
Originally Posted by
MartaDemireux
The thing I like about FF is that they always bring familiar concepts back into play but with noticeable differences. The iconic moves of each iteration of Dragoon are as follows:
FFII: Non-playable, fought with dragons and used as mounts.
FFIII: Jump, elemental based polearms
FFIV: Jump, Double Jump, elemental based polearms
FFV: Jump, absorb HP/MP (Lancet)
FFVII: Jump attacks, absorb HP/MP (Lancet), summons a dragon to do damage
FFVIII: Jump, harpoon weapon type
FFIX: Jump, wide array of moves under Dragon command ranging from damage to healing
FFX: Jump, Lancet
FFXI: Jump attacks, pet wyvern, ability that gives party increased damage against dragons
FFXII-RW: Jump, Lancet, winged
FFXIII: Highwind - a jump attack, eidolon is Bahamut
FF Type-0: Jump
FFTactics: Can ignore elevation
FFT Advance: Jump, Lancet, Breath attacks
FFTA2: Jump, Lancet, Breath attacks
There are a few games I left out simply because this list is long enough. Things that resound: Jump, Lancet, Elemental Attacks, Increased damage to dragons, Uses a polearm/lance/harpoon. Many feature unique abilities but those unique abilities don't make a reappearance as a general rule of thumb. The pet wyvern happened in FFXI, I'd say we moved on from that now.
Maybe they should have Dragoon unlocked by 30LNC/15CNJ so they can receive elemental breath attacks or imbue their weapons with an element.