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Most failed Jobs in FFXI Rate Topic: -----

#201
User is offline   Aeonknight 

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View Postrambus, on 12 November 2009 - 04:50 PM, said:

does not matter if it was a toss up or not, that can be said about any job. and what you said does not really go on the same lines as:



anyone that did that was/ is ( if they still) an idiot and i gave the reasons why already.

Now you're just ignoring the context of why I said those.
Failing to look at the big picture too.

When WHM's themselves are throwing up the white flag and quitting the game simply because of the job's introduction, you're going to call all of them idiots because they recognize SCH as being on par (if not better) than themselves? Who are you to judge?

But thanks to the WHM update, it's gotten alot easier for them to maintain being #1 healer.


Now that all that is aside, here are a few reasons why WHM would feel threatened by SCH:

Haste, is an irrelevant point when your job is not the only one casting it. If a SCH can't haste the tank pt, the RDM sure as hell can. And with 1 less person to refresh in the group he/she may find it easier doing so.

1 MP per tic on a body piece. Don't even bring that up. 1 more MP per tic is negligible and you know it. If you desperately need that extra 1 tic, you have bigger issues to worry about.

more MP efficient cures... your point? Your tanks shouldn't need to be cured that much for the difference to be a deal breaker.


now, you say there's no reason to replace a WHM w/ a SCH ever? How about when you're not taking a whole lot of dmg in the first place? I'll take Stoneskin-ga and Phalanx-ga as a means of mitigating any potential damage than someone sitting at 1k MP the entire time twiddling their thumbs. And if the mob is really that easy, the SCH can go offensive and have some fun putting up #'s that rival that of BLM. Not even RDM can boast that diversity.

So yea, the WHM community had every right to feel threatened until the update. That being said, even though WHM is once again the undisputed "main healer", SCH being a close 2nd makes the job noteworthy all on it's own. And I bring up Sotek's point once again: SCH ain't an loljob. 90% of them aren't. They all have their purpose, and if people whine because their PUP isn't wanted in Dragon's Aery then they have priorites that don't match up with which niche their job fills.


disclaimer: I still prefer WHM's, because the ones I work with work well with me. They'll always have a spot in the tank party... just as long as they're willing to earn it.
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#202
User is offline   Kiyara 

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I know I'm gonna get flamed for this but don't care so here I goes. (in no particular order based on overall usefulness in end game and game overall and yes imo this game is very tier based)


Top tier jobs : Ninja, Red Mage, Black Mage, Summoner, White Mage, Samurai, Dark Knight (only with Kraken Club zerg setup), Paladin

Mid Tier jobs : Monk, Dancer, Warrior, Dark Knight (non KC zerg), Scholar, Corsair, Bard, Ranger, Blue Mage

Low Tier Jobs : Beastmaster, Thief, Puppetmaster, Dragoon


That's my honest opinion.
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#203
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View PostAeonknight, on 12 November 2009 - 09:44 PM, said:

Now you're just ignoring the context of why I said those.
Failing to look at the big picture too.

When WHM's themselves are throwing up the white flag and quitting the game simply because of the job's introduction, you're going to call all of them idiots because they recognize SCH as being on par (if not better) than themselves? Who are you to judge?

But thanks to the WHM update, it's gotten alot easier for them to maintain being #1 healer.


Now that all that is aside, here are a few reasons why WHM would feel threatened by SCH:

Haste, is an irrelevant point when your job is not the only one casting it. If a SCH can't haste the tank pt, the RDM sure as hell can. And with 1 less person to refresh in the group he/she may find it easier doing so.

1 MP per tic on a body piece. Don't even bring that up. 1 more MP per tic is negligible and you know it. If you desperately need that extra 1 tic, you have bigger issues to worry about.

more MP efficient cures... your point? Your tanks shouldn't need to be cured that much for the difference to be a deal breaker.


now, you say there's no reason to replace a WHM w/ a SCH ever? How about when you're not taking a whole lot of dmg in the first place? I'll take Stoneskin-ga and Phalanx-ga as a means of mitigating any potential damage than someone sitting at 1k MP the entire time twiddling their thumbs. And if the mob is really that easy, the SCH can go offensive and have some fun putting up #'s that rival that of BLM. Not even RDM can boast that diversity.

So yea, the WHM community had every right to feel threatened until the update. That being said, even though WHM is once again the undisputed "main healer", SCH being a close 2nd makes the job noteworthy all on it's own. And I bring up Sotek's point once again: SCH ain't an loljob. 90% of them aren't. They all have their purpose, and if people whine because their PUP isn't wanted in Dragon's Aery then they have priorites that don't match up with which niche their job fills.


disclaimer: I still prefer WHM's, because the ones I work with work well with me. They'll always have a spot in the tank party... just as long as they're willing to earn it.


