I've been meleeing as a smn pretty much my whole smn career so far.
Only exceptions to this are for anticans due to AOE silence. And I usually stay away from scorpions though not all the time... I'm debating if I want to melee flies but probably will do so.
So far, only 1 mnk has told me to stop meleeing. In all 58lv's only 1 guy said something which brings me to:
has everyone else just been too nice to say anything?
or can I swing away with my elemental staffs though I swap weapons like a mad man with 9 weapons and never get any tp for a ws?
So far, even vs AOE mobs, I melee simply because it's a lot more convenient for me to buff the tank and melee part of the pt that's taking damage and need our melee buffs.
I can stay in the back and heal of course but then I waste time running up to the melee line to make sure they all get the buffs, and then run back to the back each time I do a bp.
I don't cast any slower meleeing since I cast and never bother with the tp gain due to constant eq swaps.
It's funny because after initial buffs, I can usually manage 35% tp before I swap eq for a spell. I melee with Apollo staff even while meleeing since i'm often the main cure.
Other benefits of meleeing:
1) I see mob specials a lot closer and can react faster, though it's not really much harder from the back to be honest. However, if your front lines are galkas and they are fighting some smaller creature like a lizard, that secretion or ultrasonics can be hard to see. You can always read the chat log but I find that to be very tedious and I respond much better to grafix.
2) I can always position myself to the side or back of mob since I'm meleeing and I almost always avoid directional AOE's which have hit backline mages a lot more often than me.
3) Stoneskin spam is constant vs AOE mobs. I almost never take any damage what so ever. Since I get the buff no matter what, it doesn't really hurt me to suffer the AOE.
4) Whatever damage got though stoneskin is almost never enough to put me into danger and I'm a taru with paper armor. The damage dealt to me also serves to decrease my hate. Not really significant but it's there.
5) Melee damage does add up. I do about 20 damage per wack with an odd elemental staff proc for another 20 or so.
At 36% tp increments, I do some 4x25 = 100 damage meleeing. It's not a lot but hey, that's 1 less bullet the rng has to shoot so it's not completely worthless. I've managed to get the kill shot as a smn on more than one occassion.
6) Mob tp gain. I was the one that did the initial testing with bst for mob tp gain and frankly after a lot of testing, my conclusion is that it doesn't matter. A smn can't even contribute even enough tp to the mob for 1 additonal ws. It can be argued that 36% might add up with someone else to make it significant but really, I have not noticed any different mob behaviors with me meleeing or w/o.
7) AOE petrify moves. This might seem horribly bad for people but it's actually a funny thing. Not to be confused with single targe petrify which can kill a tank, AOE petrify usually kills the people not hit by the attack since it is a hate reset for everyone that got hit. I don't mind getting hit by this because duration is only 5 seconds or so and I just got a free hate reset to 0. The blm in the back didn't get hit so he's got to deal with having all the agro to himself.
8) Barspell casting. It's just faster for me to cast bar spells if I'm standing next to the ppl that need it most than having to run around all the time. Effects are very noticable but alot of ppl forget because it's a nuscience to reapply it all the time due to running.
9) Curga. We know and love DS+curga. We don't like to use it in a party due to hate. We know that taking damage reduces our hate. Avatars don't give smn hate for their curega. So if a smn takes AOE damage, it is reducing their hate, while at the same time curing all the damage away with a bp if they choose to go this route. It's an alternative to the whole -enmity thing. I personally do earthen ward instead and just regen the breakthroughs.
10) The battle music keeps me awake XD
I can always engage from the back row and get the music but since i'm engaged already, might as well take my free swings.
11) I should be resting: It takes 15 seconds to get even 1 tic back. During a standard 1-2 min fight, I spend 30 seconds to cast and perform a bp. The rest of the time I'm casting cures and regen and bar spells and -na spells.
With the lack of Cure IV, and higher regen series, or fast cast support, it's very difficult to keep up with damage a pld is taking by myself. Even with help I'm constantly spamming cure III's. If I take 15 seconds out to rest, the tank might be dead. The bp cast times are unavoidable and I believe they are usually worth the time since they can save me time down the road. This is where I usually ask someone else to take over for the 15 seconds summoning and avatar charge time.
Why not just ask the blm to keep curing for the 15 seconds it's gonna take me to get 1 tic back? Well it's a team game. I have auto refresh on but he won't unless he's subbing smn and then he can't cure anyway. How about the rdm? He can do it but he's usually covering haste and refresh so it's tough to make him to more work.
Ironically when there's a whm in pt already, I find that I rest more in parties instead of meleeing since I have to save up mp to do damage bp's. But usually I work it out to take turns, he'd cure one and rest all through the next and I'd cure the fight after.
With ninja tanks, it's wierd because you pretty much HAVE to keep standing espically if you are main cure. Despite ninjas taking almost no damage the bulk of the time, they must be kept at full hp as much as possible. Their armor just isn't enough if their shadows go down.
As anyone with any ninja experience knows, it doesn't take much to die as a ninja. If you screw up ni-> ichi you can be constantly interrupted and would be very tough to recover from. You can literally die in 4-5 hits w/o shadows. As a smn curing a ninja, I perfer to stand the whole time.
This lets me cast cure III as fast as possible as soon as I see him taking any damage. Usually I have to DS + cure III as soon as the recast timer resets or else he'd die. The time it takes me to stand up might mean that he'd be dead before I get my first cure III off.
12) if I'm leaving carby out to melee for damage, I can't rest anyway, might as well melee.
