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  1. #1
    Player Sydebeheln's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Saiyd
    World
    Shiva
    Main Class
    WAR Lv 18

    Jump-IT NEEDS MORE THAN DMG! XD

    I don't know if this is a dead topic, but I'm going to present my idea anyway. A bit long, but read it all the way, its fun

    Every time I use Jump, I feel as if an additional effect is missing. I understand Jump is really just another DPS output ability, but I truly think it needs just a little bit more than damage.

    Currently Dragoon's 2hour houses additional effects at the cost of waiting, and as I can definitely say these are extremely worth while, I wish we could maybe see alternate, less extravagant effects all the time. let's make some example.

    JUMP:
    I don't stand alone when I say, than when I use Jump, it feels as if a stun based effect should occur. It would only make since realistically considering a fast, random, out of nowhere hurl into the sky, following a piercing skew to the face from above unexpectedly would scare/stun the crap out me. ha This could really benefit the lack of stun based abilities in the game, and give Dragoon's incentive on strategic timing, of both when, and why to use jump.

    HIGH JUMP:
    High jump is a move that actually isn't too bad in terms of effects. It allows players to shed up 50% of his/her hate upon a successful jump. Aside from this, I also feel a raise in damage output from this specific jump should be roughly 5-10% higher than that of a standard jump. On top of that, by positioning yourself in front of a player and landing a successful high-jump, you and the player you were standing in-front are effected by the 'up to 50% hate shed' effect.

    SUPER JUMP:
    Now we all know that super jump is basically a dragoon's way avoiding death, but besides that, the effect of super jump is really too interesting in my opinion to be left unusable on other members of a party. Spirit surge provides the user with the ability to shed up to 50% of a members hate, who is nearest behind him. I think, if we remove the 2hour limit to this move, we can turn our fellow dragoon into a DD/assist job, giving dragoon a completely new role in the vast complex of the game. A "shedder" if you will. Applying new effects in the 2hour, such as an AOE version, we can supplement the transfer of this effect.

    SOUL JUMP/SPIRIT JUMP:
    I have no problem with either one of these jumps, they are the dragoons way of TP generation. Seeing as they both have nearly the same effect, I was thinking an overhaul of soul jump would be interesting, and give a new jump without the cost of creating a new ability all together. Seeing as how our Wyvern has the opportunity to discern the elemental weakness of a target, Soul jump could be a jump used in accordance to the discovery an elemental weakness. Example is,
    Weapon skill> Wyvern uses ice breath> Dragoon uses soul Jump> Jump is enchanted with Ice damage.
    Sounds fun right?


    Now these are all just for fun, and something I would LOVE to see implemented, but than rather having exactly what I say, the developers should consider additional effects to our beloved "signature" skills. Breathing new life into a move so awesome with animation, but so stale with effect.

    How about we have some fun? I want to hear what your version of some additional/alternate effects for our dragoon's jumps are! Tell me tell me tell me!

    Thanks for reading everyone =]
    (0)

  2. #2
    Player Laciante's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    93
    Character
    Laciante
    World
    Asura
    Main Class
    DRG Lv 93
    I like the ideas, and yeah, it would be nice to have some strategic use for the Jumps, other than gaining TP faster.
    (0)

  3. #3
    Player Sydebeheln's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Saiyd
    World
    Shiva
    Main Class
    WAR Lv 18
    lol yea, it's too bad this didn't become a popular thread, i kinda wanted to hear some more ideas lol
    (0)

  4. #4
    Player
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    Mar 2011
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    1,401
    DRG is the only Knight job without a Bash job ability. I know we have Jumps but it would be nice if we got a
    'Pommel Bash' (Pommel is the blunt opposite end of a polearm, the weighty metal piece that counterbalances the heavier poking end.) When you use Weapon bash with a Polearm we smash upward with the Pommel. Or the animation can look like the first part of Impulse Drive, the part where we turn around and smash the blunt end into the foe's gut. Or for simplicity give us a Jump that does weak damage 12-24 damage but 100% stun like Weapon bash/shield bash/blade bash.

    Also while we're talking about continuity between the Knight jobs, there are 3 earrings sold in ToAU areas for Imperial Haten Earring/Priest's Earring/Chaotic Earring. These three earrings have latents activated by Warding Circle/Holy Circle/Arcane Circle respectively. But how come SE never added an earring with a latent activated by Ancient Circle?

    It seems SE forgot to give us a Bash move that stuns and an earring with a latent effect activated by Ancient Circle. I know the earring seems irrelevant but why does SE not keep it consistent? In addition DRK has 5 tiers of Attack Bonus , PLD has 5 tiers of Defense Bonus , SAM has 4 tiers of Store TP, DRG only has 3 tiers of Accuracy Bonus. DRG needs a few more unique job traits.

    DRK=Occult Acumen
    PLD=Shield mastery
    SAM=Zanshin

    These three traits help their respective jobs get TP, DRG doesn't have any trait like this except Conserve TP which is unreliable and unpredictable. Occult Acument occures 100% of the time, Shield Mastery occurs 100% of every shield block. Zanshin has a 40-50% chance to activate on a miss. Conserve TP occurs randomly and only seems to conserve about 5-20 TP at most.
    (1)

  5. #5
    Player Sydebeheln's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Saiyd
    World
    Shiva
    Main Class
    WAR Lv 18
    Quote Originally Posted by Ophannus View Post
    DRG is the only Knight job without a Bash job ability. I know we have Jumps but it would be nice if we got a
    'Pommel Bash' (Pommel is the blunt opposite end of a polearm, the weighty metal piece that counterbalances the heavier poking end.) When you use Weapon bash with a Polearm we smash upward with the Pommel. Or the animation can look like the first part of Impulse Drive, the part where we turn around and smash the blunt end into the foe's gut. Or for simplicity give us a Jump that does weak damage 12-24 damage but 100% stun like Weapon bash/shield bash/blade bash.