Just like what people said with rng or sam or drg or w/e

if they are quitting because anther job can cure let them leave. it means they cant handle the game ( this is no surprise since most cant anyway and yes i blame the makers for ignoring what people have to say and made little changes but thats a different issue)

SMN can hasta ZOMG lets make whm quit
RDM get convert omg let whm quit

omg pup gets dragon kick let monk quit

omg my rng been nurfed and im no longer 1337 leet DD quiting etc.

yes I do judge, and i am saying those people did not understand SCH. when SCH came out there was no fucking way it could be on par with anything (20-40 a sch/blm could nuke better then blm), after the update it *could* fill a WHM spot if there was not one to be found but this does not mean it replaces WHM, if there was a WHM there I would take the WHM.

people are too stupid to understand that SCH can only toss an AOE cure once a min OR AOE na once a min. its called not understand the job. so yes im here to judge they are stupid for that short slightness. people where also saying that in the WHM board here to the few that whined then. like i said here before and what was on those threads, RDM is out and there was no replace for whm in 4 years or w/e because of convert. People where replacing WHM with RDM after ATU and before SCH. That issue is not the subject at hand, is it? there is no reason to feel replaced now or after the SCH update and before whm update esp when they can not fucking haste. I do see the big picture, it is you that lacks to do so. those WHM that got pissy at SCH only did so because of one thing, they didn't understand the SCH job.

having lack of shell V and barspell for those things that matter is fail. those spells over time block more damage then SCH can but both should be in tank pt anyways so your point is irreverent.

and if you dont have sch to do phalanx you can get a rdm to do it, or put a SMN in tank pt to help cover it.

SCH was never a replace for WHM, only idiots with lack of understanding thought so. and that point was hammered on the WHM forum.

where are the BLMs quitting? after leveling SCH there is no reason to go blm anymore, can not say that with whm though not then, not now.

View Post.Sotek., on 12 November 2009 - 07:19 PM, said:

Yes I'm aware you could stack 8 MVs to do 31k damage.

At best I'd be willing to accept people might get 3 or 4 off in a common situation, which yes, would be something like 2k damage. But divide that by the four SCHs needed (or was it five? I cant recall if the one who casts helix could actually manage to use it in time) and you're looking at 500 damage between them.
You'd need to stack 6 imo for the individual SCHs to do more damage that they otherwise could without the massive headache. Which honestly, I don't think anyone would ever have achieved on anything important. Did they ever even do anything else other than Hydra and a UFO? Maybe I'd be more convinced it would ever have actually worked if they did.

As for WHM, I prefer a job that can do more than cure, since there are alot of times theres no need for curing. 44MP for 429HP isn't miles bad (sure WHM can /SCH but it sure as hell can't keep stratagems up anywhere near as well as SCH), RDM like Fast Cast isn't bad too, and I find Enmity and MP not to be an issue with decent support.


as for the MV thing it is some extra damage you can do when after you use a B IV or w/e, extra damage does not hurt.

like i said if you are curing for 44 mp 429 + to play on WHM/SCH ability to have the most mp effevent cure you take out the ability to AOE nas or pop AOE gravity or w/e that may be needed more.

so no SCH should not be waisting JAS on cures. if they are in between a pull sure AOE 711 cure is nice but it takes away doing other things.

you people act like sch can do everything at once and its so fucking ignorant.

View PostKiyara, on 12 November 2009 - 09:59 PM, said:

I know I'm gonna get flamed for this but don't care so here I goes. (in no particular order based on overall usefulness in end game and game overall and yes imo this game is very tier based)


Top tier jobs : Ninja, Red Mage, Black Mage, Summoner, White Mage, Samurai, Dark Knight (only with Kraken Club zerg setup), Paladin

Mid Tier jobs : Monk, Dancer, Warrior, Dark Knight (non KC zerg), Scholar, Corsair, Bard, Ranger, Blue Mage

Low Tier Jobs : Beastmaster, Thief, Puppetmaster, Dragoon


That's my honest opinion.


let me fix this for you

Top Jobs:
PLD, NIN, RDM, WHM, SAM, BRD, COR , DRK, SCH, KC DRK zerg , ( well geared MNK , WAR ,THF, DRG and blu that is situational)
mid tair ( on average):
SAM, WAR, THF, DRK, BLU, BLM, PUP,MNK, DRG, SMN
low tair:
blm for exp, bst, dnc , and any shitty player, mp geared only mages, bandwagon sams, DD in str rings, etc

this list does not factor ignorance on what people want for LS, merit pt, etc.
if you never seen what good thf or drgs can do i feel sorry for you.
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#204
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View PostKiyara, on 12 November 2009 - 09:59 PM, said:

I know I'm gonna get flamed for this but don't care so here I goes. (in no particular order based on overall usefulness in end game and game overall and yes imo this game is very tier based)


Top tier jobs : Ninja, Red Mage, Black Mage, Summoner, White Mage, Samurai, Dark Knight (only with Kraken Club zerg setup), Paladin

Mid Tier jobs : Monk, Dancer, Warrior, Dark Knight (non KC zerg), Scholar, Corsair, Bard, Ranger, Blue Mage

Low Tier Jobs : Beastmaster, Thief, Puppetmaster, Dragoon


That's my honest opinion.


What... the FUCK are you on right now??????? <______________<

You do realize what a Brd can do in End game and overall right?? <.<

Clearly, you don't.

I also feel like Cor can be too useful to just put in a Mid Tier. Their buffs can be so powerful it's ridiculous, yet they can still ouput some decent dmg (And technically also enhance certain Enfeebles with their QDs). They also have great solo capabilities (yet, it takes them awhile with just QD lol)

Finally, how can you put a Thief in your "Low Tier"? Feint, TH4, huge Spike Dmgs, good Hate Control, and highest Evasion I feel should put them at least in your "Mid Tier" <_<


This little "ranking" system doesn't seem well thought out at all... There are other jobs that I feel would be debated on their positions in your post, but I just feel like posting about the ones that caught my own eye immediately. Besides, every job is specialized at least in some kind of area of FFXI, or would at least have advantages over other jobs.
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#205
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View PostCreelo, on 12 November 2009 - 10:32 PM, said:

What... the FUCK are you on right now??????? <______________<

You do realize what a Brd can do in End game and overall right?? <.<

Clearly, you don't.

