You'd have to clarify what En-breath means.
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You'd have to clarify what En-breath means.
Anxiously awaiting these DRG boosts so I can get to testing them! :D
Something cool would be a JA that pays homage to pre-nerf Penta Thrust and allows the next multi hit WS to return full TP per hit. So if Drakesbane gives you back 20 for the first hit and 1 tp for subsequent hits, instead you'd get 20+20+20+20 which would give you 80%. On a 5min recast, this would be like a Sekkanoki for DRG mains.
A JA to grant an attack bonus, similar to tachi: Gekko, to all PT members would be cool. Similarly, improving PT member's TP return on WS either via extra TP gain per additional hit or a static value would be cool. Another JA or stance might actually grant people an additional hit on their next WS. Just a few thoughts, but the overall theme seems to be the inducement of extra hits and pdif bonuses.
I gotta say, I do like your ideas.
Something I'd love to see is Lancer/Lancet/Dragon Sword, its always been my second fave DRG move obviously after jump, but it never was featured in XI which I thought always sucked. For those who don't know/remember, it used to drain a decent amount of hp and mp from the enemy.
On your idea of using the Holy Crest, something akin of Rei's Wind (From IX) would be cool, around a 30-60 second duration, 10-20 minute recast, 20+hp/tick regen, possibly tie it into the Relic bonuses as well... would be pretty sweet imo...
Spirit Surge is our Lancet/Lancer/Dragon Sword. Spirit Surge in the JP version is called Ryuken(Dragon Sword).
I wouldn't mind seeing angon reworked as a job ability. Instead of the JA itself causing defense down by expending an angon, have the job ability just grant the ability to use different angon which have various effects.
Defense down, evasion down, attack down etc. Make them craftable, with HQ versions that have more potent effects.
Workable, but consider inventory and cost if doing so. Angon has the dual problem of being more expensive than arrows and cannot be stacked into 12x 99.
Inb4
SE: Here's 5 more versions of Angon for you with 5 new ammunitions!
Players: Awesome!
<One week later>
Players: 6 inventory slots sucks! You gave Cor and Nin universal tools/cards, give us universal angons too!
From what Camate said, DRG had priority of getting buffs along with SCH THF PUP and WAR(nerfs) but all the former have been accounted for except the DRG boosts, when are we gonna get word of them! It would be a huge downer if after all this wait the only boosts they're adding are just lame enmity reduction of players behind us during Jump and High Jump(more worthless than Bully before it was fixed).
Also I imagine if they added new types of angons they'd have to weaken the effects of the Def Down effect or DRG might be too powerful. It would also overlap with other -stat effects like steps and feint etc. Angons were built in real life to have those flanges on them so that when the enemy blocks a thrown angon with their shield, they're unable to use their shield anymore. The angons were heavy and the flanges were angled away from the tip meaning they were impossible to remove by pulling them out. Due to this, the shield user had to abandon their shield that now has a heavy 5-foot pole sticking out of it. This is why Angon lowers def in ffxi. An angon that lowers m.def or accuracy wouldn't make much sense.
One of the things I would LOVE is if they expanded Smiting Breath to be like Phantom Roll/Quick Draw in that once you select "Smiting Breath" it opens a list showing all the Elemental Breaths the wyvern has(Flame,Gust,Frost,Sand,Hydro,Lightning) and we can manually choose which breath to be used. This would help a million times over for proc'ing in Voidwatch and for magic bursts. Let the wyvern continue to use a random breath on WS but let us actually select the one we want to use with Smiting Breath. If they add debuffs or stat-down effects to Wyvern breaths, it would allow the DRG to select which one they want to be used, the same way a Corsair can select which Elemental-Shot to use with Quickdraw. By the same token, let us select the party member to use Restoring Breath on.
I would like to see 4 things for DRG
1- random elemental breaths in Voidwatch, because my wyvern always uses frost breath on Kaggen for example.
2- enfeebling breath on wyvern.
3- make shock spikes on Gungnir worth having. My shock spikes rarely even stun the mob that is hitting me. Maybe upgrade it to ice spikes with a potent paralyze?
