EVen with temps and food, the higher tier VW NMs have too high def for DRG to do any meaningful kind of damage. Talking like 600-1.2k Stardivers vs almost everything else doing 2k+ just be virtue of the fact that other jobs have attack boosting skills that we don't.
Throughout the history of FFXI DRG has never been a good damage dealer in top tier end game compared to others, it's always been a fantastic DD in small group events like Salvage/Assaults/Dynamis/Limbus but once the super strong HNMs roll around DRG falls heavily behind WAR DRK SAM MNK.
Last edited by Ophannus; 01-13-2012 at 09:12 AM.
I have to ask, are you got your Stalwarts drink yet? On pretty much all lvl 95 content, short of Uptala who takes lowered piercing damage, my DRG averages 1800~ Stardivers now, with highs of up to 3k+.
The only new lvl 99 NM I've done so far is Ig Alima, where I averaged 1200 Stardivers, though I did have some depressing lows at times. I do however agree we lack behind the other top tier DD's by quite a margin, but we can at least provide consistent damage now.
I do agree though that DRG really lacks attack when compared to the top tier DDs. WAR SAM MNK all have access to berserk, and DRK has last resort + plenty of Attack Bonus traits. I'd love to see DRG get some natural attack buff to bring them in line with the top tiers.
Last edited by Transmit; 01-13-2012 at 11:33 AM.
Why... wh.... why did you pick this thread for that outburst?
Edit - Curse people deleting posts!
Last edited by Transmit; 01-13-2012 at 11:32 AM.
On Ig Alima my Drakesbanes and Stardivers were so pathetic I wanted to die. I was doing 28-400 damage with all my WS having well over 999 attack and pretty sweet gear and Angon+1. Granted I didn't have a BRD but that shouldn't have made much of a difference. Occasionally I would get 700-1k Stardivers but those were rare on Ig. My numbers are also pretty low on Lancing Lamborak but it could be due to shadows and his high ass evasion cuz I was ranging from 0-1200 on him but mostly averaging around 700-900 meanwhile Blade Hi was doing 800-2k and Shoha/Ukko/VS were doing well above that.
I’m sure you’re all wondering what this whole “recast timer limitations” thing is all about.
For a main job, the current maximum number of abilities with recast timers is 12. (Adding on a support job brings this up to a total of 24.)
Dragoon has pretty much reached the limit of the allocated 12 recast timers set for a main job.
In order to add jumps to dragoon, which already had a large amount of abilities, we based the stats on the fact that the recasts would be shared, since we had no choice but to create shared recast timers. Had we actually eliminated the recast timer limitation problem and created unique recast timers for Spirit Jump and Soul Jump, I believe that their recast timers would be longer.
Next, in regards to priority of status ailment cures from Remove Breath, the below order was suggested:
Paralyze>>>>>>>>>>>>>>>>>>>>>>>>Curse/Death > Disease/Plague>Petrify >>> Blind>Poison
If there are no problems with this the development team will be looking into this direction. Let us know if you prefer something different.
The development team is also looking into reducing the recast timer of Spirit Link as well as introducing items that will allow you to cure your Wyvern.
Devin "Camate" Casadey - Community Team
Ahh OK! That makes more sense now. Thanks for the clarification Snurble!
if that is the case lets start sharing timers with the terrible circle and crest JA, those two are so abysmally terrible <for all the jobs> that it seems like a waste of better JA possibilities
No no no! Don't look into lowering the timer of spirit link! Look into lower the time of Call Wyvern! It doesnt matter if we can cure our wyvern when your VW mobs can demolish it before you can get through the menu.
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