In Final Fantasy XIV, DPS ("damage per second") is king. The more DPS a group puts in, the faster the battle will end, period. A higher DPS can even make a fight easier by limiting the number of mechanics and attacks that appear, commonly referred to as “push phases” by the game community. At the high end of the gameplay, players will even try to increase their DPS for competitive rankings per fight on websites like fflogs.com. But which damage-dealing job (or “DPS class”) is best for dealing with the most numbers?
This article will give you a basic idea of what the highest theoretical DPS is. However, a good bard will outperform a bad samurai's DPS almost every day of the week. As such, saying that one class of DPS is absolutely better than any other should be taken with a few grains of salt.
DPS individuel vs rDPS
Individual DPS is important, but the rDPS (or “DPS Raid”) of an entire group is more important. For a party's rDPS to matter, you need synergy with your team. If the astrologer in your stat gives the wrong person a damage card bonus, or if your dragon gives you the Dragon Sight tether while you wield a mechanic and are able to use your best and most powerful attacks , then your theoretical rDPS does not matter. . Your individual DPS for a fight can be fine in such cases, but when a party's synergy is on point, not only will your own individual DPS be even better, but the whole party's rDPS will be as well. This means that not only your own attacks matter, but also your skills and abilities which help others to do their best.
Finally, keep in mind that each FFXIV raid level is designed to be erasable by any combination of DPS classes. So even if you want to do big numbers, you will be the best in the class you like to play, and you will probably do higher numbers than that class than trying to figure out and perform a rotation of a class. Different DPS that you don't have. not that much.
# 1: Invocateur (SMN)
FFXIV Summoner is generally considered a convoluted class with a ridiculously long spin, but in terms of direct DPS it's hard to beat when played by a skilled player. He even brings group-wide synergy in the Devotion damage boosting ability, which is a nice improvement over the Black Mage caster class.
What makes the Summoner difficult isn't necessarily its complexity, but the fragility of its long spin in most endgame raids: if you die in the middle of that spin, you're essentially sent back to the start once you are resurrected, and your DPS will suffer greatly. This is because a summoner's attacks reinforce each other to transform your summoned familiar into larger, more damaging beasts, and interrupting it is a significant DPS hit. But if you're okay with playing perfectly in a class in almost any situation for the greatest DPS gain, Summoner is for you.
# 2: Samurai (SAM)
Unlike Summoner's complexity, Samurai seems almost too simple: charge your Sen gauge with three short and simple combo attacks, hit an enemy with Midare Setsugekka, rinse, repeat. There are more nuances to that, sure, but big damage for much less work compared to other DPS classes is Samurai's hallmark in the FFXIV gaming community at this point. So the difference between a good samurai and a great samurai is knowing when to use your biggest attacks at the best possible time for maximum damage, depending on the synergy provided by your teammates. Samurai doesn't have any synergies to offer a team in return other than the damage they deal, however, if you choose to play in this class, be prepared to bring that warmth.
# 3: Dark Mage (BLM)
Black Mage displays high DPS counts, but like Samurai, that doesn't really help the rest of the party. It can be difficult to play well due to its 'turret' style of play: when you're dealing with your most damaging attacks, there's an above-average chance that you'll get stuck in one spot. and open to attacks more easily avoided by other DPS classes. Due to steep movements since the days of the Heavensward expansion, Black Mage is often viewed as an uncompromising class.
This reputation can be misleading, however, as Black Mage nonetheless has a variety of abilities available that facilitate rapid movement, such as Triplecast and Ethereal Manipulation. These abilities are best used when you already know how a fight works and if you know exactly when and where you will need to move according to a boss's attack pattern. If you are good at planning your move 30 seconds in advance, you will do well as a dark mage.
# 4: Ninja (NIN)
The Ninja Class received a significant boost in Update 5.1, removing a lot of awkwardness in the way their “mudras” were performed, which made it much easier for players with slower internet connections to play. On top of that, he had received a huge overall power boost from the development team for many of his attacks; as such, a good Ninja player can give even better Samurai players a run for their money.
Ninja is a very busy class, however: you'll be constantly pressing a lot of buttons for that high DPS with only the briefest time to rest during a tough fight. The Ten Chi Jin ability - necessary for high end gameplay and to bring out that aforementioned high DPS - remains one of the most difficult abilities in the entire game and can take some getting used to when used effectively. And like Samurai, Ninja doesn't really offer group synergy outside of the role abilities available as melee DPS. At the end of the day, who doesn't love to summon a giant red frog that spits a fireball at your enemies? Ninja brings it all to the table, and more.
# 5: Mage rouge (RDM)
Once upon a time, Red Mage was considered a relatively weaker DPS class that was best used for its group synergy during raids - specifically, its ability to resurrect two fallen members of a group in rapid succession through its trait. native Dualcast, when combined. with the Swiftcast role capability. While FFXIV the playerbase still largely prefers to use Red Mage this way - having a Red Mage in the party while learning and progressing in combat, then switching to a different DPS class when its usefulness and synergy are no longer needed. - This is not the case. means this class is low on DPS by all means.
