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.