN flavored abilities instead.
The other things are Physick not scaling off INT - there's no good reason for this as Vercure is clearly not overpowered and Physic would be half that at best, not to mention SCH and SMN/ACN haven't used the same spell since 4.5 as 5.0 made them separate spells in the game files (notice on SCH that the only spell under Class in Actions & Traits is Resurrection; if you try to put the SMN Physick on your SCH bar, it will be grayed out and note the affinity is for ACN/SMN but not SCH).
Likewise, why isn't Radiant Aegis targetable on other players? It's not like it's a super strong ability, and again, PvP allows this.
The Demis also feel like, unlike the Primals, they stay around a BIT too long and overstay their welcome. I feel like they should be 10-12 seconds instead of 15. It'd be one thing if Enkindle's CD was 12.5 or something so you could squeeze in a second one, but it isn't.
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I really do like a lot about SMN, but it does have those few things that bug me. Granted, RDM has a few things that bug me (as I said), so I guess I'd put SMN up there as well designed/fun, too.
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DNC does get mentioned a lot and does seem fun itself. A lot of people seem to love the flexibility and semi-but-not-terribly-so RNG nature of its rotation, too.
And for people that do like more things going on, AST does have a very powerful kit that can do a lot of things.
I prefer simple over needlessly complicated or having a ton of buttons. I find the 1 2 3 combo just pointless bloat and does not make a job more engaging. If they really want to remove button bloat from jobs, merging the basic combo into being just 1 button would be the first thing I would target.
I do enjoy playing paladin and summoner over most other jobs since it lets me pay attention more to what's happening in the fight, but if I was to give the award to best designed job it would probably be Red Mage followed by Dancer. Both jobs rely on procs, requiring you to pay attention to maximize DPS instead of hitting the same 1-minute long button combination or whatever over and over. Red mage I think is just a bit more well designed due to having to manage your white and black mana levels to ensure you get your guaranteed Ver- Ready procs and don't cap your resources.
When I played WoW, having set button combination you hit over and over was rare for a class. A lot of clases were based around priorities, where your abilities had different cooldowns along with various procs that might reset cooldowns or enable limited use of some abilities, forcing you choose the most potent or ideal ability at a given moment. Even though you may only have like 6 buttons that deal damage, you could not just mindlessly press them and expect to do well (and this game allowed the use of addons so everyone had DPS meters and would immediately know you aren't pulling your weight).
hmm, I like Summoner, Red Mage, Dark Knight, Warrior, Bard, and White Mage. Oh, and Black Mage too
Why? Because they're fun.
Reaper and Gunbreaker. My two favorite. Viper looks cool , not my cup of tea but i might try it out when it comes. Nothing can replace my reaper main im committed to since day 1 and it never will change lol
Dps: Black mage, Theirs some others I like too Red Mage, Dragoon, monk come to mind, wouldn't say they're the "best" designed though.
Tank: Despite being a tank main None.
Healer: None? astro is kind of close, I hope the rework along with some changes would happen.
In reality I can't really say tank/healers play into good designs because I think the role categories just currently aren't where I want them to play like, outside of some dps roles.
Scholar is a shadow of its former self. Nonetheless it remains the best designed healer in this game. Opportunity costs such as they are and a variety of tools let players have more control than in others where they have a hell’s bells undo or it’s the 5 hit raidwide button.
Dragoon is probably the best melee. The continuous gcd chain and ogcds make it not spectacularly difficult but busy. With macros that didn’t suck, tether wouldn’t be as annoying as it is. Part of that I think is my eyes getting older and being less able to keep track of the cursor.
Warrior is unfortunately the best. Heal on hit for potency is stupid, I greatly dislike the change to stack-based inner release, circular overpower is unnecessary, unnatural and bizarre. The paladin rework is worse, dark knight is derivative and in the current status quo beyond the devs ability to balance satisfactorily and gunbreaker is starting to get really silly with continuation. If not for how clunky double down feels to me it’d come first.
Back mage. No surprises there. It knows what it wants to do and does it fairly well. I can’t really see where it can go, particularly with the rng and movement mitigation it has. Red mage comes second, no surprises there. It lacks the flexibility of other casters, which skews how good it feels to play when you know that you could be doing comparable damage and taking a nap or setting fire to everything.Fisher is the next best caster.summoner comes a distant last. Doesn’t really summon, the primals are more a fire 4 than anything. The job feels incredibly empty and is completely unacceptable for a dps, particularly one that can be started with. Reaper only gets a pass on how barren it is because it starts at 70 and even then it’s a joke.
Dancer. Mch isn’t it and bard has had all the bits that made it fun taken away.
Fisher. Botanist and miner are clones and simply don’t have the depth.
8 way tie for obvious reasons.
Blue mage could win certainly healer, possibly caster and possibly tank if it were factored in. Whether this is a compliment or indictment is another matter. As a strictly melee it rivals level 60 reaper in simplicity and as phys ranged there’s not really a great breadth of spells either. Does not qualify for the noncombat shortlist but probably entered anyway.
Last edited by fulminating; 12-06-2023 at 06:07 PM.
Right now? Summoner, but in saying that it's probably one of the worst when it gets synced down.
"You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."
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