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  1. #1
    Player
    Nitemare17's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Doran Galantstone
    World
    Ragnarok
    Main Class
    Lancer Lv 50

    DRG Job Abilities. I would like to see some more usefulness from DRG Job Abilities.

    Hello. I have been playing DRG since version 1.0 and it has always been my favorite class. I was hoping that by launch DRG would be the amazing DPS class I have been waiting for, and while the Lancer's combos allow for some amazing damage out put, the DRG abilities do not seem to lend to the class very much. You could really run through your combos over and over and not miss ever having to use Jump or Spineshatter Dive. I would like to propose a few buffs to the class to consider and i really hope you all comment and share your ideas, I really just want SquareEnix to take notice of this and make some changes to the Job in the coming patches.
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  2. #2
    Player
    Nitemare17's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Doran Galantstone
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    1.Jump
    The Problem: This should be the bread and butter of the DRG's abilities in my opinion. Its what they do! In the old FF games Jump would do massive damage especially late game. In FF ARR however Jump does damage at 200 potency and then receives a 40 sec cooldown. In 40 secs you could simply run through the True Thrust-Vorpal Thrust combo multiple times and get the same effect more effectively.

    The Fix: Put it at the end of a combo and raise the Damage. Putting this at the end of the True Thrust-Vorpal Thrust-Full Thrust combo and uping the damage to 400 potency if done correctly seems like a great way to up the damage, give it a skillful use and justify the 40 sec cooldown.
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  3. #3
    Player
    Nitemare17's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Doran Galantstone
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    2. Elusive Jump

    The Problem: I like the idea of Elusive Jump, but I think the execution needs a little refining. Many times I will activate the ability to move out of range of an attack but because the animation still has me in the location of the ability, I take damage, even though I am already airborn. Not a big deal, but I think you should be able to feel a little more, well, elusive when using this ability.

    The Fix: My proposal to refine this ability is to simply make it where during the animation of the back flip until you land, the DRG dodges any incoming attacks. This way you can stay in the fight a little longer and really get that exhilaration as you elusively flip away from your enemies attack just at the last second.
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  4. #4
    Player
    Nitemare17's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Doran Galantstone
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    3. Spine Shatter Dive

    The Problem: Spineshatter is kinda useless in its execution. A neat idea but not executed well I think. First, a LNC already has a stun, a much more effective stun I might add in Leg Sweep. Its faster, does decent damage, and has a shorter cooldown.
    Spineshatter does only a bit more damage but stuns for 1 sec less and has a much longer cooldown. Stuns need to be instant and precise, Spineshatter has an animation too long to use its stun effectivly and, 170 damage attack that then incurs a 90 sec cooldown is kind of useless.

    The Fix: Change the debuff to something else. My suggestion is Paralyze rather then stun. It makes since with the name, has an effective use in combat, (some PVP potential there) and that would more than justify the 90 sec cooldown.
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  5. #5
    Player
    Nitemare17's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Doran Galantstone
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    4. Dragonfire Dive

    The Problem: This move is kind of supposed to be the DRG's ultimate I guess but its usefulness is extremely situational. Its supposed to be a massive AoE damage attack which then incurs a huge 180 sec cooldown. Couldn't you just use Ring of Talons over and over, and how many times could you spam ROT in that time frame?

    The Fix: Give this ability some utility. I think a great thing to do would be to allow the players to make the same AoE pool of fire that happens when Eistinein uses this ability in your dual with him at the end of the DRG quest. If that is too much I would at least simply suggest a DoT that is placed on all targets hit by this ability, like they catch on fire or something. And maybe consider shortining the cooldown 3 mins for this ability is way too long.
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  6. #6
    Player
    Nitemare17's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Doran Galantstone
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    That is it really. Just my ideas again, feel free to share your thoughts if you have any on the subject, if anyone knows a better way to get these ideas to SquareEnix please share. I love FF 14 ARR and I am so thankful for Mr. Yoshida and his crew for making this game what it is today.
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