Quote Originally Posted by Ruminous View Post
Mirage dive can definitely be removed and tied to high jump. It literally is just an extra action that can be filled by high jump filling the gauge.
If you just tie the eye generation to it and change nothing else, the job becomes too rigid and loses all possible flexibility. Just to point some examples: you can't do double life, go the HJ > GSK route (e. g. P3S and it seems that in P5S as well) or get two eyes in tight situations like the ones in DSR if HJ gives the eye and no other changes are made.

The fact that in a normal uptime scenario things wouldn't change doesn't mean it won't be the case in others. Several players in the JP forums also state to always do HJ > GSK regardless of fight type, just like in ShB, and some full uptime fights can still require you to follow this route if the boss dies at a specific point.

Quote Originally Posted by Ruminous View Post
Dragoon is a very static job. You're always going to do combo 1 and combo 2, even during your burst phases.
Because your burst is all about machine-gunning your oGCDs and managing them to avoid drifting and to fit them in your Battle Litany. This is why DRG is unique, because it's the only oGCD-centered melee. In this regard it's similar to GNB and DRK.

1-min bursts get 2 WWT and usually a LS unless there's disconnects.

2-min bursts get all your oGCDs, one WWT and occasionally a LS.

The main difference between a NIN 1-min and 2-min, for instance, is that TCJ is up and Mug provides extra ninki. Every 3 minutes you get Bunshin/PK in an odd or an even window in there and that's it.


That said, I'm all for more interaction between GCD/oGCDs to improve the job. I'm not saying that things can't be changed, but it has to be for the better, and not just because.

For instance, I don't want them to remove the potency from Spineshatter Dive, but if this ends up giving us a better GCD/oGCD to manage, then that's fine. Ideally, they'd upgrade SSD instead.