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Thread: Drg vs MNK

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  1. #1
    Player
    Dameron's Avatar
    Join Date
    Feb 2017
    Posts
    190
    Character
    Dameron Blakesley
    World
    Zodiark
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Greyfrost View Post
    snip
    I agree with most of this, but I do want to point out that Dragoon becomes progressively more difficult to play as the content becomes more unforgiving in the higher levels and difficulty modes.

    Aside from having to learn when to use or save your Geirskogul to keep up your Blood of the Dragon buff, you will have to be careful with timing your Jumps. The reason why Dragoons are so notorious for dying in boss fights is because they cannot move while executing Jumps, which makes it very easy to take damage from an unanticipated AoE effect. This means that in order to stay alive and optimize your DPS as a Dragoon, you have to study your bosses up front to know when you can or cannot Jump.
    (3)

  2. #2
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by Dameron View Post
    I agree with most of this, but I do want to point out that Dragoon becomes progressively more difficult to play as the content becomes more unforgiving in the higher levels and difficulty modes.
    The other thing with DRG as you level is that the optimal combo changes depending on what level you're at, so it requires more attention to what is most potent at the time. With MNK, on the other hand, it's pretty much the same the whole way up, only adding new skills into your rotation as you get them without having to completely redo your rotation. This is due to the way that DRG combos are set in stone, whereas MNK ones are more flexible. E.g. from level 1 to 7 a DRG's best combo is True Thrust (150)-->Vorpal Thrust (200), but from 8-25 it changes to be just spamming Impulse Drive (180) without using the other two skills at all since that nets more potency over 2 gcd's than the original combo. Once you hit level 26 though it goes back to True Thrust (150)-->Vorpal Thrust (200)-->Full Thrust (360) without using Impulse Drive at all, due to the addtion of the third skill in the first combo. At as you continue to higher levels there's a few additional situations like this where you end up deleting and inserting skills into your rotation to get the most out of it.
    (2)
    Last edited by Mhaeric; 05-18-2017 at 05:48 PM.