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  1. #1
    Player
    Mardel's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    761
    Character
    Eru Meru
    World
    Gilgamesh
    Main Class
    Pugilist Lv 55
    Quote Originally Posted by RiceisNice View Post
    Their combo potency is fairly high compared to those of a monk's though (though the same can be said for ninja).

    Haven't touched FCoB yet, but I hear all these horror stories of DRGs having absolute hell in there because of positional disallowing them to flank and outgoing magic damage that makes it more of a burden on the healers for really no good reason. And even then my static is running with two monks, one bard one blm (contemplating NIN/BRD/MNK/BLM) so we might not even see that being an issue when we get to FCoB...
    Ya it's pretty bad. I don't recommend drg at all for FCOB. Monk can keep up their stacks almost the entire time unless they get chosen by a mechanic (t10) or die. T11 easy to keep up GL3 entire time, mantra is super nice to have as well. Positionals can be an issue, meanwhile drg... gg my friend gg.
    (0)
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

  2. #2
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Mardel View Post
    Ya it's pretty bad. I don't recommend drg at all for FCOB. Monk can keep up their stacks almost the entire time unless they get chosen by a mechanic (t10) or die. T11 easy to keep up GL3 entire time, mantra is super nice to have as well. Positional can be an issue, meanwhile drg... gg my friend gg.
    I mean some people could see this not being a problem with shared gear (in the case of BLM/SMN) which was why we could get our BLM to go SMN for t7, but DRGs and MNK have their own gear (XYZ of striking/maiming). IMO fights/encounters shouldn't bench or favor the addition of specific classes for what they bring to the or capability, not to that insane degree anyway (it's nice to have... versus we need to have...)
    (0)

  3. #3
    Player
    Mardel's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    761
    Character
    Eru Meru
    World
    Gilgamesh
    Main Class
    Pugilist Lv 55
    Quote Originally Posted by RiceisNice View Post
    I mean some people could see this not being a problem with shared gear (in the case of BLM/SMN) which was why we could get our BLM to go SMN for t7, but DRGs and MNK have their own gear (XYZ of striking/maiming). IMO fights/encounters shouldn't bench or favor the addition of specific classes for what they bring to the or capability, not to that insane degree anyway (it's nice to have... versus we need to have...)
    I agree with you. I don't want jobs to be similar but each should have something to bring to the table.

    DRG currently needs some things to balance it out properly. The following would help:

    1. Swap the dot/debuff of Phlembotomize and Disembowel. (This would help with the initial rotation issue of the mob moving around and making them miss HT)
    This also allows for their to be a BENEFIT for bring x2 DRG. Meaning one drg doesn't have to waste a GCD putting up phlembotomize. (Kind of like monk w/ dragon kick or ninja w/ the slashing debuff)
    2. Have Feint become and OFF GCD skill on Perfect Balance timer, grants an impulse rush buff that waves positionals for 7 seconds
    3. Have Keen Flurry grant the trait "Dragon Skin" (while drg) allowing them to absorb 5% of magic damage taken as hp.
    4. Make Piercing Talon off GCD still costs some TP.
    5. Have Chaos thrust "Crit procs" grant the drg a chance to throw a free piercing talon.

    Any of the above would have a nice beneficial effect on DRG's play style.
    (3)
    Last edited by Mardel; 11-06-2014 at 01:52 AM.
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.