I also feel like Cor can be too useful to just put in a Mid Tier. Their buffs can be so powerful it's ridiculous, yet they can still ouput some decent dmg (And technically also enhance certain Enfeebles with their QDs). They also have great solo capabilities (yet, it takes them awhile with just QD lol)

Finally, how can you put a Thief in your "Low Tier"? Feint, TH4, huge Spike Dmgs, good Hate Control, and highest Evasion I feel should put them at least in your "Mid Tier" <_<


This little "ranking" system doesn't seem well thought out at all... There are other jobs that I feel would be debated on their positions in your post, but I just feel like posting about the ones that caught my own eye immediately. Besides, every job is specialized at least in some kind of area of FFXI, or would at least have advantages over other jobs.


they can out DD those so called top tair jobs if the person plays it right but who knows i never seen a perfict sam, drg and thf praze each other I just know they are deadly in the right hands and better then 80% of the people you prob see everyday. that potional made me list them as top tair making them the same as dnc is very laughable, but why should i go in detal to that person?

ether way in simple words im agreeing with you, i just did not feel like listing crap.
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#206
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View PostKiyara, on 12 November 2009 - 09:59 PM, said:

I know I'm gonna get flamed for this but don't care so here I goes. (in no particular order based on overall usefulness in end game and game overall and yes imo this game is very tier based)


Top tier jobs : Ninja, Red Mage, Black Mage, Summoner, White Mage, Samurai, Dark Knight (only with Kraken Club zerg setup), Paladin

Mid Tier jobs : Monk, Dancer, Warrior, Dark Knight (non KC zerg), Scholar, Corsair, Bard, Ranger, Blue Mage

Low Tier Jobs : Beastmaster, Thief, Puppetmaster, Dragoon


That's my honest opinion.



There is so much wrong with your list it will honestly give me a headache going through all of it. Tiers exist in this game you're right, but that list is so wrong.


I had to stop and read over a few comments in this thread twice or more to see if what I was reading was what people were actually saying. There's a lot of bias in here, which is expected.
What I can't understand most of all, apart from Azarall going on about SAM/THF in the same sentence when talking about damage between different jobs, is how people think DRK is somehow right behind SAM in damage. That right there is telling me people are just making up orders based on opinion like it's 2004 or something. Parsers have existed for a long time now and people aren't dumb enough to compare bad players vs amazing players or anything like that, the jobs have been compared with the best of the best and there's very little room for opinion. Hell even back when BLMs were required to party I couldn't understand why because they always sucked in the parse despite how popular they were.
In basic DD situations, i.e. not HNM difficulty mobs or zerg, for 2 handed DDs the most accepted order is SAM > WAR > DRG > DRK. Some might have a SAM = WAR, which I can agree with but for one reason I feel SAM edges out, which I'll get to. That order changes based on what you're doing obviously but for basic DDing (Nyzul, Ein, Dynamis, Sky/Sea farming etc.) it holds up as long as something drastic hasn't changed since I quit.

For absolute max output SAM just about takes it I feel and WAR is only slightly behind, if SAM didn't have any polearm skill WARs would beat them in high buff situations, if the mobs get harder and there's no buffs to support the WAR the SAM will edge out. Assuming high buff situations here and because great katana weaponskills benefit a lot less from buffs, polearms will be used by the SAM when ranking these two, so it's polearm vs great axe. For tougher stuff where polearm can't perform they have their great katana skills which will beat out a WAR. Both of them being well geared it's very close.
SAMs real advantage overall in this game is because it's without a doubt the easiest DD to play in an already very easy to play game. About to weaponskill, what's the evasion of the foe? Who cares! I'll cap accuracy anyway, and I'll probably cap attack too! Add more STR for all mobs = most thinking required basically, stuff like adding attack or STR depending, like great SAMs do, doesn't even matter that much in the grand scheme. Before anyone complains, I have all four of these DDs I listed leveled, SAM is so easy to play and do retarded damage on it's absolutely insulting, especially when DRK is the hardest to play out of those four and I took a lot of pride working on different sets for DRK (Scythe / Greatsword /Diabolic Eye up / down / Dark magic / Zerg gear etc.) DRK with club is the king of zerg but it's still a facet of the job, SAM gears for zerg like it gears for everything else, basically no thought required.

