
Pretty much that. Dragoons can't tank as of now - and tanking is definitely not "standing there struggling to stay alive under bosses' autoattack before even any other threat is being taken into consideration (whatever weaponskill/instant attack)". Without positionals and Blood for Blood, we can't hold aggro for long. Without cures, we can't survive enough for a tank to be raised (with cures being shifted to him). Without cooldowns (Foresight and Keen Flurry ain't nearly enough and you know it) we don't have any kind of edge to survive important attacks. So their current physical defense is basically useless and only improves survivability in open world, nothing more.
Last edited by ColdestHeaven; 11-15-2014 at 06:21 PM.



20 seconds is the time to raise, buff and make a tank ready to take hate back. It IS significant as an off-tank role if the tanks are out.
that's an other problem. But in the case which they can hold hate for 20 seconds, that's significant. Of course a lot of stuff can happen in between, but still...They are talking about bosses with low magic damage on melee, such as T7. Another issue is that even though the window might be long enough, the mechanics of the fight would win out. Once the Dragoon has to turn around, and doesn't have Flash to maintain aggro while doing it, they are going to lose aggro.
Last edited by Kuwagami; 11-15-2014 at 11:23 PM.
The numbers might need work but after much thought, this is the starting point I posted in another thread.First step would be normalizing their Magic Defense.
Next change Jump to have either a 20s or 15s cooldown. At 15s potency may need to be reduced slightly.
Remove the positional requirement from Heavy Thrust and increase the bonus to 20%.
Finally while I think Impulse Drive should retain it's position requirement to start the combo, add a 12 second 5% damage increase debuff to Chaos Thrust that after it falls off gives a 30s immunity buff, like how Virus works currently.
I think all of this would clear up damage issues Dragoon has for Single Target putting them on par with Monk and Ninja, while also giving them some raid wide utility as well.


Gigaflare isn't an enrage.
No, it just kills you if you're a DRG. You can mitigate it as much as you want, it's virtually always going to kill a DRG with no gear upgrades. Has been discussed among people who actually have tried T13 with a DRG.
Last edited by SeraviEdalborez; 11-14-2014 at 07:00 AM.
XI: Zeroblade, Titan Server



I'll allow you to say that once you provide a T13 video where the group actually clears all the adds in time and the DRG still dies. And you're still ignoring the fact that the real issue here is that some can survive if the dps check isn't met. Not the fact that DRG takes more damages
you're confused somewhereI'll allow you to say that once you provide a T13 video where the group actually clears all the adds in time and the DRG still dies. And you're still ignoring the fact that the real issue here is that some can survive if the dps check isn't met. Not the fact that DRG takes more damages
there's a gigaflare that casts at 14minutes that is the enrage and will kill EVERYONE. You cannot live through it. The issue is that the gigaflares and megaflares that are a regular part of the bahamut rotation do a lot of damage to drgs, which is manageable because I just wear more vit accessories. I'm doing t13 with 7k hp as opposed to others with 6.3k. I can barely survive with 7k but I do survive. The biggest issue is that without a monk with dragonkick and mantra to a lesser degree, everyone is taking a lot more damage from megaflares, gigaflares and ack morn on the tanks. That's causing more of the issue. Every t13 clear currently has atleast one monk because the -10% int debuff is super super helpful. We have been killed by mechanics that we would have lived through if I was a monk instead of a dragoon. The other issue is that monk does more damage than dragoons and bring more UTILITY in the terms of dragonkick+mantra.


forget gigaflare, heck megaflare crit is enough to kill DRG with SS+adlo+Soil
Excuse my ignorance, but is there another encounter in the game where DRG can actually feel the lower mdef aside from T13?
If not, it's the encounter that could need a fix and not the job.
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