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  1. #11
    Player
    Narcariel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    15
    Character
    Narcariel Sorath
    World
    Adamantoise
    Main Class
    Lancer Lv 50
    One of the better uses I've seen for Jump so far is to avoid knockback pulses; I know it works on Demon Wall, not sure about Ifrit or anything else. You still take the damage, but the root keeps you on the boss so you don't lose dps while running back.
    (0)

  2. #12
    Player
    Nothv13's Avatar
    Join Date
    Aug 2013
    Posts
    409
    Character
    Einulfr Nothson
    World
    Cactuar
    Main Class
    Lancer Lv 88
    Quote Originally Posted by Ricauer View Post
    @Nothv13 You have noticed that the Dragoon skills are off global cooldown? You can use them after your... lest say Full Thrust? You'll lose a bit of time because of the animation but you'll still gain DPS. I think the cooldowns are now fine but they should really do something about the fact that you can be hit while jumping.
    Yes I have, they don't make up for what was lost though.
    (0)

  3. #13
    Player
    Syloc's Avatar
    Join Date
    Aug 2013
    Posts
    3
    Character
    Syloc Loki
    World
    Excalibur
    Main Class
    Pugilist Lv 20
    the most problematic thing about jump imho is that the animation takes to long !!! you lose about 1 second due animation and not rly worth it!
    (0)

  4. #14
    Player
    kevhyn's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Kayn Atgeir
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by ElaintheShy View Post
    a traditional dragoon would also be in the air for a long time not attacking the boss...
    Yeah, and also do a lot more damage, take FFIV as an example, with elemental weapon against an enemy with elemental weakness you could do the same damage or more as a -ja spell
    (0)

  5. #15
    Player
    Purutzil's Avatar
    Join Date
    Aug 2013
    Posts
    41
    Character
    Sivia Ferrus
    World
    Goblin
    Main Class
    Pugilist Lv 50
    Hmm well dragoon itself is pretty strong as is. Very easy to play and does great damage. The long CD mostly seems to reflect the desire to keep the class as a 'heavy hitter'. Reducing the CD would mean lowering its damage.

    That being said, the 'avoidance' deal with not taking damage during jump makes sense... but at the same time its giving an advantage to a class that already has it pretty good. In a way it adds some elements in skill in learning to time the jump in the right way to avoid jumping and getting struck by an AoE... its really a mixed bag for me I guess. I guess giving monk shouldertackle a shorter cd and no stun could make up for it somewhat, but still the advantage of jumping to avoid aoe is quite huge and that change alone wouldn't be enough to balance it out.
    (0)

  6. #16
    Player
    Kroktar's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    81
    Character
    Kroktar Thalius
    World
    Hyperion
    Main Class
    Archer Lv 50
    Animation its too slow imo
    (0)

  7. #17
    Player
    Kiluvian's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    4
    Character
    Kiluvian Skyguard
    World
    Behemoth
    Main Class
    Lancer Lv 50
    All Jumps need to avoid AoE.
    Jump, itself, needs to move down to a 20 second cool down, damage scaled appropriately.
    Spineshatter Dive needs to lose the stun application and become the heavy single target hitter.
    Dragonfire Dive needs to be moved down to a 120 second cool down.
    Monks should have a static trait that reduces all AoE damage taken by something like ~33%.
    Monks need to have 2 dodge rolls.
    Bards need to have songs reduce 50% of their damage instead of 20%.

    I mean, Bards and Black Mages can do just as much damage as Dragoons and Monks, and do not have to get out of small AoE's during boss fights. At least give the melee a chance, I can dodge telegraphs just fine, but if they don't even have to, why should I? I don't understand why boss mechanics are only relevant to half of the group/raid.
    (2)

  8. #18
    Player
    vyckers's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    4
    Character
    Averet Remney
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Though, I have not seen any numbers yet on the various DPS classes compared to DRG; I do believe that being melee and lacking any escape, other than one jump does hurt the class as a whole. Especially as mentioned before that ranged DPS (or DD), can put out what seems to be at least around the same dmg with less risks.

    Though, I do hope that we see some changes with 2.1, some lite adjustments to classes. Such as the jumps allowing DRG to dodge dmg.
    Also, we have to think about these abilities operating in PvP; how can a DRG gap close, with such long cool downs and lacking ways to avoid taking access dmg to do so.
    (0)

  9. #19
    Player
    Layenem's Avatar
    Join Date
    Aug 2013
    Posts
    44
    Character
    Layenem Aturfete
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Damage vs CD vs registering all AoE's between jump point and target as damage? Get out of here. The only jump ability I have in my rotation is Jump itself, and even then it's situational because you're stuck in a 2 second animation... and if you're not aware, two seconds is a long time when you've decided to hit jump, it actually triggers a half second after you see an AoE pop up, and most AoE's are less then 2 second cast timers. We shouldn't be afraid to use our own class abilities... Pretty sure BLM isn't. Can't even gap close through tornadoes on Garuda cause you'll eat the damage...

    Damage wise though, as a DRG, I parse pretty strong. I'm not even decked out in darklight/AK gear (missing waist, legs, hands still) and I'm doing 220-250 DPS comparable to a BLM who can stand and spam in full darklight/AK gear (both myself and the BLM having Ifrit weapons).
    (0)

  10. #20
    Player
    MalcolmReynolds's Avatar
    Join Date
    Aug 2013
    Posts
    91
    Character
    Malcolm Reynolds
    World
    Diabolos
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Kiluvian View Post
    All Jumps need to avoid AoE.
    Jump, itself, needs to move down to a 20 second cool down, damage scaled appropriately.
    Spineshatter Dive needs to lose the stun application and become the heavy single target hitter.
    Dragonfire Dive needs to be moved down to a 120 second cool down.
    Monks should have a static trait that reduces all AoE damage taken by something like ~33%.
    Monks need to have 2 dodge rolls.
    I like these ideas, particularly the monks taking reduced AoE damage as it would allow them to stay in the fight and keep up their GL stacks (unless it's a heavy AoE). I'd be ok with SSD doing the same damage as long as the stun effect was replaced with paralysis, although I'd be equally ok with it having no extra effect and just doing bonus damage.

    Quote Originally Posted by vyckers View Post
    Also, we have to think about these abilities operating in PvP; how can a DRG gap close, with such long cool downs and lacking ways to avoid taking access dmg to do so.
    Kiluvian's idea would be great for this. A 20 second CD on jump with scaled damage without returning you to the original position. It'd be similar to a Warrior's charge in WoW (which was 15 second CD I believe with a short stun) but with a longer CD and a bit of damage. I don't think it'd be OP in PvP because if anyone played Warrior in WoW, you'd know that with a skilled ranged player, that 15 seconds seemed like an eternity.
    (3)
    Take my love, take my land, take me where I cannot stand. I don't care, I'm still free, you can't take the sky from me. Take me out to the black, tell them I ain't comin' back. Burn the land and boil the sea, you can't take the sky from me.

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