Next with a slightly bigger gap after WAR comes DRG, which has been overtaking DRK for a long time now mainly because of the rate at which it gains TP over DRK. Along with DRG getting better gear than they had before, minor additions to wyverns hasn't done much aside from the 20 minute timer. When Penta thrust had it's accuracy penalty removed right after the 2 handed update it's first hit multiplier was brought from .75 originally to 1.0, Guillotine was and still is .85. It was a small difference but before then Guillotine had the edge over Penta and after that update Penta had the edge. Penta also got an accuracy mod instead of damage, giving it another boost. Then Drakesbane came where in most situations it fairs better than Penta so another improvement. DRK hasn't really gotten much to improve damage as much, Absorb TP is fine but resists on things tough enough to matter not to mention a lot of dark resistant mobs in general. Having to stop and cast even with the speed of Absorb TP can often lower damage depending on your haste and other buffs especially if you don't get a great return. Drain II didn't help with damage excluding zerg and Absorb Acc was completely unneeded, DRK already had way too much accuracy before it was added.
A lot of career DRKs that have leveled DRG can attest to it being better in basic situations and considering the amount of people that feel that way including myself, it's sad to see a dumb stigma of the job from years back affect it's image even now. It hasn't even gotten that many updates as some people like to attribute to DRG having a slightly better image now than before, the wyvern isn't needed to bypass DRK usually so all the updates to that aren't even being taken into account. Crap image after Penta TP gain nerf, wyvern as a 2 hour, overcamping of mobs when DRG had very little good gear to work with, big number syndrome which made BLM and DRK popular when people didn't parse, all attribute to it's stigma. Comparing the two with actual data instead of bullshit assumptions sounds more reasonable I think, especially when I could tell the difference between the two jobs even before parsing it was that significant.

I can't comment on how it or others do with other DDs because I only had those four. I won't comment in detail on jobs I haven't leveled. If you look around that order I've posted should be accurate still and I haven't tried to stick my own bias into it, with DRK and DRG being equally my favourite jobs. The only way to find a true order is by comparing with other people, people together form tiers by agreeing or disagreeing until one is formed. One opinion alone doesn't matter, especially in the case of the one I've quoted. The fact that I came across the 2 handed DD order many times reading BG and such and it came together with what I already thought makes me pretty confident about it. The difference between those jobs isn't massive but there is one, like how most tiers work. A good any DD will beat a crap to average SAM, but when talking about max potential tiers then come into play.

Anyway, for the general FFXI populace SAM is pretty much the best DD overall. It's too easy to play and even with eh gear does decent enough because like I said, they cap accuracy and attack (most of the time) without any effort. Hagun being a ridiculous weapon helps too, which is a required piece. The main reason most if not all FFXI players think SAM is the best is largely due to how easy it is to play, gimps and idiots can't fuck it up as easily as DRG or DRK. It's that simple, but they are by no means as good as some people would make you believe. Overpowered? Sure. But not by that much to the point where people have to level the bloody job just to get accepted into linkshells or nyzul shouts like I've seen...
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#207
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View PostAzarall, on 10 November 2009 - 12:00 PM, said:

SAM/THF isnt only for hate mitigation. For low-man fights where you want to do the maximum amount of damage while feeding the bare minimal amount of TP, SAM/THF takes the cake.


If that's all you want, max damage with minimum tp fed, I'm gonna beat you as smn. Hands down.
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#208
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SAM/THF isnt only for hate mitigation. For low-man fights where you want to do the maximum amount of damage while feeding the bare minimal amount of TP, SMN takes the cake.


Fixed. Unfortunately, if you're concerned about feeding a mob TP, you aren't going to be doing the maximum amount of damage, your logic is flawed. In lowman situations where meleeing is an issue, SMN will bring a lot more to the table than a SAM will; Hate free damage for practically 0 TP, an assortment of useful buffs, the ability to cure and remove status effects, not limited to Meditate timers. I dunno about you, but I don't knonw many SAMs who just quietly sit around with their thumb up their arse waiting for Meditate to come up again.

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If Dark Magic Resistance isnt an issue, then by all means, DRK it up, but other melee jobs, even with /sam, do not have the ability to pull TP out of their ass and most DD jobs, aside from MNK, do not have the store tp/subtle blow traits to ensure they're either getting the most tp possible or feeding the least tp possible.


This was just laughable. QUICK, WHAT CAN I THINK OF, UM, UM, YEAH THROW DRKS AT SHIT, IF ERRR, NO WAIT, I GOT IT! OTHER JOBS DON'T HAVE MEDITATE LOL. OH SHIT, KINDA FLAGGING HERE, STORE TP! STORE TP!

We'll work through this in order shall we? I sub DRK on THF all the time. Every piece of HP gear used in a DRK zerg build is available to THF. DRK is forced to resort to using weapons they have little skill in, which is why you always see a THF standing nearby ready to pop Feint. I have a Ridill, a Sirocco Kukri, and access to an M.Kris if I ask nicely enough. This will allow my "TH whore" to surpass your average DRK, and keep up with a competent one. Oh sure, the good DRK will always win, but mostly because they aren't whiffing like a motherfucker with their K.Club or M.Kris because I've made it possible for a short-sighted quadraplegic to effectively melee with Feint, which I can do every two minutes.

Store TP traits? Clearly you've never looked at equipment added since WotG. You can see Shamaya's livejournal for more information on THF and Store TP, I think you'll be rather unpleasantly surprised. Either way, if you're trying to manage TP and still effectively deal damage, Summoner will do it much better.

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As for THF... personal experience has shown that I've never needed one with a PLD tank around, or as a PLD tank myself, and any job with THF sub can spike damage and shed hate just as well, with faster tp gain and higher damage in between WS.


