Sigurd's Descendants: The Art Of Dragon Slaying. |
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Sigurd's Descendants: The Art of Dragon Slaying.
My favorite part in all of this is all of the talk about the current state of the games community in regards to DRG is coming from a guy who, apparently, isn't currently subbed.
DirectX said: » Asura.Geriond said: » If you haven't actually looked at the game situation post-patch, you don't really have any arguments to stand on. You haven't really provided any arguments either, other than "we take DRG to content which could use any DD in that slot" which does nothing to refute any of the points I have made. The whole concept of "content which could use any DD in that slot" is the whole point; the 5 top DDs are now treated as interchangeable in 95% of content in terms of desirability. I already gave you an example on a previous page, but you apparently ignored it. It's not like there is content where people specifically favor DRK, either, so it's a meaningless criteria when on the topic of DD viability or popularity.
DRK solo spamming Light is just straight DPS, which can be completely replicated with any of the other heavy DDs, and WAR zergs just as well or better than DRK. Omen is doable plenty well with all of the DD jobs, with DRG possibly even being best for Kin because of Target. There is not a single piece of content in the game where people specifically ask for DRK.
The patch HAS changed DRG a hell of a lot; I'm not sure why you think that just because it wasn't all that great in that case before means it's not the best DD in that case now. Beforehand a DRK/WAR/SAM could die a couple times in a wave 3 dynamis run and still beat a DRG; now the DRG would be able to basically keep up normally, and then greatly pull ahead every time jumps allow them to live while the other DD dies. DirectX said: » So if you stop playing for 2 weeks you suddenly know nothing about the game? uh huh. The only point you're actually continuously making is the the player base are idiots. Congratulations, they've been idiots since release. There's no reason to use them as indicators of a jobs viability. Also, how the *** is a ~25% overall damage buff not much of a change in a game where most BiS gear is edging out the next best option by ~1% or less
DirectX said: » 1. Cannot think of any specific fights where it is optimal to build around a DRG, where there are definite examples for WAR SAM MNK. Please give some. DirectX said: » 2. DRG is currently still not desired or asked for as much as WAR DRK SAM in my experience, this can be validated through LS recruitment threads and FFXIAH shouts. DirectX said: » 3. Taking DRG in a slot that can be [insert literally any DD] does not mean it is optimal or more desired than WAR SAM DRK. DirectX said: » Are you saying DRG does 125% the damage it did pre-patch? Not sure I'm following you here. With a 25%/75% spread, it's a 23.25% increase. You don't have to react with jumps; you can do them pre-emptively and save yourself basically every time, since you don't need to have hate for the enmity shed to work. High Jump and Super Jumps' cooldowns are low enough to use them at around 50% on every T3 NM, the ones that actually kill DDs that pull hate.
You not jumping vs jumping isn't going to affect whether another party member dies or not, just whether or not you personally live. DirectX said: » Asura.Geriond said: » It's not supposed to be more desired than those three, just on par, which it is. DirectX said: » Asura.Geriond said: » You not jumping vs jumping isn't going to affect whether another party member dies or not, just whether or not you live. Also, saving High Jump to try and avoid death and not using it strategically for DPS would hurt DPS. High Jump has very little benefit for pure DPS, and it saving your life (and importantly, your buffs) is a MUCH bigger benefit over time. I mean, if you're going to ignore everyone pointing out Wave 3 Dynamis, sure, DRG doesn't have specific content where it's 'THE BEST'.
But let's look at the others. DRK - There isn't a specific fight or content in the game where I'd exclusively build around a DRK over any other melee. WAR - MS Zerging is barely stronger than Conduit Zerging and more gear/buff dependant. So that's.. not exactly a strong argument to be made for exclusively building around WAR. You'd also be missing out on Angon/Ageha if WAR is the exclusive melee DPS. SAM - Kei, if you really want to melee it, due to obscene TP generation. Funnily enough, DRG is probably pretty competitive for this niche as well. MNK - Qutrub Ambuscade, in which NIN/DNC/THF/BLU are reasonable substitutions. Subtle Blow party compositions. That's about it. Man, look at all these super relevant situations in which the other 4 heavy melee's just TROUNCE the others to the point that you should be building exclusively around them. DirectX said: » If you drop down all of the Ambu V1 VD fight strats on BG Wiki DRG is not mentioned once lol, SAM WAR DRK THF BLU RUN (as DD and DD/tank) yep. DirectX said: » Asura.Geriond said: » DirectX said: » Asura.Geriond said: » You not jumping vs jumping isn't going to affect whether another party member dies or not, just whether or not you live. Also, saving High Jump to try and avoid death and not using it strategically for DPS would hurt DPS. A DRG avoiding dying due to shedding hate does not "pass on" the death to another DD. DRG can solo DD/tank stuff like Ou with absolutely no problem, and you can do stuff like Moogle with DRG and support as well. You're overestimating how different the DDs are in terms of these situations.
DirectX said: » Asura.Geriond said: » DirectX said: » Asura.Geriond said: » DirectX said: » Asura.Geriond said: » You not jumping vs jumping isn't going to affect whether another party member dies or not, just whether or not you live. Also, saving High Jump to try and avoid death and not using it strategically for DPS would hurt DPS. A DRG avoiding dying due to shedding hate does not "pass on" the death to another DD. Situation 1: Tank, WAR, SAM Tank loses hate on wave 3 NM at about 50% to WAR and SAM, which then proceeds to kill the WAR and SAM with 3k WSs. You now have 2 dead DDs which have to wait for weakness and buffs before they can DD properly again. Situation 2: Tank, WAR, DRG Tank loses hate on wave 3 NM at about 50% to the WAR, and then proceeds to kill the WAR with a 3k WS. The DRG never pulls hate and thus survives, giving it 3+ minutes of DPS the SAM in the other situation wouldn't have. The more DRGs you have, the less DDs die on wave 3 to pulling hate on NMs, and this often happening several times in a run gives DRG a large advantage over the whole run. DirectX said: » Also: Calm the *** down. You're acting like I've insulted your mother with the rage in your tone. DirectX said: » Asura.Geriond said: » You not jumping vs jumping isn't going to affect whether another party member dies or not, just whether or not you live. Other jumps are absolutely gains though. Jump having a 1+VIT/256 multiplier, Soul/Spirit Jump auto critting and having multiplied TP returns. Ryunohige DRG being an exception. |
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