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Do you use your old class?Follow

#1 Feb 28 2014 at 6:42 AM Rating: Good
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Like an old car left in the garage, my Marauder is sitting there while my new Ferrari of a Warrior does everything. While it may be fruitless, I have been giving that old car some new parts that I've come across that fit. Ten cross class abilities from ALL of my classes are usable such as blood for blood, raging strikes, and a few others that my warrior can't do. Since warrior is the ultimate tank, I've been trying to frankenstein my Marauder into a durable DD of sorts.

The equipment is a roadblock. Can't equip relic, can't equip i90 myth armor. But CAN equip accessories and a heavy duty +crit Moogle Axe. Also a good place to put all that i80 CT armor as well as tank equip-able 60 DD gear as well as mega melded 70 gear to make a mega crit build. I know it sounds silly, but experimenting with my old class has been a fun side project for me.

Has anyone else messed with the old class car?
#2 Feb 28 2014 at 7:12 AM Rating: Good
WHM loses a lot of damage options over plain conjurer. If I'm going to be doing a solo fight, or a fight where I might need to do some DPS prior to level 50, I'll swap back.

Clearly I haven't done that since I got cleric's robes over the weekend, though, because it hasn't occurred to me that I can't wear it. Smiley: laugh
#3 Feb 28 2014 at 7:29 AM Rating: Good
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Catwho wrote:
WHM loses a lot of damage options over plain conjurer. If I'm going to be doing a solo fight, or a fight where I might need to do some DPS prior to level 50, I'll swap back.

Clearly I haven't done that since I got cleric's robes over the weekend, though, because it hasn't occurred to me that I can't wear it. Smiley: laugh


I will say doing DPS as WHM is pretty boring: StoneII Aero Stone II Stone II Stone II Stone II Aero ... over and over lol...

But no, i don't ever swap back for the same reason.
#4 Feb 28 2014 at 8:23 AM Rating: Good
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klooste8 wrote:
Like an old car left in the garage, my Marauder is sitting there while my new Ferrari of a Warrior does everything. While it may be fruitless, I have been giving that old car some new parts that I've come across that fit. Ten cross class abilities from ALL of my classes are usable such as blood for blood, raging strikes, and a few others that my warrior can't do. Since warrior is the ultimate tank, I've been trying to frankenstein my Marauder into a durable DD of sorts.

The equipment is a roadblock. Can't equip relic, can't equip i90 myth armor. But CAN equip accessories and a heavy duty +crit Moogle Axe. Also a good place to put all that i80 CT armor as well as tank equip-able 60 DD gear as well as mega melded 70 gear to make a mega crit build. I know it sounds silly, but experimenting with my old class has been a fun side project for me.

Has anyone else messed with the old class car?


Sadly it wouldn't be beneficial for most classes. You happen to be dealing with a class in Marauder that is allowed to equip some pretty powerful cross class skills. Considering that quests for those classes stop at 30 and you can't equip level 90 items, it seems that the developers are pushing us away from those, for now. Would be nice to see some marauder only lvl 90 gear, like they did with pvp.
#5 Feb 28 2014 at 9:23 AM Rating: Good
LebargeX wrote:
Catwho wrote:
WHM loses a lot of damage options over plain conjurer. If I'm going to be doing a solo fight, or a fight where I might need to do some DPS prior to level 50, I'll swap back.

Clearly I haven't done that since I got cleric's robes over the weekend, though, because it hasn't occurred to me that I can't wear it. Smiley: laugh


I will say doing DPS as WHM is pretty boring: StoneII Aero Stone II Stone II Stone II Stone II Aero ... over and over lol...

But no, i don't ever swap back for the same reason.


I'm certain that Aero II belongs in there, along with Aero. They both have potentially higher DPS than Stone II, right? So I stack 'em. And depending on what you are fighting, Titan, Ultima, Dreadnaughts! etc. it's really helpful to get Virus in at the right time. My favorite trick is Holy > Swiftcast > Holy for plumes or spiders or other suck grouped up mobs.

Regen, Holy, Flare, Chaos Thrust, Hallowed Ground, Mage's Ballad: These skills put their respective Jobs so far ahead of the Class that you just can't give them up, not for a measly 5 extra cross class abilities.

I don't know what Warrior, Monk or Summoner have to set them apart. I imagine they are equally powerful.
#6 Feb 28 2014 at 9:51 AM Rating: Good
Yeah, at level 50 WHM has a clear advantage over CNJ in any kind of group setting, even for DPS. But at a level capped (especially level 40 or below) situation I'll get more utility from CNJ if I'm expected to do balls to the wall DPS for some reason.
#7 Feb 28 2014 at 9:57 AM Rating: Excellent
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Quote:
Sadly it wouldn't be beneficial for most classes. You happen to be dealing with a class in Marauder that is allowed to equip some pretty powerful cross class skills. Considering that quests for those classes stop at 30 and you can't equip level 90 items, it seems that the developers are pushing us away from those, for now. Would be nice to see some marauder only lvl 90 gear, like they did with pvp.


