As of 6.11, dragoon is in a really good place with possibly the most satisfying and coherentdpsrotation at both level 90 and whilst leveling. The High-jump/mirage dive consolidation is a fair change, particularly now that there are measures against accidentally double weaving it. The shortened jump animation locks are also pretty good changes.
I am not sure what to expect in 6.2 with the announcement last live letter that DRG and AST were next up, but here are my thoughts:
Battle litany and life surge both affect (and effect) crit, which it seems the design team are looking to make less dominant. But the only way that's ever going to change is if they remove the damage scaling from it and make a crit a flat% boost, same as DH.
Dragon sight is slightly clunky without a macro, especially when you're expected to double weave it, so I could see a "dragon partner" style change with a preassigned party member. I don't think this would necessarily be better, as it'd be harder to choose a different target in the event of untimely death. Perhaps baking in a mouseover macro to it could help, but I'm certain that would upset people who don't like <mo>-type inputs.
I suppose people like complaining about beam-type aoes, but realistically that's more a problem with the tank's positioning or lack thereof than inherent to the dragoon. Circular AoEs would not be the answer to this, although if changed I do look forward to watching the samurai and dragoon suddenly evaporate because their battle effects covered the mob pack's aoe indicators. Most of the clunkiness in the beam seems to be trying to use it whilst player and target are moving. It's probably not, but I imagine it's to do with snapshotting and the distance between player and target.
Consolidation of Wheeling Thrust/F&C is a terrible idea for reasons that should be obvious to any and all.
As is adding potency to elusive jump.
A potency increase of say 40-80 on stardiver might make it feel a bit more meaty, but since it's an oGCD there's really quite a low limit on how high its potency can be. On a related note, I don't think making jumps GCDs would be a good move, particularly because the continuous figure-of-eight combo is a big part of the rotation feel.
There are other more bloated jobs that should probably be looked at first - reaper and samurai springing to mind, or empty jobs such as reaper* and summoner that could really do with the addition of another mechanic so they're not enjoying a healer-style rotation.
If reaper is the standard to which they aim to remold all jobs, I remain concerned.
*Below level 80


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