Please, I'm dying for you to explain how a WAR/THF, SAM/THF, or anything /THF can "shed hate." Oh that's right, they die. I find the bolded section quite amusing. Not better than, but just as well as. Also, I can match or beat what most SAMs can put out on HNMs or non-squishy mobs, and I'll do it every minute, without fail. Go ahead and bring up melee damage, I left the opening there deliberately. I'm also interested why you would think a THF would want to lose hate. In most situations, a THF can tank better than any other job out there. Dynamis, Limbus, Nyzul Isle, merits, anything outside of HNMs/Gods/Jailers (Oh, we can evasion tank most of those too you know), I don't even look at my Trick Attack macro. Why? Because sooner or later, one of the people I plant hate on is going to die. I don't go to any of those events for TH, I go to tank for SAMs, DRGs, and WARs. Also, since you probably aren't aware of this fact, I don't have TH4, and I don't touch my THF Knife 90% of the time either. Oddly enough, I still keep getting asked to come THF. Never needed a THF on PLD? I beg to differ, it's simple enough to find out why. Go find a mob with plenty of HP (I frequently trioed Behemoth with an Aegis PLD and RDM), tell the THF not to TA you, and to go all out on damage. For a while, things will go as planned, and you'll feel secure in your PLDs abilities. A short time later, when your handful of JAs are cooling down, you'll be generating a lot less enmity while the THF is still thraping the shit out of your mob, they will pull hate from you. Atonement has gone some way to remedy this, but I can assure you, it will still happen more frequently than you'd like to imagine.

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I'm using sam/thf as an example to argue against the need for THFs in a group. If not doing HNM by all means sub WAR. Certain things will shine in certain situations, but if you consider all that a SAM has to offer versus other jobs, it's obvious that the bandwagon SAM is most frequently at the top for any drawn-out fights. DRGs have meripos, MNKs have salvage, but I digress.


What exactly does SAM offer outside of exceptional TP gain? I'm actually in the process of levelling SAM at the moment, and had a delightful party at MMJ Staging Point today. While I may have ended up on top of the parse, I was also informed of another rather interesting fact; I took over half of the damage taken by the party. This was while full-timing Seigan. Now I'll admit, I don't have enhanced Third Eye, or a -pdmg set for when I do pull hate, but either of these will put a dampener on any DDing potential you might have. I suppose you could sub NIN, and further gimp your damage. My THF suffers from none of these problems, most of the time I can just keep on ploughing through mobs, without sacrificing attack speed and power, or a chunky boost to one of my major stats. I'm not saying SAM sucks or anything, just that your perception of how useful they actually are, and for what reasons, is horribly flawed.

Oh, I almost forgot. Enjoy claiming your HNMs as SAM/THF. Oh wait... You can't. Back to the drawing board eh? Try actually stepping into a HNM related zone once in a while, you'll notice that nobody is subbing THF, because it's fucking useless. You can't deal damage to something you have no chance of claiming, as such, common practice is to sub WAR, if you're a pussy, you sub WHM, if you're me, you sub DRK.

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On top of that, the master is weak themselves and have to usually wind up doing some alternate role. -cough- SMN heals between blood pacts.


You say this like it's a bad thing. Personally, I've main healed DD parties for just about every HNM and endgame mob you can think of as SMN. I still managed to BP every minute too. So not only is the weak pet and weak master dealing consistent damage, they're keeping the DDs alive while they do it. I'd hardly call that a problem. You've been rambling on about the flexibility of a pure DDing class for some time, and then pick faults with the genuinely flexible jobs because you have no idea what they're actually capable of doing.

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Not just exp mentallity. A THF deals spike damage and transfers hate. A SAM/THF can do the exact same thing with more damage, and more survivability. Again, the sole advantage is TH4.


Survivability? Brilliant.

SAM pulls hate.
Seigan/TE.
Anticiapte a couple of times.
Face tank waiting for TE to go back up.
Get cure bombed.
WHM pulls hate.
WHM goes down like a sack of shit.
Mob returns to SAM.
Anticipate a couple of times.
Die.

We'll see just how well those Evasion Bonus traits work out for you.

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SCH came close maybe to whm but WHM was still better even before that update.


A WHM cannot give me Phalanx on top of a reliable Stoneskin, nor can they boost my DEX or STR by +7, nor give me en-spells. While your point about lack of haste is a valid one, you are rarely in a position where you have just a SCH in your party, there is usually a RDM or BRD as well. To be honest, in a few situations I'd take a skilled SCH over the WHM, they just bring that much more to the table. The few times I've been without haste and found myself with just a SCH, I think things actually went smoother.

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Also, I kinda DO see THF as a failed job seeing as people only want you for one thing (lol don't women say this?) so they should work on job purpose instead of buffing whatever 2 jobs they believe should be buffed at a time.


A lot of this is due to the general view of THF, rather than any actual downfalls in the job itself. I couldn't think of much that they could add. Collaborator and Accomplice were a surprise when they first came out, and they've gone a long way to enhancing the hate management capabilities of THF. The only problem? Most mages don't consider this when they pull hate, given half a chance, they will turn tail and run, making it virtually impossible to hit them with either ability. Instead, they run around madly screaming for vokes, when the solution is most likely too busy trying to catch up to tell them to stop moving. Increase the range on Acc/Coll and I'd be happy even if they never gave THF another JA. A lot of THFs are demanding a Hasso like ability, a stance of some kind to increase some aspect of THF damage, personally, I find it quite refreshing that we're one of the few jobs that doesn't have to sub SAM for Hasso to do anything meaningful these days.

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This little "ranking" system doesn't seem well thought out at all...