Allagan gear can be equipped by classes and so can weapons that you can obtain from EX primals.


Edited, Feb 28th 2014 10:58am by Solonuke
#8 Feb 28 2014 at 10:18 AM Rating: Good
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Quote:
Sadly it wouldn't be beneficial for most classes. You happen to be dealing with a class in Marauder that is allowed to equip some pretty powerful cross class skills. Considering that quests for those classes stop at 30 and you can't equip level 90 items, it seems that the developers are pushing us away from those


If the devs are pushing us away from our original classes, I wish they would refer to jobs as "promotions" and not even give the option to revert back if there wasn't a real benefit to sticking with your class. In the beginning it was a question of playstyle, versatility vs a focused role. Right now classes seem like an old thing from 1.0 that they didn't get completely rid of.

Many times, I find myself to be an off-tank. On successful runs (where only one tank is needed), I'm barely needed or replaced with 5th dps. If I'm not main tanking I want to dps as much as possible to contribute. Which is where warrior shines with defiance off. However, in a particularly confident group, I'd like to dps more but still have enough gusto to take the reigns of tanking in a desperate situation. I don't want as much damage as a full throttle dps, and not as much damage mitigation as a main tank. I want to be the "oh shi..." department.

Part of what makes a game exciting for me is assessing the situation and acting accordingly in unexpected situations. There is no role for that currently.

Right now it's ..... Main tank died, wipe.... main healer died .... wipe. not enough dps..... wipe. Too many wipes, wipe the party and re que. No glimmer of hope, nobody really tries anymore if something goes wrong even in non hard mode situations.

Like the armory system where you could change roles with a different weapon, I loved the concept that this game gives you the option of going versatile to focused with the equipment option of a stone and vice versa. But it seems that the stone is here to stay once you hit 30 like a mandatory equipment piece.

Edited, Feb 28th 2014 11:34am by klooste8
#9 Feb 28 2014 at 11:14 AM Rating: Good
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Gnu wrote:
LebargeX wrote:
Catwho wrote:
WHM loses a lot of damage options over plain conjurer. If I'm going to be doing a solo fight, or a fight where I might need to do some DPS prior to level 50, I'll swap back.

Clearly I haven't done that since I got cleric's robes over the weekend, though, because it hasn't occurred to me that I can't wear it. Smiley: laugh


I will say doing DPS as WHM is pretty boring: StoneII Aero Stone II Stone II Stone II Stone II Aero ... over and over lol...

But no, i don't ever swap back for the same reason.


I'm certain that Aero II belongs in there, along with Aero. They both have potentially higher DPS than Stone II, right? So I stack 'em. And depending on what you are fighting, Titan, Ultima, Dreadnaughts! etc. it's really helpful to get Virus in at the right time. My favorite trick is Holy > Swiftcast > Holy for plumes or spiders or other suck grouped up mobs.

Regen, Holy, Flare, Chaos Thrust, Hallowed Ground, Mage's Ballad: These skills put their respective Jobs so far ahead of the Class that you just can't give them up, not for a measly 5 extra cross class abilities.

I don't know what Warrior, Monk or Summoner have to set them apart. I imagine they are equally powerful.

I guess I could start casting Aero II... just have to find room for it hehehe
#10 Feb 28 2014 at 11:49 AM Rating: Good
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I'd be in support of them expanding on the base classes after the secondary jobs for each of the classes we have are out - some things that give more personal benefit solo for not being attached to a party.

I do, very much like the fact that our root classes are essentially our base class and the Jobs are individual role specs we shift as needed for parties. It allows someone to identify to a particular class yet still be flexible in that class to the needs of the party.

Totally can't wait to tank on Lancer's next Job.
#11 Feb 28 2014 at 11:49 AM Rating: Good
Aero II has an annoyingly long cast time for a spell that only lasts 10 seconds. If it wasn't for the fact that it stacks with Aero I, I wouldn't even bother. (Thunder and Thunder II don't seem to stack on BLM, and Thunder II takes just as long to cast as Thunder I, so Thunder II gets all my love.)

Aero I gets my use because it's a much faster cast, and I can sneak a cast of it onto a mob for some help on DPS before returning to healing duties. But for pure DPS, Aero I and II together win out.
#12 Feb 28 2014 at 1:08 PM Rating: Excellent
Catwho wrote:
Aero II has an annoyingly long cast time for a spell that only lasts 10 seconds. If it wasn't for the fact that it stacks with Aero I, I wouldn't even bother. (Thunder and Thunder II don't seem to stack on BLM, and Thunder II takes just as long to cast as Thunder I, so Thunder II gets all my love.)