4- attach special job abilities to relic / mythic / empyrean weapons at Lv. 99.
Wonder what our new 2hr will be. They said completely different effects, so since Spirit Surge is a sustained effect with multiple attribute enhancement, I'd like a single use instant ability like a Hyper Jump. There is a really nice looking Jump animation in the .dats that looks exactly like a Super Jump except the polearm is thrown down followed by a crazy cool blue colored Fusion-Like explosion. I can post the .dat file # if anyone wants to view it on Altanaviewer, I hope that's our new 2hr or our new Jump that shares timer with Super Jump 96+
If DRG gets anything out of thisa update, I pray it's at least a sustained buff that enhances our DD abilities or TP gaining abilities!
Drg TP gain is hardly slow.
It isn't but why not make it even better?
Balance..?
Our WS damage is behind WAR SAM MNK NIN DRK(Torcleaver) RNG. Drakesbane is nice but doesn't put out more than 1500 very easily on VW wheras Ukko does 2000-2800 with ease. So if we can't come close to their WS damage at least let us beat them in WS quantity to make up for it with even faster TP gain. Let SAM be the king of TP through JAs like Sekkanoki/Meditate/Store TP/Hagukre. Let DRG be the king of gaining TP through instant attacks like Jumps. So a universal decrease in jump timers or adding more jumps to give us TP would be sweet.
The Dev team said DRG was a priority in terms of adjustments but so far they've updated SCH WAR PUP THF like they said they would and are implementing Level 99 and level 96+ spells and abilities on the test server soon but still no word on DRG adjustments yet, getting worried that they scrapped it...
It is very possible that another update will be given that gives more detail about JA's. I know that this said that it as listing the SUM and COR additions as JA but to me they seem more like spells. This idea is also supported by the fact that no other jobs had mentions of JA additions and changes.
But that would be for the 99 level cap. SE said they were going to adjust DRG pre 95. If we're only getting things 96+ that isn't "adjusting DRG" like how they said, that's just business as usual for level caps. They said they were going to be buffing SCH(They got Light Arts boosts), THF(Bully was upgraded, TH procs on WS), PUP(New AI and attachment buffs) and WAR nerfs and DRG was included in the list of jobs with adjustment priority.
Ah, I see the distinction now.
Was kind of hoping this would be implemented BEFORE the 99 cap increase. Anything we get 96+ isn't a readjustment, it's just regular business as usual for level cap increases.Quote:
Wanted to "jump" in here (get it?) and give our dragoons some cool tidbits on what's in store for them.
After we complete our highest priority tasks of adjusting puppetmaster, scholar, and the firepower of warrior, we would like to add on to the adjustments we made to Wyverns in the 9/19 major version update by adjusting dragoons themselves. We'll be sure to let you know all the details once they become finalized!
I figured THIS would be for level 96+
Quote:
Also, this may not be implemented at the same time as the dragoon adjustments, but we plan on adding "Healing Breath IV" to Wyverns and increasing the number of status ailments that can be cured by "Remove Breath."
MODS you probably get sick of hearing this but i'm one of those Gungnir holders that terribly regrets his decision for not getting a Ryunohige and so i'm going to drop my complaint in your box here.
1.) Gungnirs aftermath shock spikes not only do almost near to 0-20 damage but it doesn't even stun the mob, and even on once in a blue moon the chance for it to stun a monster is less than 0.5% on any mob I've fought solo. This including easy prey mobs.
2.) Drakesbane still beats Geirskogul in damage EVEN WITH Gungnir being at lvl95(including the 20-25% damage boost), and the sad part is that Drakesbane beats its damage in EVERY SITUATION POSSIBLE.
Can you please do something about my Gungnir's Geirskogul to a certain point where it will actually be useful in some situation? I mean if you're going to make my weapon unique and give Gungnir its own weaponskill why not make it actually a viable option when it comes to a battle with anything?
I just want an update where I don't have to regret my decision of getting Gungnir anymore. :[
And I'm pretty sure that anyone on drg forums can hands down agree that Ryunohige beats Gungnir in almost any situation as Ryunohige can even par in terms of damage with even Ukko's Fury or Metatron Torment.
