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  1. #91
    Player OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Posts
    124
    Character
    Altrage
    World
    Shiva
    Main Class
    SCH Lv 90
    Want a defensive ability/trait? How about if we die with the Wyvern still alive we get auto Full-Raise (no weakness either) at the cost of killing the Wyvern and Call Wyvern get +10 min on the timer (not exceeding the 20min recast cap), call it Dragonheart (oh hi there, that was something that was native to Dragons in a very familiar FF title )

    Also I agree, using Spirit Link as a form of drastic TP gain is a little over rated...especially when DRK have something called Absorb-TP which I believe can be used in quicker intervals than SL and can usually gain the DRK more than what SL would gain for a DRG. (Just making this a point to consider when speaking of functionality vs. practicality vs. potency).

    Honestly, I feel Stances for the Dragoon is long over due, the job really needs something to pull us away from the "DRG is defined primarily by what subjob it has equipped" I would really love people to consider /drg as well, stances could do that. But stay away from the attack increase, give us something different.

    Offensive stance could be something like a small haste boost (on par with Hasso) when you have a pet out accompanied with an increase in Crit Hit damage+15% and Crit Hit rate+5% (this part is not dependent on whether or not a pet is out)

    Defensive stance could be increases rate of parries (grants Tactical Parry) for 2-handed users as well as upon successful parry has a chance to stun the target. Something like that would be neat and DIFFERENT. Make them subjob-able and now we might see pup/drg, smn/drg (melee smn lol), bst/drg or even see new ways for sam to tank with sam/drg. Either way it becomes a job that COULD be used as a subjob also it would add to the main job. Ok, I'm done just thought I would stop in and put in my 2 cent on the subject.
    (1)

  2. #92
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    /SAM was supposed to be the /NIN for 2h users except instead of giving a comparable trait or Utsusemi-like spells to buff to 2h users like Dual Wield they gave us Seigan/Hasso. This was all well and good, but now 1h users like DNC BLU and THF have their own Dual Wield and don't NEED to sub NIN for protection or to equip 2 weapons anymore. I wouldn't mind JA's that enhance 2h weapons for DRG so we don't rely 100% on only /SAM's abilities. Like I keeeeeep saying WAR/SAM and SAM/WAR get the cream of the cream in terms of JA/traits. DRK and DRG would both love to have Berserk and DA but we sacrifice those for Med/Hasso/Sekka/Store TP while SAM and WAR sub eachother and get everything a 2h user could ask for. DRK vs DRG both benefit highly from SAM but DRK benefits SLIGHTLY less from /WAR vs a DRG subbing /WAR because they already have Attack Bonuses up the wazoo and tons of ATT/DMG boosting JA/Spells. DRG lacks any stances outside of subjobs and /DRG is pointless. If WAR/SAM can get seigan/third eye/retaliaion/zerk/hasso/DA etc why can't DRG get its own JA stance +Haste or +Attack boost so we have something in addition to what /SAM provides? WAR and SAM abilities are so perfectly synergistic that those two jobs and their subs are amazing together than DRG's abilities seem weaker in comparison. SAM can self skillchain like crazy and do extremely high damage in a short amount of time Chainbound>Fudo does 4k with 4.5k Skillchain damage and if they used sekkanoki they can double light, then meditate and WS a few more times while zanshin+DAing and +25% WS dmg from Overwhelm etc. DRG just needs a offensive stance and a defensive stance. Everyone's getting one, even WHM got Afflatuses, NIN got stances too with Yonin/Innin.
    (1)

  3. #93
    Player noodles355's Avatar
    Join Date
    Mar 2011
    Posts
    883
    Ugh.
    Drk benefits significantly less from /war than drg due to a 3 minute Last Resort.
    Drk benefits significantly more from /sam than a drg due to a 3 minute Las Resort with desperate blow merits.

    Yet another posted on the forums, who being proven wrong, wont step up and say "whoops, guess you were right and I was wrong" but instead ignores it and moves onto the next topic. Cool.

    Also bitches need to stop saying Fudo+Konzen Ittai does like 8k dmg. Fudo does not average 4k per WS. You get a lucky Triple attack proc with maxed pdif with zerk up and overwealm triggered in abyssea then sure that shit can happen but it aint the fuckign norm and you need to stop thinking it is. As my bro marshal said, you need to step "back to reality" (we real close).
    (0)

  4. #94
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Auto-crit for Spirit/Soul Jumps during 2hr would be welcomed change, in addiiton I'd like Jump/High Jump to uncouple their recasts with Spirit/Soul Jumps during that time so we can use all 4.
    Drk benefits significantly less from /war than drg due to a 3 minute Last Resort.
    I agreed with this as noted by:

