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Melee DD with the best end game.

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  • #16
    Originally posted by Halato
    I'd take the results with a grain of salt.

    I suspect there are a lot of votes from people that have no endgame experience at all...

    And if you are talking "Best" endgame, you have to take into account the opinions of HNM LSes on your server.

    My HNMLS is actually really anti-Melee... They don't want to mess with status cures, curagas, or giving a mob more TP. Basically, anybody that doesn't attack from range takes a back seat in some HNMLSes, regardless of their damage potential (Sam, DRK, WAR, Extra Thieves).

    Now... not all HNM LSes are like that, which is why you need to check with the leaders on your server. Mine is gradually switching over... we took a samurai recently who is also a high level monk. That made him very flexible.
    SAM > MNK. sub RNG with Samurai, I can pull off 3 Sidewinders on any HNM.

    Asuran Fists will prove me wrong, but SAM gains TP 3x as fast as MNK. (IMO)
    Banned.

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    • #17
      Holy shit, one vote for Drg.

      Figures why I had to suck so much dick to get up to level 73. See the problem with Drg is that S-E took one of our most useful job traits. Now all were able to do is summon a Wyvrn which helps a lot, I have top notch gear too. If your going to be Drg then you've got a rocky road ahead of you, but I had plenty of freinds and got a set party at level 67 which helped me.

      I love Drg its unique, but thats all it is, if played right i can outdamage a Mnk, in theory.
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      • #18
        Skywing what are you talking about, those 3 sidewinders are good , yea, but it cant compare to a mnk. you would still have to wait until meditate to get 100 percent TP because i know damn well you probly arent going to hit an HNM. And meleeing HNM doesnt make sense at all, which is why my LS does not do it because you give the mob Tp and it owns your whole alliance.

        :sweat:

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        • #19
          Originally posted by Ian112
          And meleeing HNM doesnt make sense at all, which is why my LS does not do it because you give the mob Tp and it owns your whole alliance.
          Most HNM have auto-TP build, so it doesn't really matter. And using a 2hand weapon, the damage done + TP build for WS is generally going to outweigh giving the mob TP.

          The only real issue of giving a mob TP is using fast, 1h weapons like THF's, MNK's, and NIN's. MNK's do Chi Blast, NIN's use Earth Staff normally, so only real case is THF.
          JohNNY

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          • #20
            well, halato i'd take your opinion pretty highly seeing as how you're on my server so you should know the opinions and hopefully i'll join your hnm LS someday. (thanks for the help with the pld AF boots way back in like...april or something =).

            honestly, i really like both mnk and rng. i've played both jobs a little and cant say which one i like more. i would think rng gets invites faster since most people love them, however rng requires loads of gil to play. i have about 4 million or so but, i feel its just not enough to make a really great rng. i could always suck it up and farm more...but ugh so much farming ; ;.

            theres also something about boost boost boost CHI BLAST that i kinda like lol. HADUKEN! i also really like how versatile mnk's sound in an hnm battle. the ability to nuke or melee seems to make them fit for any fight. they also have paper armor, probably even more so if they are equipped for chi blasting, but their high HP increases their survivability.

            Another bonus i have to playing mnk is that fact that i have mnk lvl'd somewhat already and have a brown belt, kote, sniper ring, venerer ring (might switch for another snipe, probably when tanks start to keep hate off me), jujitsu gi, emp pin and enough for fuma kyahan (total on all those is up to about 4 million in gilgamesh.) once i'm done lvl'ing thf to 37 in case people ever want me to sub it, i can sell my winged boots and have more gil.

            thanks for the input all, keep it coming.

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            • #21
              Originally posted by ZQM
              The only real issue of giving a mob TP is using fast, 1h weapons like THF's, MNK's, and NIN's. MNK's do Chi Blast, NIN's use Earth Staff normally, so only real case is THF.
              Subtle Blow helps to lessen that...but yea...I agree
              All spells obtained!
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              • #22
                Actually thfs do pretty nice damage, as SATA is really all they're good for, that and insane eva.

                A well set up thf can tank standard HNM if he ever had hate. Nothing like Gods/dragons. But quite tankable normal ones.

                And I don't know any HNMLS that doesn't have their stock of thfs. You have to have them if you want drops.

                Even if you're a gods only thing, how are you getting ro'meave water?

                Thfs usually have free reign over their damage.

                One thief tanked lord of onzo most of the fight due to the damage he dished out.

                If it was kirin though, he would be doing his cheapy 400 spirit like all the other melee.