Fellow dragoons, heed my call!
I think the Development team should REALLY look into changing the Shock Spikes of Gungnir. Gungnir is the laughing stock of the entire game. Mandau and Ragnarok get a critical hit bonus, Apocalypse gets a major haste boost, great axe gets damage taken% down. And then there's Gungnir which gets Shock Spikes. Before I ask that the Development Team remove Shock Spikes aftermath and replace with something more useful, I'd REALLY like to know the psychology of its intention! Did they think that Shock Spikes might be useful for if the Dragoon happened to acquire hate?(Even though this was before the 2hand update and our best WS was Wheeling Thrust which also did like 400-500 damage). Even so, the shock spikes back then still did 0-18 damage and rarely stunned anything over Even Match. I under stand DRG is a pet class and having a strong aftermath might have seemed overpowering, but even Guttler has an Attack+10% Aftermath.
In addition to the promised DRG updates could you replace Shock Spikes on our relic with something akin to Excalibur's "Additional Effect varies with HP" but with "varies with Wyvern HP". This way our Aftermath would grant us an enthunder(but really nonelemental like Excalibur's enlight" effect that adds damage equal to 25% of our Wyvern's Current HP.
Furthermore, I don't understand why Geirskogul is modified by AGILITY. Not only does Gungnir have a really awful altana-foresaken aftermath, but the modifier happens to be Dragoon's >lowest< base attribute. Why!? This is becoming a really awful pattern with Dragoon it seems. Camlann's Torment has a VIT modifier yet Victory Smite, which is used by MNKs has a STR modifier. DRG has higher STR than MNK and MNK has higher VIT than DRG yet MNK gets the STR mod and DRG gets the VIT mod.
Geirskogul doesn't even need a damage boost, just change the modifier to 60% STR instead of 60% AGI and replace the shockspikes aftermath with "Additional Effect: Damage varies with Wyvern HP".
Dev answer: Use Drakesbane. lol
As a Gungnir owner I have to say most of this is true.
The Shock Spikes IMO seem to be broken. They don't even stun, I can't recall the last time they stunned something. 100%-300% they seem utterly useless.
AGI60% Is quite funny. I was upset when I saw this too, not only is it the DRG that lacks a major amount of AGI as a base attribute but so does our equipment. An ideal AGI set up has around +45 at the very most. Which is ridiculous considering how much STR certain jobs, including DRG.
I would love to see a change, an actual balance that shows a little more definition to the job and a little more respect to it.
It makes you wonder how the devs truly view jobs in this game, if they just have a text outline or have actually gone through their own story quests and experiences the jobs first hand to see what is missing and what isn't. Other jobs get favored for popularity rights, and get swarmed with ideas and updates regarding little aspects here and there. Yet they never look at the whole picture and focus on a specified role.
I feel like the Devs really don't care about DRG and I'm not being biased. If you look at the history of DRG updates we've really come a long way from having to /heal and lose TP to heal the Wyvern's HP between fights before they gave us Spirit Link or changed Call Wyern to a 20min timer. Then there's Spirit Surge. A rushed attempt at a '2hr' to replace Call Wyvern. It lacks focus or thought and the only good thing about it is it heals us and gives us a haste boost(albeit a magical one which makes it worthless if we have March or Haste up). The Jump Defense Down is pointless with Angon and it doesn't even grant the Wyvern bonus for Spirit or Soul Jump so it's actually detrimental now to our damage gain to even use Spirit Surge these days.
Then there's the little things I noticed over the years. DRG is supposed to be a Knight job in terms of armor class. That mean's it's supposed to fit along with PLD/DRK/SAM but for years we were stuck with RDM's armor class(leather,scale) we still can't use chainmail to this day, though NIN can. NIN can wear Royal Knight Chainmail and maintain high evasion but DRG, the job that stresses mobility and Jumping miles into the air has terrible evasion and fights dragons in leather armor? How is a far eastern ninja more qualified to wear Royal Knight Chainmail than a Dragon Knight, the highest Royal Knight possible?