Red Mage brings a simple, almost rhythmic rotation to the table that isn't easily interrupted by Sudden Death like with other caster classes, and his Embolden ability has damage synergy useful in any composition. end of game game. And while you might think you won't need Verraise after completing a fight a few times, let's be honest: there will always be times when something goes wrong and you'll be glad there's a red mage around. from you. resurrect one or both healers. In this case, not being dead is an overall increase in rDPS!
# 6: Monk (MNK)
By his rights, Monk should be as powerful on individual DPS as any of his fellow Melee DPSs, but poor skill design and implementation has held him back in recent years. As such, this is currently a good course for people who don't mind positions and a lot of extra button shuffling work in order to get the best DPS numbers. And just like Summoner, a Monk may be prone to having to restart their entire rotation from scratch due to untimely death, although Monk is much faster to get back on his feet due to easier rotation.
Fans of this class need not despair: the dev team is currently designing a redesign of the class, and in particular its capricious implementation of the Greased Lightning traits, which should make the class more user-friendly compared to quantity. damage it is capable of. to get out. We hope this overhaul will be implemented in Update 5.4, so look forward to giving Monk a try if you felt it wasn't the best fit for you before. As with Ninja before him, the changes could be drastic and very positive.
# 7: Dragoon (DRG)
Dragoon was the King of the Hill when it comes to Stormblood individual DPS. Even now, a seasoned Dragoon player can outperform a lot of the DPS players around them, due to the fact that Dragoon's gameplay hasn't changed much in two expansions aside from the quality of life improvements that make it easier to distribute. of his best attacks. carry out.
That said, Dragoon does suffer from slightly lower attack powers than most other DPS classes, but that makes up for that with excellent group synergy in the Battle Litany and Dragon Sight abilities. When used at the right time, these abilities can greatly aid a game's rDPS. Additionally, paying attention to positional requirements can dramatically improve damage done by a dragon. It's also just a fun course to play, period - but be careful when performing one of your many jump attacks during a mechanic that will likely kill you!
# 8: Machiniste (MCH)
Machinist underwent a major overhaul for Shadowbringers that made him much more enjoyable to play, especially compared to his awkward and unnecessarily complicated pre-expansion spin. This DPS class has a lot more flavor now, with flashy attacks like Bioblaster and the hard-hitting Drill.
Unfortunately, as we near the end of this list, you might notice something interesting: The three DPS classes with the lowest current theoretical Individual DPS are all ranged physical classes. These classes were designed more with the group's synergy in mind compared to their individual DPS strength, but unlike Dancer and Bard, all Machinist really has going for it at the moment is his Tactician ability, which reduces damage taken. group wide for a short time. This makes up for this by having the highest DPS of the three ranged physical DPS classes, as well as having a not-so-complex spin that is literally a blast to play, but hopefully FFXIV The Dev Team will give away some love to Machinist's attack powers in a future patch.
# 9: Dancer (DNC)
The important thing to know about the new Dancer class, introduced with Shadows, is that high individual DPS was never the goal of the class from the start. The real strength of the dancer is in his incredible party synergy, including Curing Waltz, Shield Samba, and the show's real star, Closed Position, who grants a DPS teammate "Dance Partner" every buff the dancer gives themselves as they go. and as it progresses. rotation. Much like with Dragoon's Dragon Sight ability, it's important that a dancer know who would benefit the most from being their dance partner for the sake of the party's overall rDPS. And while the Dancer class doesn't have the highest theoretical DPS yield, it's extremely fun to play a class that acts as both its own laser light show and a dance party.
# 10: Barde (BRD)
Between the damage-reducing Troubadour, the Battle Voice buff, and the ability to remove a debuff from a party member (even before the moment he hits!), Bard's party synergy isn't at all shabby. Each of his songs also brings little fans to the whole party. Unfortunately, the attack powers found in a bard's own attacks leave a bit to be desired. As well as having weaker hits overall, Bard just needs some more pure thinking and careful use of song in every fight in order to get the most out of his toolbox, and Apex Arrow, his “big hit” attack gained in Shadowbringers, is the least satisfying to load and use among all the similar attacks added to other classes in the expansion.
Fortunately, the FFXIV dev team is aware of Bard's damage flaws and intends to implement some big potency increases (and maybe other small changes as well) in patch 5.3. If nothing else, remember that even though Bard has the lowest theoretical Individual DPS of the ten DPS classes in FFXIV, a Bard player still brings tremendous utility and synergy to any game when he is playing. is well done, and you'll almost certainly use it to outsmart a summoner who can't use Dreadwyrm Trance effectively. If you like class, this will be the biggest DPS buff of all in this particular MMO.