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View Full Version : Dragoon JSE (Level 68-70 Pieces) Adjustments?


LadyKiKi
12-07-2006, 07:25 AM
I am wondering whether it would be possible to make these pieces of armor somewhat, usable? At the moment they serve nothing but alchemy ingredients to synth the Cursed Wyrm Armor pieces. +20 Resist to all elements is all good and all but there isn't really anything exceptional compared to the jobs that do have JSE at around the level 68-70 range.

Most if not all the other JSE that certain jobs do get have bonuses which enhances their job strengths. Like DRK has enhanced attack and absorb spells, SAMs get more Store TP and STR, etc etc.

I'm not complaining that we don't get anything as DRGs, and I understand some jobs (RNG, MNK, the 3 new ToAU Jobs and some others if I missed any) are still awaiting for a JSE (I know MNK has the body piece only but ...) and that DRGs are even lucky to get one, it's just that, it doesn't serve any purpose unlike the other JSE at similar levels.

I was wondering if there is going to be any improvements/adjustments made to these pieces of gear instead of just to "look cool" or used as an ingredient for the Cursed Armor?

Here are the stats for those that are wondering.

Dragon Finger Gauntlets
Defense: 15
HP +8
Resist vs. Lightning +10
Resist vs. Water +10
Breath Damage Taken -4%
Dragon Greaves
Defense: 13
HP +13
Resist vs. Wind +10
Resist vs. Earth +10
Breath Damage Taken -4%
Dragon Mask
Defense: 23
HP +10
Resist vs. Light +10
Resist vs. Dark +10
Breath Damage Taken -4%
Dragon Cuisses
Defense: 31
HP +11
Resist vs. Fire +10
Resist vs. Ice +10
Breath Damage Taken -4%
Dragon Mail
Defense: 47
HP +12
Resist vs. Fire +10
Resist vs. Ice +10
Resist vs. Wind +10
Resist vs. Earth +10
Resist vs. Lightning +10
Resist vs. Water +10
Resist vs. Light +10
Resist vs. Dark +10
Breath Damage Taken -9%

I am not giving suggested stats here and nor am I wanting to argue with any other clashing job about their JSE, but in all seriousness, in comparison, this set is so ... useless.

I'm open and happy to discuss, but I do not want to argue, so please keep it civilised. I haven't tried to search for any previous topics for this issue. If it has been raised already, please could a mod lock up the topic?

Skoal
12-07-2006, 07:58 AM
This set isn't useless!!!!! Its used to make cursed gear. Ok it is useless to us in its current state.

I am very surprised that this JSE doesn't contain stats the affect our wyvern. 4/5 of our AF affects the wyvern and only 1 piece affects the drg alone. Level 50 JSE gives our wyvern hp. Level 60 ammo from ENM 60 Pulling Strings is a wyvern regen item.

What do you think we could use? We already have boots that affect jump, wyvern acc, enhanced acc for our wyvern, wyver regen x 2, and +wyvern hp x2. Later we get enhanced spirit link, wyvern subjob abilities, enhanced high jump, jump tp bonus, and wyvern stoneskin (well if you are really lucky you can get this earlier).

If I am not mistaken JSE is supposed to enhance the job it is for, IE the job abilities and spells.

I want you to give your suggested stats. I am coming up short on what could actually help us out in the JSE department.

Karinya
12-07-2006, 08:28 AM
Certainly it's not good for DD in a party, but that's hardly the only thing you can do as a DRG. It looks pretty nice for solo to me.

Anyway, I think SE's response to the lack of enthusiasm for this set was to introduce Barone. It is not precisely JSE since two jobs can equip it, but it has several bonuses to DRG-specific abilities and in general is quite desirable.

This is, of course, aside from the fact that DRG can also equip the Homam, Amir and Pahluwan sets, all of which have some very nice pieces (in addition to some non-set gear like Galliard Trousers). But rare/ex gear arguably shouldn't be compared to buyable JSEs.

SE has to be careful of introducing new gear for MNK and DRG in particular because, although some players don't realize it, those jobs are already outdamaging nearly everyone (especially on monsters weak to their weapon classes - an advantage WAR, DRK and BST can never get unless a future expansion introduces monsters weak to slashing).


