Announcement

Collapse
No announcement yet.

our new 2hr

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Re: our new 2hr

    Yes nice pick up macht you do more damage in your 2hr than when you and your wvyern are out also i did not mention the hp st boosts you get form your wvyern i knew they happened just no sure of how much. it seems like i was getting from 250-350 ectra hp with a str boost of 14-17. i also had full af equiped which seemed to make a diff because of the armors direct boost to your wvyern tho the one thing i have not noticed is if the regen effect from the armor switches onto me. I have always had a regen 2 on so i have not been able to notice that. The 2hr didnt impress many people at the start cuz its not as flashy as other 2hrs. But once you have used it a couple time looking at the effects it really does kick some ass. And if you wanna see it help a drg out send us an invite lol.^^
    [FFXI Journal][Pld][War][Nin][Drg][Rng][Brd]



    http://i287.photobucket.com/albums/ll154/xsev/orly.jpg

    Comment


    • #17
      Re: our new 2hr

      Well, its at least better than Blood Weapon, Perfect Dodge (In some scenarios), Mighty Strikes, and Mijin Gakure. Melee 2hr typically aren't that great anyways, at least this one is very versatile.
      RDM 75 - SMN 72 - WHM 37 - BLM 37 - DRK 37 -
      Bastok Rank 10 Completed
      Rise of the Zilart 16 "The Celestial Nexus"
      Chains of Promathia 8 - 1 "Garden of Antiquity"
      Treasures of Aht Urghan 13 "Lost Kingdom"

      Comment


      • #18
        Re: our new 2hr

        I have to disagree. Mighty Strikes used with a strong WS, especially one with multiple hits (Sturmwind, Raging Axe, Rampage, etc.) is devastating. Blood Weapon can be used in conjunction with Souleater (every time you swing, takes 10% of your current HP and adds it to your hit as raw damage...also has a hidden Accuracy+20 effect) to drain back the HP lost, not only keeping your HP high but maximizing the effect of Souleater. I have to agree with Mijin Gakure and Perfect Dodge though. The only way to do halfway respectable damage with Mijin Gakure is to have full HP, and if you have full HP, odds are you're not even considering killing yourself. Perfect Dodge has saved me in the field a few times...just not in EXP parties :3

        Back to the topic at hand, while I'm not a DRG, in all honesty I think it's a very useful two-hour. Definetely not one of the incredibly devastating ones, but come on...Remove hate in itself is already very powerful (override Benediction, Invincible, Manafont, Hundred Fists, Chainspell...or just about any other two-hour that will glue the mob to a more fragile person) and can be used for BCNM strategies...and yet you also get a pretty significant STR bonus, in a good-case scenario a full meditate, can lower the enemy's defense before WS and can reset enemy TP...seems very useful to me ^^

        Comment


        • #19
          Re: our new 2hr

          Having a combination of Sam type trait (gaining TP), Wars type trait (increase in DoT), and Drk type trait (gain life+added effect) for a 2 hour is really good.

          Comment


          • #20
            Re: our new 2hr

            It's more a mix of spike damage and utility. It's very useful.

            Comment


            • #21
              Re: our new 2hr

              Drg has got what they have been asking for. new 2hr, and wyvren being present almost always now. what more can you ask? i think its great for all drg out there.

              as far as 'other' melee 2hr... mighty strikes, hundred fists, perfect dodge, meikyo shusui, mijin gakure, and blood weapon. only hundred fists and meikyo shusui i can say hands down are 'better' than spirit surge. thats just only with regards to dmg. mighty strikes might be in there but its also very situational... need to be able to land hits and need to have tp ready. perfect dodge does nothing for dmg, it just keeps u alive and mijin is just a free warp in most cases. blood weapon is useful but you need soul eater ready to make it viable. spirit surge does so many different things i think it is hands down the most versatile 2hr around for melee.
              Omni@Remora: NIN75 RNG75 MNK75 COR75 BST64 BRD53
              ♪♫ San d'Oria Complete ♪♫ ZM Complete ♪♫ CoP Complete ♪♫ AM Complete ♪♫

              Comment


              • #22
                Re: our new 2hr

                Spirit Surge is also situational in that you're limited to your current jumps ;3 But that's ok :3

                Comment


                • #23
                  Re: our new 2hr

                  Originally posted by Armando
                  Spirit Surge is also situational in that you're limited to your current jumps ;3 But that's ok :3
                  Geez, what do you expect. RNGs Eagle Eye Shot is situational in that you're limited to weather you have arrows or not. RDMs Chainspell is situational in that you're limited to weather you have MP or can obtain some quickly or not. SMNs Astral Flow is situational in that you need an Avatar to use. BSTs 2hr (Name escapes me at the moment) is situational in that you need a pet.

                  Some of the jobs have similar limitations it isn't like DRG is alone in that.


                  Cheezy Test Result (I am nerdier than 96% of all people. Are you nerdier? Click here to find out!)

                  Comment


                  • #24
                    Re: our new 2hr

                    Originally posted by Armando
                    Spirit Surge is also situational in that you're limited to your current jumps ;3 But that's ok :3
                    true, but you also get that +14str boost, tp boost and max hp boost as well. even if u dont have any of your 3 jumps ready, you can still pump out great normal dmg and a nice ws to boot!
                    Omni@Remora: NIN75 RNG75 MNK75 COR75 BST64 BRD53
                    ♪♫ San d'Oria Complete ♪♫ ZM Complete ♪♫ CoP Complete ♪♫ AM Complete ♪♫

                    Comment


                    • #25
                      Re: our new 2hr

                      If you get TP before your wyvern and WS 2H WS with the wyvern around 90% TP, I bet you could pull of a self-renkei. ^^ Unfortunately it doesn't look like there are any level 2 polearm > polearm renkei until Impulse Drive.
                      lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

                      Comment


                      • #26
                        Re: our new 2hr

                        Has anyone tried this in ballista to get an idea of how much DEF is lost or how long it lasts? I'm also curious how TP is lowered. I could see this being a serious problem for SAM in ballista. Imagine using your 2-hour only to have a DRG heal the damage you've done, drain the TP you just got, lower your DEF, and then WS you back with the TP the wyvern gave him? The idea of that makes me smile.