Aero I gets my use because it's a much faster cast, and I can sneak a cast of it onto a mob for some help on DPS before returning to healing duties. But for pure DPS, Aero I and II together win out.


I felt the same way at first. Certainly popping Aero while running is very useful. But then I noticed that the GCD of Aero is the exact same as the cast time of Aero II. So in a stand-still situation you get more damage in a smaller amount of time. If the mob is going to die in 12 seconds anyway you get more damage actually applied. Especially when toggling through a group to DoT enemies that will die quickly, i.e. won't last the 18 seconds.

Areo II - 40x12secs + 50 = 530

Aero - 25x18escs + 50 = 500

Stone II - Potency 170

Over 18 seconds you would get Aero II (770) > Aero (500)

Overall, Aero II wins the DPS in every stand-still situation, sustained or burst damage. Applying these both are better than Stone II until the last 10 seconds of a mob's health. So making sure they are both up constantly is key to maximizing Single Target damage on WHM.

Unless you need to be dodging, which likely means you need to be healing. I just haven't really needed the mobility of Aero while moving in party situations.

Does that math seem right to you?
#13 Feb 28 2014 at 1:32 PM Rating: Good
Yep, that sounds right. I do end up in a lot of fights with both dodging in addition to healing, but in those situations being a DPS is not my role so being able to toss an Aero I is more of bonus damage than a necessity.
#14 Feb 28 2014 at 4:02 PM Rating: Excellent
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Hm MRD is one of the only classes that sees much use outside of its job. Sadly, that seems to be a PVP niche.
#15 Mar 01 2014 at 8:19 PM Rating: Decent
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Gnu wrote:
Areo II - 40x12secs + 50 = 530

Aero - 25x18escs + 50 = 500

Stone II - Potency 170

Over 18 seconds you would get Aero II (770) > Aero (500)

...

Does that math seem right to you?


Not by a long-shot.

Aero II = 12 seconds (4 ticks). 40 x 4 = 160 + 50 = 210 total potency.

Aero = 18 seconds (6 ticks). 25 x 6 = 150 + 50 = 200 total potency.

The gap isn't as wide as you think.

Edited, Mar 1st 2014 9:20pm by Viertel
#16 Mar 01 2014 at 11:11 PM Rating: Decent
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Viertel wrote:
Not by a long-shot.

Aero II = 12 seconds (4 ticks). 40 x 4 = 160 + 50 = 210 total potency.

Aero = 18 seconds (6 ticks). 25 x 6 = 150 + 50 = 200 total potency.

The gap isn't as wide as you think.

Edited, Mar 1st 2014 9:20pm by Viertel


At least standardize your window...

Aero = 36 seconds (12 ticks). 25 x 12 = 300 + 50x2 = 400 total potency

Aero II = 36 seconds (12 ticks). 40 x 12 = 480 + 50x3 = 630 total potency

As Gnu stated, the difference is quite profound.
#17 Mar 02 2014 at 2:09 PM Rating: Good
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HitomeOfBismarck wrote:
Viertel wrote:
Not by a long-shot.

Aero II = 12 seconds (4 ticks). 40 x 4 = 160 + 50 = 210 total potency.

Aero = 18 seconds (6 ticks). 25 x 6 = 150 + 50 = 200 total potency.

The gap isn't as wide as you think.

Edited, Mar 1st 2014 9:20pm by Viertel


At least standardize your window...

Aero = 36 seconds (12 ticks). 25 x 12 = 300 + 50x2 = 400 total potency

Aero II = 36 seconds (12 ticks). 40 x 12 = 480 + 50x3 = 630 total potency

As Gnu stated, the difference is quite profound.

So in those 36 seconds, you can either cast Aero 2 times or Aero II 3 times. That means casting 3 Aero IIs has an opportunity of one GCD compared to 2 Aeros. That one GCD could be a Stone II, which is 170 potency.

Aero II still wins out (630 vs 570), but the gap is smaller.
#18 Mar 02 2014 at 2:37 PM Rating: Default
Why didn't they remove the classes? It's kind of confusing to explain to new people. They often come in thinking that, for example, Archer and Bard are two entirely different things (with Bard being an unlocked class). Once I finally manage to explain it properly, I can hear the disappointment in their voices (it's just a few extra skills).

