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  1. #91
    Player
    RhaegarFFXIFenrir's Avatar
    Join Date
    Apr 2014
    Posts
    254
    Character
    Asagiri Shirogane
    World
    Excalibur
    Main Class
    Samurai Lv 80
    I don't think DRG needs adjusting too much. The only change I can see being a necessary one to make is in regards to positionals. When MNK/NIN have positional attacks and they miss positioning they lose the potency bonus, but don't have their combo interrupted or additional effects negated. IMO it should be the same with DRG. Aren't able to get behind the mob when you disembowel, you should still get the debuff applied and combo to chaos thrust, you just wont get the potency increase. That change by itself would make a huge amount of difference to managing DRG combos and rotation. Will it put them on par with MNK/NIN? Probably not. But it would be a wonderful step in the right direction.
    (7)

  2. #92
    Player
    Exstal's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    1,582
    Character
    Shichi Mamura
    World
    Behemoth
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Lithera View Post
    .for the general raiding population there is no problem with DRG.
    You do not balance classes based on the 99%.
    (6)

  3. #93
    Player
    Chione's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    170
    Character
    Chione Tilaeris
    World
    Balmung
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by RhaegarFFXIFenrir View Post
    I don't think DRG needs adjusting too much. The only change I can see being a necessary one to make is in regards to positionals...
    For me, the position dependency really is the least of my concern. I know my rotation well enough, and the only time I miss it is if it can't be done such as Sastasha HM boss. So far, the coil bosses I have seen allow our combos to be pulled off if we know the fight, which as I said before is something a drg will always have to know better than the other melee. That's fine. Challenge accepted, and all.

    The one thing that ticks me off when people claim we are just bad at what we do and/or lazy like a post pages back on this thread, is the mdef thing. That is the one thing about us that is absolutely broken and entirely beyond our control.

    My i53 50LTW is not my main craft. It has 419 Mdef.
    My i105 50SCH is my second best geared job. It has 545 Mdef.
    My i110 50DRG is my best geared job in SCoB gear and sanded sol. It has 326 Mdef.

    Our hp pool isn't large enough to combat that. There is so much unavoidable magic damage in these coil turns that it is impossible not to notice how much more a healer has to pay attention to my hp bar. They shouldn't have to do that. I'm not a tank.

    This is why I'm rather grumpy about all this. Before, we brought some things to the table that made selecting us for a raid group still a sensible decision despite this glaring issue. Our burst, our faster ramp up and our bard buff. Now there is a job that brings all of that, without our handicap, with superior numbers from what people are reporting. While established raid groups might not force a drg out (although some probably will!), I really don't see dragoons being invited to progression pushing teams if things remain as they are.

    We need to be able to bring something to the table again that the other guys need. And it'd sure be nice to ditch our WARNING: Weak to Magic label. Right now, that is the only unique thing we have to offer. And why in the world would anyone want that?
    (8)
    "Be EXCELLENT to each other!" ~ Bill S. Preston Esq.

  4. #94
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    On positionals: Positional requirements could be a little more lenient. I didn't realize how the mob turning would mess up a DRG until I leveled one to 50. It's a neat job concept, the armor looks cool but yeah, the gameplay is something else.

    On jumps: I'm willing to meet people halfway on this and ask for a damage reduction while the jump animation is in play. Full out invincibility is abusable, but damage reduction would basically be an increase to survivability. Make it something like a 15-20% damage decrease and have certain attacks (Hellfire/Judgment Bolt/Diamond Dust/etc) ignore the effect.

    On M.Def: Definitely increase this. This is more tied to the type of armors DRG has access to, so it would take increasing the M.Def on these armors.
    (3)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #95
    Player
    RakaMaimhov's Avatar
    Join Date
    Aug 2013
    Posts
    236
    Character
    Raka Maimhov
    World
    Excalibur
    Main Class
    Lancer Lv 60
    I agree with the OP regarding DRG. I'm happy to see so many others have responded to this thread with similar opinions, that DRG is weaker than other melee classes in MANY situations. The few where DRG is stronger (back up tanking things that don't do magic damage) far underweigh the things DRG struggles on.

    It is my hope that diehard DRG will be rewarded for our suffering in the upcoming Xpack and cap raise with new abilities which trump the other melee DPS classes, what with it being centered around Ishgard and all.
    (0)

  6. #96
    Player
    Staris's Avatar
    Join Date
    Sep 2013
    Posts
    441
    Character
    Staris Fate
    World
    Ultros
    Main Class
    Astrologian Lv 60
    I dunno people seem to underestimate the damage buff to bard, and the fact they don't need TP as bad as a monk.
    This means ninja + dragoon + caster + bard, will prob net the most overall damage for a long fight. (when you include buffs to each other, the need for limit breaks, and class diversity for faster gearing/lb gaining).
    While using a monk instead if you really need the int debuff to survive some mechanic.

    I mean my group was able to beat turn 10-11 and 12.... with no crafted gear, with no new weapons (next week yay) using ninja/drg/caster/bard. Hell our ninja didn't even have a 115 weapon.
    (0)

  7. #97
    Player Dwill's Avatar
    Join Date
    Sep 2013
    Posts
    915
    Character
    Elenath Lanthir
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by beowulf81 View Post
    Snip
    Post of the thread right here.

    Something people seems to forget is this:

    Quote Originally Posted by Dwill View Post
    Balance shouldn't be made according to "What if people fail to do it correctly ?", it should made according to "What can this class achieve if it's played to its maximum potential ?" a.k.a evenly geared and evenly skilled player brings relatively close damage (which isn't the case right now) and some form of utility (Mantra > anything Dragoon brings to the table).
    (2)

  8. #98
    Player
    Mardel's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    761
    Character
    Eru Meru
    World
    Gilgamesh
    Main Class
    Pugilist Lv 55
    Some of my suggestions:

    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. Not saying implement all of these, but some of them would be pretty helpful to bring dragoon up to par.
    (5)

  9. #99
    Player
    LordMaitreya's Avatar
    Join Date
    Aug 2013
    Posts
    91
    Character
    Jsun El
    World
    Gilgamesh
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by Mardel View Post
    Some of my suggestions:
    No to all of this. Dragoons need to be made more Dragoon like with more potency and less CD on their jumps. Right now they are just Lancers who jump once in awhile.
    (0)

  10. #100
    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 LordMaitreya View Post
    No to all of this. Dragoons need to be made more Dragoon like with more potency and less CD on their jumps. Right now they are just Lancers who jump once in awhile.
    1. Every job is like that herpderp. Paladin is just a gladiator with a few extra skills... monk is a pugilist with a few extra skills... get the picture?\

    2. So what you are saying is you wouldn't like being able to not have to use a piercing debuff if your GET STUCK with another dragoon?

    3. The only way we'd become more "dragoon" like is if lancer was more dragoon like to begin with.

    4. Please ignore this guy as he doesn't grasp the issue.
    (2)
    If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.

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