                        On the other hand, I'm curious about how it works with shadows and stoneskin. And in ballista, how does the Super Jump bonus work?

                        Any information would be appreciated.
                        4 out of 3 people have a problem with fractions. . .

                        Comment


                        • #27
                          Re: our new 2hr

                          I tried spirit surge in ballista there was a cocky monk who was coming up id get him to half hp he would run away sying shit so i called him out he started to run i 2hrd and jumped > high jump > penta layed him out it was alot of fun and i was not seeing a def- i could have missed the defense drop if there is one post it up here i would love to know
                          [FFXI Journal][Pld][War][Nin][Drg][Rng][Brd]



                          http://i287.photobucket.com/albums/ll154/xsev/orly.jpg

                          Comment


                          • #28
                            Re: our new 2hr

                            You know I was thinking about the whole "Dragoons don't have a Buffer skill" part of the dragoon skill sheet. They also don't have a large number of job traits. And it hit me.

                            What happens when Someone jumps from a high distance? They gain downward momentum and sometimes foreward momentum as well making a waterfall/crashing effect.

                            Square should apply that to Dragoons. Give them a Job Trait called "Momentum" Which activates after a jump. As soon as the dragoon returns to his ready stance after jumping it takes over and it does one of the following.

                            Force double attack on the next attack, or even two next attacks.

                            Speed up attack speed, but gain the same amount of TP

                            If its the speed up then have it last for 10 20 and 30 seconds consecutively for each jump type (Jump, High Jump, Super Jump)

                            AND let them stack the timer. So if you do Jump, then High jump, Weapon Skill, Super Jump, you come down with 60 seconds of either "Haste" Or a bunch of forced Double Attacks.


                            >.> Sorry Rambling, Crazy Ideas.

                            Comment


                            • #29
                              Re: our new 2hr

                              Damage wise the 2 hr doesn't actually accel, with wyvern MB and Dot you break near even, the only significant difference I could mention is if you stack your abilities for stronger spikes from a single hit. But the 2 hr has useful supporting and defensive capabilities, so trying to compare it to other DD for most damage done by a 2 hr is not a fair scale.

                              I for one definetly noticed the defense debuff from the Jump attack, because I used High Jump directly after and it did the same damage (Typically my Jump does way more then my general melee and my High Jump does less). The High Jump special effect may not be the greatest, but it does do something extra. And the Super Jump effect can be a life saver for anyone else doing a severe 2hr that generally gets them killed.

                              It surely doesn't do more damage then certain DD 2 hrs, but it does a hell of alot more the a thiefs 2 hr..... I mean if we all get uber 2 hrs then where is thiefs?, since when did thief need to dodge attacks?, their exsistance in the party usually keeps all agro on the tank if they are playing right. And from what Drk keep telling me, their 2 hr only drains HP from the damage they do, not added drain, and doesn't add any damage. The best you can do with Blood Weapon is cover the Health lose from Soul Eater.

                              I think most advanced Drg will agree that the real prize delivered to Drg was the 20 minute wyvern, Drgs damage with wyvern is quite attractive at the least, and now that it is almost completely reliable Drg can do that damage all the time. Having a 20 minute wyvern, that exclusively works for Drg without costing a 2 hr, is all the extra power a Drg realy needs, and the 2 hr we have been given is useful for emergencies. I say Drg is perfectly balanced with other DD now.

                              Ranger has a single Spike 2hr, Monk has uber attack speed 2 hr, War has constant critical 2 hr, Sam has multiple WS 2hr, and Drg isn't a Rng, Mnk, War, or Sam, he is a Drg, and shouldn't have or copy the effect of another classes 2 hr. Honestly if the Wyvern was reduced to 20 minutes and we had no 2 hr it would still be fair, but we where given something to use in emergencies, so I say Drg has all he needs to be effective. I can see some validity to an increase in Melee combat power over all DD, but Drg isn't any worse off then the others now. Again, the real complait I have about Drg is that I had to put up with their minimal improvement BS for 2 years before they tolk Drgs seriously, and I wouldn't feel bad if Drg had an advantage over all DD since they were neglected so long, I don't believe I will return to Drg at this point anyway.
                              Last edited by Bahamut Kaiser; 12-17-2005, 10:13 PM.
                              Learning > Intelligence > Experience. Weak minds are subject to experience before realization. Inteligent minds understand quickly with minimal experience. Learned minds excersise knowledge gained from study, and do not require experience to reach realization. Which is your claim?

                              Comment


                              • #30
                                Re: our new 2hr

                                I cant say much about ti...onyl used it twice, but I can say this I was fighting the WHM AF1 NM because someon was "protesting" about the mob change in the update heh what ever... anyway I was lv58 and of cousre it was winning, so I 2hour, and then I won 0.o I was getting a cure here and there from a friend, but what I noticed was that my damage basicly doubled and I took about half the damage I was takeing, after I 2houred, I basicly had pulled a 180 on the mob.
                                -------------------------------------------------------------------------
                                Kain (FFIV): I am aware of my actions, but can do nothing about them.

                                Comment

                                Working...
                                X