This needs to happen now!
I'm so sick of one of the most awesome FF jobs being useless in this game.
This needs to happen now!
I'm so sick of one of the most awesome FF jobs being useless in this game.
Another problem I see with Dragoon is that they are the only melee DPS that does not gain attack speed. Right now if they got an attack speed buff like Monk and Ninja is they would run out of TP too quickly due to their TP costs being so high. Okay, they have high potencies so their TP costs are justified? Wait, Ninja has just as high potencies with the TP costs of Monk. Along with the Mdef increase, Dragoon either need lower TP costs and/or an attack speed buff or higher potencies.





I've had fun leveling dragoon, but looking at other classes I'd have a hard time justifying it as my main, secondary, third, fourth, or what have you- a lot of risk in life and dps for what seems to be no gain.
Perhaps it is my ilvl70 dragoon (lol) inexperience, but it seems besides buffing Bard and getting to jump you'd be better off going as something else.
Last edited by Shougun; 11-10-2014 at 04:20 PM.
In addition to the suggestions regarding potencies and swapping effects, I would also love to have a wider arsenal of jumps or aerial attacks. More jumps please![]()


The jump animations are still broken. Why is it that I can get hit by an aoe during the jump, when I'm off screen and in theory out of range of any attack? Plus being the only melee class with animation lock really puts a damper on aggressive play.


Can someone tell me if you use the jumps on Turn 11 do you get hit by the baraero field?
What really irks me is the low Magic Resistance on Dragoons. Like the person a few posts before me mentioned, the amount of HP (a few hundred at best) a Dragoon has over other DPS classes doesn't justify it enough to have such low MR.
I remember reading somewhere (I could be wrong) that Yoshida didn't want Dragoons to have high MR along with their high Defense because they could forget about dodging mechanics and keep on attacking. But this is totally untrue.
[Using T11 as an example] Nerve Gas hits 2k-2.5k damage to a monk/bard/ninja whereas dragoons are being hit 3k-3.5k (from what I've witnessed). Even if they raised the MR to the same level as the other DPS classes, 2k-2.5k is not ideal damage to receive so no, they wouldn't be able to just stand and attack willy-nilly. What it helps is the unavoidable AoEs from the sphere and Nerve Cloud.
As a side note, Nerve Cloud took 5.8K damage, taking me to 400HP... and if I used Blood for Blood beforehand it was an instant death (6.3k damage). All other DPS classes had at least 1.2k-1.4k HP left.
I've been beaten silly by unavoidable magic attacks and the healers have enough added stress as it is than to worry about me on top of it... >.>
The problem of positional skills/combos messing up our DPS is also rather annoying but not as much as the MR issue (because if you can bring your A game you can relieve some of the DPS loss). What I don't like however, is being a burden for my healers. :/
Last edited by Diana_Pepper; 11-16-2014 at 07:29 AM.
Lots of people still like their DRG but that's not what this thread is about, some people didn't get that. There are also more people (DRGs in this case) who don't use a parser so they don't have the slightest idea how they do compared to others or how to improve their own DPS (same goes for other DPS too obviously).
If we are talking utility and DPS, DRGs just aren't on par with the other two melee. Add to that the small utilitiy they bring and you really would wish some changes would happen. My question is if SE can change DRG without adding other jobs' features. I hope SE will take a serious look into our current class/job system. DRK having no base class is no coincidence. It allows them to create a job with unique features. Let's hope our current jobs will benefit from this too.
Right now the only options are: reduce tp cost or adjust potencies.



* 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)
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