Very helpful thread so far. Thanks everyone!
Very helpful thread so far. Thanks everyone!
REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG
I must ask. What dragoon jobb specifics is accualy making it worth go for dragoon over lancer? I ask this as I find the archer 20% dmg buff and crit buff wery usefull and use them over MAR utilitys any day. Is the jumps so big dmg boost? As the to current date not give dmg immunity to aoe their survival utility seem lackluster and as the animation is rather long its neather a ultimate gap closer/charge.
I would die for a charge instant jump where you land lance first single target.
/Osi
I must ask. What dragoon jobb specifics is accualy making it worth go for dragoon over lancer? I ask this as I find the archer 20% dmg buff and crit buff wery usefull and use them over MAR utilitys any day. Is the jumps so big dmg boost? As the to current date not give dmg immunity to aoe their survival utility seem lackluster and as the animation is rather long its neather a ultimate gap closer/charge.
I would die for a charge instant jump where you land lance first single target.
/Osi
Jobs > Classes
No amount of Archer cross skills will make up for the missing stat points. End of discussion, this question needs to die already.
I dont fully agree with this. He shows how equipping a job crystal gives him 20 dex, 10 vit, nothing else relevant, as we are dragoons it could be different so i tested it only to find the same, 20 str 10 vit. 20 str is ~4.14% damage, 10 vit is roughly 150 hpJobs > Classes
No amount of Archer cross skills will make up for the missing stat points. End of discussion, this question needs to die already.
but then we can pull over:
Raging strikes which in real world obviously you would have it up for your burst, but averaged its 2.2% damage (already makes up half the difference the stats do)
straight shot for 10% crit with as much uptime as you want
a DoT with 75% more potency than fracture
Is it worth it right now? no, likely not because of the gear youre missing out on (dragoon only AF set early on as well as relic weapons later on) but the stats arent enough to just say "no it will never happen just let this question die". i can very easily see a point later where class is a viable option, especially for fights where we cant jump without risking death.
Jump isnt that amazing. Id actually probably be a lancer if it wasn't for the af armor. Relic weapon is also dragoon only
None of the Job skills are overwhelmingly powerful and the Dragoon ones are no exception. Jump is part of the rotation however as it's off the GCD and deals signifigant damage. Having gap closers and an escape are also great for disconnects and melee survivability. However my biggest issue is the cooldown times on everything except Jump.
My one other gripe is the lack of iframes or damagr reduction during Jumps. They are such prolific abilities in the FF universe and XIV's version is neutered to the point of frustration. Reducing the CDs and adding a reduced damage taken or invincibility frame to them would make them fantastic.
I have no idea why people keep saying jump is off gcd. It's not even close to off gcd. Realistically it takes like 2.5 seconds till ou can move or do anything again.
It's closer to half off GCD.. There is a slight overlap but it's still a tiny DPS increase over not using it.
Jumps are a pretty sore subject for all Dragoons. I remember hitting 30 and getting Jump, then waiting for a mob to cast an AE ability, leaping gloriously into the air...and still getting smoked by it. However, they do an excellent job of adding flavor and utility to a class that would feel pretty deficient without them.
All of the jumps have utility outside of their basic design, but it takes practice to learn when and where to take advantage of this. Jump functions not just as added dps in between GCD's, but you can use it to quickly attack while standing outside of AE or melee range since it'll return you to your original position (though be sure to get your timing right), also it's a great "reverse" gap closer since you can use it to quickly attack a distant mob (e.g. a satin plume), then immediately return you back to the boss you were just dpsing, saving you the hassle of running all over the place. Spineshatter Dive and Dragonfire Dive are our main gap closers, but they are also great for tracking pesky moving enemies (since if you jump at a moving target you will follow it until it stops moving or the animation ends), preventing knockbacks, or crossing annoying patches of persistant ground AE. Elusive Jump can also be used as a gap closer if you get a good feel for its distance covered, crossing ground AE, kiting, and it's excellent for dropping aggro (i.e. grab a mob off a healer and face it away, wait for the OT to get second aggro, then elusive jump to pass it off).
All of the jumps are dissatisfying when looking only at their primary function. Jump trades a slight dps increase for stunning yourself for 1.5s, SSD is a garbage stun due to the delay, DFD does barely any AE damage, and Elusive Jump doesn't protect you from ground AE until you actually land. However, each one of them has several functions outside of their primary use which with practice can make them invaluable tools in any fight. Very few classes get such a wide range of utility from their job abilities.
Also you get to fly through the air. Come on people!
Last edited by Ayvar; 09-09-2013 at 03:05 PM.
Error 3102, 90000, 1017, 2002, 2/3 survivor
The only time to ever use jump imo is with internal release/bfb
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