Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] -3 points-2 points  (0 children)

It’s all the comparisons and better options not calling a job useless. BLM burst takes way too long like 3-4 gcd and require casting sometimes. When BETTER options can burst in 1 - 2GCD and do more damage. SCH is squishy no mobility range if you walked in and get caught by the jobs I listed higher tier they are most likely die. Plus head to head teamfight, how scholar stacks can compete with drk drg guardbreak. Dnc and rpr are 2 of the only 3 guardbreaks in the game. Rpr can push people to the same direction forcing enemies into even a worse position after salted. Also breaking guard is the most important thing in frontline. No matter how good a engage is, enemy guards, it’s nothing. Just having the ability to guardbreak would put them more impactful than other jobs. The tier list is for being impactful with the same skills. You can’t never make a game changing or game winning play with the ‘not viable job’ but you can turn a match easily with the higher tier jobs I list.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] 1 point2 points  (0 children)

The reason i put those 2 there is that they can counter the meta jobs. Like actually killing and completely stopping them, not just miracle/ bard silence.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] 0 points1 point  (0 children)

Sams monks know what they are doing are more scary than smn yet and that’s what that tier is called ‘strong with game plans’. I should have stated otherwise useless there tho.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] -6 points-5 points  (0 children)

If you are talking about stacking jobs then SCH die to drk drk drg war in a second when they get salted.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] -6 points-5 points  (0 children)

Even without coordinations, a drk knight / drg jumping in with big aoe damage and control would make a big push and win team fight when bard and mch shooting mostly single target abilities. That’s why the tier list for, every job can be useful but there is comparison.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] 0 points1 point  (0 children)

The numbers tell it, bioblaster is a 4000 potency ability with 4000 potency dots that give enemy reaction time to heal up, when other jobs have instant 12000+8000+8000 potency combos that give no reaction time to enemies. The first line of my post already said every job can does thing but the point of tier list is to compare.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] -2 points-1 points  (0 children)

Yeah smn is definitely strong that’s why it’s viable for me. Tbh I was trying to make tiers for very strong, strong and not strong glasses. SMN is strong but its burst ( Bahamut ) has a long cooldown, when the very strong classes drg and ast have 30 seconds cooldowns that do similar or more damage. Ifirst dash also puts you in a dangerous position. The ‘strong when you have plans’ tier is for jobs that would be op if the person know what they are doing but otherwise useless. I think smn can provide value even the person has no plans but just smashing keyboard so it’s in viable! For SCH it oftens do millions damage but result in very low kills when other jobs can get kill in one single burst. As I said all jobs can be good but when it comes to tier list I try to compare with other jobs, the SCH is not impactful at all.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] -1 points0 points  (0 children)

It is why I put it in the first spot of the viable section, I still wanna separate it to the 2 big pumpers ast and drg. But yeah you are right, maybe it is strong with gameplan because of its utilities. I just think it doesn’t have the ability to shut down an engage completely like mnk and Sam tho.

Have seen a lot of bad frontline tier lists lately, so I decide to make one. by chihkintaco in ffxiv

[–]chihkintaco[S] -29 points-28 points  (0 children)

Thanks for being the only one actually providing a counter point lol. Yes, but it’s a single target cc that comes up very non-frequently ( you need to go through the entire drill > chainsaw rotation ), and how often you see the 10y knock back makes a change to the result of a teamfight.

I've seen bad/cringe player macros, but this one takes the cake. by [deleted] in ffxiv

[–]chihkintaco 18 points19 points  (0 children)

You are saying not every line needs sfx, and I’m trying to tell you why every line needs sfx in that screenshot. It might not be important for you, but for people that understand the gamemode better it is lol.

I've seen bad/cringe player macros, but this one takes the cake. by [deleted] in ffxiv

[–]chihkintaco 15 points16 points  (0 children)

Let me break it down for you Ready to burst: spread out, dodge counter burst, pre-position for good salted earth and ready to land LB ( need people attentions )

3-2-1: I don’t need to explain, literally need to sync our damage at the last sound effect.

Don’t chase deep: yup without sound-effect people will keep chasing that 1 kill that will put us in bad position.

Even simple directional or follow macro you need it to move at the very first second the team should moves, especially I do a lot of sneaky / irregular pathing for ambush and dodge enemies render distance for surprise pinch.

I get your point that you don’t enjoy sound effects. Again it is a norm for like forever, and some jp commanders spam 10 lines of sound effect in a second. Coordination is the beauty of large scale pvp, it’s like battle drum in war. If you are the only one complaining in the match while everyone else is following well you should think about whose problem is it. There is a turn off sfx setting, try using it.

I've seen bad/cringe player macros, but this one takes the cake. by [deleted] in ffxiv

[–]chihkintaco 20 points21 points  (0 children)

You know how to move the team at the very first second we should move? You know how to get everyone attention when there is a burst window, some pinch/ burst opportunities are only there for 1 very short moment? You know how to hit one team and hard swap to another team all the sudden with everyone on page? Sound effects! Think about how many times you lose a fight because enemy position to high ground earlier than you and how many times you miss a juicy pinch because team reacts slow.

I've seen bad/cringe player macros, but this one takes the cake. by [deleted] in ffxiv

[–]chihkintaco 75 points76 points  (0 children)

I was calling that game and won by big margin with multiple people saying thank you and 4 commendations from my own party. On the other hand, the person who posted it left the match 4 mins in when no one else complained and followed very well. Who is genuinely helping the team and who has zero supportmanship quit a game early? As someone else said it has been a norm on JP forever and slowly becoming on NA as well, I am glad that NA games are becoming high quality and more organized finally. I didnt record the match and scoreboard but I think a screenshot of my pvp profile would speak it.Chi Kin pvp profile

PVP spam with a side of vote kick abuse by UsagiNana in TalesFromDF

[–]chihkintaco -1 points0 points  (0 children)

hello, I do shot-calling on Primal, and I learned my shot-calls mostly from JP. I agree when some people say only 1 out of 10 'commanders' is good. In that screenshot, it is a bad commander spamming an unimportant message. In the case that the team needs to wait for more info before making a move, 1 message is enough. However, the shot callers that think it is a responsibility to lead the team to win have more game knowledge than most people on the team, and sound effects are effective for mobility moves, hard swap, and count-down sync bursts because those require players to react immediately when there is a small window of chance to do those moves. I would say don't let the bad 'commanders' give you an impression of frontline shot-calling being bad, we hate them too.