Dragoon Leveling Rework
I feel like DRG mains may be against a rework, but hear me out as I think you will agree with some points I have to make. As This is recommended rework for leveling Drg more-so than 80 changes although I feel there are some changes that should be carried over into 80.
1. Doom Spike - I find it odd Drg doesn't get AoEs until 40 and afterwards they seem to specialize in it. It makes the class seem to make a sudden change 40+. They even get a 3 combo weaponskill AoE despite getting their first AoE so late. I would like Doom Spike to be more around 18 vs 40 to establish it as an AoE class early on.
AoE After 40 = Dragonfire Dive, Geirskogul, Sonic Thrust, Coerthan Torment, Nastrond, Stardiver, Raiden Thrust
Single Target after 40 = Spineshatter Dive, Chaos Thrust, Fang and Claw/Wheeling Thrust (covered next), High Jump (only an upgrade of Jump)
2. Wheeling Thrust/Fang and Claw - This is where I started not liking Drg as much. Monk starts out positionals for increased damage while Drg doesn't get it to 50... it made everyone I know who leveled Drg seem to drop the job from 56-58 due to the changes of adding positionals (besides Chaos thrust where you can just stay behind them for full thrust). Also adding Wheeling Thrust/Fang and Claw to a combo only adds 2.5 potency on average weaponskill if in the correct spot vs losing 7.5 potency if in the correct spot. I know Lance Masery increases the potency by 100 if using the previous one beforehand, but Fang and Claw/Wheeling Thrust is still kind of useless from 56-64.
True Thrust = 210
Vorpal Thrust = 310
Full Thrust = 530
Fang and Claw = 320-360
Wheeling Thrust = 320-360
210+310+530=1050/3=350 average weaponskill potency
(1050+360)/4 = 352.5 average weaponskill potency
(1050+320)/4 = 342.5 average weaponskill potency
3. Jump and Drg Gauge - Most jobs can use their gauge whenever they want. Drg is the only one I know that has to wait 30 seconds after using something to activate the gauge to get it due to the recast on Jump. Drg needs a way to go right into Life of the Dragon because as it is now the battle seems to end by the time you activate it and if you are doing a boss... you are using an AoE on one target. There doesn't seem to be a good time to use it.
Either give Jump multiple stacks it can save up so you can use jump twice in a row to get right into Life of the Dragon or make the gauge also activated by Spineshatter Dive/Dragonfire Dive.
My personal preference would be to make it a toggle between Blood of the Dragon and Life of the Dragon. Make one allow you to use the strong AoE abilities and then switch to the other for increased single target damage (like increasing Jump damage) on the other one. Maybe make Jump potency increase for each marker you get on your gauge so the longer you are in single target mode the more damage your jump does.
Continue reading...
I feel like DRG mains may be against a rework, but hear me out as I think you will agree with some points I have to make. As This is recommended rework for leveling Drg more-so than 80 changes although I feel there are some changes that should be carried over into 80.
1. Doom Spike - I find it odd Drg doesn't get AoEs until 40 and afterwards they seem to specialize in it. It makes the class seem to make a sudden change 40+. They even get a 3 combo weaponskill AoE despite getting their first AoE so late. I would like Doom Spike to be more around 18 vs 40 to establish it as an AoE class early on.
AoE After 40 = Dragonfire Dive, Geirskogul, Sonic Thrust, Coerthan Torment, Nastrond, Stardiver, Raiden Thrust
Single Target after 40 = Spineshatter Dive, Chaos Thrust, Fang and Claw/Wheeling Thrust (covered next), High Jump (only an upgrade of Jump)
2. Wheeling Thrust/Fang and Claw - This is where I started not liking Drg as much. Monk starts out positionals for increased damage while Drg doesn't get it to 50... it made everyone I know who leveled Drg seem to drop the job from 56-58 due to the changes of adding positionals (besides Chaos thrust where you can just stay behind them for full thrust). Also adding Wheeling Thrust/Fang and Claw to a combo only adds 2.5 potency on average weaponskill if in the correct spot vs losing 7.5 potency if in the correct spot. I know Lance Masery increases the potency by 100 if using the previous one beforehand, but Fang and Claw/Wheeling Thrust is still kind of useless from 56-64.
True Thrust = 210
Vorpal Thrust = 310
Full Thrust = 530
Fang and Claw = 320-360
Wheeling Thrust = 320-360
210+310+530=1050/3=350 average weaponskill potency
(1050+360)/4 = 352.5 average weaponskill potency
(1050+320)/4 = 342.5 average weaponskill potency
3. Jump and Drg Gauge - Most jobs can use their gauge whenever they want. Drg is the only one I know that has to wait 30 seconds after using something to activate the gauge to get it due to the recast on Jump. Drg needs a way to go right into Life of the Dragon because as it is now the battle seems to end by the time you activate it and if you are doing a boss... you are using an AoE on one target. There doesn't seem to be a good time to use it.
Either give Jump multiple stacks it can save up so you can use jump twice in a row to get right into Life of the Dragon or make the gauge also activated by Spineshatter Dive/Dragonfire Dive.
My personal preference would be to make it a toggle between Blood of the Dragon and Life of the Dragon. Make one allow you to use the strong AoE abilities and then switch to the other for increased single target damage (like increasing Jump damage) on the other one. Maybe make Jump potency increase for each marker you get on your gauge so the longer you are in single target mode the more damage your jump does.
Continue reading...