The main thing DRG needs, IMO, is some good gear to put in for WS on HNMs where all you're going to do is meditate, meditate, swap into the alliance, Angon if you have it, WS, J+HJ, drop and start meditating again. Polearm WS tend to be a bit weaker and on HNM, the wyvern's breath can't be counted on to make up the difference the way it does in a normal party (although I admit I haven't seen it tested with Deep Breathing and Strafe - and that my experience of endgame DRGs is from seeing them, not being one. Yet.)

Fortunately they're not introducing many *new* fights that fit this pattern, but the old ones are still there and people still want to fight them, so something should be done.

raidenn
12-07-2006, 08:43 AM
Never saw anyone dress up in that armor. Doesnt it look like that level 10 brass armor?

eticket109
12-07-2006, 08:47 AM
I never even considered it really. With Barone, Homam and even some Hydra gear, there's so much other stuff out there.

KoukiRyu
12-07-2006, 08:52 AM
I actually didn't even know that there was some DRG JSE. >_> Although I'm not a DRG myself, I have looked into some JSE, but the ones that stand out the most are SAM and DRK, and definitely not this set. :x

raidenn
12-07-2006, 08:59 AM
Barone body gear is like 2-3 mil.
Hydra mail body gear is more.

Pretty pricey eh?

LadyKiKi
12-07-2006, 09:02 AM
I never thought much about the possible stats it can have, but with the exception of the mask, this is the DRG JSE.

http://www.foreverfantasy.com/img_0016.jpg

Looks like the Crimson Armor set, except it's black, and almost too cool ...

I guess, I'll reply with suggestions later. Something to make it unique. Watch out for it.

Never saw anyone dress up in that armor. Doesnt it look like that level 10 brass armor?

*LadyKiKi cries inside ...

tdh
12-07-2006, 09:35 AM
How about Wyvern Atk? Would be helpful to DoT, and in EXP situations, the Wyvern doesn't seem to hit very hard. Now I have seen some Wyverns do some decent damage during Coffer hunts, but it's a Lv.75 Wyvern Vs. an EP mob. Give them something to boost their Atk so they can do more damage.

With no intention of taking DRG past Lv.40, I didn't even know there was DRG JSE either. The only other idea I could think of would be to enhance the various Jumps. DRK's JSE enhances the Absorb spells, adds a ton of STR, and adds more damage TO the DRK. Some how find a way to enhance Jump and then add some negative effect, maybe? Just brain storming.

Vyuru
12-07-2006, 09:57 AM
Bah, I have almost no use for this set right now but I'm still counting down the levels until I bug my bone working friend into making me a fully signed set (I just need to give him the big mithra eyes and he's wrapped around my little finger), how can people not know of it? ; ;

Quote:
Originally Posted by raidenn
Never saw anyone dress up in that armor. Doesnt it look like that level 10 brass armor?

/joins LadyKiKi in her crying session

But you are thinking of the gavial/hydra armor actually, those do look like the lvl 10/27 brass armor sets.

I like the idea of added effects to jump when you wear this armor. It should be on the greaves though, you should get a choice of either enhancing jumps or getting added effects to jumps, not both IMO.

Since our job is all about the wyvern (c'mon, you know it is, it's SOOO CUTE!!!) I think it would be an interesting idea to have wyvern/dragoon boosts that are only in effect while the wyvern is out.

I don't know what they could be, but let's say the boosts make this armor set different, but comparable to what people currently wear for exp, but only while the wyvern is out. Maybe have some fun and make it so that the effects are dependant on wyvern hp.

My only concern with that is that it makes the dragon armor more like our AF, which gives wyvern/dragoon boosts, so maybe that's not a terribly good idea.

One thing I would like, is if one of the pieces gives our wyvern our job traits, so that they would get the acc/att+, plus whatever our subjob traits are. I know that our relic body armor is supposed to do something similar, but from what I hear you only get one trait from the sub.

Perhaps by wearing the full set we could unlock some new ability? Nah, then this set would just be worn to macro in.

