Tyrannius1 wrote:
So, at this point I have taken COR to level 40 and I am extremely pleased with the level of DPS I am able to contribute to my party. With Gear I have about +40 Ranged Accuracy, NOCT+1, Beaters Earring, Gun Belt, Mars's Hexgun+1, Beetle Rings+1. That gear, combined with solid Hunter's Roll and R . Acc food and capped Marksmanship allows me to consistently hit mobs. Against IT+ mobs I average anywhere from 55-90 damage with Split shots coming in around 90-150. This kind of damage is not going to set the world on fire but with the contribution of rolls to Accuracy, attack, and MP refresh soon I think the juice is worth the squeeze in my static. And who doesnt like getting 250-375 exp on chains?
I definitely need to add the peacock necklace and some other pieces and I am not sure how the lack of AF will really affect my Accuracy from 50-70 but so far I am pleased, I have to farm all week to make enough money for bullets but it is a decent sacrifice. Leveling NIN and probably BRD and WHM for subs so I can be as flexible as possible in end game. Hopefully I can contribute there as well at some point.
COR can do fine damage in EXP parties yes, but post-40 your time will be better spent doing other things. You should now be trying to maintain 3 rolls, (Likely Corsairs, Evokers, and either Hunters or Chaos depending on party needs,) and if you're doing it right, keeping those rolls at 11. What I've noticed a lot of newer COR seem to be unaware of is that once you get your first 11 roll, you can continue trying for a second 11 without suffering a Bust penalty if you fail, so long as you have an active 11 roll buff on you. Get the second 11 and you can try for a third and so on, potentially maintaining a streak of 11 rolls for quite some time with a bit of luck. In most situations, its more advantageous to keep those giant 11 boosts active for everyone than to worry overmuch about your damage. You also now have access to Quick Draw, which in addition to doing some decent damage, also allows you to "stick" a debuff of the same element to a mob, making it last dramatically longer (certainly for the life of the mob in an EXP party.) For instance, if you Ice Shot a monster after someone successfully casts Paralyze on it, Paralyze will be stuck to that mob for a vastly longer duration. This is more often used in endgame for HNMs, but the option is available to you in EXP as well.
Once you reach endgame, you will do absolutely 0 DPS outside of Quick Draw as far as HNMs are concerned; you are basically a bard providing targeted buffs depending on the mob and healing support with WHM sub. You certainly can DPS in Dynamis and Limbus, but again, your time would be better spent maintaining multiple 11 rolls. COR can do some decent DPS in Misareaux Coast merit parties, but even then, no one is really going to care about your DPS so long as you are maintaining your rolls well. If your melee are good you may even find that your extra DPS makes the group kill too fast and lose chains. Overall, its a very fun job during the leveling process, but once you hit 75, expect to be pigeonholed into very linear roles depending on what you're doing.