Phase 3 DPS Ceiling testing at lv 50 suggested the following order:
MNK >> DRG > BLM >= BRD.
Nothing got even close to matching the DPS values MNK could put out in Phase 3.
We'll see how the balance is at Launch.
Phase 3 DPS Ceiling testing at lv 50 suggested the following order:
MNK >> DRG > BLM >= BRD.
Nothing got even close to matching the DPS values MNK could put out in Phase 3.
We'll see how the balance is at Launch.
From what I've seen, Monk is the big loser and might require some big adjustments in 2.1. A Monk can certainly keep up in a straight up tank+spank scenario. The issue is that Monk DPS is very fragile and cumbersome.
1. Fragile because it is the most dependent on positioning and the buff timers for GL+TS are super tight. Encounter design has potential to be super punishing to Monks. Losing 3 stacks of GL because you had to run out of a PBAoE will do nasty thing to your output. Its also the only class that is 100% useless outside of melee range.
2. Cumbersome because of AoE mechanics. A Monk's spammable AE attack is both the weakest and expensive. Its hard hitting AE attack requires 2 GCDs (one has to be a single target attack) and its only a conal. Comparatively, DRG has a spammable AE that does twice as much damage and combos nicely with Heavy Thrust (increases the difference to 3x).
That said, Monk is probably worth bringing just for the super buffed Mantra.
i know this probably isnt 100% the right post to say this on, but i cant make my own posts so... yea.. anyway i really think they should add more alternate job roles for classes, like how the arcanist can be both a healer or a dps with its jobs, i was thinking like glad+pug= dual swords dps guy, and maradr+arcan= melee dps with a pet, lancer+glad= shield and spear tank, pug+conj= melee ish healer that would make sense if you played a warrior preist on warhammer online, just to add more diversity and usefull ness
I think it comes down to preference of Burst Damage or Consistent Damage.
I think polearms give enough damage, but TP can be the Achilles heel. In the end, I think the best is the one you get the best results in Full/Light Party.
It's going to be either Monk or Drg if this game is balanced. No ranged class should be able to safely attack from a distance and still do the same damage as a class that has to be within a few feet of a mob.
I have BLM 50 amd MNK 31 so I love to DPS and I really think its situational as to which class is better. If I am going solo Definitely MNK but if I am doing a run with my FC with a tank I trust then I will take my BLM. Mnk for me is a lot faster when it comes to chaining attacks but With BLM transpose they have more staying power and are not as tied to TP watching as much as a mnk is in a long fight
BLM. Due to-
1. They never, ever, run out of MP.
2. Single target and AOE in both ice and fire, no combo necessary.
3. Spamable AOEs not tied to combos for situations like CBM where you can clear waves of mini mobs in 2 casts.
4. Crowd control. Sleep, bind, heavy.
5. THM is easily the best solo Leve / FATE / forced solo quest class.
6. THM is useful in a party situation whereas other classes aren't nearly as much.
Last edited by Yashnaheen; 08-23-2013 at 09:23 AM.
I am inclined to agree. Although we haven't seen where SMN lies. I see it being something like BLM > DRG > SMN > PUG > BRDBLM. Due to-
1. They never, ever, run out of MP.
2. Single target and AOE in both ice and fire, no combo necessary.
3. Spamable AOEs not tied to combos for situations like CBM where you can clear waves of mini mobs in 2 casts.
4. Crowd control. Sleep, bind, heavy.
5. THM is easily the best solo Leve / FATE / forced solo quest class.
6. THM is useful in a party situation whereas other classes aren't nearly as much.
pshh, shame on you all. everyone knows that pld is dps masta and blm is the best tank.
nah in all seriousness, best dps is situational depending on the length of the fight, the amount of enemies you're fighting, enemy attributes (hp, abilities, etc.), aaaaand party make-up. the job/class that currently highest advantage though is arc/brd. mage dps have casting times and can't run and cast. melee can attack and run at the same time but they need to be up close at all times. arc/brd can run and shoot without a problem. of course, if there is only 1 enemy, and that enemy is stationary, then the point is moot which proves what the first sentence of the paragraph says. just some food for thought for you guys.![]()
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