there's nothing wrong with DRG. they are very straight forward and easy to play.
there's nothing wrong with DRG. they are very straight forward and easy to play.


Have them swap phlembotomize and disembowel! (at least the debuff/dot portion.) That way having 2 dragoon can at least be as useful as having 2 monk >_________>
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.




Hi Grekumah,
Thank you.I realize there's a lot of back-and-forth in this thread, but if you can, please browse through it and send Yoshi P some of the Great Ideas from the English-Speaking Players here on how to improve Dragoon.
Thanks!
That is good news, even though I do not have one myself I realize too that they need to be improved in order to be brought up to par with ninjas and monks.

Not fixed, now we are on par with a MNK, still have angle restrictions and have no raid utility.Jump cooldown reduced from 40 sec to 30 sec. ~ 4-5 dps increase. (Also makes better use of power surge cooldown time)
Heavy thrust damage buff increased from 15% to 20% ~ 22.5 dps increase. (Assuming 450 dps sustained on the more difficult fights)
There we go DRG fixed.
Jump animation lock is fine as l2p etc.
MDEF could use a slight buff (I'm currently at 6800 hp on turn 13 to be comfortable with incoming AOE's whilst other dps are at ~6200hp)
Thank you, thank you so much. I am relieved to hear (er, read) that the devs are working on enhancing dragoon. I could not wrap my head around why it was being neglected. I am grateful that you have kept us in the loop, and i look forward to seeing what improvements are in store for the dragoon job.
Suggestions for improving Dragoon
1. Increase the potency of True Thrust and Vorpal Thrust by 10% (New Sustain Damage Potency 165-220-330)
2. Increase The damage increase on Heavy Thrust to 20% keep the flank requirement.
3. Increase the potency of impuse drive to 200 from 180 keep rear requirement.
4. Take of the dot effect of Chaos Thrust and convert it into raw damage New potency 410 from 200
5. Remove the dot effect of phlebotemize increase the potency to 300 and add a 10% increase to attack speed that lasts 18 seconds and make it require the chaos thrust combo
6. reduce the CD of jump to 30 secs
If this seems too OP then nerf our AoE capabilities. The vast majority of DRGs prefer single target damage. DRGs have little utility besides more defense and hp but extremely gimped mag defense which is to be blunt bs. make drgs have the highest dps potential in both spike and sustained dps to compensate for out lack off utility and gimped mag defense.
Last edited by Kamifubuki-Yoakesetsuri; 11-13-2014 at 05:04 AM.
Your suggestion makes no sense.Suggestions for improving Dragoon
1. Increase the potency of True Thrust and Vorpal Thrust by 10% (New Sustain Damage Potency 165-220-330)
3. Increase the potency of impuse drive to 200 from 180 keep rear requirement.
4. Take of the dot effect of Chaos Thrust and convert it into raw damage New potency 410 from 200.
Why use the True Thrust -> Vorpal Thrust -> Full Thrust combo at all if Impulse Drive and Chaos Thrust are buffed as such?
165+220+330 = 715
vs
200+220+410 = 830
The whole reason why some skills are DoTs is to allow the player to have high total potency skills without them being spammable.
Dragoon is about MASSIVE DAMAGE. That combo won't become spamable the point of it would be to INCREASE ATK SPEED with phlebotomize you'll continue your usual rotation as usual.
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I realize there's a lot of back-and-forth in this thread, but if you can, please browse through it and send Yoshi P some of the Great Ideas from the English-Speaking Players here on how to improve Dragoon.