Hmm, something new and unique, I'm gonna have to think on this one for a bit.

eticket109
12-07-2006, 10:04 AM
Actually, I think the piece referenced is the 50 JSE, the Wyvern Mail. That piece is essentially Brass Scale Mail but a darker shade. The Gavial Mail looks close I suppose, but the Wyvern Mail is almost a spot on match. I wore it to an xp pt once and got examined by the entire party when I showed up. The party leader popped up with a 'Oh... phew... I was worried there for a second.'

LadyKiKi
12-07-2006, 11:56 AM
Vyuru: Gavial/Hydra sets don't look like brass (scale and brass look the same. The Level 50 JSE purely looks like scale mail), rather, the Gavial/Hydra armor looks like the Centurion's Armr, but the colour scheme is so much more different. Looks like the shadow type monster's mail actually. I like it a lot due to the evil colour scheme.

For this particular DRG JSE, while keeping all its current stats, something that possibly will look like this would be unique:

Mask:
VIT+3 Attack+5
Wyvern: Magic Defense Bonus

Body:
Accuracy+5 STR+4
Wyvern: Double Attack +5%

Hands
Accuracy+5 STR+3
Wyvern: Enhances "Zanshin" Effect

Legs:
DEX+4 AGI+4
Wyvern: Attack Bonus

Feet
Attack+5 Accuracy+8
Wyvern: Defense Bonus

Dunno if it's good or not, but basically trying to encourage some pieces to be of end game use as well as more reason for keeping wyvern out or giving it better defenses. Those stats are pulled off my head, I tried to keep it somewhat balanced without going overboard and without other jobs saying "HEY NO FAIR" (... BST? PUP and SMN ... ?). Afterall it's the DRG job, the wyvern does lack a lot of special powers or self-defense capabilities. Too dependant on the master.

Celeal
12-07-2006, 12:17 PM
This JSE looks so good... it is a waste not to have practical stats in it~

*I have never seen anyone wear that JSE in game before*

Lmnop
12-07-2006, 07:17 PM
+8 acc on foot gear? :P sorry, had to mention that.

I'd like to see an item (or 3, with the traits stacking) with: "Wyvern: occasionally nullifies magic damage." Would that really be so overpowered to let your wyvern occasionally avoid a nasty AoE? Though now that I think about it, I really just wish they made Super Climb a pet command with a 1 minute reuse so you could command him to hop out before AoE sets in.

eticket109
12-07-2006, 08:04 PM
Barone body gear is like 2-3 mil.
Hydra mail body gear is more.
Pretty pricey eh?

heh, sucks for your server. I paid 500k for the Mail.

Ziero
12-07-2006, 09:22 PM
Barone body gear is like 2-3 mil.
Hydra mail body gear is more.
Pretty pricey eh?
Yeah, no

http://www.ffxiah.com/item.php?id=14055&sid=23&stack=0
http://www.ffxiah.com/item.php?id=14448&sid=23&stack=0
http://www.ffxiah.com/item.php?id=15209&sid=23&stack=0
http://www.ffxiah.com/item.php?id=15345&sid=23&stack=0
http://www.ffxiah.com/item.php?id=15406&sid=23&stack=0

In total the War JSE on my server can easily top 40 million for the whole set. And it doesn't even look that good. 2-3 mil isn't a lot for endgame gear, especially JSE.

LadyKiKi
12-08-2006, 12:14 AM
+8 Acc to somewhat force people to use it to TP in ... won't be so bad eh? Considering how other jobs are more or less generically forced to wear Haubergeon/Scorpion Harness at sometime or another. Like a reliable Acc piece really.

WAR JSE ... I just noticed the nice amount of HP the armor gives ... but why would they need that? They got the God's set of armor and even Adaman Hauberk (ok not exactly easy to get)/pieces ... WAR has many many more useful/practical armor choices than a DRG.

For my suggested stats earlier, it's to really match JSE standards and give the wyvern a little more edge by giving it protection bonuses and some physical bonuses to make it more useful. Double Attack for the occasional double damage, coupling it with Zanshin so it might attack again if it misses. Attack Bonus to make it hit slightly harder.

Defense Bonus or Magic Defence Bonus won't really do much (i.e. when has a WAR's Defense Bonus (as a subjob) helped you(much)?), it's really just there as a psychological effect.

This JSE looks so good... it is a waste not to have practical stats in it~

*I have never seen anyone wear that JSE in game before*

Exactly.

