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 Post subject: drg more end game friendly?
PostPosted: Mon Dec 12, 2005 12:27 pm 
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The update details for today's Update have been released, along with DRG's new 2 hour ability information.

Quote:The dragoon two-hour ability is now “Spirit Surge.” In accordance with this change, the recast time for “Call Wyvern” has been reduced to twenty minutes and will only be available when the main job is set to dragoon.


Spirit Surge
Adds the wyvern's strength to the dragoon. While this ability is in effect, “Jump” abilities are affected as follows:
*The ”Call Wyvern” ability cannot be used while “Spirit Surge” is in effect.

Jump
Temporarily weakens an enemy’s defense.

High Jump
Enemy’s TP is reduced by a percentage proportionate to the amount of damage inflicted.

Super Jump
As seen from the enemy target’s position, the closest party member behind the dragoon has his or her enmity reduced by half.



Full Update details are available here: http://www.playonline.com/pcd/update...il.html#top

Edited, Mon Dec 12 12:28:07 2005 by Radielpioneer


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PostPosted: Mon Dec 12, 2005 2:02 pm 
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wow that's actually pretty awesome...too bad it's on a 2 hr delay to making the jumps like that :roll: only thing i'm wondering is how long "Spirit Surge" is going to last.


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PostPosted: Mon Dec 12, 2005 2:23 pm 
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DRG is endgame - worthy, people just need to learn how to utilize them properly. I'll be interested to see how this 2 hr effects how much DEF is lost off the mob and for how long.

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PostPosted: Mon Dec 12, 2005 5:06 pm 
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What you need for end game is lot of atk and acc.. I don't see how it will help them beside the fact they can always have a wyvern on their side.

Drg were probably not that bad before, but I don't think it will make them much better.

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PostPosted: Mon Dec 12, 2005 5:10 pm 
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Those mods on Jumps should have been mabe to be active all the time. Would give people a nice incentive to invite drgs, assuming the defense down proc is the same as acid bolts.

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PostPosted: Mon Dec 12, 2005 5:12 pm 
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Well, DRG can now MPK damage dealer like BLM who laughed at them before by going in front of the pld and Jumping.

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PostPosted: Mon Dec 12, 2005 5:16 pm 
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Drgs just need a total redo on Weapon Skills.


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PostPosted: Mon Dec 12, 2005 5:35 pm 
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Their WS are fine. Pentatrust is powerful enough for TP spam WS, skewer isn't bad either and start disto. Lv 3 Ws suck, but they do for every other job.

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PostPosted: Mon Dec 12, 2005 5:41 pm 
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Nah DRG will be badass now... its all about DoT and with Wyvern out alot more they will be good. LOL 20 min recast on what used to be their 2hr. Good DRGs will find ways to have their Wyvern out almost the entire battle. That will greatly increase their overall DoT. Parse the DRG with his pet after this patch and total up their dmg. Bet it will be a shitload higher than before just from the pet.

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PostPosted: Mon Dec 12, 2005 5:42 pm 
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Yeah I'm really excited to get my DRG up to endgame status now, I really think DRG can be helpful for HNM / God battles.

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PostPosted: Mon Dec 12, 2005 6:20 pm 
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Quote:
Jump
Temporarily weakens an enemy’s defense.

High Jump
Enemy’s TP is reduced by a percentage proportionate to the amount of damage inflicted.

Super Jump
As seen from the enemy target’s position, the closest party member behind the dragoon has his or her enmity reduced by half.



Bleh..


Double bleh.

/hangs self.

I guess....this is useful...sorta..kinda...not really.

I have to say I'm pretty disappointed. Of all the really baddass things SE can do with dragoon, they decide to go with ideas that sound like they've been pulled off an Alakazahm whine and suggestion forum.
I mean I guess its ok, but I don't find it wildly useful, not even really in emergency. Also, note, if it requires jumps I really hope that it resets all jump timers. As some jumps may not be available for another 5 mins, the 2 hour would have to last a pretty long time.

All in all, its... um...different. Unique maybe. But I was really hoping it would be something that inflicted real damage. So people would stop believing drg doesn't contribute enough damage output.

Oh well, better than nothing I suppose. ^^:


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PostPosted: Mon Dec 12, 2005 6:25 pm 
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Someone went outside and tried out the DRG 2hr on like level 60 DRG or whatever, and got something like +25 STR i think, lol.


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PostPosted: Mon Dec 12, 2005 6:38 pm 
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Yeah those are just the added affects of jump, dont disregard the fact that you "are imbued with the powers of your wyvern."

Still not 100% on what that means though.

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PostPosted: Mon Dec 12, 2005 7:26 pm 
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you get to spirit link yourself now? lolz

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PostPosted: Tue Dec 13, 2005 1:32 am 
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the effect apparently only lasts about 30 or so seconds. so really if you're not using it for the jump effect doesn't seem like there's much reason for it.

better than nothing at least. ^^
Btw it forces your wyvern away. so before a drg can even use this they have to be very mindful of all 5 or so timers invovled in it.


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PostPosted: Tue Dec 13, 2005 3:32 am 
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ok just tried it out. did it as drg/nin. spirit surge effect lasted for 1min. it gave me str+16, from my base of 75, no other stat boosts.

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