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Patch Notes 2.5 (Preliminary)Follow

#52 Jan 23 2015 at 9:10 PM Rating: Excellent
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You're going to lose a **** of a lot more DPS when you're dead than from anything else you could be doing.


I would never suggest otherwise. A good melee dps should be able to maximize their uptime on a boss while doing the fight properly at the same time.

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The only TP problem DRG has is from spamming area attacks on large groups of trash mobs. If you can blow through a full TP bar and the 600 TP you can pull out of your *** on command on any boss fight, you're doing something wrong.


Maybe. DRG and MNK will still run dry on TP over a protracted fight. NIN will too, but it takes a longer fight.
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#53 Jan 23 2015 at 9:19 PM Rating: Decent
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Archmage Callinon wrote:
These abilities, despite the fact that they technically exist, are nowhere near "no loss of dps while moving." As Hyrist says here, they are often more of a dps loss than just doing nothing.


Hence why I said if the reason you rather die than dodge is because you're worried about your DPS loss with dodging, you're better off using them while dodging if you aboslutely must be doing something. That's also why I said Ninja has the better end of the deal because they still have their ninjitsu as well depending on timing of the boss's script - Hell they even have their mini relocation skill they can use for dodging, yet you see so many ninjas dying when they have the most utility out of all melee DPS.

So anything with a big TP cost a dps loss in the long run - dying is the biggest dps loss and in critical end-game fights, it's raid ending.

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#54 Jan 23 2015 at 11:25 PM Rating: Decent
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Speaking as someone who died the least in my tenure in my raid group, my advice is similar, but I say. "You get in a rough segment, you stop dps and focus on dodging. Only try to skim mechanics for cut time when you're confident in them."

I can't think of a single fight in which piercing talon made a wink of difference above any of my 4 jumps.


As far as Ninja goes, even for a gamepad, they have almost zero excuse. They have built in movement increase, even while in combat. A cool-down that guarantees evasion of a physical attack. On top of a re-positioning skill (That's not as useful for gamepad players as quickest dodges will always be forward due to it be a camrea based, not mouse based, targeting.) I say almost because this is also counter acted somewhat by Mundras.

It will be interesting if your overall assessment of dragons change over time, Hio, with the new magical defense tweaks. Dragoons were at a much lower margin for error when it came to magical damage. Now they're not. I used to get why Dragoons bit the dust more often between that and the fact that jumps can freeze or force-relocate in very bad timing with no recovery window. A Dragoon has to have a bit more caution and forethought on average due to this. One bad jump can end you, and you jump frequently.

Ninja's I don't get as much. For all intents and purposes, they should be evading much better than Dragoon. Mundra's don't lock you in place until activation, which is often a smaller freeze window than any jump. Maybe it's the distraction from the input? I haven't gotten my Ninja high enough to see as of yet.

Monks. I understand completely why they have a perceived low death ratio. They a SINGLE positional lock that's rarely used, and their combinations have them highly mobile to begin with. Hit-move-hit-move-etc. That sort of pacing lends itself well for instinctual evasion as opposed to the staggered moves and forced-stops and moves from Ninja's and Dragoon's skills.

Edited, Jan 24th 2015 12:26am by Hyrist
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