No one has mentioned DRGs have the highest HP after tanks. When the party fails its always me and the tank alive at the end.
No one has mentioned DRGs have the highest HP after tanks. When the party fails its always me and the tank alive at the end.
Alise you pretty much nailed what each job contributes to the table in an instance. If there's a lot of movement in a fight and the boss disappears/jumps...bring a dragoon if you want melee dps and limit break. Also on a different note...,I initially refused to believe the "loldrg" stereotype but I couldn't help but believe it after seeing 4 out of 5 die alot in duty finder.
Dunno if this has been said since I haven't looked in this whole thread.
Dragoons have gap closing skills which are situational but are very handy. We can cross class foresight for mitigation, internal realese for extra burst, and second wind for a decent heal. We are versitile at best.
I think I've decided DRG burst is not really all it's cracked up to be. I experimented a bit with the bulbs in t6 last night, saving my jumps, BFB and Life Surge specifically for them. The RNG was actually hating us last night, we had so many middle bulbs each attempt, but I didn't notice any significant difference in their demise, except one particular bulb where I was able to hit LS+FT and had a PS+Jump crit right after while under BFB. One out of at least 20 middle bulbs there was an actual difference. The main difference our RL noticed was that my overall damage went down quite a bit from what it had been.
So, a little bit of burst for overall lower DPS does not seem worth it to me.. Since there isn't a hard enrage on T6, I think it is probably more acceptable to save CDs for the specific DPS checks, but again, I noticed no significant difference in the time either bulbs or hornets went down outside of the one bulb. Granted, with a little more practice doing it that way I may be able to line CDs up better and have a result more in favor of DRG.
SMN on the other hand, while the burst potential may be lower than DRG, is in a better position I think. Their dots remain ticking on the boss while they burst the add, and even if the dots on the add are only ticking 3 or 4 times, that's in addition to everything else they're doing.
I dunno.. Just my new thoughts. From what I can see, it's better to just use Jumps and such as they are available vs holding on to them for burst, which pretty much means we don't have much burst unless the moon and stars align perfectly and we have CDs available when something needs to be burst down.
Yeah my bad it was aerial blast. Still, you get my point. 2k aerial blast, 1k windblade, 2k+ fester and so on(the 2k windblade is laughable, though. Sure, your pet 100 potency move does more damage than a dragoon 330 potency under full buff),
Well, the problem here is bulbs are supposed to be alive for less than 10 seconds (you have, what, 3 GDC to work with here?)...which is too little time to get really anything on it as a non-caster (BLM have Flare, SMN have Bane+Fester) unless you happen to be lined up perfectly for it and get good crits. As far as I know, this is one of a very few exceptions to the "burst rule" (even fast Conflags give you 5 GDC on average I believe)
Last edited by Sygmaelle; 06-12-2014 at 12:43 PM.
Are you running double foes or something
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