i have done VW Rekin no need to get hostile. i am well aware of the numbers against DRG as well as the numbers with DRG, i'm just stating an opinion
i have done VW Rekin no need to get hostile. i am well aware of the numbers against DRG as well as the numbers with DRG, i'm just stating an opinion
One has the courage to speak, and he gets a crowd to listen...
always thought drg should have a ignore def job trait
I wished, instead we have 2 wses that ignore a % of defense, however the first one is superior to the 2nd in that first, its free, wheeling thrust is obtained with just polearm skill, then its followed by the fact it ignores a higher amount of defense at 100% tp and has a 50% str mod making it easy to gear and 1.75 ftp. Camlann's however is behind in that it ignores a great deal less def % at 100% roughly 33% and has a mod of 60% vit and ftp of 3.0. Normally on a job with JAs to pump its atk up camlann's wouldn't be so bad, however drg doesn't have that and now it has to give up some atk and str to make camlann's not suck. The closest thing drg has to what you've mentioned is perhaps Angon but that means sacrificing a merit group 2 option granted that our merit 2 options aren't all that great.
It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.
*Fires up the Motenten signal* Mot! Can you run your gizmos and mathology and see if a DRG/WAR with a 6 hit build and WS+10% Lance and Misers/Tacticians roll will outparse a DRG/SAM with a 5 hit OAT build with the same rolls in VW? I'm betting that in circumstances where we get 50-60% TP back from Stardiver due to Miser's plus monarch's drink and tact roll that /WAR might pull ahead and the +10% WS damage could theoretically add 150-230+ damage to Stardiver. Hasso's bonus would be less noticable if our WS:Regular hit ratio is skewed heavily in favor of WS due to craptons of SaveTP.
Save TP+25 on XI Roll and +20 from Dicipline. Should be ~60-65ish back on Stardiver with on average 7 regain from Monarchs+XI Tact roll(add 2 for total of 9 with 2nd atmacite being the +2 Regain one)
Sixgill: DMG126 Delay492 WS Damage+10%
Chauve-Souris: DMG110 Delay507 Occasionally Attacks Twice
I'm willing to bet that under the conditions of temp items, atmacite and good COR rolls, DRG/WAR will outparse DRG/SAM due to having Berserk(which is what we really need) and that hasso/sekkanoki/meditate do less in these short 5-6min fights than Berserk/Warcry/Aggressor/+10% DA might
Last edited by Ophannus; 01-30-2012 at 03:23 AM.
@orphannus I was thinking the same thing myself. When TP and damage mitigation items are overflowing the benefits of /Sam are really diminished. I hate to drop to a 6-hit, but I'm pretty sure under the circumstances /war is gonna do a lot better. I'll give it a go next time.
Hey Camate, any dev updates on whether or not they will let Gungnir's Defense Down stack with Agnon?
Greetings!
Apologies that this announcement is being made post-version update.
In regards to the effect that will reduce the enmity of the closest party member behind you, which was planned for this version update, we have received a lot of comments stating that it is not very convenient and we have decided to push this back. We would like to receive a bit more feedback from both dragoons as well as players who use other jobs.
Similar to the above, we would also like to hear the opinions of more players on the topic of priority for Cure Breath.
Originally, the status ailment that would be healed was selected based on the order of the level it was learned. As we are thinking of adjusting the priority of this, if there are any particular status effects which you would like to be prioritized for healing, please share your thoughts.
• Paralyzed
• Curse & Doom
• Disease & Plague
• Blind
• Poison
Example of a post
----------------------------
1. Paralyzed
2. Disease & Plague
3. Curse & Doom
4. Blind
5. Poison
----------------------------
Devin "Camate" Casadey - Community Team
1)Cure Doom(100%)
2)Paralyze
3)Viruna
4)Cursna
5)Blind
Main reason for Doom on most posts is... of all the effects, that one will actually kill you... everything else becomes just a mild announce in comparison.
100% doom removal is because you can do more than 10 cursnas in the time it takes to reuse this, wouldnt change the balance, but might make drg a more desirable job... since one sure thing is better than failing the tank(s) to death
Last edited by Juilan; 02-15-2012 at 07:42 AM.
I have the final form of Aegis, it has 40 Def Augments Shield bash V and Magic Damage Taken -45%... The ultimate form!
1. Paralyze
2. Zombie
2. Plague
4. Poison
5. Blind
There's nothing really that can be added to Super Jump. Making it debuff the target will make it claim mobs whereas before it wouldn't. Perhaps some kind of aftermath-like effect or self buff maybe. I'd prefer a new level 99 Jump shared timer with Super Jump that deals high damage and gives 4x TP or something.
Something like this Camate!! http://www.youtube.com/watch?v=fv13Cm2YCpQ
Watch the animation and lsiten close to the sound effect. That's clearly an alternate version of Super Jump where we jump up and throw our lance down at the target. No mob in the game uses it, so it must be that you guys are working on a Spirit/Soul Jump version of Super Jump!!
Last edited by Ophannus; 02-14-2012 at 10:33 AM.
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