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DPS Tier List
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SSS (There is no such thing as being in a bad position) Tier
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Mime: Does everything everyone else does but with all the best tools Runic, Focus, Bluff, Darkness, even boss skills 
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	that turn the tide make it amazing as a support while also being amazing at anything it needs to be for the 
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	team. Runic shuts down fights. Salve makes it an acceptable healer. Vigor makes Darkness pretty much never a bad idea Equipment 
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	Diversity also helps it to further its utility by catering to fights while also having access to strong weapons spells (Reraise Staff, )
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Dark Knight: Currently has one of the best movesets in addition to 2 of the best subskills
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		Darkness has no drawback besides making "Safe" play harder by taking away Ebony Slash.
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		Oblivion is an AoE with more power than most classes have on there best single target
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		Having Darkness and Focus at the same time makes it a monster at doing damage
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		Every Skill it has is instant so cast times and wait times are a non issue, making it not only the 
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		strongest DPS but also more then likely the fastest at taking actions
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SS Tier (We Killed the boss before he got to do anything important )
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Gunner: Before Defense was raised was capable of Gunning down Rosa in a single turn doing 80,000 damage thanks 	to Trigger Happy and Initiiative. 
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	Skillset is terrible with the exception of Quick Draw and Trigger Happy, half its spells being Int while others 	are Str. several debuffs in its kit having low hit rates.Damage focused moves being insignificant to the point 
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	that using Trigger Happy above 50% HP is usually your hardest itting attack even without half the hits
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	Can play defensive with Quick Draw and Defend to mitigate its awful defense
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Assassin: has access to almost every side weapon you could want. (Hastega Masamune/Dagger, Protectra Katana...)
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		Backstab is amazing when Hide wont fall off and your party wont rub it off you, Swift Strikes is a
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		decent alternative, Quick Stab is a slightly worst Fast Blade
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	  Literally made of tissue. anything can kill it without party support, becomes a monster with party support 
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	   especially Taunt/Cover and Runic
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S Tier (We show up to the fight and might just bypass majority of the fight mechanics by being there)
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Summoner: Phoenix makes a sturdy party almost unkillable.
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Magic Knight: Runic breaks 90% of the game.Dual Wields, Magic Blade Damage is still amazing
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A Tier ( Solid and Always useful without being in a class of their own )
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Gladiator: Lots of MP heavy moves but not the greatest at maintaining its MP, (Havent seen Delay extensively )
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Samurai : Irrelevent without Quick Charge, Solid WIth Quick Charge. Great Damage, can be offensive while playing 	   defensive thanks to Sky. all its Buffs/Debuffs are unique so they stack
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Swordsman: has access to 3 of the best movesets at once, Dark Blade is far and away the best damage option right now
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		Holy Blade lets it be a strong support class. Magic Blade is pretty lackluster for it at the moment 
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		even with weaknesses
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Monk: It never got worse its just as underplayed as its always been. Mantra is solid Healsuna. Phantom is powerful and 
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	proc more damage, One Inch Punch makes it one of 2 Melee DPS with Dispel.
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B+ (Curaga is amazing)Tier
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Sage/Lunarian/YC
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			Curaga is broken and so is anything that has it
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C+ (Better then a lot below them while still having ways to support the party uniquely )Tier
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Magus: Pretty Balanced overall, Damage isnt amazing but Empower is very strong and having Enspells makes it deadly 	against anything with a weakness
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C (Average, Theyre not bad, but end up with jack of all trades issues) Tier
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Holy Dragoon:The same as Dragoon but with more utlity options in exchange for Brace
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Dragoon: Decent Damage and Support, High Jumps Role as a move is still undefined, most of its "damage" options are 
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	barely better than support classes.every breath falls off at the end of the game with the exception of Holy and 	Dragon. 
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	Overall Dragoons Damage isnt really that good and it falls flat despite having all its other aspects being 		reasonable enough making it something of a lesser paladin
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C- Tier (slightly worse off then C tier but not by much )
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Hero/Heroine: The same as Ninja but with more power and better utility
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Ninja: Overall Not Great Damage with Subpar support 
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	Takes the most effort to reach its full potential but is still not amazing even then
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D+ (All i do is damage and its not that high) Tier 
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Black Mage: Great at Damage but nothing else, might not be very efficient at damage compared to the melee 
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		(needs testing side by side)
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Black Knight: Drainga is its only viable action in almost all situations
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	      Darkness eats away at its MP and it has no way to self restore
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	      All its element spells are weak enough that using them on monsters weak to them is still not worth doing 
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		instead of Drainga
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	      Drainga > Shadowflare
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	      It has debuffs on many moves that all do the same thing. Stop/Petri/Para/Sleep/Death = Immune
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D Tier ( I do less damage then them... )
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Black Twin: Twincast is terribad right now,almost every spell is questionably usable and the power isnt great lategame
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		as well as taking twice the resources to use and a lot of cast time.
