if they get bigger im leveling drg...
if they get bigger im leveling drg...
bigger wyvern = cooler
But 'd rather them use real wyvern models ;p
So basically:We resolved an issue where players who whose jobs weren't set as WAR or SAM were dealing more damage than we intended.
why in hell's name do people think SAM deals good damage in abyssea?
I can see outside, where the line is more skewed, but inside DRG beats the shit out of SAM
Spirit Surge haste being JA based instead would be a HUGE improvement to our 2hr.
The other issue with our 2hr though, is that it effectively completely nullifies both spirit/soul jump effects as well as our AF3+2 set bonus. If we must absolutely lose our wyverns during 2hr (understandable) we should still retain the effects that are based on a wyvern being present. After all, you ARE merging its power with your own.
Fervor - Increases Attack Speed but reduces Wyvern Breath Accuracy.
Gives +10% Job Ability Haste to the DRG for 3 min.
I was thinking since SAM has a Haste ability, and WAR has attack abilities, why does DRG not have a single self buffing Job Ability besides Ancient Circle? Can we get a self buff ability like berserk/hasso/innin/velocity shot/last resort? Just something that either increases our attack, damage, weapon skill damage, critical hit rate or attack speed for a moderate duration of 3-4 minutes? I just think DRG deserves a self buff ability besides hasso/seigen from our subjob. Maybe a wyvern breath that increases attack, or haste?
Hello Camate! I've been a career Dragoon for years and while I do welcome any and all job adjustments, some haven't been making a lot of sense to me.
It sounds as if you're stating that wyverns will either be able to:
A: Further reduce the magic defense of that elemental breath to cause more damage for other party members' magical attacks, as well as subsequent breath attacks.
B: Reduce the magical resistance of the elemental breath used to improve consistency of damage for party members' magical attacks, and subsequent breath attacks.
If A1, would it be a flat increase that is only applicable once, or stack-able through subsequent breath uses of the same element?
If A2, should your Wyvern use: Flame Breath -> Frost Breath, would the Fire defense down effect be over written by the by the Ice defense or would we have two separate defense downs on the target at this point?
Side-note: Any thoughts on allowing the Wyvern’s Breaths to inflict enfeebling effects on Enemies?
IE: Frost Breath - Paralyze
Now, as far as the survival of the Wyvern wouldn't it simply be easier to allow the Wyvern to be curable by the mages in the party? The biggest issue with Wyvern survival is versus notorious monster type enemies, which make quick work after Spirit Link and Pet related potions have been used. Even if you added a stoneskin effect to the Wyvern that lasted for 500 hit points, it still wouldn't save the Wyvern from immediately being taken down shortly after especially on enemies whom use magic often and area of effect abilities.
That in consideration, would it be possible if there was an implication where as the Dragoon description goes, Warrior's who leap in and out of the fray of battle. Why not allow our Wyvern to do the same, and remove the penalty for Dismiss?
Then if so, why stop there? Why not remove the penalty of not being able to re-summon your Wyvern if you dismiss it when HP isn’t full? I understand this seems much like Super Jump, but that's an impractical solution, especially when trying to maintain the monsters attention.
The above would allow a player to control, and secure his Wyvern from being killed during heated battles, while still being able to re-summon at will given the Wyvern isn't killed before hand. Keep in mind I am not saying lower the Call Wyvern Ability down to 10 minutes like Beastmaster Jug Pets, but honestly that's an idea too.
However, wishes aside if stoneskin-like ability is introduced, could it by chance have the effect of Sentinels' Scherzo or Earthen Armor?
Simply on the mindset that, having a 3-5 minute recast stoneskin for a Wyvern and having it absorb anywhere from 300-500 damage wouldn't really move the Wyvern away from death against a monster like Amarok. It would simply delay an inevitable outcome of the Dragoon waiting on a 20:00 Min recast to summon Wyvern.
As far as Jumps go, could it possible to apply a attribute for damage increase on High/Soul/Spirit Jumps much like that of Jump and it's correlation with Vitality?
This would make the use of the original Jumps more favorable in the given situation, as well as improve what the newer jumps can do in the occasion that the Wyvern is not alive, and highly benefiting when it is alive.
Personally, as far as hate shed for party members being applied towards: Jump, High Jump and Super Jump seems rather lackluster. In the event that a strategy involves tanking in front of the enemy, and should for some reason a tank position behind you, the use of these abilities would cause nothing but issues and even lead to a potentially deadly ending: IE Spiked Flail.
I've always wanted Jump, High Jump and Super Jump to provide positive effects, for the Dragoon and the Wyvern and or negative effects for the enemy much like what they do during Spirit Surge. Enmity Down for party members addition on paper seems like wasted potential and impractical to a point.
DRG, the way it's been developed thus far is too multifaceted. We're an accurate melee pet job with high tp gain that also heals and will soon be able to debuff the target with breaths. We also lower the mob's defense and erase others people's hate as well as shed our own.
DRG has too many little things it does but in the bigger picture our role is hazy. We're more hybridy than any other hybrid. We heal, we debuff, we shed hate, we DD, we shed other's hate, we gain lots of TP, we have high acc. Our traits and job abilities are so underdevleoped and lack focus that jobs like WAR DRK SAM MNK NIN have. Those jobs have specialties like damage, HP and counter, evasion, attack speed, TP gain etc.. I suppose our specialty is our wyvern but the wyvern too is underdeveloped. It's a floating Enfire with an HP bar, that occasionally adds 40-200 damage to our weapon skills, and heals us once a minute depending on subjob. It need more though.
Also...care to explain why the modifier for Geirskogul on the DRG relic WS is Agility? Why is the modifier for our Empyrean WS VIT? Why not put VIT on the MNK emyrean WS and put STR on the DRG one? After all MNK has more VIT gear available and DRG has more STR gear available. DRG can't be taken seriously when SE puts silly modifiers on our weapon skills to make us seem 'different'. I feel like DRG is the hipster of DDs. "Our emp weapon has VIT on it and our WS is 60% VIT unlike the rest of you melees with your 60% STR modifier on WS and +15 STR on your weapons..ooh we're different"
Also answer the age old question. Gungnir. Geirskogul. Shockspikes. WHY? Maybe if they were badass shockspikes that dealt 50-80 damage and had a high chance to stun or a super long stun duration. But in practice it's a normal shock spikes effect that deal 11-18 damage with low chance to stun. Why would SE have thought that would be useful for a job that struggled to get hate back in the days when our best WS (Wheeling Thrust) did 100-300 damage while SAM/WAR/DRKs were doing 5-10x more...
Last edited by Ophannus; 07-26-2011 at 01:30 PM.
Bigger = Better, Make them bigger!!!!!!!!
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