A dragoon has a long enough range to be behind the OT AND still keep attacking the boss, as for your disembowel combo though, you might end up missing one because of it, and just go full thrust.
A dragoon has a long enough range to be behind the OT AND still keep attacking the boss, as for your disembowel combo though, you might end up missing one because of it, and just go full thrust.
Oh..I had trouble attacking being second in line. If OT stood right up at the boss he sometimes accidentally clipped that blue aoe and if I stand too close to the OT and our hit boxes overlap I get the full damage..I also read somewhere that attacking while in the wild charge line increases the damage taken by players in the line. Has anyone tested this?
Of course, I know this - even if sometimes the off-tank sometimes wanders farther back with the group and kills me- it's just that I just found it strange that not even this time our "superior" physical defense helped us at all. I'm kind of mad, to be honest. Our tanks are screwing up some of the mechanics and I had hoped to be able to cover for the OT in some critical moments; but if it's a magic attack as Sleigh says then there is no hope at all :/
Speaking of mechanics, how do you/your groups deal with the lightning circle that spawns after each Wild Charge? I'm usually unable to attack properly because it's not exactly under the boss (not after the charge anyway) and it's quite big, so I can't attack properly. The tank tried to bring the add just slightly more left/right of the circle after each Wild Charge, but the healer complained that this way there would be problems for people targeted for the blue orb staying in the right spot or whatever.
Well I don't think that, especially at the start of Final Coil, you want to lose accuracy from the body piace like the Soldiery one. Ironworks got like 47 (plus Determination) and in long run you're going to want all that accuracy especially if you have a Nexus full DET and Critical.
Player
cheapest and easiest to meld would be helm.
best increase would probably be chest to get rid of acc skillspeed or legs after.
also I'm switching to a ninja after I kill t13. gg boys we had a good run.
Already switched to monk myself. No point in dragoon. Good luck all you goons.
Switching to NIN as well although I'd still have to level it up. The horror.
Last edited by Leonus; 11-06-2014 at 03:50 AM.
NIN directly outclasses it. NIN has:
Virtually no ramp-up
MNK level DPS
VERY high burst
Virtually no positionals, only Trick Attack (seriously, in T9 and T11+ this is a godsend)
Buffs the party a bit instead of just DRG (and since a large part of BRD DPS is in its opener, it's not even THAT huge a difference to only buff its peak DPS than all the time)
Gets buffed by freakin' Foe's a little
Can enable perma-Storm's Path from WAR if you need it
Can give TP to another player
Doesn't have piss poor magic defense
Has a teleport (so you never have to throttle DPS for movement unlike DRG)
Has a physical dodge once ability
Stacks very well with each other
... etc, etc, etc
Then you've got MNK in all its glory.
Massive DPS
Dragon Kick, which is quite valuable in T10+. There's a lot of INT based mechanics that actually hurt in the new turns
20% Mantra, this is not a joke unlike 5% Mantra
Stacks very well with each other
Where's room for DRG? In my eyes, and the eyes of groups I know, there just isn't one. DRG:
Lower sustained even after BRD buff contribution than NIN/MNK.
More or less lowest survivability of all raid members. Lowest MDEF in a game where raid damage is by and large magical, B4B and Jump capabilities of screwing you, and has to be melee in danger. There's truth to the dead DRG jokes.
Heavy positional requirement. If you cannot get to your position, your rotation is boinked and you are effectively the worst DPS until you can correct it. Sometimes mechanics just don't let that happen. MNK can just take a slight potency loss and go on its way. NIN just says LOL.
Has strong-ish AoE and multi-DoTs and burst. None of these things matter. NIN's as good or better at them anyway.
Right now it's all about MNK MNK, NIN MNK, or NIN NIN. There's no place for DRG ideally, especially in our gear. What was once considered a strong comp, DRG BRD BRD caster - the only formation DRG really truly pulls its weight - is just not competitive with melee melee BRD caster comps unfortunately.
Drg is due for a buff soon then, lol.
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