The first 30 seconds will determine who has the highest burst damage. I don't use a parse but from what I see ninja is pretty close to a dragoon for burst. Dragoon's Still on top but Ninjas can do it more frequently.
The first 30 seconds will determine who has the highest burst damage. I don't use a parse but from what I see ninja is pretty close to a dragoon for burst. Dragoon's Still on top but Ninjas can do it more frequently.
The first 30 seconds would be topped by a DRG because all of its off-GCDs are available, but after the first opening rotation's done, their DPS will gradually fell off and stabilize at a moderate level. Couple days ago I hit 540 @ T7 during pull while the MNK only deals around 400ish.
Burst damage is useless in Coils when the fights are 10+ minutes, total damage done to boss is what matters, and Dragoon here is about 10% lower DPS than Monk with much less raid utility and survival.
Not useless for add phases. O
Not really a good argument since most dps know when the add phases are coming and save their cds so they can burn them and that includes the mnk and ninja. As a DRG, I have to go balls to the walls just to keep up with a decent monk. If DRG lacks raid utility it should compensate by having strong dps and survivability which it currently lacks. Definitely the "2.0 war" of the dps.
Plz SE DO NOT remove DRG positioning requirements, I love the fact we have to move around to get the most out of our dps, I love the fact we get punished for using a jump at the wrong time its mastering those things that can seperate a good dragon from a great one.
The class is so much fun and wud hate to see any drastic changes made to it. I dont care that we bring no utility to a raid, I dont care that the bard buff sucks, I jus wanna hit and hit hard!
jus gimme a buff to damage and magic defense and il be a happy DRG lol
I'd rather they just removed the positional for HT. The fact that DRG needs HT up for it's damage to even be relevant is "unique" enough.
EDIT: I mean they should still get a damage boost probably, I was just saying HT positional being removed is something I'd prefer. I could understand DRG's damage not being as strong as the other 2 melee and being utility for BRD dmg, but the fact that they have to keep up such a strict rotation on top of that is just crazy IMO.
Last edited by Lori; 11-23-2014 at 10:17 AM.
I'd just like to folllow up on my previous post about Dragoon frustrations on Turn 13, now that my group has finally finished it.
First of all, the amount of HP you need to survive mechanics with our M.Def is laughable. I have 3 i130 left side items (Weapon, Body, Head), and 2 Penta-melded accessories for HP. With food, this brings my HP total to 7117 and this is the amount that I need to give my healers even an inch of wiggle space regarding unavoidable damage. If I am targeted with the Megaflare Rings during Bahamut Divebombs, it's not uncommon to take about 6700-6900 damage. The healers just don't have the time they need to top up the entire raid, and babysit me with additional Stoneskins for that hit.
Additionally, if I am ever the target for Megaflare Rings during the Flare Star or Final Phase of the fight I am literally unable to take damage from the pillars that spawn as it will kill me 100% of the time. This is a serious problem. Whereas every other class in the game can survive this mechanic I cannot. I have to be incredibly fast to move out after Megaflare Ring damage occurs, but before the pillar explodes for additional damage. If I am even a fraction of a second off I take damage and die. The White Mage has to be able to cast Medica II as the players who are are not stacking still have taken unavoidable single target damage from Megaflare need to be topped and won't be in range of Cure III, which is the only spell that would do sufficient healing to allow me to not die. The only time I am able to participate and assist with this mechanic is when I am not the target of a Megaflare Ring, period. Even then, the damage from Megaflare and the explosion from the pillar adds up to about 6000 which is a lot of healing.
Regarding positional requirements of Turn 13, there are a lot of windows where you lose Heavy Thrust/Disembowel because the tank has to move out of Megaflare ground circles and turns the boss, as well as times when you are the Earthshaker target. It's really annoying, but it's just a fact of life and as much as I would love to get rid of positional requirements of combos, I'm prepared to live with it. At the end of our kill, I ended 10% behind our Ninja which is about expected since we have comparable gear. The damage disparity is really painful when you're playing on a fight with strict DPS requirements like this and it really needs to be addressed soon.
Well the positional requirements is one of the challenges that makes this game interesting IMO. It basically makes players to actually move around while doing stuff so fights won't be just lolstayandattackinoneposition. IMO it's just NINs are pretty OP when you think about it because they don't have any positional requirements other than Trick Attack and their attacks deal DRG attack potency while having the speed of a GL3 MNK, which you can somewhat control with a Ninjutsu cast unlike MNK that can lose it due to mechanics and has to build up from 0 to 3.
IMO the problem lies on how DRGs don't get anything when they fail a HT / ID. MNKs will keep their combo and build their stacks - their reward for landing their skills from the right position is a potency bonus. That makes sense because their playstyle is about building GL3 and sustain it. Giving more reward if you land a HT / ID would make DRGs quite broken since in my exp. I almost never had a problem on landing those - I even know some positions in fights where in case the boss turns, I'll use HT and it hits right before or after it turns. DRGs are more of a burst damage type so they need the damage quick / on-the-go.
So from my own POV, things that DRG really need for now are:
- More M.DEF: Now that I started FCoB, I noticed the issue of M.DEF. Imdugud's Electric Bursts would get me from 6k to 1k or less HP (Once I survived with 600 HP) while my other non-tank teammates who has like 500~1k HP less than I do were left with 2kish HP. So basically they got hit by 3k while I got hit by 5k which is like 1.5~2k difference and that's HUGE.
- Raw potency bonus. Same as what happened to BLMs but it will do more for DRGs than BLMs. Some fancy debuffs or buffs might be given to some of our weaponskills but IMO since DRGs are a burst damage class, they really need raw potency. What we have currently is: HT 150 > ID 180 > Dis 220 > CT 200/30 > TT 150 > VT 200 > FT 330. It would be helpful enough if it's buffed to: HT 150 > ID 180 > Dis 220 > CT 250/50 > TT 150 > VT 250 > FT 350 or so. And probably some buffs to the jumps like Jump 220 / SSD 200 / DFD 280ish. It's pretty funny that NINs has 320 / 360 / 400 potency attacks respectively, a constant 20% damage up, and dish it out at GL3 speed. They're like the perfect DPS - yet NIN fanboys get mad / downvotes when I mention this imbalance.
Last edited by kyrios91; 11-26-2014 at 11:04 PM.
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