All ranking like this is effectively useless, since they're based on very limited personal experience. I'd be quite happy to put THF in the lowest tier possible, because 99.9% of them suck donkey cock for pleasure, likewise I could argue that SAM only comes into a middle tier position because of all those DOOOOOOOOOOOOMMMMMMMMMMMMMAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU/Shinsoku SAMs. Very few people have the ability to discuss such things objectively, because they will usually rank their main job higher than it should be, just because they play it. It's just one of those things, you can't rank jobs effectively when a supposedly gimp DD can outperform the best one, player ability is just too much of a deciding factor.
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#209
User is offline   rambus 

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View Posttreelo, on 13 November 2009 - 03:25 AM, said:


All ranking like this is effectively useless, since they're based on very limited personal experience. I'd be quite happy to put THF in the lowest tier possible, because 99.9% of them suck donkey cock for pleasure, likewise I could argue that SAM only comes into a middle tier position because of all those DOOOOOOOOOOOOMMMMMMMMMMMMMAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU/Shinsoku SAMs. Very few people have the ability to discuss such things objectively, because they will usually rank their main job higher than it should be, just because they play it. It's just one of those things, you can't rank jobs effectively when a supposedly gimp DD can outperform the best one, player ability is just too much of a deciding factor.


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let me fix this for you

Top Jobs:
PLD, NIN, RDM, WHM, SAM, BRD, COR , DRK, SCH, KC DRK zerg , ( well geared MNK , WAR ,THF, DRG and blu that is situational)
mid tair ( on average):
SAM, WAR, THF, DRK, BLU, BLM, PUP,MNK, DRG, SMN
low tair:
blm for exp, bst, dnc , and any shitty player, mp geared only mages, bandwagon sams, DD in str rings, etc

this list does not factor ignorance on what people want for LS, merit pt, etc.
if you never seen what good thf or drgs can do i feel sorry for you.

XD

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A lot of this is due to the general view of THF, rather than any actual downfalls in the job itself. I couldn't think of much that they could add. Collaborator and Accomplice were a surprise when they first came out, and they've gone a long way to enhancing the hate management capabilities of THF. The only problem? Most mages don't consider this when they pull hate, given half a chance, they will turn tail and run, making it virtually impossible to hit them with either ability. Instead, they run around madly screaming for vokes, when the solution is most likely too busy trying to catch up to tell them to stop moving. Increase the range on Acc/Coll and I'd be happy even if they never gave THF another JA. A lot of THFs are demanding a Hasso like ability, a stance of some kind to increase some aspect of THF damage, personally, I find it quite refreshing that we're one of the few jobs that doesn't have to sub SAM for Hasso to do anything meaningful these days.


mages are not used to having this support. in the past it was better to have select kite pathing so they would get less or live. I know for a fact that some ot the situations i pathed it helped me live. I also can say i seen mages die because i could not acc/coll them. also the distance of you the target and the mob plays an importance so if you follow them and someone does pull hate off them using the JA would make no difference because the mob is too far away.
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#210
User is offline   Tikki 

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Heh. I play a tank in WoW. I played a tank in EverQuest for a good 6 years. I play nin tank here. When I play smn, or even blm I know damn well my best bet is to run the mob back to the melees, and I do. And yes, a smn can too pull hate if enough curebombing has to happen. Damn whms, rdms and sch that do so much better at healing never bloody well actually pay attention to healing...
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#211
User is offline   rambus 

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View PostTikki, on 13 November 2009 - 08:14 AM, said:

Heh. I play a tank in WoW. I played a tank in EverQuest for a good 6 years. I play nin tank here. When I play smn, or even blm I know damn well my best bet is to run the mob back to the melees, and I do. And yes, a smn can too pull hate if enough curebombing has to happen. Damn whms, rdms and sch that do so much better at healing never bloody well actually pay attention to healing...


i do not know aobut those games but in this one a mob will stop chasing after you after a while esp with gravity on. no one has to hit it, no one needs to voke it to achieve it. sometimes its a double sword though very annoying when mobs depop trying to pull them. oh well saved me a few times abusing it when links happen, at the same time lost exp cuz of it (exp chains lost from trying to solo on blm or w/e)

Oh hey it is casting flare and stun is down just run away from it... where did my mob go?

the biggest thing i seen with mage deaths was form this , mage pulls hate > mage sits there > someone gets hate back but still not really controlled > mage cures it self near the mob > pulls hate> mage dies.
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#212
User is offline   Amastacia 

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View Posttreelo, on 13 November 2009 - 03:25 AM, said:

What exactly does SAM offer outside of exceptional TP gain? I'm actually in the process of levelling SAM at the moment, and had a delightful party at MMJ Staging Point today. While I may have ended up on top of the parse, I was also informed of another rather interesting fact; I took over half of the damage taken by the party. This was while full-timing Seigan. Now I'll admit, I don't have enhanced Third Eye, or a -pdmg set for when I do pull hate, but either of these will put a dampener on any DDing potential you might have. I suppose you could sub NIN, and further gimp your damage. My THF suffers from none of these problems, most of the time I can just keep on ploughing through mobs, without sacrificing attack speed and power, or a chunky boost to one of my major stats. I'm not saying SAM sucks or anything, just that your perception of how useful they actually are, and for what reasons, is horribly flawed.


SAM offers braindead-friendliness as an above poster said. It's a somewhat overpowered job (not as badly as people think), but the main draw is even a paraplegic monkey can do half-respectably thanks to Meditate and Gekko. It's much easier to play passably, and doesn't end up running out of gas early when played well. At the top end it's not drastically superior, but its performance does scale with gear/skill.

