Pretty nice idea Tyro.
I was hoping the attack would have actually been a Fire breath based attack when I first read it's vague description but what we have now is still pretty nice. Other elements would top it off nicely.
On another note, does anyone know if it's boosted more by STR or by PIE more?
Testing that will be pretty hard, but i'd say PIE has a lot of influence on it since the ability can be "resisted".
I also though it would be Fire Breath lol
did they change something? Last I checked MND effected magic accuracy not PIE and INT would effect the fire damage. This being on a 15 minute CD though would not make me want to boost either of those stats just for this ability
I'm not suggesting boosting either, I'm just curious about which one is it's boost stat. I like finding out these things. =P
Although I see how you mean with INT/MND and not STR/PIE as I asked. Thanks Kraus.
I'm really curious why more people don't complain about this ability? 15 min. to do a somewhat weak fire aoe that can be resisted. Come on people we need to get the devs to take notice that the 15 min. spells need to be looked at!
Player
Last night my first time fighting that Cyclops and we did it just fine with a MNK and a DRG dancing around it, with the first to accidentally die being a WHM or a BRD. Though the 2nd round he drop hate like 10+ times and randomly whacking people.
Player
On 2 minutes timer, the Dread Spike is hardly any use to mitigate damage in battle with frequent heavy damage. Especially more that it consumes currently active surge, which usually translate to 1500tp and 1.5 minutes without 100+ attack power.
On the side note, Dragoon has long combos now:
Vorpal Thrust > Impulse Drive > Chaos Thrust (with miss) > Full Thrust > Feint (Have to be quick) > Disembowel
Considering Full Thrust gives TP, and Feint only takes 250TP, it's actually beneficial to miss one hit of Chaos Thrust - considering to start another combo Impulse Drive is on 30 seconds timer.
Since the combo takes a while, usually needs to refresh Power Surge prior to, it would help if Power Surge last a bit longer . _ ., or even lowering the timer to 15 secs like Life Surge so it can be refreshed with more flexibility.
I have done Coincounter only twice, came out #1 on damage for both, thought not by much - about 1~2k damage lead (failed both fight when it's at 30% hp)
oh wow, didn't think about missing a chaos thrust O_o haha Nice tip
It really depends on the mobs you are fighting, things like the Ogre that are strong to fire you wont notice much, but it really devastates the skellies in the batrall fight.
I did just fine on coincutter in fact dragoon makes a very good job to kill any slugs that get near the boss or mages. As for 100 ton hammer you are not supposed to try and absorb the damage, you are supposed to get out of range of the ability.All the 15 minute abilities are sucky and need adjustments/overhauls. Some are worse than others, like BLM, which is just mindblowingly awful.
What gets me is that it can resist. Why does a 15 minute ability need to have resists? I understand enemies that will lower the damage it does because they're strong to the fire element, that's fine, because what is supposed to balance that out is there will be enemies weak to fire attacks also. What Dragoon in their right mind will ever gear themselves for a 15 minute ability so it will resist less? None that are sane. So there's no balancing act going on here, it's just a flat out negative aspect to a 15 minute ability that didn't need to exist. Thanks SE!
Also it goes without saying the damage is terrible for such a long recast.
I'm more concerned about them changing Power and Life Surge. Lancer has become such a pain in the ass to play with how short these abilities last.
Dread Spike is complete garbage and should be removed for something mildly useful. Anyone try using that on 100-ton swing from Coincounter yet? I haven't seen a DRG in that fight yet (gee I wonder why!).
One shot moves are terrible game mechanics regardless, but when that's the only possible use one could find for Dread Spike and it didn't work on Ifrit or Moogle's big attacks, I don't have any faith it would work on Coincounter's either.
How busted is this ability where it has to have multiple exceptions that render it not functional? That somehow the difficulty of these fights would be ruined if Dread Spike were to work on them?
Here's a thought SE, you want Lancers to be able to get HP back in an instant? Create a move that drains HP, MP and TP from a monster.
I call it Lancet.
Or take the lazy way out and make it reduce damage by 10/20/30% for the next attack per Surge when Dread Spike is used. Now it isn't completely useless!
As for Dread spike I agree it is the suck, so much that I just never use it, I would prefer something like bloodbath.
Player
yeah I know what you mean, us personally though are trying to avoid class stacking as much as possible.My group has done it with a WAR tanking in one spot and the rest ranged classes (i.e. BLM and BRD). So I don't know how useful having a close range melee to take care of slugs is when the way we're doing it means we aggro very few or even zero slugs.
This is the only thing that I meant by saying I haven't seen a DRG in that fight yet, because this fight seems purposely designed to benefit ranged classes as much as possible. You don't need to worry about being damaged with 100-ton swing or eye of the beholder and you don't aggro slugs either, it's a win win.
I would rather the slugs didn't act this way. I would rather they aggro'd whoever was close regardless of whether they're moving or not so that having close ranged melees to taunt/voke them off and use AOE skills to mow them down were more desired and maybe even mandatory to win. But with the way this fight is designed I don't see much of a point bringing a DRG or MNK. Obviously they can work and work well enough, but it's just extra hassle and provides no benefit over the setup I've been doing.
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