Main changes I want to see:
- Move the damage bonus currently attached to Blood of the Dragon / Life of the Dragon (15%) back to Lance Charge (10% -> 25%), reducing the incentive to triple-weave Battle-Lance-Geir for full damage on the following GCD.
- Increase maximum Dragon Scale count to 3.
- Have Raiden Thrust and Draconian Fire replace True Thrust and Doom Spike outright. Grant Dragon Scales on combo completion, not combo start. This shifts Wyrmwind Thrust forward one GCD.
- Winged Glide, Elusive Jump, Dragonfire Dive, and Stardiver increase movement speed and melee range by 33% for 1.5 seconds after landing.
- Winged Glide CD reduced to that of Elusive Jump.
Spicier Takes:
- At level 45, Elusive Jump gains a second charge, but Winged Glide now shares charges with Elusive Jump. Both gain a third charge at level 84, with the Winged Lancer trait (formerly Enhanced Winged Glide).
- Wyrmwind Thrust potency reduced by 40, but Heavens' Thrust potency increased by 40 (to 480) and Sonic Thrust potency increased to by 15 (to 135).
- Doom Spike, Draconian Fury, Sonic Thrust, and Coerthan Tempest skills' potency doubled (to 220, 260, 270, 300) but deal 50% reduced damage after striking their first enemy.
- A new dragon skill (alike to Fang and Claw and Wheeling Thrust) has been added, Crushing Tail, which deals 280 potency and 40% less to additional enemies in a wide line.
- Dragoon combos replaced with "stages", which allow for mixing and matching between the former combos. E.g., one may now progress from Doomspike to Disembowel to Heavens' Thrust to Wheeling Thrust, or from True Thrust to Sonic Thrust to Chaotic Spring to Crushing Tail, etc., if they so wish.
- Lance Mastery restored to its previous form, allowing for a second use of Dragon skills, with the last in the 5-step combo being empowered by a further 100 potency.
- Starcross potency reduced from 900 to 780 and Rise of the Dragon from 550 to 500. Lance Mastery damage bonus increased from 100 to 140 under Lance Mastery IV (to 480 total for an appropriately positioned Fang and Claw or Wheeling Thrust used last in combo, mirroring Heavens' Thrust).
- Life Surge now also causes your next Dragon skill to be replaced with Drakesbane, a 340-potency attack which progresses your combo and benefits from Lance Mastery (will deal 480 if used as a combo-ender). I.e., it can be used to guarantee positionals.
- True/Raiden Thrust, Vorpal Thrust / Lance Barrage, Full/Heavens' Thrust, and Fang and Claw now all use the same hotkey by default, called the Thrust action. This consolidation may be turned off.
- Impulse Drive has been returned, and it, Disembowel / Spiral Blow, Chaos Thrust / Chaotic Spring, / Lance Barrage, Full/Heavens' Thrust, and Fang and Claw now all use the same hotkey by default, called the Drive action. Chaos Thrust renamed to Chaos Drive and Wheeling Thrust renamed to Whirling Wyrm. This consolidation may be turned off.
- Doom Spike / Draconian Fury, Sonic Thrust, Coerthan Tempest, and Crushing Tail now all use the same hotkey by default, called the Surge action. Sonic Thrust renamed to Spear Surge. This consolidation may be turned off.
Want But Not Sure How:
- Far more Jump/Dive interaction.
- Some way to empower/bank Dragonfire Dive, centered on / building from a faster average use-frequency.
- A tiny bit more Lancer-like natural mobility.
- For the weaponskills to provide unique benefits more in keeping with their animations.
Accordant Extra Spicy Spitball:
- Dragonfire Dive removed as a separate CD. Jump itself now solely launches you into the air, consuming 40% of your current MP, to a minimum of 2000 MP and maximum of 4000, increasing movement speed by 40%, the damage of your next combo action by up to 400 potency, and allowing you to charge up to 20 yards to an enemy.
- High Jump increases this to 60% (2000-6000 MP) and up to 600 bonus potency and allows you to stay in the air for up to 1 GCD, further increasing the damage by 450 potency. This latter bonus for a delayed return is separate and cannot benefit from Life Surge.
- Each weaponskill type (Thrust, Drive, or Surge) has a unique animation, replacing that of the normal combo action. All potency, positionals, and additional effects (including combo/stage progression) from the original skill are retained.
- MP spent in this fashion is converted into Dragon's Blood, which can then be spent on Geirskogul. Dragon's Blood spent, in turn, empowers your jumps. In this way you still open with a Jump, as was traditional (just fewer and hitting far more like a truck), spend Geirskoguls, and then end with an empowered hit.
- Obvious WIP is WIP.


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