Speaking of little things, there are 3 earrings in TOAU buyable with IS. Chaos Earring, Priest's Earring and Haten Earring. All 3 of these earrings grant a latent effect while under Arcane Circle, Holy Circle or Warding Circle respectively. Interestingly there isn't one for Ancient Circle. DRK SAM PLD and DRG are all knight jobs, we all get Killers,Circles and a Breaker(Dragon Breaker/Sepulcher/Arcane Crest/Hamonoha) and Bashes. Oh wait, DRG doesn't get a Bash. Would it kill the devs to throw in a level 15 Pommel Bash or a Bash Jump that does no Damage no give TP but stuns the mob? Then there's traits. DRK=Attack Bonus specialty PLD=Defense Bonus Speciality SAM= Store TP Specialty DRG= Attack Bonus1/Accuracy Bonus 1 for years, and that was our ONLY traits. They gave us Conserve TP and Accuracy Bonus II and III recently but it would be nice if they gave us either Accuracy Bonus up to VI like PLD/SAM/DRK or at least gave us Attack Bonus III so we'd be Half and Half with Attack Bonus and Accuracy Bonus traits. Conserve TP is neat and all but it's mostly a novelty. Would be nice to receive a unique job trait that can proc on normal hits like a Kick Attack/Double Attack/Zanshin except it could ignore defense for a hit and stack with WS>
Oh well i'm just throwing this out there in hopes it turns out to be a good idea.
Seems like devs want drg to use angon yet gungnir for most of the time, replaces angon once you put it on the mob anyway. Not only that it reduces it down to 30s when you have angon capped at 1:30 seconds and that is very tedious..
Why not give Geirskogul a def down property similiar to Metatron Torment and Garland of Bliss? And maybe something to replace shock spikes and gungnir's def down property.
The reality of it all isn't just about Angon or Gungnir at all.
There are a handful of weapons to use, the fault lies within the Dragoon itself and the lack of damage it's been given.
Compare a DRG's combat traits to that of WAR and SAM, or even MNK. It's non existent. DRG recently got a ATK Bonus II Trait. Cute, but sadly 13 attack isn't anything at all.
We lack core traits that provide a boost to us.
We need something that further increases our attack, not accuracy. Our damage overall, abilities which promote this and the ability to better do things with our Wyvern.
Thus far we've been given: Restoring Breath, Smiting Breath, Atk Bonus II, Crit Def Bonus(Lolwut?) Acc Bonus III, Shared Timer Jumps, a Frontal AOE WS, an Empyrean that's bolsters looks more than practicality and Empyrean Armor that while insanely good, doesn't stack up to what they gave other jobs.
Why is it that as a Pet Job we have to be weakened more so simply because we are a pet job?
Just recently we were given a Pet that can survive slightly longer. Does it perform better in battle? Not really, does it absorb useful buffs when we use spirit link? Sometimes "Wyvern's Hasso Effect wears off!"
A number of jobs were given: Increases Critical Hit Damage, Increase Critical Hit Rate, Attack Boosts that surpass Attack Bonus II, and really destructive WS's.
Why is it that Dragoon is still using the same WS's from: 2006(ToAU) Isn't that a bit shameful and unimaginative of the FF Dev focal team?
I love Dragoon, but it sucks to be able to call out that this game is focused towards 6-7 jobs vs the other 13-14 jobs that are in the world of Final Fantasy 11.
This job could be adjusted and made better in one update. They fear backlash and 'over power' but in reality that's what they have been doing to jobs like: SAM WAR RNG MNK over the years repeatedly month after month to the point where it's easy to call it out. This isn't to flame SAM WAR RNG MNK. However, the lack of attention a lot of jobs not just DRG receives is ridiculous.
I made some neat suggestions some pages ago, look em over. But I'm starting to worry that the devs aren't going to buff DRG at all specifically but just give something new to every job for 96+ and then retroactively turn around and say that that was our 'adjustment' even though we were going to get it anyway.
Was figuring that they would adjust DRG's power firstly(Like how they added Konzen-ittai to SAM a few months ago for SAM65, then add new stuff for 96+. There's SO much room to add stuff for DRG! We get like no traits between 51 and 78 and no job abilities between 50 and 78. Can they remove Critical Defense Bonus with Critical Attack Bonus?