    Also while we're talking about continuity between the Knight jobs, there are 3 earrings sold in ToAU areas for Imperial Haten Earring/Priest's Earring/Chaotic Earring. These three earrings have latents activated by Warding Circle/Holy Circle/Arcane Circle respectively. But how come SE never added an earring with a latent activated by Ancient Circle?

    It seems SE forgot to give us a Bash move that stuns and an earring with a latent effect activated by Ancient Circle. I know the earring seems irrelevant but why does SE not keep it consistent? In addition DRK has 5 tiers of Attack Bonus , PLD has 5 tiers of Defense Bonus , SAM has 4 tiers of Store TP, DRG only has 3 tiers of Accuracy Bonus. DRG needs a few more unique job traits.

    DRK=Occult Acumen
    PLD=Shield mastery
    SAM=Zanshin

    These three traits help their respective jobs get TP, DRG doesn't have any trait like this except Conserve TP which is unreliable and unpredictable. Occult Acument occures 100% of the time, Shield Mastery occurs 100% of every shield block. Zanshin has a 40-50% chance to activate on a miss. Conserve TP occurs randomly and only seems to conserve about 5-20 TP at most.
    I think it's safe to say DRG has always been the job with not enough attention given to it. Even from the beginning DRG used to be gimp like crazy. Since they used to be RMT popular jobs. Regardless, Drg needs to have MORE, rather it be new additional effects to it's jumps or just simply more abilities/traits to give it equality with the other DD's in the game.
    (1)

  6. #6
    Player
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    Mar 2011
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    1,401
    Yeah DRG was trash when it first started.

    -Call Wyvern was our 2hr.
    -No Spirit Link, so DRG's had to /heal to cure our wyvern and lose TP.
    -Same armor class as RDM so we could only wear Scale-type armor or Doublets, i.e Endgame armor=Assault Jerkin
    -Only 3 job traits by Level 75: Attack Bonus, Accuracy Bonus, Dragon Killer.
    -Super Jump was a 5 min recast.
    -Penta Thrust was "Attack varies with TP" and it had an Attack Penalty much like how Sidewinder has an Accuracy Penalty. It was hard to achieve high numbers on anything stronger than EM because it calculated your Attack to be -30% lower instead of things like Tachi:Gekko which multiply your attack to be +100% higher.
    -Wheeling Thrust was a 1.0x modifier instead of 1.75x. So while DRK THF RNG BST could be doing Light SC for 500-900 dmg, DRG's Light-producing WS was doing 120-250.
    (1)

  7. #7
    Player Sydebeheln's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Saiyd
    World
    Shiva
    Main Class
    WAR Lv 18
    Quote Originally Posted by Ophannus View Post
    Yeah DRG was trash when it first started.

    -Call Wyvern was our 2hr.
    -No Spirit Link, so DRG's had to /heal to cure our wyvern and lose TP.
    -Same armor class as RDM so we could only wear Scale-type armor or Doublets, i.e Endgame armor=Assault Jerkin
    -Only 3 job traits by Level 75: Attack Bonus, Accuracy Bonus, Dragon Killer.
    -Super Jump was a 5 min recast.
    -Penta Thrust was "Attack varies with TP" and it had an Attack Penalty much like how Sidewinder has an Accuracy Penalty. It was hard to achieve high numbers on anything stronger than EM because it calculated your Attack to be -30% lower instead of things like Tachi:Gekko which multiply your attack to be +100% higher.
    -Wheeling Thrust was a 1.0x modifier instead of 1.75x. So while DRK THF RNG BST could be doing Light SC for 500-900 dmg, DRG's Light-producing WS was doing 120-250.
    Thats gross -_- haha
    MORE POWER TO THE DRAGOONS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    (0)

  8. #8
    Player Wenceslao's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    207
    Character
    Wenceslao
    World
    Asura
    Main Class
    DRG Lv 99
    We really need our jumps and abilities improved, we had been lacking of heavy armor, bash-type attacks, we are the only petjob unable to use our pet as subjob, we can give specific commands to our pet (like SMN, PUP and BST can) except for DRG90 in which case we are only able to say "Hey due!: Smite'em!,", "Hey dude!: Cure!", which in the long run is not that reliable as these breaths takes too long to cast, we have been ignored by SE for years, and i think we deserve an improvement in our abilities, really, if SE do not want our job to be changed from lvl1~90 they still have 9 levels to do it, what you think guys?
    (0)

  9. #9
    Player Sydebeheln's Avatar
    Join Date
    Apr 2011
    Posts
    49
    Character
    Saiyd
    World
    Shiva
    Main Class
    WAR Lv 18
    Quote Originally Posted by Wenceslao View Post
    We really need our jumps and abilities improved, we had been lacking of heavy armor, bash-type attacks, we are the only petjob unable to use our pet as subjob, we can give specific commands to our pet (like SMN, PUP and BST can) except for DRG90 in which case we are only able to say "Hey due!: Smite'em!,", "Hey dude!: Cure!", which in the long run is not that reliable as these breaths takes too long to cast, we have been ignored by SE for years, and i think we deserve an improvement in our abilities, really, if SE do not want our job to be changed from lvl1~90 they still have 9 levels to do it, what you think guys?
    For sure. They need to add more to dragoon, its too stale in comparison to the other DD's.

    GIVE US MOREEEEE
    (1)

  10. #10
    Player
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    Mar 2011
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    Healing Breaths aren't slow, theyre probably around the same activation speed as a Cure spell, except can't be interrupted(unless fighting and the target dies midcast)
    (0)

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