As a short introduction, the first thought I ever had when I saw the list of jobs in FFXI was: "Great, I'll be a dragoon! They could wield spears and constantly jump instead of "attack" with the benefit of avoiding damage for a majority of the time; they could drain enemy HP/MP for their own, and had long reach, so they could attack flying enemies from the ground!"
Then I played FFXI, and almost everything I liked about several previous versions of the Dragoon was dashed to the rocks with that wyvern you had to keep alive and became a major focus of the job.
I still took Dragoon to level 90, but it's never been my favorite FFXI job, since it breaks with so many points of previous FF dragoon strategies and iconic abilities. It's always felt like a shadow of the job it *could* and *should* be.
In hopes that it will eventually recover these past FF concepts, I present my suggestions (without killing off the flying rat, SE seems to love blue rats... anyway...):
Pet Command: Dragon Flight (Wyvern Stance)
Duration: 5min
Recast: 1min
When you use any jump, your wyvern accompanies you into the air and keeps you in flight for up to 15sec, raising you higher and higher the longer you're in the air. When you descend from a higher altitude, you land with double the normal impact force. It is possible to descend sooner than 15sec with the "descend" command.
* This is the *key* element of Jumps that was present in past FF games, that is missing from FFXI.
* Requires your wyvern present.
* Reduces all jump recasts by 15sec.
* You are trading off normal attack rounds for the defensive ability of being completely out of range of enemy attacks.
* You are also out of range of all positive AoE-party abilities of your allies and cannot be targeted to cure.
* If you descend before the automatic 15sec duration, you only have a *chance* at double impact damage, higher the longer you remained in the sky. Descending at the end of 15sec always grants double damage.
* This keeps the wyvern in the sky with you, also out of AoE range.
Pet Command: Holy Crest (Wyvern Stance)
Duration: 5min
Recast: 1min
Fulfilling its role as a holy dragon, the wyvern takes on a protective role, instead of offensive. The wyvern flies higher into the sky, surrounded by the light of its holy crest (like a white, luminous runic gate). (wings stop flapping, outstretched)
* Requires your wyvern present.
* At this higher position, surrounded by its holy crest, it takes reduced damage.
* Its normal attacks are replaced with a "Regen" effect (AoE around the Dragoon) (at its attack rate, not regen tick rate)
* Every 30sec it can use a "Remove breath" of its own will. (not triggered)
* When the Dragoon uses weaponskills and casts spells, the Wyvern will still use breathes. Elemental Breathes are at reduced power, Healing Breathes are enhanced.
Pet Command: Dragon Heart
Level 30
Recast: 3min
Your wyvern can pierce through your enemy and drain its strength for its own.
(glowy transparent wyvern flies through enemy, drawing out red and blue orbs (like drain/aspir) as it returns to your side)
* Requires your wyvern present.
* Recovery of about Dragoon's Vitality x2 for HP and Mind x1 to heal MP.
* Twice as effective against dragons. (undead dragons simply give 0hp and 0mp, no damage)
* If the Wyvern's HP or MP are filled, any excess HP or MP goes to the Dragoon.
* When used as a subjob, this can heal any pet or Fellowship NPC, but the effect vs dragons is dropped.
Pet Command: White Draw
Recast: 5min
Wyvern restores MP to each party member equal to the level of the enemy.
(Makes use of the holy crest in the animation)
* Requires your wyvern present.
* Maximum MP restored to each party member is limited by the highest level of enemy in the game.
* Target does not need to have MP.
Job Ability: Dragonbreath Comet
Recast: 2 minutes
This jump attack is augmented by the elemental breath of the wyvern. The Dragoon jumps into the air where the Wyvern envelopes his polearm in elemental fire before he plummets toward his target like a comet.
* Requires your wyvern present.
* Must be wielding a polearm.
* Causes magic damage based on elemental breath.
* Damage is increased by Deep Breathing Merits (A new passive effect of having the merits)
Job Trait: Long Reach
Allows melee attacks against "flying" enemies, with polearms. These are enemies that are normally out of reach of normal auto-attacks. (Like Cuelebre, Ouryu, etc)
(also at tier V/VI, adds 10/15% bonus damage to flying enemies. This could extend to several enemies that only appear to be flying and levitating like Bees, Spheroids, Ahrimen, Imps, Puks, Bats, Birds, Flytraps, Flies, Ladybugs, Wamoura, Colibri, Yovra, Ghrah, Wanderers, Gears, Bombs, Clusters, Djinn, Pixies, Moogles, Enemy pet wyverns, and Dragons and Gargouilles that can switch between land and flying mode, when they're flying.)
Long Reach I: Level 30 - Deal 25% melee damage.
Long Reach II: Level 45 - Deal 50% melee damage.
Long Reach III: Level 60 - Deal 75% melee damage.
Long Reach IV: Level 75 - Deal 100% melee damage.
Long Reach V: Level 90 - Deal 110% melee damage.
Long Reach VI: Level 99 - Deal 115% melee damage.