Quote Originally Posted by Aco505 View Post
Actually, due to how often we use them, our positionals are at the top of our damaging attacks. Combined in a 10 GCD string, they amount for 1400 potency, which is a lot! I'd say they hit hard enough, plus they keep the rotation interesting despite it being fixed due to both positionals going one after the other, making us move all the time. DRG is just not a job that has big hits concentrated into specific buttons (and it's better that it stays that way imho to avoid relying on getting that specific attack to crit) because of our oGCDs: where a NIN uses a 1300 potency Hyosho, we use a Life Surged Heavens' Thrust with a Stardiver or Nastrond/Wyrmwind thrust double-weave.
My meaning is the ending strings for drg go from a hard punch to a light tickle. While the total potency of the entire string can be high, the fact that it hits a crescendo in the middle of the string is the problem. Fang and claw as an action, simply does not need to exist. It's just a sad excuse of a random action that was added in Heavensward alongside wheeling thrust, back when your 4th hit was a random finisher. I'd rather the 56 ability be a combo jump at the end of a string that hits for something. Reorder the potency a bit to make wheeling thrust hit harder in place of heavens' thrust...

Ah, I'm just spewing out ideas. Fang and Claw/Wheeling Thrust to me were poorly thought out abilities since their inception, lance mastery's introduction in Stormblood just made the actions be a bit more useable...But doesn't make them good. As for dragonfire dive, I'd love to see it be a combo action with stardiver, turning it into heavens' dive or something if they're going to just leave it in. I'm just nitpicky about the 56/58 abilities and it was one of the things that really turned me off of the job as time went on.