Quote Originally Posted by stanleyyoung View Post
problem i see with drg is that it should in no way have combos activtated from the front, seriously think, why would a dd wanna be in harms way especially one that can dd at mid range. drg has little survivability and little self heals plus SE designed them to be mid ranged, so why make them have combos were they are expossed and are in the line of fire! I can see lnc having the combos from the front since essentically classes are for more low man/solo so you will have the mob attacking you or your in front of it. But drg should be the guy doing dmg from sides and behind enemy since its a job and meant for more full team play. so a change to the combos alone would help drg do more dmg then war,mnk,etc.

Drg having a pet should not make it overpowered but have drg overall damage including the pets damage be higher then a war or mnk total damage. what i mean by this is have drg on par with war,mnk,etc total damage without the pet but the pet puts drg overtop because it does dmg/heals/breaths/etc. a way to do this is make the pet have no auto attack or gambit/etc set up meaning you have to micro manage the pet at the same time playing drg. if SE made the pet use some type of gambit system or whatever then drg will be OP due to the fact you yourself do damage/etc. while your pet does the same with you not controlling it whatsoever.

having to play drg and pet without gamits/etc would cause a player to do two things at once meaing you can use drg and focus completely on that and be on par with war,mnk,etc. or you can use drg & pet at same time and be ontop/ahead of war,mnk,etc. but you cant forget if you focus on pet too much then your drg lacks by sitting their so it will be a balance of using drg and pet at a time. So basically you use drg and the pet will sit thier until a command is given! with this drg will stand out from being a simple dd let alone an inferior dd like it is now also drg will requrie skill & experience to play thus making it unique and beneificary to a party when taken to its full potential!

If SE does add the pet to drg and allows players to have it on gambits, auto play etc then drg will be gimped and the worst thing with that is drg with pet combined will be on par with war,mnk,etc. So when the pet dies in which it will mostly likely pretty easily drg is already below war,mnk,etc. then we go back to having the debate why have drg in a party when by itself its below war,mnk,etc and when with the pet its on par. SE going with what i say drg should do, it will be already on par with war,mnk,etc so if the pet does die drg is not at an automatic disadvantage and if pet is alive players gotta balance between the two for full benefit from the job.
Yeah sadly the way that jobs extend classes leaves you kind of stuck w/ the frontal combos, but having more effect from the sides/back would be nice, just a trait that increases acc/attk when on the side/back and/or @mid range ...

I like it. Perhaps going so far as to having your WSs open combos that your pet can run on instead of you, and ones it can open for you to work from.

I also still like the idea that w/o your pet you can operate @100% of your own potential being just as potent as WAR/MNK but when you summon your pet it draws some of your power to maintain your link to your pet, weakening your attacks but your pet would make up for it by providing extra abilities/dmg to offset your weakened state. Your pet would still have AA and would be able to use WS/Abils all it's own when commanded given DRG some healing/efeebling/enhancing abilities if/when it's pet is present also.