Don't thank SE until they reduce the 19% attack penalty on Drakesbane.
Don't thank SE until they reduce the 19% attack penalty on Drakesbane.
Just anecodtally, /WAR trounces /SAM with COR, WS are more competitive with Berserk and I still WS almost ever few seconds with 60% TP return and like 7/tick regain
And thus they are nerfing save TP. We might have to actually (gasp!) melee for TP again!!!!
Dragoons can compete with war/sam/drk/mnk etc. easy. Stardiver is an amazing weaponskill also, I average 3k easy with food. highest is 4600+ on ADL. Yes it blows we have to /war for higher spike damage but don't be so quick to say Drg will never be up there as far as damage. Another thing people seem to forget is Drg has an amazing weaponskill frequency naturally with a 5/6 hit build and it gets even better with /sam if you time your meditate/melee/jumps correctly. Yes a Drg main job attack boost job ability would be great, do we 100% need it, no. What we need is either the wyvern being there or not affecting TP gain on soul/spirit jump removed or a better way to keep the dang thing alive.
Edit: The original post i was trying to quote got edited and toned down so this response probably seems a little excessive, but oh well :P
I dont know what your smoking. I am a stronger DD relative to other jobs today than i EVER was at 75. No DD buffs? Did you miss the part where we:
*Got jumps that give 2-3x TP
*save TP
*Acc bonus 3
*atk bonus 2
*those new sexy jumps got their timers cut down by a third
*our 2hour gives JA haste instead of lolmagic?
*Our GEAR options are phenominal these days since we are seated in the 'heavy armor' class instead of leather/mail and crap. Empy armor is super competative with "heavy DDs" like war's armor.
Yeah we sure are the same ol' lolDrg from 75.....except now we crap TP faster on par with samurais, have a new WS with no atk penalty (instead of a -20% drakes), wyverns that are becoming nigh-invincible (especially after the 33/tic regen with same duration as spirit link).
Im not here to say we destroy all the DDs or anything delusional, but to act as though were as bad off as we were at 75 when all we had to wear was homam, heca and penta thrust is rediculous. Sure we could still get more toys and atk buffs, but dont act like we havent gotten ANYTHING. Drg is way up from where it used to be. We get TP at a phenominal rate now, we have a strong, no-atk penalty WS, and our gear options are up with the best. Dont just ignore what we HAVE gotten to fuel emo rage.
Last edited by Aana; 02-25-2012 at 12:25 AM.
Sucks because /WAR was netting me almost 2k more damage per WS than /SAM. Looks like I won't be seeing this anymore:![]()
While zerk is always hawt, its not taking a 1k WS and making it a 3700 WS. /war isnt adding 2k avg to your WS on a 3700. Eyeballing is bad yo. Its not quite THAT good xD
I think with all these positive notes and remarks on how awesome this WS is, knowing SE, they will announce "barance adjustment" soon to make it more relatable to other WS and to make sure that DRG is back to the unwanted spot. I am hoping that I am totally wrong and they will leave this alone. Its great to see that one of the new WS is actually working as intended.
Meh on Tier 5's I'm averaging 2k Stardivers with /WAR, with /SAM I'm usually doing around 1400ish. WS frequency is more or less the same with miser's roll and new jump timers with OAT lance.
While 3690 on Kaggen is most likely a double atk and odd stacking up for an abnormally high total, there's no denying that /war is a better choice spike number-wise in VW. It's not just zerk but war cry and aggressor as well. I've still got plenty I can improve in my stardiver build but when I started going /war 2k+ became the norm very quickly with highs approaching 3k (for me) and the rare low in the 1k's in the case of an occasional bad miss (when under nasty stat reduction for example).
In a situation like VW where TP is overflowing from temp items /war really shines. Especially when the average fight lasts only 5 mins anyway.
A really rough kalasutraux fight may be another matter though, those fights tend to go a bit longer with less frequent triggers. /sam might still work out better there. I may have just been with unlucky groups though, trigger-wise.
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