Drg specializes in jumps, our wyvern can take more of a beating than us.
instead of the usual "we need a boosting ability" suggestion I would like to propose that you revamp drg's fighting style to fit in line with your model of dragoon
please bear with me ill put it all together at the end and it is a work in progress so im reserving the next few spots in the post for adding things
-Reduce casting time on drg's jumps while lowering damage slightly (we have a myraid of gear that allows us to increase our damage and effects of our jumps)
Drgs are fairly frail when it comes to other classes when we take damage and our resistances to magic is paltry, we don't have alot of abilities that allow us to survive for long periods of time without the use of a SJ. Reducing time on jumps would encourage us to be at a distance when needed and allow us to remain consistant in damage when we are not swinging our polearm.
-Provide our jumps a combo system where doing one jump effects another jump in a different way.
in an example i use super jump and if i follow that up with a jump afterwards i ignore 25% of the enemies defense. or i use jump followed by a high jump and increase my chances of a DA on high jump. or i use a high jump followed by a soul jump and i give the person behind me enimity suppresion for 10 seconds
This encourages us to think about what we use for different situations and also encourages us to use less merited abilities like super jump and helps us specialize in different jump tactics allowing for a variety of drg playstyles
Here is a really nice one that i myself would like to see implemented and gives us a traditional drg feel.
-give us an ability only usable while using Super jump
this is one i thought of :
Lance throw: impales the target with the drg's lance doing a gradual damage over time while airborne that gives no enimity and is based on the weapons base damage."
so for three seconds we dull out 300-400 damage or more depending on our weapon make the ability auto and have it only usable every other super jump so a 6-7 min internal CD
- Strato Dive: our weapons are imbued with a powerful random en-effect upon landing.
You can either make it relavant to what type of day it is or what weather is currently going or based on zone. provide us with w/e enspell we desire by having a sch cast a specific elemental storm on us before we super jump.
- allow us to merit increased airtime for all our jumps and introduce lance throw for all our jumps while maintaing 6-7 min internal CD on the auto ability. and for strato dive the longer you are in the air determines how powerful the enspell is and the duration.