Just play the 8 job comp that does not have raidbuffs.
Just play the 8 job comp that does not have raidbuffs.
This tier? Absolutely it's possible. M1-4 Savage is FAR more forgiving than the last two, maybe even last three tiers IMO. My static can have 2-3 deaths a run and still clear the fight and get our weekly rewards and get out. We might call it a "scuffed run" that got a little close for comfort to enrage, but whatever, a clear is a clear, and that's what we're there for.
P8S still haunts us though. A single misstep from one person could end the entire run at several points in that fight. It's normal for Savage to have a body check or two, but that fight was pretty much back-to-back body checks the entire time PLUS a tough DPS check, so even if a person died at one of the few "safe" point to die and get rezzed, it could still cost us the run. We lost two members over P8S and how hated it was.
Why do you even ask this?
SHOULD fights be possible without coordinated burst windows?
Normal content? sure. You can do whatever.
Extreme trials? Also, sure. You should die if you fail mechanics consecutively, and have some semblance of a rotation, but no... no real need to coordinate rotations. Or even for everyone to be alive for mechanics.
Savage and ultimate? No. I think this is when that becomes one of the requirements to coordinate that. And I feel it should be stricter. They screwed up this tier, a little bit. Not too much but it's noticeably easier.
Job design also should not be built around 'easy' content like dungeons, FATEs, deep dungeons, field ops, and extreme trials. That's silly.
That content should simply be designed around how much estimated mastery someone has over a class. If they've mastered the class, then sure, that content becomes "easy". That's... normal and inevitable.
And you can also create classes that are easy to understand, and have a very low skill ceiling beyond which they just can't grow any further, but they are still viable at the highest level. Like Summoner. I dare you to play Summoner and then switch to Ninja or something and then do your 2 minute burst rotation. It's wildly different.
Without burst windows, what point is there to save gauges? What point is there to managing odd cooldowns? There really isn't, then. And then you remove a vital element that is required to playing those jobs at a higher level.
There is no real job homogenization. Sure, jobs follows a basic formula based on the role they play in a party, but to play it at a higher level, of course you should try and optimize it and fights can and should be designed around that expectation that you actually are optimizing your rotations to some degree, and coordinating such burst windows? I don't think that's wrong, why would that be wrong?
That then becomes an element that defines a higher level of mastery. And that is a good thing. It's not a difficult element, but the fact that it is there is good because it makes sure that people have to plan for it.
I just wish that the game gave more details, more guidance on what a good job rotation is. But other than that, job design and fight design is mostly okay. They can and should experiment a bit more, I would love that. But a complete overhaul to remove burst windows and DPS checks isn't the way forward. Because that will actually simplify the game and the jobs more.
I mean yeah of course it can be cleared, for example if you bring WHM SGE SAM BLM VPR or something like that there's literally 0 buffs and no issues clearing, if you bring a full buff comp and everyone is drifting their buffs doesn't matter either, dps checks in savage are inexistent if everyone is pressing their buttons.
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