So that's all my points on meleeing as smn. What are the counter arguments?
Only exceptions to this are for anticans due to AOE silence. And I usually stay away from scorpions though not all the time... I'm debating if I want to melee flies but probably will do so.
So far, only 1 mnk has told me to stop meleeing. In all 58lv's only 1 guy said something which brings me to:
has everyone else just been too nice to say anything?
or can I swing away with my elemental staffs though I swap weapons like a mad man with 9 weapons and never get any tp for a ws?
So far, even vs AOE mobs, I melee simply because it's a lot more convenient for me to buff the tank and melee part of the pt that's taking damage and need our melee buffs.
I can stay in the back and heal of course but then I waste time running up to the melee line to make sure they all get the buffs, and then run back to the back each time I do a bp.
I don't cast any slower meleeing since I cast and never bother with the tp gain due to constant eq swaps.
It's funny because after initial buffs, I can usually manage 35% tp before I swap eq for a spell. I melee with Apollo staff even while meleeing since i'm often the main cure.
Other benefits of meleeing:
1) I see mob specials a lot closer and can react faster, though it's not really much harder from the back to be honest. However, if your front lines are galkas and they are fighting some smaller creature like a lizard, that secretion or ultrasonics can be hard to see. You can always read the chat log but I find that to be very tedious and I respond much better to grafix.
2) I can always position myself to the side or back of mob since I'm meleeing and I almost always avoid directional AOE's which have hit backline mages a lot more often than me.
3) Stoneskin spam is constant vs AOE mobs. I almost never take any damage what so ever. Since I get the buff no matter what, it doesn't really hurt me to suffer the AOE.
4) Whatever damage got though stoneskin is almost never enough to put me into danger and I'm a taru with paper armor. The damage dealt to me also serves to decrease my hate. Not really significant but it's there.
5) Melee damage does add up. I do about 20 damage per wack with an odd elemental staff proc for another 20 or so.
At 36% tp increments, I do some 4x25 = 100 damage meleeing. It's not a lot but hey, that's 1 less bullet the rng has to shoot so it's not completely worthless. I've managed to get the kill shot as a smn on more than one occassion.
6) Mob tp gain. I was the one that did the initial testing with bst for mob tp gain and frankly after a lot of testing, my conclusion is that it doesn't matter. A smn can't even contribute even enough tp to the mob for 1 additonal ws. It can be argued that 36% might add up with someone else to make it significant but really, I have not noticed any different mob behaviors with me meleeing or w/o.
7) AOE petrify moves. This might seem horribly bad for people but it's actually a funny thing. Not to be confused with single targe petrify which can kill a tank, AOE petrify usually kills the people not hit by the attack since it is a hate reset for everyone that got hit. I don't mind getting hit by this because duration is only 5 seconds or so and I just got a free hate reset to 0. The blm in the back didn't get hit so he's got to deal with having all the agro to himself.
8) Barspell casting. It's just faster for me to cast bar spells if I'm standing next to the ppl that need it most than having to run around all the time. Effects are very noticable but alot of ppl forget because it's a nuscience to reapply it all the time due to running.
9) Curga. We know and love DS+curga. We don't like to use it in a party due to hate. We know that taking damage reduces our hate. Avatars don't give smn hate for their curega. So if a smn takes AOE damage, it is reducing their hate, while at the same time curing all the damage away with a bp if they choose to go this route. It's an alternative to the whole -enmity thing. I personally do earthen ward instead and just regen the breakthroughs.
10) The battle music keeps me awake XD
I can always engage from the back row and get the music but since i'm engaged already, might as well take my free swings.
11) I should be resting: It takes 15 seconds to get even 1 tic back. During a standard 1-2 min fight, I spend 30 seconds to cast and perform a bp. The rest of the time I'm casting cures and regen and bar spells and -na spells.
With the lack of Cure IV, and higher regen series, or fast cast support, it's very difficult to keep up with damage a pld is taking by myself. Even with help I'm constantly spamming cure III's. If I take 15 seconds out to rest, the tank might be dead. The bp cast times are unavoidable and I believe they are usually worth the time since they can save me time down the road. This is where I usually ask someone else to take over for the 15 seconds summoning and avatar charge time.
Why not just ask the blm to keep curing for the 15 seconds it's gonna take me to get 1 tic back? Well it's a team game. I have auto refresh on but he won't unless he's subbing smn and then he can't cure anyway. How about the rdm? He can do it but he's usually covering haste and refresh so it's tough to make him to more work.
Ironically when there's a whm in pt already, I find that I rest more in parties instead of meleeing since I have to save up mp to do damage bp's. But usually I work it out to take turns, he'd cure one and rest all through the next and I'd cure the fight after.
With ninja tanks, it's wierd because you pretty much HAVE to keep standing espically if you are main cure. Despite ninjas taking almost no damage the bulk of the time, they must be kept at full hp as much as possible. Their armor just isn't enough if their shadows go down.
As anyone with any ninja experience knows, it doesn't take much to die as a ninja. If you screw up ni-> ichi you can be constantly interrupted and would be very tough to recover from. You can literally die in 4-5 hits w/o shadows. As a smn curing a ninja, I perfer to stand the whole time.
This lets me cast cure III as fast as possible as soon as I see him taking any damage. Usually I have to DS + cure III as soon as the recast timer resets or else he'd die. The time it takes me to stand up might mean that he'd be dead before I get my first cure III off.
12) if I'm leaving carby out to melee for damage, I can't rest anyway, might as well melee.
So that's all my points on meleeing as smn. What are the counter arguments?
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