This I don't quite understand. Not wanting it to be like something else is fair enough, but there is difference in practice between having LotD last a fixed duration and having LotD wear off after 3 Nostronds + Stardiver, except in that the prior prevents you from queuing your next Geirskogul as quickly as you would otherwise be able, ultimately contributing to Geirskogul drift*. It's simply a very modest QoL nerf that otherwise functions identically. If we arbitrarily prevented Lance Charge from being queued, it could be "more unique," I suppose, but not for any good reason.
* Yes, SkS of course can add to this. If GSK falls from 12 GCDs to a non-integer nor half-integer (11.5, 10.5, etc.) value, then one is forced eventually either to either delay their GCD or delay GSK, making its CD effectively longer. But, the mere fact you can't queue it until its cooldown has already completed also worsens this, especially for higher-ping players. If we wanted to deal with that, we could uniquely make that ability scale with GCD speed (as HW Empyreal Arrow used to despite being effectively an ability [wasn't delayed by / didn't respect the GCD]), but then it'd become slightly less accessible to players wanting to sync it to minute-to-minute or per-2-minute rotations.
Sure, but then you start ending up with WWT feeling even less of a rhythmic attack. It can currently already be banked for up to 4 GCDs time, or 10 seconds pre-SkS. Push that up a third scale for 9 GCDs' banking, and it can be held for 22.5 seconds pre-SkS. I'm not especially opposed to the idea, but that does seem excessive.The ability to have a maximum of 3 scales while keeping the Wyrmwind Thrust cost at 2 for more flexibility.
I wouldn't mind seeing the armor value of Maiming increased for a bit more distinction, if we're to force 1 of 4 whole armor classes onto just those two jobs anyways, but I'd honestly like to see more done, for defensive purposes, with just the existing kit, even if that means risking desync or those broadly abhorred priority conflicts / decisions to be made. For instance, just not nerfing the shit out of Life Surge would be a huge boon for Dragoon's self-sustain. Or, say, giving a bit of added mitigation while they're mid-jump/dive.A defensive of some kind, at least a passive 5% damage reduction with a heal popping when low HP or something.
Agreed.<Everything else>
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My own $0.02:
I'm basically fine with Dragoon as is except in that...
- Stardiver, Dragonfire Dive, and Mirage Dive feel underwhelming, and so I'd like to see more potency siphoned into the first two and the second vitalized/made 'cooler' in some further way,
- If there's to be no advantage in holding LotD beyond 3 NAS and STD, just drop it after those skills so we can Geirskogul on time (or at the very least reduce the duration of LotD by a half-second),
- True Thrust and Doom Spike still existing just seems like an opener tax, and so I'd prefer either (A) that the Scale cost be reduced to 1 and True Thrust and Doom Spike are alternated in every other time for their animation variance or (B) that they just upgraded to Raiden and Draconian, respectively, and instead grant Scales on the combo-finishers,
- DRG currently uniquely has the least freedom of timing in its positionals, despite being arguably the job that should be least constrained by them, so we may as well make F&C and WT usable in either order,
- Elusive Jump needn't be such a long CD (shorten to 15-20s),
- Dragonsight needs revision to be less clunky, someway, somehow (personally, like Aco, I'd go with upgrading Lance Charge to Dragonsight and then having your dragon skills simply buff the nearest party Damage Dealer for the remaining duration on Dragon Sight, if any [closest party member otherwise], or the like), and ideally..
- I'd love to be able to freely swap between combos, with just all three opening up the other two as well (Doomspike->Sonic Thrust->Chaos Thrust->WF->F&C or Raiden->Disembowel->LS-Coerthan->WF->F&C, etc), per DRG's sort of "combo master" identity and to open up a bit more AoE -> ST focus target interplay (this would ultimately change nothing outside of adds and forced melee-downtime scenarios, since you'd always open with both your buff and DoT anyways, but would be a fun and decently thematic extra feature that'd cause our combos to feel less like button bloat).