And before you overplay the damage-taken aspect, MMJSP is a bad place for Third Eye, so it's not exactly surprising you took so much damage. Puk AoEs mostly bypass or wipe it, Firespit goes right through (and we were killing plenty of Mamools), and NIN Mamools tend to eat through it somewhat quickly. Playing aggressively pre-75 with a Soboro means you're tanking a lot, and that camp punishes tanks.

But yes, his perception of SAM's utility and why it's good, is way off the mark.

View Posttreelo, on 13 November 2009 - 03:25 AM, said:

Survivability? Brilliant.

SAM pulls hate.
Seigan/TE.
Anticiapte a couple of times.
Face tank waiting for TE to go back up.
Get cure bombed.
WHM pulls hate.
WHM goes down like a sack of shit.
Mob returns to SAM.
Anticipate a couple of times.
Die.

We'll see just how well those Evasion Bonus traits work out for you.


Funny as hell, but exaggerated.

We're both less than thrilled to sub NIN, but if you want a survivable DD, SAM/NIN is fairly far up the list. And while /NIN does SAM's damage output no favors, 2 Utsusemi timers and Seigan to fall back on, combined with how consistent Gekko is, means that it's still doing okay damage while tanking/surviving. It's certainly not as survivable as THF or NIN, but it's got a leg up on every other DD due to its additional safety net past shadows. A good SAM, even subbing NIN, is going to put out more damage than a THF or NIN, so depending on where the line falls on survivability vs. damage output, SAM might be the best choice.

And yes, I agree with your pro-THF arguments, for the 1% of THFs who actually can play to that level. I'd pick SAM over 99% of THFs if I needed a survivable DD. But then we get into the bit below about player skill vs. job capability.

View Posttreelo, on 13 November 2009 - 03:25 AM, said:

All ranking like this is effectively useless, since they're based on very limited personal experience. I'd be quite happy to put THF in the lowest tier possible, because 99.9% of them suck donkey cock for pleasure, likewise I could argue that SAM only comes into a middle tier position because of all those DOOOOOOOOOOOOMMMMMMMMMMMMMAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU/Shinsoku SAMs. Very few people have the ability to discuss such things objectively, because they will usually rank their main job higher than it should be, just because they play it. It's just one of those things, you can't rank jobs effectively when a supposedly gimp DD can outperform the best one, player ability is just too much of a deciding factor.


Lots of truth here.

At the end of the day, the top tier is pretty much PLD, BRD, RDM, because those jobs are always in extreme demand, even when the player isn't great. PLD's tanking ability has been buffed so far it is to tanking what SAM is to meleeing - performance improves with skill, but even a retarded monkey is passable. A bad BRD will make people mutter and grumble, but only a few players (namely some BG "elitists" that get Alla posters' panties in a twist) would actually kick one from any party. Same with RDM.

Just about everything else is mid-tier, with order shuffling heavily based on player skill. Certain jobs tend to percolate towards the top (SAM, for instance), but until they get to the point where party decisions are made around them (a la BRD/RDM) or have an undeniable, miles-wide gap in mastery of a fundamental necessity for most activities (a la PLD), they get to stay in the middle.

BST, DNC, and PUP are undeniably at the bottom. PUP is actually fairly versatile, but it suffers from being outclassed in anything it can do, as well as stigma attached to the job given its atrocious gear availability and the general lack of synaptic function of the people who play it.
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#213
User is offline   Tikki 

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Rambus... I'm not talking about pulling or solo. Not even remotely. Once again your amazing ability to not grasp what is being said rears its head.
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#214
User is offline   .Sotek. 

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as for the MV thing it is some extra damage you can do when after you use a B IV or w/e, extra damage does not hurt.


I think you're underestimating the planning that needs to go into it. Without a bot you're not just going to throw out a helix and get the timing perfect anywhere near as easily as you could all just throw out another nuke.

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like i said if you are curing for 44 mp 429 + to play on WHM/SCH ability to have the most mp effevent cure you take out the ability to AOE nas or pop AOE gravity or w/e that may be needed more.

so no SCH should not be waisting JAS on cures. if they are in between a pull sure AOE 711 cure is nice but it takes away doing other things.

you people act like sch can do everything at once and its so fucking ignorant.


AOENas? Are you serious? You'd waste a 1 minute JA on a set of spells which hardly even have a 3 second recast? Seriously, I can't believe you'd think using JAs on cures (by no means all of them, only an idiot uses up all their JAs in 4 seconds) is stupid when you'd use them on Nas....
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#215
User is offline   Altanas 

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I like to think that playing PUP is like playing SAM on hard mode ;-x


I dabbled in both loljobs in ff11, DRG before they became popular again and PUP, i have to agree that PUP is the most failed job. I cant help but feel useless in BC's when I know I am pulling my weight. Then again I dont have top of the range gear, but will never get it unless i sank 24/7 of my time into this game.
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#216
User is offline   rambus 

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View Post.Sotek., on 13 November 2009 - 09:16 AM, said:

I think you're underestimating the planning that needs to go into it. Without a bot you're not just going to throw out a helix and get the timing perfect anywhere near as easily as you could all just throw out another nuke.



