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  1. #111
    Player Kalilla's Avatar
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    May 2011
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    179
    You misspelled scholar ; ;
    (0)

  2. #112
    Community Rep Bayohne's Avatar
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    Mar 2011
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    130
    No I didn't! Sorry, I was lower-casing it and... I don't know what happened. Please forgive me, acholars. (._.)
    (10)
    Matt "Bayohne" Hilton - Community Team

  3. #113
    Player
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    Mar 2011
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    1,401
    Yay! I hope you guys have considered some of the things in this thread:

    -Spirit Surge adjustments(Letting Spirit and Soul Jump deal critical htis and increased TP as if the wyvern was present) and changing the haste bonus to Job Ability Haste.
    -Adjusting Elemental Breath to be based on wyvern max HP to make using elemental breaths easier
    -Allowing Restoring Breath to be used on target party members instead of the wyvern AI deciding based on HP. Sometimes we may not want to heal the BLM in our party above 50% if theyre low on purpose to use Sorceror Ring or something.
    -Soothing Breath pet command to allow wyvern to use a "Remove Breath"
    -A self buff stance that enhances attack or haste or something similar to Hasso. Something askin to Last Resort/Berserk/Hasso that other melee receive that increases their attack or attack speed. DRG relies solely on its subs for these abilities which are usually weaker than the main job's.
    -Pet command called Refrain or something that increases Wyvern Attack and Accuracy but locks Elemental breaths. This would also allow the DRG to make better use of Spirit Link's TP transfer, as of now it's hard to use Spirit Link for that purpose since the Wyvern will lose all TP when it uses Elemental Breaths when we WS.


    Dragoon is a decent offensice job but other melee jobs just have more to utilize. The sheer number of ways a SAM can self skillchain now is astounding, coupled with Tachi Fudo they can do absurd amounts of damage not to mention Overwhelm is amazingly powerful in of itself adding 20% WS damage for no reason when infront of the target. While Spirit Jump and Soul Jump are amazing and we're greatful for these, DRG need just a little more. Either by uncoupling the shared timers of the jumps, lowering the recast universally, adding a new jump that shares timer with Super Jump that could deal massive damage, or stances like Berserk/Last Resort/Hasso/Souleater, some job ability with a moderate duration that enhances one or more of the following: Attack/Attack Speed/Critical Hit Rate/Critical Hit Damage/Store TP. Or maybe a job ability that gives us an increased "Conserve TP" value since DRG seem to receive that trait before anyone.

    A critical attack bonus trait couldn't hurt either, we could make more use out of it than DRK can so I don't see why we don't get it. DRG could use a unique job trait of its own. As discussed in other threads a trait called "Piercing Attack" could be a low %(5-10%) chance to ignore a portion of the target's defense when it activates. It could be the "Double Attack/Kick Attack/Triple Attack/Zanshin" type trait for DRG in that it activates passively during auto attacks and can activate during a WS. It could just be a "Ignores 50% of the mobs defense" when activates or something, and may proc on WS or Jumps. Or can make it instead a JA stance that we talked about where for 2-3minutes all our attacks will ignore 20-30% of the target's defense. This fits more of the style of DRG than something that raises attack actually. WAR's style is increase attack through berserk. DRG"s could be to ignore defense through this JA.
    (2)

  4. #114
    Player Thala's Avatar
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    Mar 2011
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    25
    Quote Originally Posted by Bayohne View Post
    Wanted to "jump" in here (get it?)
    I don't get it...
    (0)

  5. #115
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    Mar 2011
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    Healing Breath 4 might be a bit strong. Currently with every piece of Healing Breath potency gear available to DRG, my healing breath does 601. That's 601 HP every 60 seconds at the cost of nothing except having my Wyvern alive. That's in essence a hateless/non interruptable and free Cure V. With Deep Breathing fully meritted, I can cure well over 1k HP every 5minutes. I dare say that if Healing Breath IV is significantly stronger, we may be entrenching on other healing job's territory as a DRG/RDM right now in Abyssea with HP atmas can dish out 900-1k healing breaths without Deep Breathing on players in range under 50% HP(this is more...way more than poor RDM or SCH can heal). If Healing Breath IV is going to heal 800+ with the gear I have now plus any new gear that enhances Healing Breath more, plus Wyvern HP bonus from level ups, it might be a wee bit overpowered, especially for solo. Compared to DNC that spends 80%+TP to heal themselves for 800 or WHMs that spend 150+MP. Perhaps instead of adding Healing Breath IV, reduce the recast of Restoring Breath to maybe 45 or 30 seconds?
    (0)

  6. #116
    Player Wyattearp's Avatar
    Join Date
    May 2011
    Posts
    5
    Character
    Wyattearp
    World
    Lakshmi
    Main Class
    DRG Lv 99
    It would be nice if there was a way to allow drg to be able to select our wyverns breath when using smiting breath, similar to blood pacts for smn's, but its dumb in voidwatch to know what breath is a proc and not be able to trigger it.
    (2)

  7. #117
    Player Lancil's Avatar
    Join Date
    Mar 2011
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    52
    Character
    Lancil
    World
    Valefor
    Main Class
    DRG Lv 99
    I would love to have a "Soothing breath" command for my wyvern. If we get healing and smiting then why not.
    I'd love to get healing breath IV but can't help to think it will be broken. Perhaps we could also get a piece of gear that "augments call wyvern" (Relic+2 I'm looking at you) which calls your wyvern with the full exp bonus.
    (1)

  8. #118
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    Mar 2011
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    319
    Quote Originally Posted by Thala View Post
    I don't get it...
    I think he means commit suicide? OMG BAYOHNE IS GOING COMMIT SUICIDE!

