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  1. #21
    Player
    Claymore022's Avatar
    Join Date
    Sep 2015
    Posts
    115
    Character
    Claymore Morqlae
    World
    Ultros
    Main Class
    Monk Lv 80
    Giving a 4 sec invincibility to DRG would be a pretty big boost to dps in a lot of cases. As well as making it an extremely good oh **** button if the DRG screws up a mechanic. In other words that's just too big of a buff to implement those changes. Also shoulder tackle doesn't have an animation lock unless you're right next to the target
    (1)

  2. #22
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    DRG jumps are just silly imo. There's no reason they should lock you on place for a good second, it just makes you more vulnerable to potential boss attacks, positionals are too more annoying to land etc. Like, does MNK get locked on place when they do Elixir Field, Steel Peak, Howling Fist? No right? Why the hell DRG jumps do then? They are all OGCDS. It's rather inconsistent.
    (0)

  3. #23
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Gallus View Post
    DRG jumps are just silly imo. There's no reason they should lock you on place for a good second, it just makes you more vulnerable to potential boss attacks, positionals are too more annoying to land etc. Like, does MNK get locked on place when they do Elixir Field, Steel Peak, Howling Fist? No right? Why the hell DRG jumps do then? They are all OGCDS. It's rather inconsistent.
    It seems to be somewhat the theme of the job though, they still have "normal" ogcds without animation lock like geirskogul and leg sweep. Never tried other jobs with gap closers so idk if they have similar animation locks (if any) or not.
    (0)

  4. #24
    Player
    Valenth's Avatar
    Join Date
    May 2015
    Location
    Ul'dah
    Posts
    296
    Character
    Valenth Guiran
    World
    Lich
    Main Class
    Samurai Lv 80
    Truth be told I think it's fine as it is. I've actually used the return property of the Jump as a way of quickly getting a nice hit in while a big AoE is being telegraphed. It would just be too OP if there is any kind of invincibility frames on it and I'm sure people would use it to cheese mechanics they're not supposed to cheese, especially in the raiding scene. ^^;
    (0)
    "The world is such a funnier place upside down! ^_^"

    Proud leader of the Word of Love Free Company: http://www.wordoflove.enjin.com/

  5. #25
    Player
    WeekendSoja's Avatar
    Join Date
    Jun 2014
    Posts
    236
    Character
    Luku Asura
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Gallus View Post
    DRG jumps are just silly imo. There's no reason they should lock you on place for a good second, it just makes you more vulnerable to potential boss attacks, positionals are too more annoying to land etc. Like, does MNK get locked on place when they do Elixir Field, Steel Peak, Howling Fist? No right? Why the hell DRG jumps do then? They are all OGCDS. It's rather inconsistent.
    The only jump that locks you is the ability Jump, shatter and dragon dive do not lock you and are gap closers if CD allows for that opportunity.

    MNKs gap closer should tackle locks the character in place and NINs assassinate locks them in place.

    Seems fairly consistent to me that all front line DPS have one ability that comes at a risk to use.
    (0)

  6. #26
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Why does Jump still lock you in animation but SSD and DFD do not? It's only a 200 Potency attack. Is it because it returns you to your original position? If so, please just make it like SSD then, or makr Jump a higher potency to justify the risk that no other oGCD ability has associated with it. Elixir Field is higher potency for example, but doesn't lock the Monk in place for 1.5 seconds.
    (0)

  7. #27
    Player
    WeekendSoja's Avatar
    Join Date
    Jun 2014
    Posts
    236
    Character
    Luku Asura
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Jonnycbad View Post
    Why does Jump still lock you in animation but SSD and DFD do not? It's only a 200 Potency attack. Is it because it returns you to your original position?
    This is sound logic, but if we look at MNKs ability that locks them in place, shoulder tackle, for a mere 100 potency, we take almost the same risk with a lower potency skill, which in this case is unfair to MNK because shoulder tackle is our only gap closer where as a drug can close the gap with DFD or SSD, both of which do not lock you.

    This lock is relative to distance though, the further away from your target you initiate this move which has animation lock, realistically, you will be locked in this for more time, so as a 60 drg, I notice a better turnover on a lock if I use jump point blank as opposed to at range because there is no "traveling" in between.
    (0)

  8. #28
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Why does Jump still lock you in animation but SSD and DFD do not? It's only a 200 Potency attack. Is it because it returns you to your original position? If so, please just make it like SSD then, or makr Jump a higher potency to justify the risk that no other oGCD ability has associated with it. Elixir Field is higher potency for example, but doesn't lock the Monk in place for 1.5 seconds.
    Well, a fully buffed jump (one in every two jumps if you do your rotation properly) is your strongest non dot skill (200 potency + 50% power surge + 30% botd = 390 potency), so I think it's fair enough that it comes with some risk.
    (0)

  9. #29
    Player
    CookieMonsta's Avatar
    Join Date
    Jul 2015
    Posts
    478
    Character
    Shirayuki Kova
    World
    Tonberry
    Main Class
    Dragoon Lv 66
    Quote Originally Posted by aleph_null View Post
    Well, a fully buffed jump (one in every two jumps if you do your rotation properly) is your strongest non dot skill (200 potency + 50% power surge + 30% botd = 390 potency), so I think it's fair enough that it comes with some risk.
    its actually even more than that when you factor in Heavy Thrust and Disembowel due to multiplicative scaling. 1.15 x 1.1 x 1.5 x 1.3 x 200 =493.35 potency once every minute.
    (0)

  10. #30
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by CookieMonsta View Post
    its actually even more than that when you factor in Heavy Thrust and Disembowel due to multiplicative scaling. 1.15 x 1.1 x 1.5 x 1.3 x 200 =493.35 potency once every minute.
    Yes but HT and disembowel also buff the other skills, so I omitted them and only included the ones only affecting jump.
    (1)

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