this, comming from a DRK with lots of experience playing with DRGs, is my opinion on your job...and why I think you really arn't as bad as many of you think you are...
First, I believe there are 3 types of meles, tanks (we know what they do, NIN, PLD, WAR), heavy dealers (they finish chains usually and deal heavy dmg via skill chain, per hit, or both...DRK, MNK, RNG, THF. WAR)and then, there are the suport melee (they can close chains but it's usually-key word, usually, set up skillchains for the heavy hitters, DRG, SAM, and WAR). Damage Dealers and Suport Melee are very similar and can trade roles out depending on the situation. (WAR for example seems to fit into everything XD)
Now, DRG's SAM's and WAR's can also finish off chains quiet powerfully with the right skillchains (for WAR, Raging Rush or Rampage, SAM have several skills that are good closers and finishers, and DRG...I'm sorry I blanked out >.< Penta Thrust in the early 50's can go well though...) so I'm not saying they can't, just not as much as often (no-I didn't say not as effective, you can all close some nasty skillchains)
Now, DRG's have two things about them I really like. First, they have a huge amount of skills that can start distortion, and end fragmentation. Raiden Thrust was a very handy skill for me as I exped 20-40, for most my PT's featured a goon, Shadow of Death>Raiden Thrust was a very powerful chain in this period (it rocks worker crawlers and other bugs XD) Also with Distortion if you can't find a DRK with a GS, SAM and DRG are always available to do it with some pretty nice skills (Double Thrust is a good starter and Skewer is just plain awesome.) Their skills are just handy in the main stream pt that does Distortion or Fragmentation.
Secoundly, I love Super Jump. I love the idea that DRGs can clear all hate instantly with a 1 minute cooldown. The THF's afraid a 1k Dancing Edge will get their fuidama partner killed? No prob, they just jump and the day is saved. The DRK fears he's gonna get the starter crushed with a 2k dmg Spinning Slash? (1k from the hit, 1k from the burst, person who does the finishing skill gets the hate for it, but tirck attack does transfer that too) No prob, up, up and away! (even though the mob is pretty much dead at this point, but more on that later.) It's such a god awful handy skill and perfect for a suport melee!
One final thing I've noticed is that DRG's dmg per hit is very underrated...Usually I see them do 20-30 points lower per hit than me (when using my Scyth...my GS, well...kinda 50/50...) but, no one can see wyvern dmg but you (or so I've heard.) Combined, I believe you and your wyvern's dmg puts your dps into a comparible position with MNK's and DRK's (let's face it, it's kinda like being a MNK with a lance and a cute little wyvern instead of fist XD)! However I've seen no one who's done this so far...
The thing I hear DRG's depressed about the most is late game skillchain dmg with Spinning Thrust and Impulse Drive....My opinion on it? Don't worry about it, it's thanks to your skill that the mob will die. Even if your skills did a few 100 points more, the mob will still probably be dead after the skillchain is complete, MB and all...your extra 300 or so points of dmg would be overkill in my eyes. Your abilities to be the perfect trick buddy's are just too perfect for this role!
About the bones pt thing...Also don't sweat it, RNG's are in the same boat as you and they get by, you just won't be pting with MNK's in the late game lol
There's other exp spots, such as the sky, which are also nice...miss out on the chance to do bones =( (personally I hate undead up to this point, I envy you guys
)
I've also noticed that DRGs get a lot of weapon upgrades, I really like the looks of that
I love equipting a new weapon when I lvl up, and you guys get one every few lvls, very apealing to me. I'm considering going DRG nowadays (btw, could someone please give me an outline of what would be "ideal" DRG equipt for lvls in increments of 10? Ending in 75 though...lol) I used to dislike DRG's because a former friend of mine told me how much they'd "trash me" and I swore to never be outdmged by a DRG to prove him wrong XD I was foolish back then lol...I didn't relize how much of a good job it was!
As a DRK I also face many sterotypes and I feel the pain you guys do with it (specially invites, I know how all that feels) and I just wish to brighten some of you up in this time when all seems lost for some of you
First, I believe there are 3 types of meles, tanks (we know what they do, NIN, PLD, WAR), heavy dealers (they finish chains usually and deal heavy dmg via skill chain, per hit, or both...DRK, MNK, RNG, THF. WAR)and then, there are the suport melee (they can close chains but it's usually-key word, usually, set up skillchains for the heavy hitters, DRG, SAM, and WAR). Damage Dealers and Suport Melee are very similar and can trade roles out depending on the situation. (WAR for example seems to fit into everything XD)
Now, DRG's SAM's and WAR's can also finish off chains quiet powerfully with the right skillchains (for WAR, Raging Rush or Rampage, SAM have several skills that are good closers and finishers, and DRG...I'm sorry I blanked out >.< Penta Thrust in the early 50's can go well though...) so I'm not saying they can't, just not as much as often (no-I didn't say not as effective, you can all close some nasty skillchains)
Now, DRG's have two things about them I really like. First, they have a huge amount of skills that can start distortion, and end fragmentation. Raiden Thrust was a very handy skill for me as I exped 20-40, for most my PT's featured a goon, Shadow of Death>Raiden Thrust was a very powerful chain in this period (it rocks worker crawlers and other bugs XD) Also with Distortion if you can't find a DRK with a GS, SAM and DRG are always available to do it with some pretty nice skills (Double Thrust is a good starter and Skewer is just plain awesome.) Their skills are just handy in the main stream pt that does Distortion or Fragmentation.
Secoundly, I love Super Jump. I love the idea that DRGs can clear all hate instantly with a 1 minute cooldown. The THF's afraid a 1k Dancing Edge will get their fuidama partner killed? No prob, they just jump and the day is saved. The DRK fears he's gonna get the starter crushed with a 2k dmg Spinning Slash? (1k from the hit, 1k from the burst, person who does the finishing skill gets the hate for it, but tirck attack does transfer that too) No prob, up, up and away! (even though the mob is pretty much dead at this point, but more on that later.) It's such a god awful handy skill and perfect for a suport melee!
One final thing I've noticed is that DRG's dmg per hit is very underrated...Usually I see them do 20-30 points lower per hit than me (when using my Scyth...my GS, well...kinda 50/50...) but, no one can see wyvern dmg but you (or so I've heard.) Combined, I believe you and your wyvern's dmg puts your dps into a comparible position with MNK's and DRK's (let's face it, it's kinda like being a MNK with a lance and a cute little wyvern instead of fist XD)! However I've seen no one who's done this so far...
The thing I hear DRG's depressed about the most is late game skillchain dmg with Spinning Thrust and Impulse Drive....My opinion on it? Don't worry about it, it's thanks to your skill that the mob will die. Even if your skills did a few 100 points more, the mob will still probably be dead after the skillchain is complete, MB and all...your extra 300 or so points of dmg would be overkill in my eyes. Your abilities to be the perfect trick buddy's are just too perfect for this role!
About the bones pt thing...Also don't sweat it, RNG's are in the same boat as you and they get by, you just won't be pting with MNK's in the late game lol
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I've also noticed that DRGs get a lot of weapon upgrades, I really like the looks of that
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As a DRK I also face many sterotypes and I feel the pain you guys do with it (specially invites, I know how all that feels) and I just wish to brighten some of you up in this time when all seems lost for some of you
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