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  1. #1
    Player
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    Mar 2011
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    Meant to say Mijin was adjusted to not have a weakness state.
    (0)

  2. #2
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    Mar 2011
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    Spirit Surge should not only reset the Call Wyvern timer, but if the wyvern is currently dead, it should call out a fresh one then instantly consume it! At least then the JA has SOME use, even if it's just as an emergency way to get a new wyvern when timer is down!
    I thought about this but then I thought that to be fair, SP1 should fully rely on Wyvern and SP2 should not rely on Wyvern at all. I think it's better that way
    (0)

  3. #3
    Player Babekeke's Avatar
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    Mar 2011
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    Quote Originally Posted by Ophannus View Post
    I thought about this but then I thought that to be fair, SP1 should fully rely on Wyvern and SP2 should not rely on Wyvern at all. I think it's better that way
    I can understand your thinking, but consider that every other job's SP abilities have a use, either as an "Oshi'" moment, or as part of a strategic plan to take down a NM.

    Spirit Surge, on the other hand has no real strategic use, other than perhaps for a non-Gungnir DRG to use when Angon wears for the def down from Jump. It's certainly no use in an emergency (unless that emergency is 1 of the DDs would REALLY like to Reduce their enmity?!?), since it makes you even more useless (can't use that extremely potent Healing Breath ((Which, ironically, is of more use than SS!))) and also actually reduces your damage output (OK, I've not done the maths, but I can't imagine your damage going up all that much just for having slightly higher stats and 12% more haste in a capped magic haste situation - unless you're /WAR and you've timed it perfectly so that you just used both jumps and healing breath and SS will wear before the timers are up?).

    This is why I think that having SS recall the wyvern even if it's been killed, as well as resetting the timer, is a necessity. Remember that it's not too OP, since the wyvern called won't have been levelled up at all, so it's just your basic wyvern that you're getting the stats from.
    (2)

  4. #4
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    Mar 2011
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    The extra haste putting you at cap makes a notable difference during zergs, for certain. It's just that, you lose your Wyvern and Spirit/Soul Jump, so its like it buffs some things but nerfs other things but the net result is positive but not as much as it could be. It's too much of a mixed bag SP ability.
    Haste
    Max HP Boost
    Potent Heal
    STR Boost
    Accuracy Boost
    Jump/High/Super Jump Bonuses
    Resets Jump Timers
    Added Base DMG

    It does a lot, it's a decent SP ability but since it kills the Wyvern it leaves the DRG at a disadvantage unless the Dragoon had their Wyvern summoned long before entering the battlefield or Delve and allowed the Call Wyvern timer to reset to 0 before Spirit Surge was needed. If the DRG used Call Wyvern before entering the fight, died sometime in the middle of the fight, used Call Wyvern after unweakening and used Spirit Surge on the mega boss, then the DRG will be without the Wyvern for the duration of the fight.

    It would be just awesome if Spirit Surge reset Call Wyvern or if the Wyvern is dead and Spirit Surge is used, Call Wyvern is reset and then the SP ability is used right away, this way we don't have to waste a potential 20min recast Job Ability to activate our SP ability, especially if the DRG recently died shortly after calling their Wyvern and the Call Wyvern JA is at like a 15min recast.

    As strong and powerful as they buff Wyverns' defenses, the #1 most frequent way Wyverns are defeated in battle is because they disappear when the Dragoon dies. No matter how much magic defense and defense they give to Wyverns, if the Dragoon dies, the Wyvern dies. The only way to mitigate this is to shorten the Call Wyvern recast to ~10minutes, or allow Spirit Surge to either reset the Call Wyvern timer or, allow the use of Spirit Surge without a Wyvern(in which case the animation can be adjusted to make the Wyvern temporarily appear, then be absorbed, similar to Odin/Alexander during Astral Flow.
    (3)

  5. #5
    Player Babekeke's Avatar
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    I'm not sure how often people use /SAM over /WAR in end-game now, but while Hasso is in effect, SS only gives an extra 2% haste, since that's all that you are from cap under max magic haste and gear anyway (though that is a further delay reduction of 9%).

    And strangely enough, I don't think that I've EVER even used SS since usually the only time it would come in useful is when something bad happened and either my wyvern died, or I'm really going to need cures from it.

    On that note, if SS was used because you see something bad coming that's going to kill your wyvern when it's already low on HP, do you only get a boost of the wyvern's remaining HP? And do you still get his max added to you, so that you can be cured up a lot more?
    (0)

  6. #6
    Player Skeelo's Avatar
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    Aug 2011
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    Character
    Aisleblocker
    World
    Asura
    Main Class
    MNK Lv 30
    Are they even trying anymore?

