Oh man, that DRG buff
This really does open up all sorts of subjob choices, especially post TP update where it's not hard to keep a 5 hit without /SAM.
Now if they'd just boost Drakesbane....
Oh man, that DRG buff
This really does open up all sorts of subjob choices, especially post TP update where it's not hard to keep a 5 hit without /SAM.
Now if they'd just boost Drakesbane....
DRG/WAR - Berserk, 10% DA
DRG/SAM - Seigan+3E, 15 STP
DRG/NIN - Utsusemi
DRG/DRK - Last Resort, Souleater, Stun/Weapon Bash
DRG/RUN - En-effect, Swordplay, magic resistance
Looks like DRG/WAR or DRG/SAM will probably be the winners the vast majority of the time anyway, but DRG loses a lot less from switching to Seigan on SAM and playing super defensively now. They also effectively lose less from Berserk, having a net +45% attack and -5% defense now. Last Resort will almost certainly cap their last 1.5% Haste and give another 15% Attack boost (and still leave them with +5% defense), so that would be /WAR's competition I guess.
I wonder if /War will make a comeback for DRG. Arguably don't need to that 15stp to 5 hit anymore now with the increase to TP gain and the current gear choices. If DRG could benefit from berserk and DA and still cap haste, it could he quite competitive, i wonder how this will affect mythic drg, if the DA from /WAR would hurt them.
Being on a DD without Provoke has also been pretty inconvenient, given jump's poor range and lack of enmity, tons of times in PUG ingot scolded for not voking shit of mages on drg/sam, i guess people forgot that drg was the only 2h without some kind of enmity grab/stun move to tear mobs or nms off mages when they aggro or pull a boss or king after a tank dies in a bcnm.
"OMGWTF NOOB U MPK MY WYVERN"
Holy hell 6 jugs!?! And 3 of them have potential to have good moves... wtf is the world coming to. It's almost like they are trying to let bst use more than 1 jug...
Here's hoping beetles get rhinowrecker and hi freq field, lizard gets infrasonic, idk rage for sheep, screw funguar and pugil unless they make the magic dmg on them decent, and oozes from the slug... and that they are actually landable.
I like the changes for all the jobs (though the RUN change was so brief and snuck in) but I do feel Contradance would work better if i was 2 minutes than 5. It does give DNC an 'OMG mega heal' for emergencies.
I'm Drg dumb, and don't see it listed on bgwiki and found little info on ffxiwiki, but how do you level up a Wyvern with Spirit Link? And do consumable +exp items work for leveling up a Wyvern? Would it be feasible for a Drg to have a cache of Memoirs, Balrahn's Tales, etc in order to gain that boost, which sounds like it caps after +1000 exp?
Spirit Link now gives wyvern exp if you have empathy leveled. Im 4/5 empathy and it takes 2 Spirit Links to fully lvl up my wyvern i believe.
Each merit a DRG has in Empathy after the first makes Spirit Link give 200 exp to your Wyvern.
With Empathy merits, your wyvern gains +200 exp/rank using Spirit Link. Since leveling your wyvern caps at 1000 EXP, it takes no time at all to cap it off using Spirit Link and gain that beautiful bonus. I am excited for +20% Attack/Defense and +10% Haste (hopefully JA, crossing fingers!), will definitely see my Dragoon getting out of the MH again. Maybe I'll finally get back on track for getting the Alexandrite to finish my Ryunohige. >_>
That being said, this does address Dragoon's survivability a lot more, as the wyvern has a ton of defensive bonuses and the only way it dies frequently now is when the actual master dies. With that 20% Defense boost along with appropriate damage mitigation via gear/buffs, we've got a very solid DD building up again. And since we've got a bonus for keeping both alive? Cha-ching. This update looks fantastic!
That being said, now I'm just waiting for those BLU spells to be a letdown when used to make up for this. >.> At least they'll be quick, gogo Salvage. Interesting that we got a lot of Light nukes between Rail Cannon, Diffusion Ray, and Uproot though.
Edit: I say "that being said" a lot. o.o;
In a world where sanguine blade heals for more than my max hp while doing competitive damage, a new self only cure doesn't sound useful unless the mp cost/casting time are incredibly low.
I'm going to be a pretty happy DRG in September. I don't even have words. Never in my wildest dreams could I have predicted all this.
It's a good addition, it's something more so we can only be happy.
At the same time though we don't know the additional potency yet, and for single target Waltzes its main use is more that of saving TP with lower tiers, because a fully decked WaltzV can already heal for pretty insane values. How much is it at capped potency, over 1500 or something?
It's nice for Divine Waltz and super nice for Healing Waltz, but with 5 mins cooldown is not really radically change anything for DNC... unless you have a PT of DNCs and they rotate it >.>
I mean, compared to Blu and Winds of Promyvion, it's quite far from that.
Shame other pet jobs aren't getting something similar to what drg is.
Oh wow, awesome!!! I can't believe we're getting new spells again lol. This is gonna be great.