For an idea mentioned earlier about having wyvern out that gives the DRG bonuses ... maybe (all latent effects activate with wyvern out):

Mask:
VIT+3 Attack+5
Latent Effect: Jump: Additional Effect: Dispel

Body:
Accuracy+5 STR+4
Latent Effect: Attack +15

Hands
Accuracy+5 STR+3
Latent Effect: Physical Damage: Ice Spikes Effect

Legs:
DEX+4 AGI+4
Latent Effect: Ancient Circle: Magic Defense Bonus

Feet
Attack+5 Accuracy+8
Latent Effect: High Jump: Increases Critical Hit Rate

There ... just some stuff I pulled off my head. From the set you can an additional dispeller, an attack bonuses, a defense bonuses, a group effect defense (give us somewhat of a role in some battles?) and a chance for High Jump to deal more damage. Again I hope it's not too "cheap" (or unfair in other terms) and not that demanding where it will throw everything to be unbalanced.

seq
12-08-2006, 07:03 AM
hopefuly it'll get an update, the same as what they did to Gavial gear...

Vyuru
12-08-2006, 07:26 AM
>.> I wish to retract my earlier statement about what the gavial armor looks like after looking at in the model viewer. I dunno what I was thinking when I said that /blush



Legs:
DEX+4 AGI+4
Latent Effect: Ancient Circle: Magic Defense Bonus


I didn't even think of a Ancient Circle latent effect, but I have a question since I haven't fought many wyverns. Do either HNM or normal wyverns/dragons/wyrms use magic? And what about having a big -breath attack latent instead like what the armor currently offers? For the drg JSE it just seems that -breath attack would be more natural. Either that or a really enhanced dragon killer effect.

Of course why we have dragon killer when we're dragoons and not the dragon killers is another topic alltogether.

Hmm, dispel would be nice, but I think it would be a bit over powered. In all of your parties, you will have at least one mage, and in standard parties you normally have 3 mages, or 2 and one brd/cor. Any one of those mages can sub rdm if the party really needs dispel.

I think Stun might be fun to have as an added effect. All the drg beastmen have it with their jumps, although their jumps are more like WS I think. If the latent effects both jump and high jump, stun should have say a 50%ish chance of landing since we get two jumps. If it only effects jump, maybe make it a 70%ish chance.

What about a -enmity latent? It fits in with our jumps, and it would let us deal more damage more freely. And at least for TP burn parties it will help with not subbing ninja and having utsusemi.

LadyKiKi
12-08-2006, 07:58 AM
Tiamat casts Firaga 3 and Fire 4

Likewise, Jormungand casts Blizzaga 3

Bahamut uses Blood Pacts ... Megaflare/Teraflare ... Magic attacks, sorta ...

Another latent effect would be Breath Damage Taken -25% (or a bit higher?) for Ancient Circle. However, it's put on the leg slot on purpose so you can't macro in the AF legs and this ... (or maybe the feet and legs' latent should be swapped around?)

Ancient Circle produces emnity by default, I normally use it at times to pull that little bit of hate of my wyvern when soloing.

Lmnop
12-08-2006, 04:20 PM
I've seen a lot of people suggest add'l effect Stun to Jump over the years, and I'm still glad they haven't done it. It'd be great and all, but I'm still coping with BLU dethroning DRK as Stun-king... I think Stun is a little overdone at this point. Dispel would be interesting, but not likely, not entirely useful, and may step on others' toes. Especially with Corsairs getting their once/minute Dispel, how many Dispels can we throw into the fray? (currently @2 reliable and 2 tied to 1min timers).

I think at this point, the best thing they could do with JSE would be to leave the stats exactly as they are, and then start adding small bonuses. OR they could make a whole new set of drg JSE (whms have 2 JSEs, afterall) that each piece is crafted with Dragon stuff + Gavial stuff. :3

so yeah... wyvern: occasionally nullifies magic damage taken. Even people with the ring that gives PCs that trait don't seem to wear it much... don't see how it'd be overpowered for DRG.

DakAttack
12-08-2006, 04:28 PM
If anything Jump would make more sense having an armor break effect. I believe that's something Lancers could do in FFT.

