
Two words for the buffs: (1)F*CK and (2)YES
At first I thought the changes to Impulse Drive and Heavy Thrust were a bit much but comparing it to the other melee dps classes it does bring them more on par to them. Heavy Thrust now is similar to the natural buffs Monks and Ninjas gets as well as to the Monk's Dragon Kick and Ninja's Dancing Gale where even if you miss the potency boost you still get the effect of the skill which is what your really going for when using the move. Impulse Drive... I love that I no longer have to sit there trying to apply it now but still mixed on the overall buff to the damage. I probably would have been happy with a 150 potency. Right now it does seem like a bit much. That being said, the add-on to Chaos Thrust is a nice balance; still requiring a level of maintenance on the player's part to optimize their DPS.
Overall I thought they did a great job re-balancing the job. Leaning more towards the lore or characteristics of the dragoon being a hard hitting, armored dps. And more jumps? Yes please.

Yea misread it too. So basically Impulse Drive will always be 180. Heavy Thrust remains the same but you will still get the buff even if you fail the positional, and Full Thrust gets a flat out buff, dots get a buff and Chaos Thrust gets a buff if you do it from behind. That + the Jump buff and life surge buff.
This is actually really interesting. If you take into account that the Piercing Debuff also increases your Bards DPS, the theoretical DPS a Dragoon can bring to a raid might actually be equal or even higher than a Monk. This is going to create huge competition between the 3 Melee DPS jobs. I like it a lot.



If DRG did indeed go up 5% DPS, and they translate to fights even better than before from a dummy (their biggest downfall T10-13 IMO compared to T1-9), I'd say a DRG will easily hands down beat MNK in any fight going by contribution. These changes just make them put out their rotation with almost nothing in their way other than being a melee with potential travel time, while MNK still has to deal with GL3 drops and such. MNK will still have the INT debuff + Mantra utility so it'll be brought just like before in most content.This is actually really interesting. If you take into account that the Piercing Debuff also increases your Bards DPS, the theoretical DPS a Dragoon can bring to a raid might actually be equal or even higher than a Monk. This is going to create huge competition between the 3 Melee DPS jobs. I like it a lot.
DRG should now indeed be the highest DPS option of the 3 melee (contribution wise), on a dummy and in real fights, which makes up for their still lacking utility.
MNK MNK as your melee comp should still be more DPS, but it'd be an insignificant boost rather than a just completely superior comp. Plus now any break in the fight, any mechanic trapping MNK, could make DRG MNK beat MNK MNK ... this is looking promising.
If I had to bet on what this means for balance within FCoB ... MNK MNK, MNK DRG, and MNK NIN will be all completely viable. DRG NIN will be possibly top DPS comp (counting TA buff to raid) but you lose the precious INT debuff. DRG MNK will probably become progression main-stay for now if I had to guess.
Last edited by Sleigh; 12-09-2014 at 05:43 PM.
If you have a good MNK in your party, DRG's should not overtake MNK's DPS if it's indeed a 5% increase... Unless it's a fight where you can't avoid loosing GL3 at times.If DRG did indeed go up 5% DPS, and they translate to fights even better than before from a dummy (their biggest downfall T10-13 IMO compared to T1-9), I'd say a DRG will easily hands down beat MNK in any fight going by contribution. These changes just make them put out their rotation with almost nothing in their way other than being a melee with potential travel time, while MNK still has to deal with GL3 drops and such. MNK will still have the INT debuff + Mantra utility so it'll be brought just like before in most content.
DRG should now indeed be the highest DPS option of the 3 melee (contribution wise), on a dummy and in real fights, which makes up for their still lacking utility.
MNK MNK as your melee comp should still be more DPS, but it'd be an insignificant boost rather than a just completely superior comp. Plus now any break in the fight, any mechanic trapping MNK, could make DRG MNK beat MNK MNK ... this is looking promising.
DRG have 1 less positional now, which is a change, but it's not like it was hard using HT before... If you're good at DRG, it shouldn't actually change anything.



DRG will most certainly not beat MNK pure DPS vs DPS except for the occasional fight, yes. But the buff to BRD + DRG's DPS should consistently and handily be more than a MNK's numbers.If you have a good MNK in your party, DRG's should not overtake MNK's DPS if it's indeed a 5% increase... Unless it's a fight where you can't avoid loosing GL3 at times.
DRG have 1 less positional now, which is a change, but it's not like it was hard using HT before... If you're good at DRG, it shouldn't actually change anything.
Okay, I see.
Was gonna mention that in my post, that DRG's being slightly behind MNK in DPS, but giving the party slightly higher DPS than MNK does is a perfect balance IMO. That's the only thing DRG's will bring to your party, and if they didn't give you that, there would still be no real incentive to having a DRG in your party...
Very good balancing it looks like so far.
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