I've never really seen anyone play as a class. It almost seems intentionally misleading that they left them in. They were originally even advertising it like "17 character options!!" when the game was coming out and that's really not truthful.
#19 Mar 02 2014 at 6:59 PM Rating: Good
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There is an archer on Ultros who doesn't even have bard unlocked, so I can't truthfully say I've never seen anyone play as their class, but I can say it isn't popular. I personally will not party the person in question, and considering the difficulty he seems to be having filling groups, I'm certain I'm not the only one. In most cases, classes lose a lot of utility compared to their job, and they miss out substantially on their primary stat all the way across the board. I can see classes having some niche usefulness (marauder in pvp, ie), but in general I don't recommend it, particularly in parties. What's a bard without songs or a dragoon without jump?

edit because autocorrect trolled me

Edited, Mar 2nd 2014 7:18pm by Kouren
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#20 Mar 02 2014 at 7:23 PM Rating: Good
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Kouren wrote:
There is an archer on Ultros who doesn't even have bard unlocked, so I can't truthfully say I've never seen anyone play as their class, but I can say it isn't popular. I personally will not party the person in question, and considering the difficulty he seems to be having filling groups, I'm certain I'm not the only one. In most cases, classes lose a lot of utility compared to their job, and they miss out substantially on their primary stat all the way across the board. I can see classes having some niche usefulness (marauder in pvp, ie), but in general I don't recommend it, particularly in parties. What's a bard without songs or a dragoon without jump?

edit because autocorrect trolled me

Edited, Mar 2nd 2014 7:18pm by Kouren


Wound up in DF a couple weeks ago with a 43 archer running stone vigil. I wonder if it was the same guy. He was largely clueless about the game...
#21 Mar 02 2014 at 7:26 PM Rating: Good
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It's highly unlikely, as this particular archer has been 50 for at least several weeks now, but it saddens me a little to learn there are others out there like him...
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#22 Mar 02 2014 at 11:59 PM Rating: Default
They probably really like bows & arrows and don't like being forced from an archer into a songster. I agree with you, but I sympathize with them.

I'm sure they're not stupid or uninformed or whatever. It sounds like they're just stubborn.

Edited, Mar 3rd 2014 1:12am by LucasNox
#23 Mar 03 2014 at 1:11 AM Rating: Excellent
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It's one thing to prefer playing a particular way, and quite another to force that preference on to others. The player I'm referencing does it for RP reasons, I'm quite certain, but he's also hurting everyone he plays with in the process. The loss in stats means he'll never be able to match the DPS of a bard equal in gear and skill, and the loss of songs means he can't make up for it with utility. It's asking everyone else in the group to compensate for him, and not everyone will take the mantle gladly.

On one's own time? By all means, play however you'd like, in whatever way you'd like. But when running with others, I appreciate it when folks have the courtesy to at least try to put their best foot forward, you know?
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#24 Mar 03 2014 at 4:23 AM Rating: Decent
I know what you're saying and I agree. Then again I hold the developers accountable to some extent for sloppily turning the game's only physical ranged DPS into a Bard and not offering a Hunter/Ranger alternative (yet). And again blame the developers for even leaving the class system in to begin with -- the idea of other players using a class in your party is actually upsetting you and you even said the only reason to play one would be for RP reasons, basically. Obviously the class system is not very well thought out or needed.

You also have to blame the developers for saying that jobs are for partying, but still letting classes queue up for parties with DF. lolwut

Again, I see your frustration with the individual as well.

Edited, Mar 3rd 2014 5:26am by LucasNox
#25 Mar 03 2014 at 5:07 AM Rating: Excellent
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svlyons wrote:
HitomeOfBismarck wrote:
Viertel wrote:
Not by a long-shot.

Aero II = 12 seconds (4 ticks). 40 x 4 = 160 + 50 = 210 total potency.

Aero = 18 seconds (6 ticks). 25 x 6 = 150 + 50 = 200 total potency.

The gap isn't as wide as you think.

Edited, Mar 1st 2014 9:20pm by Viertel


At least standardize your window...

Aero = 36 seconds (12 ticks). 25 x 12 = 300 + 50x2 = 400 total potency

Aero II = 36 seconds (12 ticks). 40 x 12 = 480 + 50x3 = 630 total potency

As Gnu stated, the difference is quite profound.

So in those 36 seconds, you can either cast Aero 2 times or Aero II 3 times. That means casting 3 Aero IIs has an opportunity of one GCD compared to 2 Aeros. That one GCD could be a Stone II, which is 170 potency.

Aero II still wins out (630 vs 570), but the gap is smaller.


Actually, as Gnu pointed out, Aero II deals its maximum damage in a very small window. This is perfect for trash-type mobs who will not live long enough to receive the full duration of Aero I. The downside is that it isn't instant cast.

I believe the point is that Aero II > Aero I and that using both in conjunction should be standard practice.
#26 Mar 04 2014 at 11:25 AM Rating: Good
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I think classes are nice at low level and allow you to level through that first 15 levels before dungeons with abilities which make life a little easier. Not sure what the justification is for 15-30 but I don't mind it.

As for MRD, I just popped on to say the same thing as been seen earlier. I see a lot of MRD in PVP at 30 and 40.
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