Hello all. This is only a conception as of yet because i cant try these ideas out yet. When i get my pup lvs up i'll be able to test it out a little more. Please add any info/opinions you may have. I would appreciate any help you could give with this project.
DRG/PUP A Guide By Destyne
Job Traits
10 Attack Bonus-- +10 attack
20 Resist Slow
25 Martial Arts
25 Dragon Killer
30 Accuracy Bonus-- +10 accuracy
40 Evasion Bonus-- +10 Evasion
75 Empathy--Merited
75 Strafe--Merited
Job Abilities
1 Spirit Surge
* Adds your wyvern's strength to your own.
* Obtained: Dragoon Level 1
* Recast Time: 2:00:00
* Duration: 1:00
[edit] Notes/Description
* Spirit Surge is a Dragoon's 2 hour special ability.
* A Dragoon must have a Wyvern out in order to use Spirit Surge.
* The Dragoon's Wyvern is absorbed upon use of Spirit Surge.
* While this ability is in effect, Jump, High Jump, and Super Jump gain additional effects:
o Jump temporarily weakens an enemy’s defense.
o High Jump causes an enemy’s TP to be reduced by a percentage proportionate to the amount of damage inflicted.
o Super Jump causes the closest party member behind the dragoon (from the point of view of the monster) to have his or her enmity reduced by half.
* The Dragoon's maximum HP is increased by roughly 15% and is healed by the Wyvern's current HP.
* The Dragoon gains a large STR boost. (= 1 + level / 5)
* The Wyvern's attack speed is deducted from the Dragoon's granting him increased attack speed.
* The Wyvern's per-hit damage is added onto the Dragoon's individual attacks.
* The Wyvern's current TP is added to the Dragoon's and with proper timing a self-skillchain may be performed.
* The recast time for the Jump, High Jump, and Super Jump job abilities will be reset when using Spirit Surge.
1 Call Wyvern
* Summons a Wyvern to fight by your side.
* Obtained: Dragoon Level 1
* Recast Time: 0:20:00
* Duration: Instant
* Special: Only available if Dragoon is your main class.
1 Activate
* Calls forth your automaton.
* Obtained: Puppetmaster Level 1
* Recast Time: 0:20:00
* Duration: Instant
1 Deploy
* Orders your automaton to attack.
* Obtained: Puppetmaster Level 1
* Recast Time: N/A
* Duration: Instant
1 Deactivate
* Deactivates your automaton.
* Obtained: Puppetmaster Level 1
* Recast Time: 1:00
* Duration: Instant
1 Elemental Maneuvers-- must have animator equipped
5 Ancient Circle
* Increases party members' resistance against Dragons.
* Obtained: Dragoon Level 5
* Recast Time: 10:00
* Duration: 00:30
10 Jump
* Performs a jumping attack on the enemy.
* Obtained: Dragoon Level 10
* Recast Time: 1:30
* Duration: Instant
20 Retrieve
* Orders your automaton to return to your side.
* Obtained: Puppetmaster Level 10
* Recast Time: N/A
* Duration: Instant
25 Spirit Link
* Sacrifices own HP to heal Wyvern's HP.
* Obtained: Dragoon Level 25
* Recast Time: 3:00
* Duration: Instant
35 High Jump
* Performs a high jumping attack on enemy.
* Obtained: Dragoon Level 35
* Recast Time: 3:00
* Duration: Instant
50 Super Jump
* Performs a super jump.
* Obtained: Dragoon Level 50
* Recast Time: 3:00
* Duration: Instant
75 Deep Breathing -- Merited
* Enhances the effect of next breath used by wyvern.
* Obtained: Dragoon Level 75
* Recast Time: 15 Minutes
* Duration: 3:00 or until the next breath is executed
75 Angon -- Merited
* Expends an Angon to lower an enemy's defense.
* Obtained: Dragoon Level 75
* Recast Time: 3 minutes
* Duration: 30 seconds (+15 seconds for each merit, cap is 1 min)
* Effect: Physical defense of target approximately -20% (51/256).
Working with an Automon
Now, we all know a Drg was meant to be with our wyverns, but what if we can get more from another partner? For this guide i am considering only the Sharpshot frame automon because at my level in-game most pt's are fighting piercing weak mobs. So with that said, lets take some looks at the Sharpshot.
Sharpshot
Elemental Slots
Fire 6
Ice 2
Wind 7
Earth 3
Lightning 6
Water 5
Light 5
Dark 2
Attatchments
Note: These are for my testing and not the only combonation possible
Ability Attatchments
Shock Absorber-- Stoneskin
Volt Gun-- Enthunder
Flashbulb-- Flash
Reactive Shiled-- Blaze Spikes
Strobe-- Provoke(only in worst case scenario)
Auto Repair Kit 2-- Regen (2 hp per tick w/1 light maneuver up)
Turbo Charger-- Haste
Skill Up Attatchments
Attuner-- Increases attack against powerful enemies (possibly a must have as the automon will only be at lv 37 since it will be subbed)
Tension Spring 2-- Increases Attack
Stabilizer 2-- Increases Accuracy
Heat Seeker-- Analyzes enemy evasion patterns and gradually enhances accuracy.
