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  1. #351
    Player
    Daweism's Avatar
    Join Date
    Jun 2014
    Posts
    210
    Character
    Kurama Uchiha
    World
    Adamantoise
    Main Class
    Dragoon Lv 70
    In T10 with 115 Nexus a Drg does about 410 to 440 give or take depending on charges and RNG, while a Monk and pretty much do 500+ DPS with TP support.
    (0)

  2. #352
    Player
    Seoki's Avatar
    Join Date
    May 2011
    Posts
    104
    Character
    Swift Slaughter
    World
    Adamantoise
    Main Class
    Gladiator Lv 70
    It's not the DRGs don't DPS(they put up respectable numbers). That is not the issue at hand, it's that they have been invalidated completely from competitive end game raiding and to many that seems unfair. I understand the points that many DRGs or players in general are not in competitive end game (myself included) but the very vocal minority of players that initiated the "Dragoons are now worthless why bring them to ANYTHING" mentality have created a chain reaction (albeit a toxic one at times) that has exploded into something far bigger then simply end game raid balancing.

    It's become an issue about power creeping, horrific imbalance and terrible foresight (bum dum tsss) on Square Enixs' fault.

    The whole issue of end game viability has simply brought to light a problem that has been amassing underneath the surface of the game.

    And in my opinion it's about damn time we got a response.
    (2)

  3. #353
    Player
    Truth_Chikara's Avatar
    Join Date
    Sep 2013
    Posts
    44
    Character
    Truth Chikara
    World
    Diabolos
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by rickyguo View Post
    well lets see, he's usually 40 dps within you. Which is like 12-16 dps under you assuming one bard. He takes a lot more damage than you. He doesn't have dragonkick or mantra.

    Why would you ever take this dragoon instead of a monk? The monk will do everything he does but more mantra and more damage seeing as only one of you can keep up dragonkick and he won't take 123123 damage from magical attacks.
    We're on turn 12 and I'm doing 520ish as a monk at i113 and he's well up there around 500 as i116, granted the ilevel difference, but knowing how to play your class makes a huge difference. In my opinion most dragoons are just bad at being dragoons. Sure buff their magic res, other than that I see no reason to make them dps as hard as a monk.
    (0)

  4. #354
    Player
    kyrios91's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    160
    Character
    Dux Dragunity
    World
    Midgardsormr
    Main Class
    Lancer Lv 70
    Quote Originally Posted by silentwindfr View Post
    what you ask with this change is to make the dragoon the top dps of the game nothing less. reduce the cd of jump will solve nothing since it really good when used with life surge, that will push the potency of jump to 300. do it will make the mechanic more usefull? not really...
    actually outside raiton, sneak and trick attack (that are skill out gcd) dragoon have the highest potency attack for the melee in the combo, with full thrust to 330. indeed we can argue that it's not that much and that ninja can outshine this. well it's true...


    the trouble with dragoon are not in the number, but more into the feeling of the jobs... jump is not enough for be compared to other melee mechanic. you do have the combo system with stances for the monk and the ninjutsu for the ninja. jump in comparaison look...meh. i think it's where the jobs fail. However is allows too to have a jobs that have the basic mechanic and are more accessible to new player, monk and ninja will ask more for be mastered than dragoon. it's why people see soo many dragoon failing, because people often start by this one.

    like i have said previously, let's wait what they will add with the 3.0 and the new skill, it's where the jobs must maybe shine.

    ps: i find normal that dragoon is not the top dps for the melee, if you look at the difficulty of master the jobs in comparaison of the two other it's perfectly normal.
    It's true that DRGs don't have to be the top melee DPS like MNKs or NINs do. But for now they're just underpowered and outclassed by both. Both deal more DPS, better survival, and brings more utility to the party - while DRGs don't have any of these. MMO roles tend to be weighted by what I call a "pyramid spectrum": If you got utility and DPS, means you have no survivability. If you got DPS and survivability, means you have no utility. If you got utility and survivablity, you got no DPS. MNKs and NINs has survivability, utility, and DPS, which fills the entire spectrum for a DPS role.

    I will be fine if the buffs we get are a 5% increase in HT / potency increase in the FVTT skills and an M.DEF that is equal to our DEF stat.
    (0)
    Last edited by kyrios91; 11-13-2014 at 10:27 PM.

  5. #355
    Player
    Daweism's Avatar
    Join Date
    Jun 2014
    Posts
    210
    Character
    Kurama Uchiha
    World
    Adamantoise
    Main Class
    Dragoon Lv 70
    Why shouldn't DRG be top DPS? Why should Monk stay top DPS?
    (3)

  6. #356
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Daweism View Post
    Why shouldn't DRG be top DPS? Why should Monk stay top DPS?
    Because they provide too much utility, giving them both top DPS AND all that utility would make them OP.

    waitshit
    (1)

  7. #357
    Player
    Skyler_Hawkins's Avatar
    Join Date
    Aug 2013
    Posts
    62
    Character
    Skyler Hawkins
    World
    Lamia
    Main Class
    Lancer Lv 80
    Dragoons should be Gods among all DPS.
    (1)

  8. #358
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Quote Originally Posted by Daweism View Post
    Why shouldn't DRG be top DPS? Why should Monk stay top DPS?
    MNK is harder to play....


    START THE BAAAATTTTLLLEE!!!
    (0)

  9. #359
    Player
    mvk's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Aria Acionna
    World
    Odin
    Main Class
    Lancer Lv 50
    i agree they need a buff but, don't change how the positional works
    yes it sucks if you miss but then theres no challenge/fun to the job, mindless like a PLD

    the way i see DRG and have been playing it since 2.0,is that it a good all round damage utility
    Highest non rng 20 sec burst, but ninja are close
    better range atks and gap close then mnk, but all ninjitsu can be used at range
    and strong AOE, still good

    mnk's damage +27%+10%+free 5% dmg and 21% ss, ninja gets a free 20%+10% dmg and 15% ss for 70 sec (GL2 basically)
    drg has 15%+10% and no ss, lowest in both (offseted by base pot till ninja came)
    dmg buffs aside, mnk and ninja get skill speed built in, then can stack crit and det

    if we talk about raid util and survivability, i don't see this as too much as a problem so long as the ONE they have is good enough
    ninja 10% variability every 60, access to every CC other than sleep
    mnk has dragon kick+mantra+fist of earth
    drg no magic def, and +10% piercing
    continue in next post->
    (0)
    Last edited by mvk; 11-13-2014 at 10:58 PM.

  10. #360
    Player
    mvk's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Aria Acionna
    World
    Odin
    Main Class
    Lancer Lv 50
    suggestion of what i'd like to see done now
    magic def up cuz rng suck if your the only one to die from full hp
    increase burst spikes
    jump 25-30 sec
    power surge- should be 40-50 sec so it doesn't always match up with jump or spin shatter dive, or increase the effect
    life surge-same as power surge
    wished doom spike width was bit wider (like the lancer form halatali hm)
    one or both of
    heavy trust increased to 20%, to match ninja
    disembowel increase the effect 15-20% on that <- your raid util

    then up the pot's increase of some skills, up to devs

    other things (maybe for expansion)
    skill or trait to increase skill speed
    faint keep - as is. it has its use in PVP like one elm punch.
    keen furry - keep as is probably
    the only reason i bring this up is because mnks have fist of earth, and this goes back to drgs magical def,
    so maybe give them a something that that just up reduced damg,you did it with WAR because self heals weren't enough.
    (0)
    Last edited by mvk; 11-13-2014 at 11:00 PM.

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