    DRK vs DRG both benefit highly from SAM but DRK benefits SLIGHTLY less from /WAR vs a DRG subbing /WAR because they already have Attack Bonuses up the wazoo and tons of ATT/DMG boosting JA/Spells.
    DRK has Souleater, higher attack and STR than DRG, Last Resort and Endark all which makes Berserk less of a drastic change in pDIF compared to DRG which lacks any pDIF boosting abilities besides Angon, which benefits everyone and is only useful on one mob every 3 minutes and fits under a debuff and not a buff. For this reason WAR and DRK benefit more from /SAM and DRK benefits less from /WAR and more from /SAM. Every 2h benefits more from /SAM than DRG does but it's really the only option for DRG. If we had a native offensive and defensive stance or self buff DRG would be more synergistic with /SAM than it is now.

    tldr: DRG has to choose between frequent but weaker WSing and higher haste vs more DA and stronger WS whereas other 2h jobs get the best of both with their MAINJOB/SAM because whatever offensive/defensive ability that /SAM lacks, their main job makes up for i.e Berserk,Warcry,Blood Rage,Retaliation,Aggressor,Last Resort,Souleater,Endark,Dread Spikes,Attack Bonus VI,Absorb-STR,Absorb-TP,Critical Attack Bonus,Stun,Weapon Bash,Drain,DrainII.
    (2)

  5. #95
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    I love how SE made Lancer in FF14. That's my idea of a 'complete' class. It has use and utility. It has the equivalent of Desperate Blows in JA form that also gives Drain Daze on all of your attacks. It has a Trick Attack ability, it has the equivalent of Zanshin/Store TP for FF14 as well as a Third Eye- like ability called Diversion.

    Some examples of abilities they could rename and implement in FFXI from FFXIV's Lancer job.

    Speed Surge: Wield your weapon deftly, increasing auto-attack speed. Hitting the target inflicts an enfeebling status which grants attacking party members the ability to absorb HP.(Implement this without the drain samba effect though)

    Diversion Create a diversion capable of absorbing close-range attacks. (implement this by letting the Wyvern "Cover" us from spells/TP moves/attacks could be good in conjunction with Steady Wing.)

    Ferocity Trigger an adrenaline rush, increasing the power of your next attack. (This was pretty good in FF14, in FFXI it could be like a +15% critical hit damage boost for 30 seconds making it good for WS or Jumps)
    (0)

  6. #96
    Player noodles355's Avatar
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    Mar 2011
    Posts
    883
    Quote Originally Posted by Ophannus View Post
    Drk benefits significantly less from /war than drg due to a 3 minute Last Resort.
    I agreed with this as noted by:
    DRK vs DRG both benefit highly from SAM but DRK benefits SLIGHTLY less from /WAR vs a DRG subbing /WAR because they already have Attack Bonuses up the wazoo and tons of ATT/DMG boosting JA/Spells.
    I retract my statement about Drk benefitting significantly more from /Sam than Drg as I'd forgotten that last resort gives 25% haste and that's the JA cap so wont stick with Hasso. But yes, as you later went on to mention in your argument it is a pretty significant difference due to endark, last resort, attack bonus traits, etc.
    (0)
    Last edited by noodles355; 09-15-2011 at 11:35 AM.

  7. #97
    Player
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    Mar 2011
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    1,401
    It would seem when SE doesn't want to add a new tier of a spell they just release gear that enhances the spell. For example we haven't gotten Stoneskin II but there's at least 4 or 5 pieces that Enhance Stoneskin's potency/cast speed, one piece for Aquaveil and several for bar spells. I'm assuming we won't be getting Healing Breath IV and the new belt coming out that Enhances Wyvern Breath is testimant to that. Seems like we get Healing Breath IV via upgrading III with equipment and through increasing the Wyvern's HP. This increase is so potent that if they gave us a stronger base Healing Breath, DRG would start getting invites as a healer instead of a DD. (Since WHMs typically save Cure 6 for when the tank is in red/orange, a well geared DRG/Mage with HP Atma and Dragonrider can make an excellent substitute healer dolling out 1.1k HBs with 1.8k DB HB's.)
    (0)

  8. #98
    Player
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    Mar 2011
    Posts
    1,401
    Soothing Breath could even be something like Curing Waltz, a breath that removes one negative ailment on a target or yourself. Maybe even make Wyrm Armet or Deep Breathing remove multiple ailments(2-3).
    (0)

  9. #99
    Player
    Join Date
    Mar 2011
    Posts
    319
    How about an ability to double the effect of all JTs? That would be a beastly.
    (0)

  10. #100
    Player Anucris's Avatar
    Join Date
    Mar 2011
    Posts
    132
    Character
    Anucris
    World
    Siren
    Main Class
    RDM Lv 90
    Well if it was main job only it would be really weak. +10 more ATT and +30 acc (not necessary). Only area it might help is conserve tp. But prolly not
    (0)

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