Accelerator 2-- Enhances Automaton Evasion
Battle Tactics
this is where i am still at a loss as i cant test any of it; ;
So at higher lvs most pt's seem to be fighting piercing weak mobs. Being a drg with a polearm we'll get this piercing bonus naturally but our wyverns won't because they are considered blunt. Now if we were to have the Sharpshot puppet out this means that it will also naturally recieve this bonus adding to its damage total. Also if we set the automon up to attack from next to the mobs it will not only get the ranged attacks but also normal melee. Adding to that it will also have en-thunder to pick up its DOT a little more. So this may bve a short example of how a fight may go(only from the drg's perspective , not added with the rest of pt)
Mob is pulled to camp
Drg uses Wind Maneuver-- Auto's R.Acc goes up along with recieving Haste
Pt begins attacks/nukes/debuffs
Drg engages themself and deploys puppet on mob
Drg uses Light Maneuver-- Auto uses Flash on mob and recieves Regen
Drg continues with normal jumps and DD
Drg uses Thunder Maneuver-- Enthunder is enhanced along with Accuracy(also if close to 100%tp, Forcing auto to use Daze ws when 100% is reached)
Drg continues as normal with drg subbing in an Earth Maneuver(Stoneskin) every 3mins. or so while trying to keep Wind(for R.acc) light(for Flash every 30sec.) and thunder(for Daze)
Fights end as normal.
Also in a "Worst Case Scenario"
fight is going horribly out of control
Drg /ja "Deactivate"
Drg /ja "Call Wyvern"
Drg /wait 2
Drg /ja "Spirit Surge"
Drg /ja "Activate"
Drg /ja "Deploy"
Drg /ja "Jump" -- Mob def down
Drg /ja "High Jump" -- causes an enemy’s TP to be reduced by a percentage proportionate to the amount of damage inflicted.
Drg /ja "Super Jump" (if needed)
Hopefully the fight has ended before all that happens, but you get the idea i hope.
Well, thats as far as ive gotten so far and any help info would be nice.
I am also well aware that with a post like this i can(and probably will) be rated down in forums, but just remember its just an idea of a possibility.
DRG/PUP A Guide By Destyne
Job Traits
10 Attack Bonus-- +10 attack
20 Resist Slow
25 Martial Arts
25 Dragon Killer
30 Accuracy Bonus-- +10 accuracy
40 Evasion Bonus-- +10 Evasion
75 Empathy--Merited
75 Strafe--Merited
Job Abilities
1 Spirit Surge
* Adds your wyvern's strength to your own.
* Obtained: Dragoon Level 1
* Recast Time: 2:00:00
* Duration: 1:00
[edit] Notes/Description
* Spirit Surge is a Dragoon's 2 hour special ability.
* A Dragoon must have a Wyvern out in order to use Spirit Surge.
* The Dragoon's Wyvern is absorbed upon use of Spirit Surge.
* While this ability is in effect, Jump, High Jump, and Super Jump gain additional effects:
o Jump temporarily weakens an enemy’s defense.
o High Jump causes an enemy’s TP to be reduced by a percentage proportionate to the amount of damage inflicted.
o Super Jump causes the closest party member behind the dragoon (from the point of view of the monster) to have his or her enmity reduced by half.
* The Dragoon's maximum HP is increased by roughly 15% and is healed by the Wyvern's current HP.
* The Dragoon gains a large STR boost. (= 1 + level / 5)
* The Wyvern's attack speed is deducted from the Dragoon's granting him increased attack speed.
* The Wyvern's per-hit damage is added onto the Dragoon's individual attacks.
* The Wyvern's current TP is added to the Dragoon's and with proper timing a self-skillchain may be performed.
* The recast time for the Jump, High Jump, and Super Jump job abilities will be reset when using Spirit Surge.
1 Call Wyvern
* Summons a Wyvern to fight by your side.
* Obtained: Dragoon Level 1
* Recast Time: 0:20:00
* Duration: Instant
* Special: Only available if Dragoon is your main class.
1 Activate
* Calls forth your automaton.
* Obtained: Puppetmaster Level 1
* Recast Time: 0:20:00
* Duration: Instant
1 Deploy
* Orders your automaton to attack.
* Obtained: Puppetmaster Level 1
* Recast Time: N/A
* Duration: Instant
1 Deactivate
* Deactivates your automaton.
