Its amazing how often peoples first reaction to things on this forum is to be outraged. The job just got a HUGE buff. Just frigging be happy, or at least learn to talk constructively. I know Camate wants to say this but he can't :-)
Its amazing how often peoples first reaction to things on this forum is to be outraged. The job just got a HUGE buff. Just frigging be happy, or at least learn to talk constructively. I know Camate wants to say this but he can't :-)
The point seems pretty clear to me. Remove Petri would rarely be used. It would not be completely useless, but I can't imagine many cases where it would come up, particularly when I'm DRG/mage. I approve of this change, although it would be nice if we received a different remove breath at 99 to replace it *cough*silence*cough*. For now, I'll take my unexpected defensive skills and be content.
Just wanted to note that I edited my post above for clarity.
It's not that each Jump was made more powerful, but the overall damage output of dragoon.
Devin "Camate" Casadey - Community Team
To be honest I can't see how the enmity removal of the target behind us will be useful for High Jump or Super Jump. Usually Dragoons are placed in parties with other damage dealers in voidwatch fights and thusly we're unable to utilize High Jump to say remove hate from a BLM that pulls too much hate since they're in a different party in the alliance. Furthermore the mage will probably be way out of range, unless the distance for high jump is like 15-20'.
Perhaps a implementation of High Jump to make it more worthwhile than before is making it Stun/lower target's accuracy/flash/interrupt spells with greater frequency, or something of the sort. The reason being that since 2005 I have NEVER used Super Jump during Spirit Surge to reduce the enmity of the person behind me in my party, nor have I ever heard of an account of any other DRG doing so either. Even if it removed half of their enmity, it's a very rare condition and is difficult to use with having to align myself with the player who has unwanted hate and the target, especially because when people have hate they tend to run away or kite.
Last edited by Ophannus; 01-21-2012 at 08:07 AM.
Remove Petrify would allow us to heal Petrification status on other subjobs besides /WHM though! /SCH doesn't learn Stona because it's level 50. I was hoping we would get it so that I can sub RDM or BLU and still remove petrify on others.
Just gonna post this here since people seem to be focusing on pointless petrify arguments. I'm assuming most people will want to remove doom before any other ailment. As it is right now, it looks like plague/disease will take priority.
Also the enmity removal greatly benefits RNG. I'm not sure why Ophannus is saying that you need to be in the same party when TA+High Jump does work to remove enmity at the current time. Trick attack works on any alliance member. Decoy shot also works on any alliance member. It's quite possible that the enmity removal will not work on alliance members, but it would be rather strange to basically nerf an aspect of DRG that they already currently have with TA.
I think their logic is "We want to give Dragoon better innate defenses because it sacrifices some amount of offense for some amount of utility (the amount varying by support job). Defensive abilities are also a form of utility, so we're enhancing those to go along with this theme."
Which makes sense but moves Dragoon more towards Dancer and Blue Mage territory. I think most Dragoon players would prefer MOAR! POWAH! instead.
Hopefully the'll adjust our damage output from weapon skills too. Frustrating seeing a Corsair which is a support-type job doing 2300-2700 damage Last Stands but my Stardiver/Drakesbanes have a hard time breaking 1800.
It does not take half a second to cast a 1 second cast unless you swap for fast cast gear aaaaaand HB gear which would take a toll on haste TP gear and ultimately DPS.
Maybe not by a whole lot but if you want to get technical the statement is true.
Now if this is their logic then i hope they also look into DRK's issue with Casting vs DPS![]()
Last edited by Rohelius; 01-21-2012 at 10:32 AM.
I'm loving the extra little defense boosts, all boosts are welcome, though a part of me is worried SE will now say "Well the reason you arent a more damaging job is because you have better defenses than the rest." or something along those lines. Its very obvious that DRG lacks behind the strongest DD's in the game right now, and I think a lot of us would still prefer that gap to be smaller (ways to strength our WS! ways to raise our attack in general!)
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