    Quote Originally Posted by Ophannus View Post
    Healing Breath 4 might be a bit strong. Currently with every piece of Healing Breath potency gear available to DRG, my healing breath does 601. That's 601 HP every 60 seconds at the cost of nothing except having my Wyvern alive. That's in essence a hateless/non interruptable and free Cure V. With Deep Breathing fully meritted, I can cure well over 1k HP every 5minutes. I dare say that if Healing Breath IV is significantly stronger, we may be entrenching on other healing job's territory as a DRG/RDM right now in Abyssea with HP atmas can dish out 900-1k healing breaths without Deep Breathing on players in range under 50% HP(this is more...way more than poor RDM or SCH can heal). If Healing Breath IV is going to heal 800+ with the gear I have now plus any new gear that enhances Healing Breath more, plus Wyvern HP bonus from level ups, it might be a wee bit overpowered, especially for solo. Compared to DNC that spends 80%+TP to heal themselves for 800 or WHMs that spend 150+MP. Perhaps instead of adding Healing Breath IV, reduce the recast of Restoring Breath to maybe 45 or 30 seconds?
    They suffer additional costs at the benefit of faster cast time, independence from an non-curable pet, the ability to heal from max distance, the ability to choose the target, and not require a gimp sub to repeat cures in less than the recast time of restoring breath.

    @SE: You should make DRG a mix of DD and support with the primary goal of overall, rather than individual, damage increase. Abilities such as angon are the sole reason we remain relevant in most events and given the difficulty of competing with WAR, MNKs, and SAM, this seems like the optimal solution. However, I would prefer such abilities to come in the form of buffs because unless we're fighting a single mob with tons of HP, the benefit of angon diminishes from 50% of the battle to 10% or less on average.
    (1)
    Last edited by Yugl; 10-14-2011 at 04:12 PM.

  9. #119
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    Mar 2011
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    I just hope they've decided against adding hate-shed properties to Jump/High Jump for the player behind the Dragoon. I can say with 100% confidence that I have not once ever used Spirit Surge+Super Jump to ever shed hate of someone in the party, nor have I ever heard of any DRGs doing this. It's too impractical for two reasons:

    1) They share timers with other jobs that are INFINITELY more useful. Even if a WHM in my party got hate, it would benefit everyone more for my to Spirit or Soul Jump to get the extra TP needed to WS the hate off the mage rather than to shed their hate. Using the Spirit or Soul Jump for extra TP makes the mob die faster.

    2) Most of the time the mages are around 22 yalms away from the party,nowhere near the Dragoon, thus the hate shedding element on it would be hard to use unless the hate shed was for the player behind the DRG up to 25' away or something. Otherwise the WHM would have to coordinate to run behind the DRG relative to the mob when they get hate and wait for the Jump.

    3) 90% of the time the mage that gets the hate is in another party, as mages usually are in the tank party or their own party with a COR or BRD for refresh/rolls.

    4) No DRG will store his shared Jump timer and contribute less damge in the off chance a mage goes durrrr let me spam curaga 4 back to back.. The DRG's main priority is to deal damage so chance are they will be using Spirit/Soul Jump as soon as the timers are up meaning Jump and High Jump would never be used.




    If the Devs are DEAD SET on making Jump and High Jump relevant at 80+ here's what they need to do:
    Either of the following would be plausible solutions:
    1) Separate timers. Really this isn't very overpowering considering how fast MNK and NIN attack and how much TP WARs get from Retaliation and Double Attack. Jumps dont even do that much damage outside of Abyssea. Spirit and Soul Jump do 350-450ish damage. Jump/High Jump do 150-300ish on Voidwatch mobs, really this isn't that big of a deal.

    2) Combine ALL Jumps and give them a universal shared timer with a Charge system like Quickdraw/Ready. Give it a 30-60 second recast and hold 3 charges and update the abilities of each type of Jump making them all useful and unique for different situations. Like make Soul Jump give more TP, but Spirit Jump does more damage, Jump can stun and High Jump sheds your own hate while doing some damage. Something along those lines and having the Wyvern out makes them all crit or something.
    (0)

  10. #120
    Player
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    Mar 2011
    Posts
    83
    I already posted this on the DRG Manifesto. But since we are going for new ideas on this thread might aswell post is here.

    Here some ideas I got after reading the DRG Manifesto thread:

    Jumps:

    All jumps have at the moment one thing in common: They all attack from above. How about adding jumps that don't attack from above, like a jump that goes over the enemy and pierces it from behind? This way Jumps that go behind the target can have other kind of effects or even reset hate on mobs or confuse enemies for a few seconds.

    Wyverns

    Wyverns have an advantage of mastering breath attacks. How about using this to their advantage and after a breath attack granting them the effect of En-Breath for a limited time. This could also be linked with Deep Breathing where the Wyvern has a powerful breath attack and it's effect ends with the en-breath effect.

    Polearms

    Dragoons are not just masters of Jumps and Wyverns, they also excel in Polearm mastery. Taking this into account how about adding different job abilities that take advantage of what a polearm can do. Example: Pierce Enemy makes the target bleed giving a damage over time attack and maybe add a gravity effect on the target. Something similar to Shield Bash, Weapon Bash but unique to the Polearm class and of course Dragoon.

    Just some ideas, hope they are interesting.
    (0)

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