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  1. #1
    Player Reiterpallasch's Avatar
    Join Date
    Mar 2011
    Posts
    388
    Character
    Korialstrasz
    World
    Leviathan
    Main Class
    DRG Lv 99
    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.
    (0)
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  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    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)

  3. #3
    Player
    Join Date
    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.
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  4. #4
    Player
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    Mar 2011
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    1,401
    You'd have to clarify what En-breath means.
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  5. #5
    Player
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    Mar 2011
    Posts
    1,401
    Anxiously awaiting these DRG boosts so I can get to testing them!
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  6. #6
    Player
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    Mar 2011
    Posts
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    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.
    (0)

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    319
    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.
    (0)
    Last edited by Yugl; 10-26-2011 at 09:52 AM.

  8. #8
    Player ihm's Avatar
    Join Date
    Aug 2011
    Location
    England
    Posts
    11
    Character
    Ihm
    World
    Siren
    Main Class
    DRG Lv 99
    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...
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  9. #9
    Player
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    Mar 2011
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    1,401
    Spirit Surge is our Lancet/Lancer/Dragon Sword. Spirit Surge in the JP version is called Ryuken(Dragon Sword).
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  10. #10
    Player
    Join Date
    Mar 2011
    Posts
    319
    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.
    (0)

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