Removing Power Surge and the HT / ID requirement?How I'd personally fix dragoon:
- Increase the Magic Defence on all LNC/DRG gear to be the same as casters/healers or at least equal to other melee.
- Get rid of Power Surge (it's an annoying ability anyway), buff jumps to compensate, and replace it with an ability that decreases magic damage taken for nearby party members. "Dragonsward" or something.
- Change the penalty for performing Heavy Thrust and Impulse Drive on the "incorrect side" to a potency decrease.
- Add an additional effect to Dragonfire Dive which increases the duration of all DoTs casted by the party by 15 seconds.
- Slight increase in potency to Vorpal Thrust and Disembowel.
Also jumps are busted in final coil. DRGs will often take damage from "floor AoEs" such as Barofield on T11 or T10s electric field if they're unlucky with the server tick timing.
... do you even DRG??
Positional requirements feels more like an annoyance than a fun mechanic. Most likely a legacy of 1.0. Jumps should be the central mechanic of DRG. Lower cooldowns on those with additional effects/buffs/debuffs would be nice. A bit of a potency boost would be welcomed.
I have a feeling that DRG gear choices were broken as well. Stuck with s.speed at the cost of DET. Could get some nice crit rate, but horible det. 2.4 seems to alleviate that a bit.
Last edited by Maxwell; 11-16-2014 at 12:58 PM. Reason: Spelling
How about implementing an actual mechanic to jump like pressing the space bar in order to hit maximum potency? Like Squall's limit break in ff8 where you had to hit certain timings. Maybe dragoons can actually jump at the end of comboes to increase potency?
Is this a joke post? I honestly can't tell.
That's like saying casting time for casters is more of an annoyance than a fun mechanic. DRG's issue is not the ability to improperly land HT / ID lol a DRG worth his / her salt would have this innate feeling of boss positioning - I've been playing DRG long enough to able to keep an eye on the tank and the mob to predict their movements when they are moving. The issue of DRG's low DPS is just because we don't have innate buffs like MNKs and NINs do and our weaponskills' potency numbers just suck. Like I said in my posts some few pages ago, DRGs do not fill any of the pyramid spectrum while MNKs and NINs are technically "perfect" because they fill all 3 sides of the pyramid.
Last edited by kyrios91; 11-16-2014 at 02:45 PM.
Dragons aren't bad? Okay:
- They're the first to attack the Ishgardians ages ago, thus they were the one who started the conflict. Even the Dragoon order wasn't established until a squire of a fallen knight took his fallen master's spear and thrusted it to Nidhogg's eye, forcing the dragons to retreat. The eye eventually became the power source for the Dragoons and that squire became the very first Dragoon ever in history.
- Do you even play this game bruh? Twintania, Stone Vigil, the dragons in Coerthas, Svara, Bahamut - all dragons are bent on destruction. When at the point of the game where we met a "friendly" dragon? From most of the Ishgard quests explained to us, many of the NPCs bear grudge to dragons because their relentless and merciless attacks made them lost their family / loved ones. Even IF there were some "good" dragons, that to Ishgardians is like bringing Nazis to a Jewish Bar Mitzvah and say to the Jews "It's okay guys even tho these people are Nazis, they're good Nazis! I've known them for quite a while yeah they're chill don't worry!"
- All the ones supporting the sides of the dragons, the Heretics, based on their text bubbles and actions, are crazy / acting as if they were being tempered. That includes Nael Deus Darnus and Louisouix.
- In the Heavensward trailer, Ishgard got rekt by dragons thus forcing our hero to abandon the WAR class to suit-up Batman style into the almighty AF2 DRG with all the DRG homies already waiting there ready to thrust a Gae Bolg right up into the dragons' ass.
Yeah so dragons being "Evil" is not because the church of Ishgard's "propaganda" - dragons in this game are violent / evil. The cliche here is too obvious in the direction it's going it's laughable.
Right.. and the same arguments could be made about the beasttribes being all bad.... that iiiis, until you start doing the beastmen quests. So all of that is pretty much moot. We're only getting a one sided story, mainly from a bunch of religious zealots. Add to that... play more through Coil and you'll understand why Bahamut is bent on destruction. If you've played enough of these games, its never as 'black and white' as 'good and evil' when a war is involved.
Ignoring everything else, Feint is still trash in this because it is on the GCD.
Actually if Feint does became an off-GCD skill and it actually works to content starting from Primal EX to Coil that would be a really good skill to have - more time to dodge Twisters! Or Weight of the Land! Or Shiva's Icicles!
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