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.

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