DRG


 
Work in progress


Equipment
 

 
It's pretty easy to gear Dragoon nowadays, there are plenty of lv99 options that have every stat we need.

For body, there aren't any good lv60 options.  Dragoon used to wear Aketon (or god forbid, Scorpion Harness) before level sync came out!  Any of the lv99 bodies with Attack/Accuracy (+7 or more)/Evasion (+6 or more), HP/MP (+15 or more), and attributes (+3 or more) covers everything.

Feet is your choice, I prefer AF1 feet.  Ate's Sollerets are good too.  Beak Ledelsens +1 with a good augment can work (STR+3 is possible on these).

Aureole is for rook guarding, standard for all jobs that can't use bow.

Weapon takes some thought.  In the sync page I mention how synced weapon damage is based on delay, to a point.  The lv99 weapons that have extremely low delay aren't a good pick.  Stick with a delay 492 polearm here.  The spear I recommend in the item set above is easy to get, and only requires a few eschalixir augments to reach max stats.

Grip is Potent.  STR/DEX+5 under sync.

Rings and earrings are simple, you want defense/HP along with whatever damage stats you've augmented.  In a serious game, you'll want to use Intruder/Cassie earrings and Phalanx/Multiple/BombQueen rings, to survive longer.  In an OM where you don't think you'll be targetted as much, you can probably get away with more attacking options, like Victory Rings+1/Toreador Rings.

Hands are a no-brainer, Pallas all the way.  Great defensively and offensively.  Along with rings, one of the few things DRG can augment to get stronger (Accuracy+7 is possible on these!).

Legs and Head are the same as body, pick anything lv99 that has every stat on it.  Refer to the sync page to make sure you're getting everything maxed under 60 sync.

Neck has options, Chivalrous Chain is an easy choice, and augmentable.  Sanctity Necklace is good too.

Belt is Grunfeld Rope.  The 60 sync on belt is amazing for attack and accuracy, and this gives STR and DEX as well.

Haste is not that good for DRG.  Some gear, like Speed Belt and Zeal cap+1, don't show up in this list.  Because DRG has great TP gain with Jumps and Wyvern abilities, it's more of a burst damage job.  If there were more haste options in other slots, stacking haste with Spirit Surge's haste might be better, but we can only get 8%.


 

Playstyle
 
 
  Spirit Surge:
    Heals you for a large amount, gives you TP based on wyvern TP, and resets your Jump timers.  It also gives you a strong Haste effect.  Under Spirit Surge, Jump inflicts a large defense down effect.  High Jump resets the target's TP.    These bonuses make hyper Dragoon extremely dangerous.  Timing your Spirit Surge to hit a target you know has stored TP (or has just used Meikyo Shisui) can be a game winning play.
 
  Super Jump:
    You can quarry during Super Jump.  You can prepare (but not complete) scoring at the rook during     Super Jump.  Of course, you can interrupt enemy skillchains on you by using this.  Just be careful not to avoid your own healer's cures on you.  Nothing worse than Super Jumping your team WHM's Benediction.
 
  Wyvern:
    Your wyvern's damage isn't amazing, but it can help interrupt quarrying.  You can take your wyvern's TP by using Spirit Link or Spirit Surge.  Unfortunately, if your wyvern has full HP, you can't use Spirit Link to take it's TP.  You can change into wyvern-HP-increasing equipment after you've been synced in order to force your wyvern to less than 100% HP.  Doing this gives you access to a free Spirit Link-TP from your wyvern.
    If your wyvern is full HP, you can use Dismiss to get rid of it and your Call Wyvern timer will reset.  If your wyvern is not full HP and you use Dismiss, your Call Wyvern timer will NOT reset.  This is important in serious games, as the following strategy can be used to cripple an enemy Dragoon that has wyvern out, and you know has Spirit Surge available:  First, damage the wyvern.  Then, burst the DRG down, ideally with a stun involved, so that they don't have any opportunity to use Spirit Surge.  If the DRG dies this way, Call Wyvern will be on cooldown, but Spirit Surge will be ready, making it impossible for them to Spirit Surge.  So while they'll have died and activated hyper, they'll have a much more difficult time actually using hyper since revitalizer drops will be reduced due to their 2H ability still being ready.
 
 Subjob - SAM

 Weaponskill info:
 
Penta Thrust is a great opener against targets with Utsusemi or Blink, make sure your team knows you're starting and a ranger can follow up for an easy skillchain
 
Skewer can skillchain with Penta Thrust, if your only SC partner is a SAM or another DRG (or yourself)
 
Raiden Thrust at 300TP deals approximately 850 unavoidable thunder damage, great for eliminating difficult targets or surprising enemies
 
Leg Sweep's stun effect is surprisingly long, can be used to prepare targets for follow-up damage or help an ally score



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