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	    Black Magic by itself isnt very powerful Pure DPS syndrome 
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D- Tier ( I Do less damage then him and my niche isnt very useful for me in a lot of situations )
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Elemental :Doesnt have very impressive damage potential and may as well be a Black Mage/Twin when weaknesses arent 
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		relevent
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	Having a way to force weakness might help and more damage in general since they fall into the usual all damage
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	no support dilemma
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	no support dilemma
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__________________________________________________________________________________________________________________
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Healer/Support Tier List
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SSS (You can not go wrong at all with this) Tier
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Devout: Pros:Unmatched support options, every meaningful buff ingame, doesnt care about Silence, has almost every healing niche at its disposal
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	Cons:Not the fastest at pumping out tons of healing, lower overall defenses
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S (Broken but with weaknesses) Tier
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Evoker: Pros: Phoenix Mode, Access to the few healing and defensive niches that Devout lacks, synergizes well with Devout and other 	healers because of its unique kit, LolCuraga
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	Cons: Lower MP means lower healing power, its barriers while they stack with Mediga are not meaningful whatsoever and should only be used if youve take care of every other possible buff and Alexander isnt 	an option no way to heal once its MP well runs dry
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A Tier
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Bard: Pros: Most of Bards Buffs are unique to it and therefore its pretty uncontested in its role, Salve makes it a solid healer and nurse for the party, 
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	Cons: While most of its songs are useful and it is never truly at a loss for an action to take be it healing or singing its MP is something to keep an eye on, lack of a powerful offense
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Alchemist: Pros: Has access to nearly every buff for boosting single target damage and many more, has a suprising amount of utility from certain Mix actions, notably Deep Freeze being a reliable Slow and Quick 
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	Cons: Elixer are expensive and gate access to AoE Focus+Brave, AoE Bluff+Faith, AoE Defense+MDefense Up, and Quick. Lack of Defensive Buffs
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B+ Tier
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Red Mage: Pros: Doublecast Reraise, Doublecast attack then heal the counter, Doublecast Pro/Shellga, Curaga is solid always, Decent Damage for a Caster
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	Cons: Doublecast speed isnt the greatest, lack of support outside of reraise and the basics
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Dancer: Pros: The only class with AoE Crit+ , Salve, AoE Blink/Reflect lets it play niche strats, Wonder Step is a semi decent way to reapply Buffs following Black Hole, Somewhat effective at debuffing
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	Cons: The Dance Kit can be hollow in some fights where Blink/Reflect dont matter, and Debuffs arent an option
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		not the most reliable at damage even though it has potential to be
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B Tier
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White Mage Pros: Cure Lines broken, Reraise, almost guaranteed full heal everytime, minimal need for MP concern, 
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White Twin
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		Cons:Silence gimps them
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Engineer  Pros: Enspells, Barspells if it uses an Element, this beats it. Decent Damage, acceptable healing
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	Cons:Not an amazing healer, Not an amazing DPS, Enspells arent always applicable and Debillator doesnt last long enough to really be taken advantage of by an Engi at all
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Archer	Pros:Slow will never miss if it can work, it will. Brave and Faith spells, Reraise, Curaga, Dispel, Esuna
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		Blind on one of its main weapons
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	Cons: Aim Head,Arms,Body,Vitals and Mouth as well as Precision Shot, range from useless to super niche, has to forego a Shield to get access to Hellwind utility, for a class with Focus 2 Handed Weapons and so many diverse moves, its not very effective at doing damage without getting killed
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Blue Mage Pros: Mighty Guard, Black Hole, White Wind, Runic. The Kit is simple yet effective
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	  Cons: A boring class to play overall because of how basic its kit is overall, despite being effective at what its kit does it does not do much else, a lot of its spells end up outclassing themselves while some of them dont really see a good time to use at all (Samba de Flan, Bad Breath, Blood Suck)
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Curaga(They do Black and White Magic) Tier
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Young Caller
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Lunarian
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Sage
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C Tier
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Green Mage: Pros:Exclusive access to Deprotect, Deshell, and Imperil. Renew, Mediga,Brave,Faith,Reraise
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		Cons: Renew is a good tool, but Green Mage is terrible at taking advantage of it alone similar to Engi
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			Renew can screw the team over with debuffs, Renew does not effect some of the more powerful buffs that would make it more valuable offensively, Renew has a notably long cooldown after being used taking near twice as long as a normal action (???)
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			-It has a grand total of 0 AoE Buffs, so Black Hole effectively destroys them
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			-Single Target Buffs in general are very underwhelming currently and barring Alchemist typically not worth using at all
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			-All of its unique debuffs have questionable accuracy
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			-Devout can do its Job far and away better without relying on having even more support
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			-A majority of what it tries to do well is overshadowed by other classes (Devout Alchemist and Bard) and these are the classes it needs to party with to try and make good use of Renew
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			-If Renew is maintained perfectly, meaning no Black Holes, Discord. everything going well,Green Mage suffers from a lack of real options in battle
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C- Tier
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Time Mage Pros: Hastega and Slowga, Very Solid Magic Damage
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	  Cons: Benefic line is currently worthless ticking for slightly above normal Regen at best, Neutral Damage 
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		doesnt typically do well in certain situations and that is all this class has
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Recommendations/Fixes
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General
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Revert Brave and Faith to being duration based, theyre currently meshing very poorly with a lot of Classes due to Focus/Bluff eating away at the counters. if the outgoing damage is problematic then its more to do with the amount of health enemies have
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Increase the Damage reduction from Debrave and Defaith, currently its not a noticeable difference
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Green Mage
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Remove Aero Aerora and Aeroga in favor of Debrave, Defaith and an attack Spell that increases its damage dealt based on the number of Debuffs a target has similar to Bully from the Pirate Class (Fester)
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Replace Protect and Shell with a spell that Raises Accuracy (Tranq/Surecast/etc ) and Blind