    Dragoon Spirit Link Effect Reduces caster's HP consumption when Spirit Link activates.
    Reduce HP consumption by 1 percent.

    Wyvern Max HP Bonus Increases the maximum HP of wyverns.
    Increase max HP by 10.
    (1)

  7. #7
    Player fillerbunny9's Avatar
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    Jul 2011
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    Character
    Chikatsu
    World
    Shiva
    Main Class
    MNK Lv 99
    Quote Originally Posted by Skeelo View Post
    Are they even trying anymore?

    the short answer is: nope.

    Dragoon has been in a piteous state for years, and trying to place emphasis on a pet with a twenty minute cooldown shows how utterly and completely out of touch they are. Dragoon needs an attack buff, its weaponskills need an attack buff, and the Wyvern needs to not be a complete joke. THF can crap out a 9k Rudra's Storm no problem while DRG is struggling to pull a 5k Stardiver on the same mob with the same buffs. Drakesbane at the very least should have had its BS attack penalty removed at this point, but hey, we can't have a Mythic DRG coming close to the insanity that a Tsurumaru Samurai can pull off; that'd be imbalanced!

    I am 15k Alexandrite from finishing my Ryu, and having not turned in a single piece am thinking I may just redo assaults and make a weapon for a job that will actually get to be used every now and then rather than sit on my mannequin.

    you want Dragoon to be a pet job, SE? then you need to make the pet at least CLOSE to Automatons/Avatars/Jugs. the pin prick damage and animation lock from breaths render the pets about as effective as throwing Pebbles.
    (3)

  8. #8
    Player Xsilver's Avatar
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    Mar 2011
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    Character
    Xsilver
    World
    Bismarck
    Main Class
    BRD Lv 99
    Ryuno feels worthless. Drakesbanes do 2-4k on most NMs in delve, Stardivers do 3-5k, sometimes spiking a bit higher, usually doing its best on Delve 1 NMs (in which case it's about 6-7k). Overall DRG feels weak unless buffed to the teeth and fighting weak content. No matter how much defense they give the Wyvern, as soon as the DRG dies, the Wyvern dies, even if the DRG dying isn't even the DRGs fault! A bad pull or a faulty healer could mean the DRG dies prematurely and then he's left in the dust by other DDs for 20minutes. Even when the Wyvern is alive, the DRG is far behind Samurai.

    They also need to rebalance Skillchain damage because the way it is now, Samurai's skillchain damage alone is higher than most other damage dealers.
    (2)

  9. #9
    Player fillerbunny9's Avatar
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    Jul 2011
    Posts
    17
    Character
    Chikatsu
    World
    Shiva
    Main Class
    MNK Lv 99
    at this point, it isn't even Samurai's skillchain damage, so much as being able to push out 10-20k Fudos every few seconds with a weapon that is both easily obtained, and at this point, outpacing the Relic for the job! if Dragoon could do WS for 10-20k with Upukirex while everyone else was lagging behind, can you imagine the outcry? how swift the emergency maintenance to "return balance" to the game would be?

    this thread could easily have been answered with a magic 8-ball: Outlook Not So Good.
    (3)

  10. #10
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    Mar 2011
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    Also I want to add, Polearm has the weakest of the updated weapon skills.

    Great Sword has Torcleaver which is 10.0 fTP at 300%
    Great Katana has Tachi: Fudo which is 9.0 fTP at 300%
    Great Axe has King's Justice which is 7.0 fTP at 300%
    Scythe has Insurgency which is 10.0 fTP at 300%
    Hand to Hand has Howling Fist which is 8.0 fTP at 300% and Raging Fists which is 9.0 fTP at 300%
    Dagger has Rudras Storm which is 8.0f TP at 300%
    Club has Black Halo which is a 7.0 fTP at 300%

    At best, Polearm has Impulse Drive which is 6.0 fTP at 300%, and Drakesbane still has a massive attack penalty. Not only are Polearm weaponskills very weak, but DRG doesn't have many JA, stances or traits to boost their weapon skill damage like WAR DRK MNK SAM do and Wyverns are not going to close the gap because they can't be targetted with songs or rolls so their damage output is miniscule, unless the next update is going to increase their damage output by like literally 1000%(then maybe they would parse 5-10% damage and not 0.5-1% in a Delve).
    (3)
    Last edited by Ophannus; 08-11-2014 at 03:19 PM.

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