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Thread: Dragoon Changes

  1. #11
    Player
    Hittokiri's Avatar
    Join Date
    Nov 2014
    Posts
    2
    Character
    Maximus Vindicem
    World
    Leviathan
    Main Class
    Gladiator Lv 50
    Allow me to re-phrase my statement about EJ, and before the rage continues, these are my opinions to help the class, not to complain. I do agree "USELESS" is to strong of a term, broken fits better, and all of your post further my argument. Every post states that they use EJ as a gap closer....... As far a EJ is concerned, this is the farthest thing from what it was designed for. A movement designed to get away from danger, reduce agro and remove you from the fight is consistently, and primarily being used to jump into the fight and gain agro quicker.... I am not saying that you should not be using all techniques to their fullest potential but this is the exact opposite of what it is designed for. It would be like constantly using spineshatter to jump out of an AOE. It makes no sense... yes you can if you need to, but you would never use that as it's primary purpose. I am looking for it to be reworked to function for both purposes, at least allow me to jump forward, turning around to backflip into a fight with an agro reducing tech I what I am looking to eliminate. The cool down timer too... 180 is far to long.
    (0)

  2. #12
    Player
    Mibhas's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    136
    Character
    F'mibhas Hena
    World
    Odin
    Main Class
    Lancer Lv 80
    I've used Elusive Jump to help me/the raid and know other Dragoons who have too - it's a useful skill to have, and not particularly broken; I personally don't have to use it often enough to make the cooldown an issue at all. It's a nice tool to have alongside Spineshatter and Dragonfire Dive.
    (0)

  3. #13
    Player
    siverstorm's Avatar
    Join Date
    Nov 2013
    Posts
    288
    Character
    Vivian Grimelka
    World
    Diabolos
    Main Class
    Lancer Lv 60
    All that being said if they changed elusive to work like Shukuchi I would be so happy.
    (0)

  4. #14
    Player
    ColdestHeaven's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    294
    Character
    Seyrleen Cinderbraid
    World
    Ragnarok
    Main Class
    Machinist Lv 80
    Heavy Thrust to 20%, Phlebotomize cost reduced to 70 TP (original: freaking 90 TP), Jump cooldown reduced to 30s, Power Surge appliable to Dragonfire Dive, Feint being given a new purpose and trait, Elusive Jump cooldown reduced to 2m or less. Just a couple of things I wouldn't mind.
    (2)

  5. #15
    Player
    jlewiss's Avatar
    Join Date
    Sep 2013
    Posts
    166
    Character
    Jordan Lewis
    World
    Mateus
    Main Class
    Arcanist Lv 80
    I also don't think you should be using jump/spine shatter or dragonfire for opening pulls seeing as how it loses out on the damage bonus from heavy thrust and the lower res from disembowel. Aside from getting your name on the eminty meter it's a really ineffective way to start your rotation especially if you jump then have to run for 5 seconds to the target.
    (0)

  6. #16
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Hittokiri View Post
    Allow me to re-phrase my statement about EJ, and before the rage continues, these are my opinions to help the class, not to complain. I do agree "USELESS" is to strong of a term, broken fits better, and all of your post further my argument. Every post states that they use EJ as a gap closer....... As far a EJ is concerned, this is the farthest thing from what it was designed for. A movement designed to get away from danger, reduce agro and remove you from the fight is consistently, and primarily being used to jump into the fight and gain agro quicker....
    I don't know any DRG that uses EJ to "jump into the fight and gain aggro quicker".. Read again what others have said. It's used primarily to escape AoE or re-position for an add or other mechanic. It sounds like you just want another ability to cause damage instead of give some utility (DRG already has piss for utility so you want to neuter it further? Lol)

    Quote Originally Posted by ColdestHeaven View Post
    Heavy Thrust to 20%, Phlebotomize cost reduced to 70 TP (original: freaking 90 TP), Jump cooldown reduced to 30s, Power Surge appliable to Dragonfire Dive, Feint being given a new purpose and trait, Elusive Jump cooldown reduced to 2m or less. Just a couple of things I wouldn't mind.
    They really need to re-consider DRG TP cost overall I think, and bard while they're at it. Traited Invigorate does not really make up for the difference.
    (1)
    Last edited by whiskeybravo; 11-29-2014 at 02:28 AM.

  7. #17
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by whiskeybravo View Post
    They really need to re-consider DRG TP cost overall I think, and bard while they're at it. Traited Invigorate does not really make up for the difference.
    Eh, DRG's better off than BRD/MNK in the TP department so it's a non-issue (you'll get Army's before you're dry). Any buff to TP management would put DRG on the level of self-sustaining with any breaks in most fights.
    (0)

  8. #18
    Player
    Daweism's Avatar
    Join Date
    Jun 2014
    Posts
    210
    Character
    Kurama Uchiha
    World
    Adamantoise
    Main Class
    Dragoon Lv 70
    Quote Originally Posted by ColdestHeaven View Post
    Heavy Thrust to 20%, Phlebotomize cost reduced to 70 TP (original: freaking 90 TP), Jump cooldown reduced to 30s, Power Surge appliable to Dragonfire Dive, Feint being given a new purpose and trait, Elusive Jump cooldown reduced to 2m or less. Just a couple of things I wouldn't mind.
    I like this, and instead of needing positionals, it should be a potency / crit bonus for landing positionals as Monks have.
    (1)

  9. #19
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    424
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Dragoon Lv 71
    I too agree that Elusive Jump has it's uses, it's great when you are neck deep in some big AoE and wouldn't have the time to run out of it, but it's also nice as a gap closer.

    For instance, in Turn 9, when Nael jumps off before the beam and lands somewhere behind you, Elusive Jump is super useful to quickly get to her and sneak in a Impulse Drive > dodge AoE > getting back in and using Disembowel > Leg Sweep > Chaos Thrust.

    Doesn't have that pesky animation lock either. I would vote for shorter CD though.
    (1)

  10. #20
    Player
    FyrmurlFloerasksyn's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    316
    Character
    Roegadyn Masterrace
    World
    Tonberry
    Main Class
    Ninja Lv 70
    I wish they would remove the jumps animation lock entirely.
    (1)

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