DRG specializes in multi hit critical WS and our new Jumps deal critical damage! WAR gets their AF3 feet that buffs Crit damage AND they get Critical Attack Bonus, why not DRG too! ; ;
That isn't the only thing, let's not forget they were planning/are planning to give WAR a frontal 100% Critical Hit Ability.
DRG would benefit more from a Critical Damage Boost, or a Critical Hit Rate Boost. This is true, DRG to this date is very naked when it comes to abilities, and job traits. They want to add in: Healing Breath IV next and feel that this alone is enough.
I really expect and hope that DRG gets more towards itself as far as being a better damage dealer, and offensive player. Crit Def Bonus was a mistake. During that update other jobs recieved Critical Hit Damage, and other such traits.
The original plan was to make WAR live longer right? Why didn't they give them the Crit Def Bonus and us the Attack Damage up? Is it truly essential that war can reach the 100% Critical Hit Damage cap? It's just silly and unplanned as they choose to implement job traits. Very unbalance and unorganized. Small dev team or not, I really wish they'd show interest in other jobs rather than the same ones update after update.
Healing Breath IV is a huge mistake. For one, my Healing Breath III does 602 right now with 1k+ Deep Breathing and without any more gear it'll probably increase to ~620-630 and 1100 by the time DRG hits 99 from the Wyvern gaining more HP. With Wyvern HP Bonus my HBIII does around 750ish and DB buffs it to 1280. This is ENOUGH. If healing breath IV increases my breath power to the 850-900 range why not give RDM Cure V? DRG would technically be a stronger healer than RDM if we receive HBIV simply because our Breaths are fast, cost 0-5mp and create no enmity and can't be interrupted except with Amnesia. They already gave BLU potent cures and now they want to give DRG, a damage dealer, the equivalent of Cure 5.5. There's no need. A 600 HP cure from Healing Breath III is plenty fine for me because it's a free Cure 5 for myself every minute as /SAM which is way more than any other DD including MNK's Chakra.
SE wants to give WAR a crit100% for the next hit JA similar to how other jobs get a 'mini 2hr' aka Manawell/Spontaneity/Sekkanoki etc.
DRG is a good DD but other DDs are better because they have so many JAs that specialize them. SAM has a half dozen ways to self skillchain and a few traits and JAs to increase the damage of said SCs. WAR specializes in strong powerful weapon skills and they have numerous ways to enhance their own damage, gain TP quickly while dealing damage. MNK maintains the specialty of hitting multiple times per attack round, gaining ridiculous amounts of TP and dealing incredible damage over time(a very short amount of time). DRG seems to specialize in quick instant hits that ignore delay(jumps) but we're limited to 2 of these every 1.5-3 minutes. Compared to how often a SAM can self SC, how fast a MNK attacks, how strong a WAR's WS are, these jumps effectiveness aren't as strong. Reducing their recast or removing the shared timer would be heaven for us and would put us up there with the other strong DDs. Let DRG have a specialty and let it be having quick, strong, instant damage dealing JAs that have a host of effects. Jump=Stun High Jump=Sheds own hate Super Jump=Remove hate completely Spirit Jump/Soul Jump= Crit+more TP with Wyvern out. Could even make a final Jump deal massive damage, give 5x TP but sacrifices the Wyvern like Spirit Surge does.
Correction, other DD's are better because they gain access to Berserk and Warcry easily while keeping a 5 hit - 6 hit easily and still being able to benefit from Hasso and Seigan.
It's not just a simple difference, it's the difference of over 200 Attack points. It's ridiculous.
Other DDs meaning WAR/SAM and SAM/WAR, the perfect combos because both get DA/Attack Bonus/Hasso/Seigen/Third Eye/Sekkanoki/Meditate/Berserk/Aggressor/Warcry. The other JAs they get 49+ are icing on the cake. Extremely powerful combination of abilities that DRG can't compare with any sub, but /SAM beats /WAR so we're forced into that, but I'd love me some +25% Attack and +10% Double Attack... SAM and WAR are lucky because they keep their 5 hits and still get Berserk and Hasso.