I watch Mr.Happy video on his thought of ninja. He made a good suggestion by reducing jump CD's . I think that will help us out a little.
https://www.youtube.com/watch?v=Skqx...aUt-HBBZctO9cg
@ 5:52 if you want to see his ideas for DRG
I watch Mr.Happy video on his thought of ninja. He made a good suggestion by reducing jump CD's . I think that will help us out a little.
https://www.youtube.com/watch?v=Skqx...aUt-HBBZctO9cg
@ 5:52 if you want to see his ideas for DRG



Since the topic has switched to isolation to improvements...
I think we need to go deeper on the concept of Dragoon than simply jump timers. One thing I would like to see is a sort of DoT or buff in direct relation to our jumps. I've always felt that for the skill's level positioning, Dragoonfire Dive does very little for us. It cannot be buffed by Spirit Surge, damage is low for a 2 minute timer, even if it is AoE.
But in general there feels a lack of synergy for all of the requirements made on Dragoon's rotations. Jumps offer us some positional goodies, but little else. Rather than simply reduce their timers, we could see perhaps a vulnerability debuff, a DoT, or some sort of contextual increase in relation to jumps rather than have them be a flat attack skill. After that point maybe further recast timer adjustments can be considered, but I would like more than a surface level adjustment.
we need another census for which is the most wanted dps class in 4 man LP
Suggestions for improving Dragoon
1. Increase the potency of True Thrust and Vorpal Thrust by 10% (New Sustain Damage Potency 165-220-330)
2. Increase The damage on Heavy Thrust to 20% keep the flank requirement.
3. Increase the potency of impuse drive to 200 from 180 keep rear requirement.
4. Take of the dot effect of Chaos Thrust and convert it into raw damage New potency 410 from 200
5. Remove the dot effect of phlebotemize increase the potency to 300 add a 10% increase to attack speed that lasts 18 seconds and make it require the chaos thrust combo
6. reduce the CD of jump to 30 secs
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