Results 1 to 7 of 7
  1. #1
    Player
    WK74648's Avatar
    Join Date
    Jan 2019
    Posts
    44
    Character
    White Knightt
    World
    Cactuar
    Main Class
    Dragoon Lv 90

    Frustrating to play DRG in CC

    I'm not sure if its me be dramatic about it or not but I love DRG but there are a few things just making me enjoy it much less.

    This is strictly for CC.

    One of the strongest abilities is tied to our mobility. Elusive jump to Wyrmwind thrust. DRG normally feels to be the kill target almost every game and if Elusive jump isn't available we are dead.

    Geirskogul giving us a damage boost and damage taken increase. Stuff is already hitting hard enough as it is and taking 25% extra damage is such a huge risk for us. I guess you could use this with Horrid Roar but thats not always available. I gladly take a nerf to the damage boost if they get rid of the damage taken increase.

    Our ultimate Sky High. I feel the majority of our damage revolves around this and its clunky. I've had instances where I pop it and my character jumps in the air but i'm still getting hit from other players. The latency must show me in the air on my screen and on the ground for my enemies so I hit it again and my character jumps in the air again. While I don't deny that our damage for our ult is very high, its one of the few limit breaks I know that easily counterable and relies on others. All people have to do is hit guard and its a wasted ult. People know to look for it more.

    I still enjoy DRG but I find myself thinking I could just play another class that does better damage and has less risk and is more reliable. Most limit breaks are hit a button and do massive damage and doesn't have to jump through hoops to use it. I'm not asking for a stun or anything, if we are meant to do damage, then please make the damage reliable. Give us better survivability that isn't tied to our damage.

    Thanks for reading my rant.
    (0)

  2. #2
    Player
    Dionysius's Avatar
    Join Date
    Jun 2018
    Posts
    212
    Character
    Zeack Crosse
    World
    Masamune
    Main Class
    Red Mage Lv 90
    One thing you didn't mention is Geirs, Nastrond, Wyrm getting increased dmg the further the target from you. That makes DRG a range job and only going in melee for with High-Jump for a kill and then elusive away. Never position DRG as a frontline.
    It's possible to jump in and Roar, by very risky.
    Full potency Geirs+Nastrond+Wyrm against a group can wipe them out.
    (0)

  3. #3
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by WK74648 View Post
    I gladly take a nerf to the damage boost if they get rid of the damage taken increase.
    It’s up to you to manage risk when using Gierskogul. If you’re about to burst with 5 enemies around, you should spend Nastrond very soon after WWT. If it’s relatively safe, you can opt to hold on to Nastrond longer.

    Quote Originally Posted by WK74648 View Post
    Our ultimate Sky High. I feel the majority of our damage revolves around this and its clunky. I've had instances where I pop it and my character jumps in the air but i'm still getting hit from other players. The latency must show me in the air on my screen and on the ground for my enemies so I hit it again and my character jumps in the air again. While I don't deny that our damage for our ult is very high, its one of the few limit breaks I know that easily counterable and relies on others. All people have to do is hit guard and its a wasted ult. People know to look for it more.
    Sky High is bugged. If you get CCed during the jumping animation, your character will remain vulnerable on the ground because of the bad netcode. They seriously need to address that and give netcode priority to abilities such as Sky High, Guard and Purify (if that's a thing they can do).

    Quote Originally Posted by WK74648 View Post
    DRG normally feels to be the kill target almost every game
    That’s absolutely true. People have a third eye for DRG because of Gierskogul, but also because DRGs don't have escape tools after their burst. Just make sure never to jump in action with fewer than 6500MP.
    (4)
    Last edited by Petite; 07-14-2022 at 04:29 AM.

  4. #4
    Player
    Subarashi's Avatar
    Join Date
    Feb 2022
    Location
    Crystarium
    Posts
    9
    Character
    Yabai Yabai
    World
    Excalibur
    Main Class
    Dragoon Lv 90
    DRG is fine where it is, yes sky high needs to be addressed (trust me I know the pain of hitting that button thinking I'm fine only to just die because of DOTs...) but you can still work with it. You basically need to play on the edge of fights and only go in when you need to or to get a quick burst off. The majority of your damage should be coming from your burst combos. Gskogul>Wyrm>Nastrond. That's a 20 to 28k burst in about 1 second your other is High Jump>Gskogul>Chaotic Spring>Horrid Roar(If up) Nastrond>Heavens Thrust with Elusive jump to get out of a situation and a Wyrm to follow up anyone who is low or running away. If in a big battle use guard after a burst combo to see who's low on MP or HP and to let your skills come off cooldown then get back in it or out of it. Always try to use gksogul into sky high OR bait the guards out of your enemy with a sky high and immediately come down when you can and use Gskogul, elusive jump into wyrm and nastrond that will do a nice chunk to all the enemies there which can give your team the killing blows. BLMs and BRDs are our worst enemies seek them out from playing behind the enemy team to harass or avoid them. DRGs can be pretty versatile you just gotta pick your fights and when not.
    (3)

