Sure they buff damage for all, but the damage buff for all is only for 10 seconds of an entire fight.
Trick Attack:
Delivers an attack with a potency of 240.
400 when executed from behind target.
Rear Bonus: Increases target's damage taken by 10% for 10s
Can only be executed when under the effect of Hide, and shares a recast timer with Sneak Attack.
Hide:
Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%.
Has no effect on enemies 10 levels higher than your own, or certain enemies with special sight.
Cannot be executed while in combat.
Effect ends upon use of any action, including Hide.
Only thing that's holding it back is the one minute cooldown, but it's still pretty damn powerful for a cooldown since it affects the entire party's damage than just your own.
ahh, figured I was missing something. Yeah you're right even with the minute cooldown it's pretty damn powerful. I edited my post to reflect this.
Last edited by Dark_Legacy; 11-06-2014 at 04:01 AM.
Yeah I heard they are hard to play, but I think that is a non-issue. Their single target damage + the damage their buff gives is broken. Im sure a nin messing up is as harmful to dps as a monk losing GL, but then their utility.....nope, theres just no words to justify it.
They don't need their job made easier, no drg thinks a nerf to the difficulty of their class will justify their currect dps, and no drg should want that.
Simple potency buff please. Anything else and I'd worry they'd ruin the class.


None of the above makes their "job easier" it just puts it on par with monk's abilities. In fact missing an impulse drive would hurt them more (if you go off my suggestions) but the benefit is that they can use the feint skill at that point to "fix" a positional issue if they get in a pinch. Also not having chaos thrust up would mean they can't throw any free piercing talons.
Not saying to use all my ideas but any of these would help. An increased potency won't fix the fundamental issue that drg's dots/buff lay out is absolute garbage.
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.
I was referring to your post before you edited
But still, your suggestions change the class way too much....not saying they are bad but I'd rather the class stay the same and receive a potency buff.
Let me rephrase, I LOVE drgs as they are, but their dps should be brought nearer to nin if nin is going to have all that sugar and candy from their utility.


I'm going to have agree to disagree. I don't believe increasing the potency of their skills will resolve their issue. The fundamental issue with drg comes down to position skills/placement of disembowel. If they increase the potency of TTT too much then it only promotes badgoons and too little is not even a worthwhile change. Can you imagine a 400-500 potency life surged full thrust with all buffs up? That would make it potentially broken and is only a band-aid to avoid solving the real issues at hand. Positions/Debuff placement.I was referring to your post before you edited
But still, your suggestions change the class way too much....not saying they are bad but I'd rather the class stay the same and receive a potency buff.
Let me rephrase, I LOVE drgs as they are, but their dps should be brought nearer to nin if nin is going to have all that sugar and candy from their utility.
To further drive the point in. If a DRG gets tethered in t11 (and the tanks aren't chosen) they have to be on a flank... FOR A LONG TIME. So they can do heavy thrust, TTT, and phlem. Want to do a dot? Good luck it could potentially cause you to die if yo try and hit the rear, and cause a raid wipe. Meanwhile monk/ninja sit can sit their say, "well i lose my positional bonus but nothing changes for me." Which would you want to bring granted equally skilled? As much as I wish this would be an easy fix for DRG, it isn't. SE is fooling themselves if they think only changing the jump timer/animation lock is resolving all drg issues.
Last edited by Mardel; 11-06-2014 at 01:49 AM.
If whatever you're shooting doesn't die after you pump 8, 32 caliber, slugs into it, it's probably a dragon.
Honestly, the way the DRGs play right now I feel is fine; you want all classes to have a distinct playstyle so it doesn't feel like you're "playing a melee dps" but rather "playing MNK/DRG/NIN". When I say that though, I mean in how DRGs have a good hand on their controlled burst damage and jumps...not the positional requirements for their skills. Something like that is just asking way too much and can put a damper on mechanics.
>Monks don't get positionals? Slight DPS loss. Dragoons can't get positionals? Your combo isn't even going to work.
When I started in 2.2, Rain of Death was unchanged going into 2.3, so I'd guess i wasn't even around for when that nerf hit. BfB getting it's damage though I can agree; considering bard has so many cooldowns tagged to them on top of Barrage synergizing extremely well with damage increase, burst damage was pretty outrageous when the situation demanded it.
Again, it still may be too soon (But I still wish I can stop saying this to defend ninja) to determine if they're overpowered or not, but I can't disagree with the fact that they bring a lot more to the table compared to a DRG;
- Goad for TP regen similar to paeon, without the damage penalty
- Better overall cooldowns for survivalbity
- Not a miserable magic defense for unavoidable damage
- A debuff that's exclusive to their class (10% damage taken on the target for 10 seconds, and people try to downplay this)
And their AoE isn't a slouch either; all of Doton's ticks can crit combined with Kassatsu.
Last edited by RiceisNice; 11-06-2014 at 03:36 AM.

Tanks/Healers/DRG/BRD/NIN/Caster... perfect group. NIN can buff tank dps and give us TP, we buff the bard who in turn can keep healers topped up with MP, or buff casters... MNKs have no utility, mantra is a fall-back when a party is having issues getting hit by avoidable stuff, nothing more. I'm seeing more MNKs switching to NIN, and more bad DRGs switching to NIN as well because they want that "top DPS" title... the only thing that still urks me is our poor magic defense, but the difference is not gamebreaking, raid-wide AOEs will never kill us unless we were "smart" enough to B4B just before one is cast. IF you're good at your job, parties don't care what you run with. Just wait for Heavensward, the forum posts will then be people whining about how OP we are, because that's all these forums seem good for most of the time now, whining.
Go disembowel Demon Wall for me and buff my DPS. I've never seen any DRGs do that in AK.Tanks/Healers/DRG/BRD/NIN/Caster... perfect group. NIN can buff tank dps and give us TP, we buff the bard who in turn can keep healers topped up with MP, or buff casters... MNKs have no utility, mantra is a fall-back when a party is having issues getting hit by avoidable stuff, nothing more. I'm seeing more MNKs switching to NIN, and more bad DRGs switching to NIN as well because they want that "top DPS" title... the only thing that still urks me is our poor magic defense, but the difference is not gamebreaking, raid-wide AOEs will never kill us unless we were "smart" enough to B4B just before one is cast. IF you're good at your job, parties don't care what you run with. Just wait for Heavensward, the forum posts will then be people whining about how OP we are, because that's all these forums seem good for most of the time now, whining.
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