Idk why the obsession with "utility". Just make DRGs a selfish DPS and buff them to make them have a really high DPS ceiling that it pays off for the lack of utility.

Idk why the obsession with "utility". Just make DRGs a selfish DPS and buff them to make them have a really high DPS ceiling that it pays off for the lack of utility.
As I said, I'd like to have either high DPS -or- utility to compensate for it, but I feel a crapload of people would complain about DRGs having "too much DPS for an easy class to play!". In one hand, I suppose it's a somewhat valid argument, but on the other hand, whichever melee DPS you choose to play, eventually you will learn to play it off muscle memory and you don't even need to think about it anymore.
(Although I still think DRGs need to be more situationally aware than the other melees due to animation lock jumps which adds to the difficulty...)
Last edited by Jollyy5; 12-02-2014 at 01:20 AM.

I find mnk far easier to play than drg.As I said, I'd like to have either high DPS -or- utility to compensate for it, but I feel a crapload of people would complain about DRGs having "too much DPS for an easy class to play!". In one hand, I suppose it's a somewhat valid argument, but on the other hand, whichever melee DPS you choose to play, eventually you will learn to play it off muscle memory and you don't even need to think about it anymore.
(Although I still think DRGs need to be more situationally aware than the other melees due to animation lock jumps which adds to the difficulty...)

Ikr? My perks with MNK is that there's less buttons to press I often play with only one hand... so I can eat / drink / even text while playing a MNK even in instances such as 2nd Coil. For DRG I gotta play with 2 hands because you gotta keep the mouse turning and so many buttons to press. I still think that DRGs is the easier Job to play because MNKs have a faster gcd and you have to make decisions between clipping a DoT or just let it finish then re-apply it. While DRGs have their rotations magically line-up that you will apply CT and Phlebotomize the moment they're below 3 secs left.
^ is basically why I don't think I'll keep playing DRG, regardless of what they do to it. It's clunky and doesn't do good DPS. Make it do good DPS, it's still clunky.Ikr? My perks with MNK is that there's less buttons to press I often play with only one hand... so I can eat / drink / even text while playing a MNK even in instances such as 2nd Coil. For DRG I gotta play with 2 hands because you gotta keep the mouse turning and so many buttons to press. I still think that DRGs is the easier Job to play because MNKs have a faster gcd and you have to make decisions between clipping a DoT or just let it finish then re-apply it. While DRGs have their rotations magically line-up that you will apply CT and Phlebotomize the moment they're below 3 secs left.
The rotation is stupidly long and really doesn't need to be. NIN made it really obvious how much better DRG could be designed. MNK is always better and probably always will be.
Last edited by ManaKing; 12-02-2014 at 07:21 AM.
But it isn't really a rotation. It's a priority system before anything else, which aligned up into a rotation.
DRG's rotation is actually really simple, as has been demonstrated many times in this very thread. It consists of two parts:
1: HT -> PHLB
2: CT -> FT -> FT
You start with HT, then add in the next step to 1 in between every CT/FT. So HT -> CT ->PHLB -> FT -> HT -> FT -> PHLB -> CT -> HT -> FT -> etc. etc.
If that doesn't suit you, as Dervy said, it also works in a priority system:
#1: HT
#2: CT
#3: PHLB
#4: FT
MNK's rotation is actually pretty similar in terms of working as a priority system. I don't know NIN's rotation, though, so I can't comment on that.
From what I gathered about NIN so far, it's exactly the same as the Dragoon. You'd want to put up Dancing Edge Combo (-10% slashing resistance/IDC), Trick Attack, put up dots, then use Aoelian Edge combo (equivalent to TTT) as a filler then just bounce around like a loony. (Might need Rickys insight on this)



NIN's less formulaic than DRG rotation wise but it's not much harder and is a form of a rotation, just much less obvious at first glance whereas looking at DRG's rotation the loop/pattern is distinct as soon as you see it.
(opener of DE > SF > M) > 123 > DE > SF > 123 > DE > M > SF > 123 > DE > SF > 123 > M > DE > SF > 123 > DE > stuff
Not hard to do as you see it but not such an H > X/Z > P > X/Z > H > X/Z > P system as DRG, especially with how slow Mudras can come out and turn a 123 into a DE combo based on time.

It works on Bennus. Yay, we're relevant! ._.You've brought up another excellent point. Dragoons who actually raid haven't had feint on our hotbar ever since we BCOH Turn 1. It's a wasted skill that will never be used. I really want to know why SE haven't removed or done anything about this skill. It's kind of disappointing to say the least.
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