  5. #5
    Player
    Sigma860's Avatar
    Join Date
    Apr 2022
    Posts
    33
    Character
    Dangerous Days
    World
    Diabolos
    Main Class
    Summoner Lv 56
    The main issue with DRG is that getting a kill is more difficult than with other DPS since they have no CC. Even with DRG's high damage, there is nothing stopping your enemy from endlessly running to health potions or to their teammates for help. To make up for this, you need to target enemies that your teammates are CCing. This can be tough in the chaos of battle a lot of times. Targeting enemies already low on health or MP is also helpful, but it isn't always enough to get kills and turn the tide of battle.

    To give you an example of this, one time in Crystalline Conflict I attacked a Black Mage in LB who was nuking my teammates from the backline. I hit them with my full burst combo and they healed through it with ease and their shield ate a big chunk of my damage as well. I was left doing the basic combo on them as they just stood there and kept nuking my teammates while occasionally healing themselves. Before I could get off another big combo on them, two of their respawned teammates showed up, CCed me, and killed me.

    What I learned from this is that playing DRG takes a lot more thought than just singling out an isolated target and trying to burst them down. I feel like DRG would perform better in a coordinated group where players could call out enemies they're about to CC so that they could put their high damage to better use and eliminate key targets easier.
    (1)

  6. #6
    Player
    AshaStardust's Avatar
    Join Date
    Dec 2021
    Posts
    23
    Character
    Asha Stardust
    World
    Balmung
    Main Class
    Archer Lv 90
    Quote Originally Posted by WK74648 View Post
    I\\'m not sure if its me be dramatic about it or not but I love DRG but there are a few things just making me enjoy it much less.

    This is strictly for CC.

    One of the strongest abilities is tied to our mobility. Elusive jump to Wyrmwind thrust. DRG normally feels to be the kill target almost every game and if Elusive jump isn\\'t available we are dead.

    Geirskogul giving us a damage boost and damage taken increase. Stuff is already hitting hard enough as it is and taking 25% extra damage is such a huge risk for us. I guess you could use this with Horrid Roar but thats not always available. I gladly take a nerf to the damage boost if they get rid of the damage taken increase.

    Our ultimate Sky High. I feel the majority of our damage revolves around this and its clunky. I\\'ve had instances where I pop it and my character jumps in the air but i\\'m still getting hit from other players. The latency must show me in the air on my screen and on the ground for my enemies so I hit it again and my character jumps in the air again. While I don\\'t deny that our damage for our ult is very high, its one of the few limit breaks I know that easily counterable and relies on others. All people have to do is hit guard and its a wasted ult. People know to look for it more.

    I still enjoy DRG but I find myself thinking I could just play another class that does better damage and has less risk and is more reliable. Most limit breaks are hit a button and do massive damage and doesn\\'t have to jump through hoops to use it. I\\'m not asking for a stun or anything, if we are meant to do damage, then please make the damage reliable. Give us better survivability that isn\\'t tied to our damage.

    Thanks for reading my rant.
    As a Dancer main, reading about any other class claiming to be the “kill target” makes my soul hurt. Especially when in many ranked matches paired with the inevitable Summoner/Red Mage/Machinist combo, it’s up to me to be the tank and have all other party members have less than a minute on the Crystal combined. How about the fact that Meteodive can pull you of full guard and Marksman’s Spite is an automatic one shot death through walls?
    (0)

  7. #7
    Player
    KickRox's Avatar
    Join Date
    Dec 2021
    Posts
    42
    Character
    Kick Rox
    World
    Coeurl
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by WK74648 View Post
    One of the strongest abilities is tied to our mobility. Elusive jump to Wyrmwind thrust. DRG normally feels to be the kill target almost every game and if Elusive jump isn't available we are dead.

    Geirskogul giving us a damage boost and damage taken increase. Stuff is already hitting hard enough as it is and taking 25% extra damage is such a huge risk for us. I guess you could use this with Horrid Roar but thats not always available. I gladly take a nerf to the damage boost if they get rid of the damage taken increase.
    DRG is glass cannon, just like WAR. None of the other melee come anywhere close to the amount of AoE burst that drg can do with instant casts; except maybe monk but it's conditional and very risky to queue a 15k+ earth's reply with phoenix > PRush. ER also has a 30 second cooldown which is 50% longer than WWT > Nast.

    Consider changing your burst rotation when Horrid Roar is on cooldown:

    HJump > HThrust > CSpring then Geirg > EJump > WWthrust > Nast all in @ 2 seconds. The output loss is only 4.5k and your only +25% intake vulnerable for 2 seconds. Then go back to your heavy burst once Hroar comes back up.
    (2)
    You Tube Kick Rox for the best PvP videos!