Anyways, the armor is pretty useless, but there's already much more out there in the way of party gear. Maybe they can turn it towards soloing with a few party stats. It could enhance the speed, and potency of healing breaths.

Karinya
12-09-2006, 07:40 AM
+8 Acc to somewhat force people to use it to TP in ... won't be so bad eh? Considering how other jobs are more or less generically forced to wear Haubergeon/Scorpion Harness at sometime or another. Like a reliable Acc piece really.
Yeah, but it blows away Amir without even counting the wyvern bonuses, which I don't think is right for a crafted piece. Especially if you're considering this as adjustments to the existing (cheap) set and not some new set that will be made out of unobtanium.

Anyway, DRG already has plenty of reliable acc pieces... life/potent belt, o-hat, SH/Pahluwan, chiv chain, amir boots, galliard trousers/pahluwan seraweels, the same rings everyone else uses, Diabolos and assault earrings - that's over +60 acc already, +70 when you add in the trait. Without food. I doubt you will very often even need that much, let alone more than that.
WAR JSE ... I just noticed the nice amount of HP the armor gives ... but why would they need that? They got the God's set of armor and even Adaman Hauberk (ok not exactly easy to get)/pieces ... WAR has many many more useful/practical armor choices than a DRG.
I don't know about that. The thick and e.abj. sets are nice, no doubt, but on the other hand they can't wear Homam and Pahluwan, both of which have some really awesome pieces. Much of the Unicorn set isn't that good for DD either.

DRG is the ONLY job that can wear both of the melee Assault sets and mix and match them. So if you want more gear options as a DRG, and you don't have sea (or don't want to wait for Omega to drop the right body parts), assault assault assault. Anyone with TAU can do assaults on basically any schedule they want, all it takes is persistence.

Certainly DRG had few and weak gear choices in RoZ, but with the addition of homam, barone, pahluwan, amir and hydra, I don't think it's true anymore (even though hydra isn't all that useful, all of the other four have pieces ranging from useful to excellent).

Vyuru
12-10-2006, 12:56 PM
I've seen a lot of people suggest add'l effect Stun to Jump over the years, and I'm still glad they haven't done it. It'd be great and all, but I'm still coping with BLU dethroning DRK as Stun-king...

Well, to be honest I don't know much about how Blue Mage's stun spells work, or how many they have so I can't really comment on the Blu vs Drk stun. But I will say it does sound like Stun may not be that great of an addition if Blue mages can do it well, especially since there are a goodly amount of blue mages these days.

My thought on it though, not taking blue mages into consideration, is that I just don't see that many dark knights using their mp at all. The only time I MIGHT see a stun get tossed out is if the goblin is about to do a bomb toss, and in that case I would rather risk that it was a suicide bomb toss and let the goblin do it. There are some drks who use their mp effectivly, but I have not seen that many of them. Most of the stuns that I see are actually used by black mages and are normally used on self buff moves like Cocoon, Poison breath, magical spells, etc. While potentially self killing moves like Bomb Toss are left unstunned unless it might actually kill the party.

And I will say that I really love partying with dark knights, and I party with dark knights whenever I can, so this is not a statement made based on seeing two or three dark knights, this is based on partying with alot of dark knights, after they got stun of course, and not pre stun levels.

So from a strictly blm and drk stun point of view, I think that stun would be a nice added effect to our jumps. But if it is the case that blue mages are now taking up the stun role in parties, and if they are really that much better at it than dark knights are, I see no need for it then.


OR they could make a whole new set of drg JSE

That wouldn't be bad, except that this JSE looks so damn sexy ; ;

If anything Jump would make more sense having an armor break effect. I believe that's something Lancers could do in FFT.


I think that the Knights had the armor/weapon/stat break attacks. I think Lancers only got jump, and they could increase the range of jump, they could get Ignore Height (gotta love it :D) and a few other odds and ends that I can't remember right now. I think they could get protection against instant death attacks/spells.


Yeah, but it blows away Amir without even counting the wyvern bonuses, which I don't think is right for a crafted piece. Especially if you're considering this as adjustments to the existing (cheap) set and not some new set that will be made out of unobtanium.


