Please enjoy this (satire)
Dragoon
We're hearing a lot of talk saying that Dragoon is weak compared to Monk and Ninja, but there are a couple of points I'd like to go over, so I'll go over them one by one.
First, I'd like to talk about the boss monsters in the Second and Final Coils of Bahamut. We designed them so that Dragoons would not be the optimal melee DPS even when they have buffs stacked; however, at the moment only Monk and Ninja are able to do enough damage through a method we had not thought of. Our original vision for this was that players would clear these encounters by properly stacking Ninjas and Monks or go with all ranged parties before it got to the point where players were saying "loldrg".
Since this is content that has already been released and strategies have already been established, we won't be making adjustments to these encounters. Instead we'll be looking into making adjustments to Dragoon so they can DPS this like Monk and Ninja are able to.
Next is the matter of dragoons Magic Defense. Unlike the other jobs magic defense, which is tied to their inferior cloth and leather armors, Dragoon can die at any time to a large magic-based AOE, which helps maintain their "loldrg" perception. However, there are times when you need healers to shield you consecutively, the timing is difficult due to the enormous responsibility healers are already burdened with in keeping the tanks and rest of the party alive. Because of this, it would seem that players have a negative impression of Dragoon's magic defense. We'll be making adjustments in patch 2.5 so that Dragoon's magic defense is more suitable for these types of encounters, which should help address the disparity between Dragoons and other DPS jobs.
There's also the matter of raid utility and the use of jumps. I believe that a lot of players are using jumps to output a larger amount of damage, but after using jumps on cooldown, players receive a surprise animation lock that limits their mobility and can cause instant death. So instead of using jump right after it comes off cooldown, I think it would be better to wait for a white mage or scholar to stoneskin and adloquium you before performing jumps.
In addition to the damage bonus, Blood for Blood has other benefits as well. For example, while Dragoon certainly has high vitality and HP, we've worked to balance them with other melee jobs based on the amount of damage they take and the amount of HP they'll have after a large attack. However, we've made these adjustments bearing in mind that Dragoons might have Blood for Blood active. This is what makes the job difficult to use effectively. Using Blood for Blood greatly increases damage received, which makes it difficult to use Jumps right after a combo, and then self-heal back up with the following combo. With that said, from a healer's perspective, although Dragoons can heal themselves right after taking some damage, once they use Life Surge and Bloodbath they are extremely vulnerable for 75% of the encounter, giving the impression that they lack defense.
These are a few of the factors contributing to the problems we've seen with Dragoon. While we'd like you all to continue experimenting with uses for Blood for Blood and Life Surge until patch 2.5, we feel effective use of this skill is a bit difficult, so we'll be making adjustments in patch 2.45. There are several other aspects of the job that will be adjusted, but rest assured that Dragoon will become stronger come next patch.
Look forward to it!