                Thfs don't outdamage mnks, but even mnks know they can't tank very long. As I wrote eariler it's not really a damage game, it's an endurance game on many HNM.

                Sam/thf I don't see often and don't out damage thieves from what I see. And anyway without a shadow or 3 they would be dead anyway if they tried.

                On drg

                I only know 1 HNMLS drg, that's not crap... Decent damage, sub's sam for tp. Nothing to write home about, but those jumps do give good tp.

                One thing I gotta give credit to that drg, he has his jump very well timed. He can dodge a good many things that way. Getting out an AoE is kinda useful.

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                • #23
                  Originally posted by Ian112
                  Skywing what are you talking about, those 3 sidewinders are good , yea, but it cant compare to a mnk. you would still have to wait until meditate to get 100 percent TP because i know damn well you probly arent going to hit an HNM. And meleeing HNM doesnt make sense at all, which is why my LS does not do it because you give the mob Tp and it owns your whole alliance.

                  :sweat:
                  Ok mister "No endgame" how many HNMs have you fought?

                  Samurai's TP regen is 3 mins, thats about the time it takes for a MNK at level 70+ to gain up to 100 Tp to pull a WS.

                  Using a bow will get you 20+ TP per shot, Mnks need to hit twice for a 10-15 TP amount. This is including that Sidewinder is up at 150% TP.
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                  • #24
                    lol..Rng outdamages all DD in hnm and they can live well. How will sam/rng live and i doubt the saido will even hit.
                    |Elites|PLD75/RNG75/WAR37/NIN37/MNK54 Sandoria - Rank 10

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                    • #25
                      Since RNG isn't up there...I think WAR is the best DD. If they ever take hate, then won't get owned up the ass like the other melee. THF can avoid that with SA and their highest evasion in the game, but their hit by hit damage is done by low D weapons.
                      There is no knowledge without experience.
                      San dOria Rank4 \\ 30 WAR | 19 MNK | 14 RDM | 8 WHM | 13 BLM | 13 THF | 5 DRK | 10 RNG // Goldsmithing 10
                      Windurst Rank4 // 46 WHM | 26 BLM | 20 RDM | 18 WAR \\ Alchemy 11 | Fishing 8

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                      • #26
                        Ranger's dying is a pretty common thing...really...it is. You can die even before you think you have your ni up.

                        You gotta be one reckless ranger to fight HNMs at full force.

                        And I see rangers doing 150 per shot while monks do 100 per punch. This is not including kicks.

                        On Gods/drgs/KB etc that's a different concept.

                        On thieves.
                        You forget that thf have triple attack+ dual wield +low delay daggers. Good Acc too.

                        In the span of less then 1 min, they can be SA and/or TA dancing for 700 ish. Take on some text spam of 11-20s rush, and confidence you can TA off your excessive hate, you got one big damage, only because no other class would want to try.

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                        • #27
                          Originally posted by Darkedge
                          Since RNG isn't up there...I think WAR is the best DD. If they ever take hate, then won't get owned up the ass like the other melee. THF can avoid that with SA and their highest evasion in the game, but their hit by hit damage is done by low D weapons.
                          THF can be subbed too
                          SAM 74

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                          • #28
                            for Kirin Skywing

                            At Kirin there is a tp room which you gain TP before melees get switched in, however monk doesnt really worry about that becuase they boost and get subbed in for chi blast, im just saying that samurai arent special when it comes to HNM subbing RNG unless you have 300 tp and a whole bunch of racc, dont look at my info and talk smack:mad:

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                            • #29
                              for Kirin Skywing

                              At Kirin there is a tp room which you gain TP before melees get switched in, however monk doesnt really worry about that becuase they boost and get subbed in for chi blast, im just saying that samurai arent special when it comes to HNM subbing RNG unless you have 300 tp and a whole bunch of racc, dont look at my sig and talk smack:mad:

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                              • #30
                                Originally posted by kuu
                                On drg

                                I only know 1 HNMLS drg, that's not crap... Decent damage, sub's sam for tp. Nothing to write home about, but those jumps do give good tp.

                                One thing I gotta give credit to that drg, he has his jump very well timed. He can dodge a good many things that way. Getting out an AoE is kinda useful.
                                Jumps give the same TP as regular attacks. Barone pants add 2 more TP, I think, along with the body. There's only 1 person with the barone body on Phoenix, that I know of and they want 14 million for it...

                                When you and your wyvern are in the air during Super Jump, you avoide any damage. Can be handy if timed right. But only once every 5 minutes.
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