Never neglect your history. Period.
Optimally, sure. But most fights aren't dummy practices, a lot of the times our jumps can close distances that keep our DPS uptimes. Others, using it animation locks us and kills us. Situational awareness in our mobility spikes and dips are very important to using Dragoon properly. If we're stationary, we're dead.Sure, and then you go right back into standing in one position to benefit from flank or back attack bonuses for each step of your combo. Even for the most part Jumps are weaved between GCD.
This isn't a game of horeshoes, when you hinge your argument on teh fact that Dragoons are stationary, and they're proven to be not, you've got the wrong approach. If you can't stay still on a Doll and get optimum DPS, then you're not a standing still job. No melee, not even Dragoon, can do that, and Dragoons never could.Not entirely so, given your reasons above.
It's never redundant. Without the lessons learned in 1.0 we would not have a Realm Reborn. 1.23 was beginning of the evolution towards the game we have now, and a proof of concept of the job, combo, and positional mechanics in relation to them. And it was a successful proof of concept, but it had flaws that did not hold up in the faster-paced gameplay we have now.Talk of 1.0 is redundant,
FYI, with Blood of the Dragon and Spirit Surge tops off higher than full thrust/Phlebotomize. In fact, a rather sizable portion of our damage comes from our oGDC attacks and it becomes the measuring stick between a competent Dragoon and a great one - so we fully agree here. What I want you to keep in mind here is our level 60 skill. It is a 10 second off GDC attack that deducts 10 seconds from the buff that opens these two skills you're calling into question.and the job still benefits much more from doing their skillchains from specific positions, especially considering the jumps are not a continuous source of DPs like the weaponskills. They are great additions to the dragoons arsenal, to be sure,
Correction - Full Thrust is not a flank attack and can be executed from the rear which has a lower accuracy check. Heavy Thrust is our flank attack for added potency and the combo into Ring of Thorns.but skillchains, dealt out in the proper positions are where their DPS has always been, from using Heavy Thrust and the Full Thrust at the flank, and Chaos Thrust from the back while applying debuffs.
Yes, and no. Monk's positionals in the long term are more punishing to be certain. But the only requirement is that the attacks are done sequentially in order to preserve Greased Lightning. In this respect they are similar. However Monk's buff is reliant on their cycle, and the only skill truely unlocked by it is a flat damage dump that completely clears the buff. Ours is a balancing act between taking away and adding to the buff.Dragoon is certainly a more straightforward job than something like monk that requires as much weaving back and forth as it does, but they're benefits are great when utilizing positions.
Both of our stances benefit from completing our cycle of attacks, both of us get benefits from utilizing our positional properly. It's our off-global-cool downs that define us, as well as how we rotate our positionals.
For example, Monk's combos are universal, the skills in them are broken down into categories. This means their 'flank' and 'rear' attacks are completely based off of what effect they want out of them at that time, and the skills are fairly exchangeable, even if the optimum rotation is not.
Until recently, Dragoon's were completely rigid, with no variance in our combos what so ever, merely the order of what combo we do. More on this later.
Two points you attempt in this.Even if positions are nearly as important to a dragoon, like you would suggest, the fact that we were given positional finishers via Blood of the Dragon was more than enough, a randomized proc mechanic is unnecessary and doesn't do anything other than become an annoyance. There's literally no good point to it being in place.
The first is subjective, what you find as an 'annoyance' I find as enhanced game-play. I enjoy having a reactive positional in my rotation, as it makes the base rotation now seem less dull. And now that the punishment mechanic has been reduced, I feel as if the only thing missing is a bit of further uniqueness to the concept.
As far as 'there is no point' - that's because you're viewing Dragoon in a vacuum. Right now, Dragoon stands as quite possibly the highest DPS in the melee category, with good combat utility now with the AoE Crit buff and the added value of critical hits. But one of the points of the class in its 50 Era was that it did the low-end of comparable damage in trade for its simplicity. Now that we're on the high end of damage, complexity had to be added to compensate for this. Put bluntly, we goth better damage to go with our higher skill ceiling.
Now, while still remaining unique in how it is applies, we have similar variance in our rotation as to a monk for optimal damage. We also have stance maintenance for optimal damage. All the standard DPS difficulties that would qualify us as on the same play-skill level as the other classes have been given to us, as well as a bridge in the gap of power.
And you call it a 'punishment'. I highly disagree. Sure, at level 58 we got a skill that nets, at that level, as a difficulty spike. That's fine, our power spikes fairly hard with Fang and Claw, and the separation between Fang and Claw and Wheeling Thrust makes sense from the perspective of teaching a Dragoon the level 60 mechanics of the class gradually.
It's fairly easy to understand when you map it out from a developer standpoint.
52: We solve the problem of Raid utility by adding a party wide buff this spikes the value of Dragoon fairly high and gives them a new buff to play with rotationally.
54: Heres another buff. This one right now is just the base 15 Second buff, teaching you the value it has to your jumps (That first Crit BotD/SS Jump is a tasty experience.) It shows you that you WANT this buff for jumps and spikes your performance again.
56: This is our large spike. Not only do we get access to an additional high potency combo skill, but now an ability to maintain that buff from our 54 skill that gave us that juicy jump damage.
58:, what you call a punishment, I call a balance check. We're already high on performance spikes from 4 of our skills. Here, we suffer the same balance check, and are taught how we're expected to do our rotation at 60. We now have positional variance in our rotations, our skill check finally meets all the bonuses we've previously gotten.
60: The last piece of the puzzle, and the last bit of difficulty we receive, but it comes tied in with the last spike in our performance. An amazing skill that does variable damage directly on how skilled and situationally aware we are in a fight. We have been taught how to manage our rotation, been given power and complexity to match our melee companions, and now we have a defining trait that gives us even more situational variance.
You complain at the level 58 skill, but you forget that meanwhile, classes like Summoner have had to deal with updates at level 54 like Ruin 3, which is completely useless to them when they acquire it. It's a punishment to even use that skill when you get it - and I've not seen threads of complaining summoners that they had to wait 2 levels to use it properly.
So no. I reiterate, your approach to the job is incorrect from the intended designer perspective. You're entitled to your opinion, of course - but given what I've seen and taken away from the designs of the Jobs progressions as a whole, I can't agree that Wheeling Thrust in particular is any worse than the 'downer' skills many jobs have gotten in one of their own quests - nor is it wrong in its overall approach.