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  1. #371
    Player
    Danbo05's Avatar
    Join Date
    Apr 2014
    Posts
    440
    Character
    Project Ziek
    World
    Exodus
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Ehayte View Post
    MNK is harder to play....


    START THE BAAAATTTTLLLEE!!!
    Stacks can be maintained for the sake of substaining decent dps, except in fights where the boss likes to fly away. However, the struggle for heavy thrust and disembowel combo on dragoon is real.
    (3)
    Last edited by Danbo05; 11-14-2014 at 03:43 AM.

  2. #372
    Player
    zeth07's Avatar
    Join Date
    Aug 2013
    Posts
    271
    Character
    Zeth Hiryu
    World
    Adamantoise
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Kiara View Post
    On a high level, looking at all the Damage Dealer Jobs, there is something to be said about:

    * Is there a need or want for the "Glass Cannon" Archetype in Final Fantasy XIV? (Super High Damage, Super Low Defense)


    That would be one way to separate out one DD Job vs. another (for overall feel).
    Quote Originally Posted by Kamifubuki-Yoakesetsuri View Post
    Yeah I don't mind making DRG a glass cannon. our mag defense is crap already so yeah.

    That is what Black Mage is "supposed" to be.


    And it makes no sense for Dragoons to be wearing the 2nd strongest "armor type" or at times even shared armor type with the tanks and yet somehow not be able to take the hits. Which is what one of the issues is.

    http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon
    "I'm the caster, y'know! It's like I'm a cannon made out of glass. Like a... y'know, like a dainty figurine so ornately decorated you can't imagine how something so fragile manages to exist in this brutal, ugly world... And it makes you weep."
    — 8-Bit Theater's Black Mage, on himself
    (2)
    Last edited by zeth07; 11-14-2014 at 03:45 AM.

  3. #373
    Player
    Danbo05's Avatar
    Join Date
    Apr 2014
    Posts
    440
    Character
    Project Ziek
    World
    Exodus
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by zeth07 View Post
    That is what Black Mage is "supposed" to be.


    And it makes no sense for Dragoons to be wearing the 2nd strongest "armor type" or at times even shared armor type with the tanks and yet somehow not be able to take the hits. Which is what one of the issues is.
    It wouldn't be such a problem is the damage in end game content wasn't all magic damage. 100 of a dragoon' magic defense was thrown into its physical defense, for who knows what reason.
    (0)

  4. #374
    Player
    ChaozK's Avatar
    Join Date
    Aug 2013
    Posts
    572
    Character
    Baal Mirtaq
    World
    Shiva
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Kiara View Post
    * Is there a need or want for the "Glass Cannon" Archetype in Final Fantasy XIV? (Super High Damage, Super Low Defense)That would be one way to separate out one DD Job vs. another (for overall feel).
    I think the glass cannon type is a nice thing in single player games but comes with too many balancing issues in MMOs. Basically highly skilled players will dodge all the things so the lower def will be less of an issue in a game where someone else takes the hits for you (tanks). So in high lvl play everyone would just play the glass cannon type for the higher dps, excluding other dps.

    I can only see this working the other way around, having higher def as a bonus, which could be a thing for DRG flavor wise (maybe as a trade off for lack of utility).
    (0)

  5. #375
    Player
    zeth07's Avatar
    Join Date
    Aug 2013
    Posts
    271
    Character
    Zeth Hiryu
    World
    Adamantoise
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Danbo05 View Post
    It wouldn't be such a problem is the damage in end game content wasn't all magic damage. 100 of a dragoon' magic defense was thrown into its physical defense, for who knows what reason.
    I feel like the actual design of said end game content is also at fault just due to the concept of how magic damage is usually represented as a "ranged attack" in other games, so having low magic defense would make sense in theory. Where Dragoons shouldn't even be put in those kinds of situations from a tactics standpoint to NEED the magic defense, since they are a close-range fighter. Which makes me slightly angry because of their comment a long time ago about adjusting fights to be more melee friendly.

    If ranged/casters don't have to deal with melee ranged AoEs, then melee shouldn't have to deal with "magic" based attacks and those should be focused more outwardly towards the actual ranged/caster characters. Turn 7 is a pretty good example of this I think, but a lot of content has raid wide damage going out, or too many instances of players needing to stack together.
    (3)
    Last edited by zeth07; 11-14-2014 at 04:02 AM.

  6. #376
    Player
    Daweism's Avatar
    Join Date
    Jun 2014
    Posts
    210
    Character
    Kurama Uchiha
    World
    Adamantoise
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by kyrios91 View Post
    My suggestion for DRG improvement:

    - Change Dragonfire Dive into Dalamud Dive
    - Change Chaos Thrust into Ravensblight
    - Change Ring of Thorns to Iron Chariot
    - Change Jump into Meteor Stream

    /ggrekt
    Drg new T9 boss?
    (0)

  7. #377
    Player
    Knives's Avatar
    Join Date
    Mar 2012
    Posts
    124
    Character
    Johnny Knives
    World
    Balmung
    Main Class
    Marauder Lv 50

    Interesting "Jump/Dive" ability idea for DRG

    Funny idea thanks to NIN, all "jump/dive" abilities share recast timer, with a twist...

    "Jump" sets recast low at 20 seconds, closes distance to target (no longer returns to starting position). After using Jump, can "combo" into Elusive jump, which resets the recast timer for jumps to 20 seconds again when used in this way.

    "Spineshatter Dive" sets all recasts 30 seconds and additional effect is changed to silence.

    "Dragonfire Dive" sets all recasts to 40 seconds and mod is switched to strength while maintaining magic damage AoE for flavor, now returns to original position after use.

    "Elusive Jump" no longer lowers enmity, sets all "jump/dive" recasts to 10 seconds when used on it's own. 20 second cooldown when used as a follow-up for "Jump"

    "Power Surge" Changes next "Jump" into "Super Jump". Cooldown remains the same at 90 seconds.

    "Super Jump" A spinning jump attack that hits all targets within a range for 300 potency physical damage. Using "Super Jump" resets all "Jump/dive" cooldowns, allowing for a follow-up. Can only be used when under the effect of "Power Surge"
    (1)
    Last edited by Knives; 11-14-2014 at 05:23 PM. Reason: So many letters, not enough space!

  8. #378
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    All the drg problems can be solved with a wyvern pet. Coming in Hevansward maybe?
    (2)

  9. #379
    Player
    Knives's Avatar
    Join Date
    Mar 2012
    Posts
    124
    Character
    Johnny Knives
    World
    Balmung
    Main Class
    Marauder Lv 50
    "Full Thrust" should be changed to "Stardiver" from ffxi!
    (0)

  10. #380
    Player
    Remilia_Nightfall's Avatar
    Join Date
    Aug 2013
    Posts
    830
    Character
    Reimu Hakurei
    World
    Phoenix
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Zumi View Post
    All the drg problems can be solved with a wyvern pet. Coming in Hevansward maybe?
    I see what you did there
    (0)

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