AOENas? Are you serious? You'd waste a 1 minute JA on a set of spells which hardly even have a 3 second recast? Seriously, I can't believe you'd think using JAs on cures (by no means all of them, only an idiot uses up all their JAs in 4 seconds) is stupid when you'd use them on Nas....

thats why people complained from what i seen

OMG SCH CAN AOE ERASE when i have to wait 10 mins

for the MV, helix i agree kinda, it depends, if you are locked into doing one element or 2 could be something to do with cool down but ya i know it is limited. but saying it has no use is kind of ignorant.

View PostTikki, on 13 November 2009 - 09:10 AM, said:

Rambus... I'm not talking about pulling or solo. Not even remotely. Once again your amazing ability to not grasp what is being said rears its head.


that statment was to prove a point i was making, but was not the point.

telling me i fail when you missed the point your self?

funny

I lived from drawing hate by this shittest tanks by grav and kite or pathing so it could not hit me

like i said most magies gets them self killed by running to tank, they pull hate off it, mage cures ti self near the mob and dies from pulling hate because of that. I only run back when the tanks are trustworthy, otherwise i kite
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#217
User is offline   .Sotek. 

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OMG SCH CAN AOE ERASE when i have to wait 10 mins


Erase =/= nas. Erasega is a completely different matter. I'll still only ever use that to drop bind, however. Otherwise people seem to think it's a good idea to spread out as much as possible when I start casting.

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for the MV, helix i agree kinda, it depends, if you are locked into doing one element or 2 could be something to do with cool down but ya i know it is limited. but saying it has no use is kind of ignorant.


Did I say it has no use? When I said MV in my original post I was referring to stacking it 8 times.
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#218
User is offline   Corrderio 

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All jobs suck

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#219
User is offline   Kiyara 

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I agree with the whole sam thing. Most overpowered melee job in the game and so easy anyone can use and don't even need that great of gear. I wouldn't account things like TH into factors for tier list. Looking more at the usefulness for killing/defeating a normal mob or a HNM mob (which is what i'm basing the tiers on). Obviously you not gonna put a thf on a HNM over a sam or a drk or a drg or you not gonna put pup, thf and bst in a tp zerg setup for Dynamis Lord. Thf is great on low lvl mobs and exp mobs. Thf is garbage on HNMs and a lot of end game mobs compared to most dds. Thf = treasure hunter whore in end game mostly not much else and feint. Blm low tier or mid tier? I don't see blm as either of those. High tier for blm. One of the most in demand dmg jobs for end game. Only job that puts blm to shame imo is rdm which is the just the most broken of the broken in terms of tier. Dragoon is good for dmg, but tbh drg cannot compare to a sam or a drk imo. Dragoon, Pup (poor pup this job needs serious love, hate SE for it), beastmaster in my opinion lack the most in terms of offering usefulness to end game. But overall I think the tier list is different on lvls of end game and normal game. I have to agree can't really put the 2 together. My tier list dramatically changes when you put that into perspective. Also I don't factor gear or skill into the equation. Those are obvious factors that shouldn't be accounted and should just be constants. Here is a revised tier list and a lil more spread out for better accuracy.

End Game Tier List (again no particular order and just my opinion and not a fact):

S Tier : Pld, Blm, Rdm, Whm, Brd, Sam, Smn, Drk (KC zerg setup)

A Tier : War, Nin, Cor, Sch, Drk (normal setup)

B Tier : Mnk, Blu, Rng

C Tier : Drg, Thf

D Tier : Bst, Pup, Dnc


Soloing Ability Tier List :

S Tier : Rdm (sorry to say this but this is a fact no questions asked)

A Tier : Blm, Bst, Nin, Dnc, Smn, Blu, Thf

B Tier : Pld, Pup, Drg, Whm, Sam, Drk, Mnk, Sch

C Tier : Cor, Rng, War

D Tier : Brd


Party Tier List Normal Mobs and Overall Average :

S Tier : Nin, Whm, Rdm, Brd, Sam

A Tier : Pld, Blm, Cor, War, Drk, Sch, Mnk

B Tier : Rng, Smn, Dnc, Blu, Drg, Thf

C Tier : Pup

D Tier : Bst

And I say again just my opinion.
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#220
User is offline   Aleera 

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View PostKiyara, on 13 November 2009 - 07:23 PM, said:

End Game Tier List (again no particular order and just my opinion and not a fact):

S Tier : Pld, Blm, Rdm, Whm, Brd, Sam, Smn, Drk (KC zerg setup)

A Tier : War, Nin, Cor, Sch, Drk (normal setup)

B Tier : Mnk, Blu, Rng

C Tier : Drg, Thf

D Tier : Bst, Pup, Dnc


Soloing Ability Tier List :

S Tier : Rdm (sorry to say this but this is a fact no questions asked)

A Tier : Blm, Bst, Nin, Dnc, Smn, Blu, Thf

B Tier : Pld, Pup, Drg, Whm, Sam, Drk, Mnk, Sch

C Tier : Cor, Rng, War

D Tier : Brd


Party Tier List Normal Mobs and Overall Average :

S Tier : Nin, Whm, Rdm, Brd, Sam

A Tier : Pld, Blm, Cor, War, Drk, Sch, Mnk

B Tier : Rng, Smn, Dnc, Blu, Drg, Thf

C Tier : Pup

D Tier : Bst

And I say again just my opinion.



I hope you never run an end game LS. Or solo. Or party.
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