
I think this pretty much fixes the job! I would increase range slightly on Dragon Sight to 10y but other than that, this is spot on!This would be my proposed changes:
- Disembowel back to 10%
- Keep the eyes if BOTD falls (polyglot stack from BLM, anyone?)
- Dragon fire dive gives dive ready
- Dragon Sight same cooldown as B4B
- Battle Litany 120s from 180s. Really, every other major buff is on a much lower cool down than this. There's no justification.
I'll third this and would like to add that they better distribute the stats on our gear. We don't want skill speed, they gave it to us on almost every piece.This would be my proposed changes:
- Disembowel back to 10%
- Keep the eyes if BOTD falls (polyglot stack from BLM, anyone?)
- Dragon fire dive gives dive ready
- Dragon Sight same cooldown as B4B
- Battle Litany 120s from 180s. Really, every other major buff is on a much lower cool down than this. There's no justification.


I would say also add that Dragon Sight should not be tethered, just let us cast it on whomever. But, it was probably designed with the limitation of it being used on MELEE, not magic DPS, though they can simply make it castable on anyone, just change the effect to PHYSICAL damage+5/10% then.
Also QoL:
-Shorten Mirage Dive's animation lock so we can weave it.
-Unlock Jump's animation lock as soon as contact is made so we can maneuver out of range of potentially damaging mechanics.
-Shorten GK's recast from 35 seconds to 20 seconds so it's easier to plan ahead with using it for damage and for activating LotD. To compensate, reduce its damage to 180 potency (we can use 30% more often so it's ok)
Last edited by Jonnycbad; 07-12-2017 at 12:31 AM.
they said in the 4.0 notes that they reduced the lock on Jump but it did not seem once bit different.I would say also add that Dragon Sight should not be tethered, just let us cast it on whomever. But, it was probably designed with the limitation of it being used on MELEE, not magic DPS, though they can simply make it castable on anyone, just change the effect to PHYSICAL damage+5/10% then.
Also QoL:
-Shorten Mirage Dive's animation lock so we can weave it.
-Unlock Jump's animation lock as soon as contact is made so we can maneuver out of range of potentially damaging mechanics.
-Shorten GK's recast from 35 seconds to 20 seconds so it's easier to plan ahead with using it for damage and for activating LotD. To compensate, reduce its damage to 180 potency (we can use 30% more often so it's ok)


They reduced the animation lock but not the movement lock, and it's very noticable. Before, if I jumped late in my GCD, my GCD would be clipped pretty late, but now I can start another GCD action much earlier in Jump's animation. I can't really move earlier, but it also doesn't clip deep into my next weapon skill like it used to.
As a DRG from the start of 2.0 even through the MDef issues, I'm extremely disappointed in current DRG's implementation and I feel forced into playing one of the other melee to even be useful. I love the idea of Life of the Dragon but it is implemented poorly which is making DRG feel very clunky not to mention the nerfs to DRG utility.
DRG fixes:
- Eyes need to be generated by Wheeling Thrust & Fang and Claw when they are executed as the 5th combo from the correct position. This would largely fix most issues with long build up of Life of the Dragon
- Battle Litany needs to be 120 seconds
- Disembowel needs to be raised back to 10% piercing




Since we are unlikely to see massive changes like tying eye generation to Fang and Wheeling, I've been toying with whether shortening our jump CDs might be enough to make up the difference even if it's more of an... eh solution.
- Jump reduced from 30s to 20s
- Dragonfive Dive reduced from 120s to 90s; Grants Dive Ready
- Spineshatter Dive reduced from 60s to 45s
As mentioned earlier, I also want to see Geirskogul CD reduced. It just feels like I barely touch it anymore. Bringing Battle Litany to 120s would be a huge boon to our utility though and I absolutely support that change.

What do you guys think about removing BOTD completely?
1. Remove the BOTD mechanic and the resulting button to activate it
2. Rework Geirskogul to just be an attack without BOTD and 4th combo actions not affect BOTD
3. LOTD will be the only timed buff which always start at 30 seconds once we get 4 eye stacks
4. Allow us to get eye stacks even during LOTD
This removes the issue of losing eye stacks when BOTD dies, we can get maximum uptime for nastrond once activated and finally we won't need to hold our jumps within LOTD window for fear of losing eye stacks.

You can get eyes during LotD... guys it really seems like you are just complaining for the sake of it and don't even comprehend the class. Also LotD will be always above 23s unless you are fucking up your rotation.What do you guys think about removing BOTD completely?
1. Remove the BOTD mechanic and the resulting button to activate it
2. Rework Geirskogul to just be an attack without BOTD and 4th combo actions not affect BOTD
3. LOTD will be the only timed buff which always start at 30 seconds once we get 4 eye stacks
4. Allow us to get eye stacks even during LOTD
This removes the issue of losing eye stacks when BOTD dies, we can get maximum uptime for nastrond once activated and finally we won't need to hold our jumps within LOTD window for fear of losing eye stacks.
Try harder, plz.
Last edited by Erys; 07-12-2017 at 08:57 AM.

Ah, but what is a difficult fight if not a creative way of disturbing the perfect rotation?
That said, entering LotD with a low BotD timer will prop you up to 15 seconds as well as spit you out at 15 seconds on BotD. I may have missed if someone has conclusively determined it would be better to go LotD immediately or hold out for more, but in an emergency I'd think it obvious you should save BotD that way rather than lose it all.
٩( ʘᆺʘ )۶ Qiqirns never skip egg day!
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