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There are painters who transform the sun into a yellow spot,
but there are others who with the help of their art and their intelligence
transform a yellow spot into the sun.
- Pablo Picasso
Ya know Locus. You make an excellent point. You've altered my opinion and I agree, Dragoons suck more than anyone else. SE should just remove them from the game, there's entirely too much wrong with the job to even bother trying to fix it.
NIN75/RNG75/RDM75
SMN66/COR66/WAR55/BRD55/DRK51
Stephen King's Wizard and Glass: Fools are the only folk on earth absolutely guaranteed to get what they deserve.
Ya know Locus. You make an excellent point. You've altered my opinion and I agree, Dragoons suck more than anyone else. SE should just remove them from the game, there's entirely too much wrong with the job to even bother trying to fix it.
Unfortunately I can't completely disagree with you there. What would the game be like without Dragoons? People wouldn't have to reevaluate their strategies and plans at all, it'd be pretty much the same. What happens if you take the Dark Knight out? You'd be losing a major stunner. What would happen if you remove Samurai? People would have to tackle BCs and other NMs a lot differently.
Dragoons really should be THE dragon killer job. It's not a major role, nor is it something that another job has a monopoly in already, except Black Mages but they don't count. An increase in Dragon Killer effectiveness, an increase in damage to Dragons, and possibly a decrease in damage taken would suffice. Something that allows us to fill a niche.
This is exactly the reason I wish DRG's strengths were more obvious. It's also one of the reasons I come up with half the ideas for changes to the job that I do.
4 out of 3 people have a problem with fractions. . .
i think they should make jumping the pwnage move it used to be in FF4. makes it so that jumping makes you disappear for a certain amount of time, avoiding all damages and when you stab the monsters you do 3-4x damage.
There are painters who transform the sun into a yellow spot,
but there are others who with the help of their art and their intelligence
transform a yellow spot into the sun.
- Pablo Picasso
Dragoons really should be THE dragon killer job. It's not a major role, nor is it something that another job has a monopoly in already, except Black Mages but they don't count. An increase in Dragon Killer effectiveness, an increase in damage to Dragons, and possibly a decrease in damage taken would suffice. Something that allows us to fill a niche.
Amazingly, I think that's an awesome idea and an excellent point. That's what DRG's lack, a defined role. Right now they barely fill the role they fall under now as a DD. They're not bad at it necessarily, but they are lacking that certain-something that clearly puts them ahead of the rest in certain situations. Every other job has a defining aspect of what makes them damn-near required for certain ideal situations. I don't think DRG needs anything added necessarily, but it probably would be wise to increase the effectiveness of all their existing abilites.
I still think the equip argument is bullshit. Gear does not make a good player. I know, it's cliche, but who gives a shit if it's true.
NIN75/RNG75/RDM75
SMN66/COR66/WAR55/BRD55/DRK51
Stephen King's Wizard and Glass: Fools are the only folk on earth absolutely guaranteed to get what they deserve.
I think gear is important. It's pretty much the icing on the cake, you know? Cake is good, icing or not, but the icing does make it better. Obviously the Dragoon cake tastes good without the fancy icing, but I think at the moment we get whatever icing scraps the other jobs aren't using.
It'd be nice just to be acknowledge with a few pieces of limited job JSE or something similar. It doesn't have to be super awesome, just a complete set that isn't useless for party play. SE has a scale mail pattern going, so many something that looks a little fancier.
DRG are definitely still pretty vanilla at end-game. Their greatest strength (the wyvern) is also their greatest liability in dangerous environments with bosses flinging area attacks like candy.
As far as the kill-dragons thing, I don't know that making dragoons significantly stronger against dragons would really alter their usefulness at end-game. It makes sense, but realistically, the only dragons you normally see at end-game situations are Fafnir/Nidhogg, Tiamat, Jormungand, Vrtra and Ouryu. Rest of the time, we're still looking at DRGs having not much to do unless you use them as skillchain partners.
(Though I absolutely agree that there's something wrong when you don't figure dragoons into the picture for any of the above fights...)
Maybe give the wyverns special pet abilities based on the subjob chosen? Would be amusing to see a wyvern activate Utsusemi: Ichi with a DRG/NIN, or have it sing Magic Finale with /BRD (like those bloody Jailer's Wynav's...). I don't think it would significantly impact the power level of DRGs, but it would maybe give some more flexibility at end-game rather than being uni-dimensional DD attackers.
Perhaps have Wyverns mimic their DRG when they use subjob abilities/spells? You cast Utsu, the wyvern casts a half-powered version. You sing Paeon I-IV, and the wyvern gives you both a Paeon I. You use meditate, and the wyvern does a half-meditate. You cast Poison on the target, the wyvern casts mini-poison on the target. You use divine seal, the wyvern uses a half-powered version.
Hmmm, interesting idea. DRG/SAM might be vaguely more useful then.
Another idea I toyed with at one time was to give all jobs a new level 60 trait/ability like was done with SAM, THF, WHM, etc. Then for DRG, instead of their own, just give them whatever level 60 ability the sub would have. I came up with this when I considered how much I'd love to have Zanshin as DRG.
4 out of 3 people have a problem with fractions. . .
I'm not bothered much by inability to control the wyvern. Sometimes it would nice to see S-E expand our pet's response to our actions in some semblance of intelligence, or basically trigger wyvern abilities when we use ours. But really, the only thing I truly wish S-E would incorporate is a "whistle" or something to help position our wyvern. I hate when my wyvern ends up in front of the MNK monster who casually counters its attacks.
An interesting thing I was looking at was info on BLU. How you spend your points on abilities affected your base stats. And given that BLU has been described as the mirror of RDM--where the latter leans toward spells, the former leans toward melee. This makes me think BLU might be an acceptable sub for DRG. The only drawback is that it may be classified with DRK and PLD, and Heal Breath may be self-only at low HP. Other than that, distributing points may allow DRG to tweak their stats for maximum efficiency. For instance, we can focus on STR and DEX enhancing abilities, or we may focus on INT and MND, whatever we need. Any thoughts?
4 out of 3 people have a problem with fractions. . .
Well, I think it would fall into the category of "Melee with MP" making it an all-purpose Wyvern, but it shouldn't be that bad. Subbing Drk or Pld still enables your Wyvern to use an elemental breath upon WS, but does drop the Healing Breath down to like 33% even with the Wyvern Helm. If we needed the healing breath we can just switch back to Whm.
A BLU subjob might enable us to achieve a higher level of Utility, but I doubt it would be anything significant. I'm not sure how much MP a Blue Mage has on it's own, but if it's anything like the Whm it wont be much when subbed. It might be difficult to take advantage of the different abilities with limited MP and skill points.
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