6.4 Job Changes | Tank Buffs and Overpowered DRG | Read & React



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Timestamps:
0:00 PvE Changes
9:24 PvP Changes

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19 thoughts on “6.4 Job Changes | Tank Buffs and Overpowered DRG | Read & React”

  1. RDPS: GNB is leading tank dps in 3 out of 5 savage fights and DRK is only ahead in TOP because of the last phase where it simply yoinks twice 10k mana because of healer LB3 rezzing them twice. Except of that, DRK is not ahead anymore.
    ADPS: DRK is leading in 4 out of 5, but it also already very very close.
    Tbf: I think in general the harder to play jobs should deal the highest dps and that's surely not WAR, sorry to say, but it's DEFO not WAR, and they recieve their buffs now, so i guess every party will run 1 WAR now permanently.

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  2. I don't know the numbers but I'd assume the BRD song range increase is so large because of BRD's song buffs having 100% uptime. Perhaps in this tier we're going to see bigger arenas and spread mechanics coming out at the same time that BRD needs to play the next song?

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  3. Hey babe wake up. Your every other patch ninja nerfs have arrived.

    I think they are buffing DRG because they want more dragoons in the upcoming tournament since in coordinated play DRG is a bit weaker.

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  4. They said they'd be balancing around cc mainly I think? Mabye I'm wrong but it would seem so.

    Monk: I think they nerfed one of the skills so that a good monk player can't just 100 – 0 every class once Phantom Rush + LB is up, the total dmg of the combo was 63k prior to the nerf, now it'd be 57k so atleast tanks and the melee Jobs can survive a full combo with 100% health. Still for melees they'd need to react quick since the next monk skill will most likely kill them too and that is not counting in the 12k bonus for the pressure point knockback that you get on meteodive, with that hitting you can still combo 100 – 0 anything.

    Dragoon: Might be because outside of the burst window drg doesn't really have alot going since Geirskogul and Wyrmwind share a 20sec cd. Also what should be considered is that drg is more a pubstomper and the higher you go the harder it gets to really finish people off, since classes like Mnk/Nin have more going also in ways of utility, while lacking some raw dmg, but a Mnk as i've written earlier can combo 100 – 0 and you can watch your 5-6 sec while you get mangled whereas with a drg you always can guard or heal, and outside of that burst the drg isn't threatening. If your team for example can't bait guard out of enemys they can always just guard your Lb and there's nothing you can do about it.

    I play the DRG mainly in both PvE and PvP because I love the Design aroudn Dragons & Polearms, but for pure efficency in CC I'd still rather go with Mnk/Nin when considering Melee Dps.

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  5. I liked this game very much, despite its UI issues. But then I decided I had a life and could not wait 15 mins. to get into every dungeon. Just ridiculous! It took less time in Neverwinter. That says a lot! Either someone is lying about the number of players playing this game or nobody uses the dungeons. I think the answer is obvious. Glad I was still playing the free trial!

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  6. Slightly more range on some spells and some potency changes? This is all they could shit out in almost a year? HAHAHAHAAHAHAHA AND YOU PEOPLE PAY FOR THIS ROFL

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  7. Its good that they are increasing the range of some of the buffs/mitigations that some jobs have. It makes it easier really to ensure all players can get their fair share in case a fight keeps you split up.

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  8. For the PvE.
    Honestly it's a pain in the corner of my neck when players don't stay with original party and kinda get a little out of range which is normal. It can't be helped. So with these newer raids and stuff, the boss mechs of aoe are fast so we are running, dodging, gathering, spreading out…. There's a lot going on so support class spells need a little more range for that.
    Can't always see it from a gamer perspective. See it from the developers perspective. If I made a tank buster that strikes the tank and all others within 5 to 10 meters of the tank… As a dev I wouldn't want to the healer to be anywhere near the tank during that but give the ability to protect the tank from it.. from a safe distance.

    For black mage they could have just decreased the cd on those and it would have been the same thing.But that would have been too OP.

    The way I see it, not everything is about damage.

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  9. So no more battle high 5 tank 1 shot from full by a random chainsaw. Thank god.
    Not sure why none of the more serious frontline issues where ignored. IE monk cliff kills. SAM LB able to retroactively gain 1shot debuff. And i still spam salted earth class because vacuum in an aoe spam meta is mandatory 😢

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