* Obtained: Puppetmaster Level 1
* Recast Time: 1:00
* Duration: Instant
1 Elemental Maneuvers-- must have animator equipped
5 Ancient Circle
* Increases party members' resistance against Dragons.
* Obtained: Dragoon Level 5
* Recast Time: 10:00
* Duration: 00:30
10 Jump
* Performs a jumping attack on the enemy.
* Obtained: Dragoon Level 10
* Recast Time: 1:30
* Duration: Instant
20 Retrieve
* Orders your automaton to return to your side.
* Obtained: Puppetmaster Level 10
* Recast Time: N/A
* Duration: Instant
25 Spirit Link
* Sacrifices own HP to heal Wyvern's HP.
* Obtained: Dragoon Level 25
* Recast Time: 3:00
* Duration: Instant
35 High Jump
* Performs a high jumping attack on enemy.
* Obtained: Dragoon Level 35
* Recast Time: 3:00
* Duration: Instant
50 Super Jump
* Performs a super jump.
* Obtained: Dragoon Level 50
* Recast Time: 3:00
* Duration: Instant
75 Deep Breathing -- Merited
* Enhances the effect of next breath used by wyvern.
* Obtained: Dragoon Level 75
* Recast Time: 15 Minutes
* Duration: 3:00 or until the next breath is executed
75 Angon -- Merited
* Expends an Angon to lower an enemy's defense.
* Obtained: Dragoon Level 75
* Recast Time: 3 minutes
* Duration: 30 seconds (+15 seconds for each merit, cap is 1 min)
* Effect: Physical defense of target approximately -20% (51/256).
Working with an Automon
Now, we all know a Drg was meant to be with our wyverns, but what if we can get more from another partner? For this guide i am considering only the Sharpshot frame automon because at my level in-game most pt's are fighting piercing weak mobs. So with that said, lets take some looks at the Sharpshot.
Sharpshot
Elemental Slots
Fire 6
Ice 2
Wind 7
Earth 3
Lightning 6
Water 5
Light 5
Dark 2
Attatchments
Note: These are for my testing and not the only combonation possible
Ability Attatchments
Shock Absorber-- Stoneskin
Volt Gun-- Enthunder
Flashbulb-- Flash
Reactive Shiled-- Blaze Spikes
Strobe-- Provoke(only in worst case scenario)
Auto Repair Kit 2-- Regen (2 hp per tick w/1 light maneuver up)
Turbo Charger-- Haste
Skill Up Attatchments
Attuner-- Increases attack against powerful enemies (possibly a must have as the automon will only be at lv 37 since it will be subbed)
Tension Spring 2-- Increases Attack
Stabilizer 2-- Increases Accuracy
Heat Seeker-- Analyzes enemy evasion patterns and gradually enhances accuracy.
Accelerator 2-- Enhances Automaton Evasion
Battle Tactics
this is where i am still at a loss as i cant test any of it; ;
So at higher lvs most pt's seem to be fighting piercing weak mobs. Being a drg with a polearm we'll get this piercing bonus naturally but our wyverns won't because they are considered blunt. Now if we were to have the Sharpshot puppet out this means that it will also naturally recieve this bonus adding to its damage total. Also if we set the automon up to attack from next to the mobs it will not only get the ranged attacks but also normal melee. Adding to that it will also have en-thunder to pick up its DOT a little more. So this may bve a short example of how a fight may go(only from the drg's perspective , not added with the rest of pt)
Mob is pulled to camp
Drg uses Wind Maneuver-- Auto's R.Acc goes up along with recieving Haste
Pt begins attacks/nukes/debuffs
Drg engages themself and deploys puppet on mob
Drg uses Light Maneuver-- Auto uses Flash on mob and recieves Regen
Drg continues with normal jumps and DD
Drg uses Thunder Maneuver-- Enthunder is enhanced along with Accuracy(also if close to 100%tp, Forcing auto to use Daze ws when 100% is reached)
Drg continues as normal with drg subbing in an Earth Maneuver(Stoneskin) every 3mins. or so while trying to keep Wind(for R.acc) light(for Flash every 30sec.) and thunder(for Daze)
Fights end as normal.
Also in a "Worst Case Scenario"
fight is going horribly out of control
Drg /ja "Deactivate"
Drg /ja "Call Wyvern"
Drg /wait 2
Drg /ja "Spirit Surge"
Drg /ja "Activate"
Drg /ja "Deploy"
Drg /ja "Jump" -- Mob def down
Drg /ja "High Jump" -- causes an enemy’s TP to be reduced by a percentage proportionate to the amount of damage inflicted.
Drg /ja "Super Jump" (if needed)
Hopefully the fight has ended before all that happens, but you get the idea i hope.
Well, thats as far as ive gotten so far and any help info would be nice.
I am also well aware that with a post like this i can(and probably will) be rated down in forums, but just remember its just an idea of a possibility.
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