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  1. #1
    Player
    Raubahn's Avatar
    Join Date
    Sep 2011
    Location
    Uldah
    Posts
    304
    Character
    Rauban Daz
    World
    Omega
    Main Class
    Fisher Lv 60
    Quote Originally Posted by Vire View Post
    Right now dragoon can get the job done but not well. You want superior damage and surivablity from melee range you play a monk. The fact that in order to do the damage we need to we spend half the time animation locked while having to dodge things like 100 ton swing or eruptions mechanics means you have to be very careful when you weapon skill. Power surge turns us into wet paper and we don't really have any reason to justify it. it would be one thing if you could out range aoe cleave weapon skills as a lancer but you can't. Jump being used as a perfect dodge would help for sure though. The best thing drag brings to the table right now is the burst damage from jump being an instant no tp weapon skill for killing things like the guards on ants and aoe stun/paralysis weapon skills but even then it sucks because you have to be in front to start the combo or miss an attack.

    What really separates the men from the boys are the dragoons who can pull off 2 combo or 3 combos in between boss weapon skills while keeping 3 stacks of power surge. If you can pull that off you will do extremely good damage. At the end of the day its still high risk for low reward because blm, mnk can do the same much safer then drg and war dose a bit less single target about the same aoe and has the best durability of anyone one.

    Which brings me to probably my number one pet peeve about the class is that since we are constantly expected to fire off ws they could at least help us out a little bit by making them from behind or better yet not positional. That would increase dragoon survival more then any ability they could give us. Since the safest place for melee is generally the back of the boss.

    I mean all this could change if they designed more melee friendly bosses but mnk would probably still be on top.

    I mean you might as well kill two birds with one stone with that as well and just make a mechanic where if not enough players are close enough to the boss he dose some super move and a shout that silences and dose damage players for a short duration while standing there. This would make melee useful but you would not want to stack either melee or ranged classes because there would be a weakness to both unless you used a combination of the two. Not to mention it would buff divine veil since people would actually be in range of the pld when he gets cured and get the regen effect.
    True but Dread Spike Need to be Adjusted to absorb Magical Damage such as Hell Fire since we no longer have Sentinel
    i can dodge 100 tonze by activating Dread spikes but still i cant dodge Ifrit Hellfire or any next Primal Astral Flow
    i'm pulling great Combos on bosses such as Princess and coin-counter not just 2 or 3 sometimes 4 and 5 with Keen Flurry but still my back is opened since i have low Def and low HP
    Atm DRG reminds me of how DRK was in XI and how he was a pain to WHMs when he activates soul eater and gets real low HP

    Jumps should definitely provide a "perfect dodge" effect while in air like they have in the past. If dread spike worked like the drk spell by nearly the same name it'd probably solve that, perhaps make it so that: for each level of "surge" you have it adds more hits absorbed. maybe: 2 + (floor(surge_count * 1.5) - 1); would give you: 1 hit, 2 hits, 3 hits, 5hits going from no surge to full surge.
    i would love to see that
    (1)

  2. #2
    Player
    Vire's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    86
    Character
    Vire Darksteel
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Raubahn View Post
    True but Dread Spike Need to be Adjusted to absorb Magical Damage such as Hell Fire since we no longer have Sentinel
    i can dodge 100 tonze by activating Dread spikes but still i cant dodge Ifrit Hellfire or any next Primal Astral Flow
    i'm pulling great Combos on bosses such as Princess and coin-counter not just 2 or 3 sometimes 4 and 5 with Keen Flurry but still my back is opened since i have low Def and low HP
    Atm DRG reminds me of how DRK was in XI and how he was a pain to WHMs when he activates soul eater and gets real low HP
    No I agree completely with what your saying right now Dread spike serves one function in the game and its to wipe your 3 stacks of power surge before hellfire so you don't have the damage penalty on when it lands. Its a one minute cooldown with a high cost because normally your losing 1500 tp for using and a long ramp up time. It should be very powerful for that sort of investment. Also at least drk's could debuff bosses with absorbs and do insanely strong burst damage that if you subbed thf would go onto the tank. Right now we don't even have that. Drg in this game is like a weird mix of drg, drk and sam.

    Also using dread spikes to survive 100 ton can be very risky because if your tank moved out so that he would fall down and you stay in and live he is going to run over to the tank and then turn around and eye lazer beam the heck out of the rest of your group. I have found it just to be safe and run out every time if you can but yeah there are times when you know you are screwed and can't get out range in time because you where finishing off an animation at the start of the charge and there is that one to two second moment of dread where you just know your going to die and dread spikes can help there.
    (0)
    Last edited by Vire; 03-29-2012 at 03:49 AM.

  3. #3
    Player
    Raubahn's Avatar
    Join Date
    Sep 2011
    Location
    Uldah
    Posts
    304
    Character
    Rauban Daz
    World
    Omega
    Main Class
    Fisher Lv 60
    Quote Originally Posted by Vire View Post
    No I agree completely with what your saying right now Dread spike serves one function in the game and its to wipe your 3 stacks of power surge before hellfire so you don't have the damage penalty on when it lands. Its a one minute cooldown with a high cost because normally your losing 1500 tp for using and a long ramp up time. It should be very powerful for that sort of investment. Also at least drk's could debuff bosses with absorbs and do insanely strong burst damage that if you subbed thf would go onto the tank. Right now we don't even have that. Drg in this game is like a weird mix of drg, drk and sam.

    Also using dread spikes to survive 100 ton can be very risky because if your tank moved out so that he would fall down and you stay in and live he is going to run over to the tank and then turn around and eye lazer beam the heck out of the rest of your group. I have found it just to be safe and run out every time if you can but yeah there are times when you know you are screwed and can't get out range in time because you where finishing off an animation at the start of the charge and there is that one to two second moment of dread where you just know your going to die and dread spikes can help there.
    I only Trigger Dread spikes if am locked in animation (Example: Chaos thrust) and when i know am screwed for sure
    (0)

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