Well, in general I think that crafted armor SHOULD be better than quested armor, with the exceptions of say, god, relic, and AF+1 armor. Crafted armor shouldn't be so much better that it puts quested armor to shame, but I think it should be good, while quested armor shouldn't be as good, but definatly comparable. Just like say, the Scorpion Harness vs Assault Jerkin. Both are really good, and from a strictly +acc perspective you would say that the Assault Jerkin isn't as good, but that +18att sure grabs the attention, and +3acc isn't too shabby either.

unobtanium

I had to laugh there :D


Anyway, DRG already has plenty of reliable acc pieces...

We do.... But for most of the game our other gear can't really compare. Take the Peti armor for instance compared to the Royal Knight set or the Jawshan set. War/drk/sam really get some good boosts from those sets. I'm not really considering monks here, they just outdamage everyone, but I will say that while their gear is good, it does look like it is rather limited, so a wider variety of affordable monk gear might be nice.

But back to what I was saying, war/drk/sam get some really good armor sets, we can all wear the same +acc gear, and while dragoons get a +acc bonus, but it seems to me that it's not enough of one to let us swap out enough +acc gear for +DD gear to make a noticable difference at least in mid level, I haven't reached 75 yet so I can't speak for that level range. So it feels to me that we still need to wear a comparable amount of +acc gear as the other jobs, and for a long time our DD armor is not that comparable to what the other jobs get, so I feel that I am struggling to keep up with the other DD jobs in party settings.

Although after saying that, I do have to pause to think and take a step back and say that in the few parties I have been in where someone had kept track of everyone's damage, once my wyvern's damage was included I am right up there with the really highly damaging jobs. Agaisn't mobs weak to piercing weapons I normally outdamage everyone, not including my wyvern's damage, and I don't have the best of gear either. So do we need gear comparable to other jobs? I would really have to say no, heck even I forget about my wyvern's damage at times and so I feel that I may not be pulling my weight in parties at times, and when you include her damage with mine, the two of us are right up there with those Haubergeon/all gear+1 war/nins, they might still have done more damage, but we're still close in total damage.


Certainly DRG had few and weak gear choices in RoZ, but with the addition of homam, barone, pahluwan, amir and hydra, I don't think it's true anymore

Agreed, with the new armor from ToAU, I am MORE than happy with the current selection of mid to end game gear, which I felt that dragoon was lacking in. I LOVE my Jaridah Peti, and I have such wide and varied choices of endgame gear that I am going to be busy picking what gear setup I want for quite some time. And of course whatever gear I pick will have to stylishly match, one of my biggest pet peeves about the Ohat ;)

However I think LadyKiKi was specifically addressing the lack of a good piece of JSE for dragoons. And while I don't know what all the other jobs get, I do know that at least some of them get some totally cool pieces of JSE. And it seems that if they don't have good JSE, such as the Unicorn set for DDing warriors, and the Plastron set's usefulness is debatable with all the -def on it, they at least get access to all of the really good god armor and other heavy armor.


Something to counter what I just said up there though is that with the new changes to samurai, we can get a constant +10% haste, opening up some of the Hecatomb pieces for use in exp parties. If the mage keeps use hasted, then we can have +25% haste, and we can use the Hecatomb body and pants for a grand total of +10acc, +12str, +20att, and 2%slow. Or you could pick any combination of the Hecatomb armor pieces for a ton of +str/dex/att with only a marginal slow effect. A swift/speed belt would allow you to toss in another piece of Hecatomb gear for little to no slow penalty, and would allow you to wear the full set of Hecatomb armor for as little as 12% slow.

All of that +str/dex/att/acc would just be huge IMO. Someone might do this and find out that it really isn't that much better than a normal and much cheaper/easier to obtain set of armor, but even so that is pretty impressive. All of that +dex would also factor into slightly more critical hits, and more accuracy as well since 2dex = 1 acc.

eticket109
12-10-2006, 04:27 PM
I've seen a lot of people suggest add'l effect Stun to Jump over the years, and I'm still glad they haven't done it.

High Jump has a stun effect while Spirit Surge is active. >.>

Lmnop
12-10-2006, 05:12 PM
High Jump has a stun effect while Spirit Surge is active. >.>

I wasn't sure whether or not that was the effect. I was thinking I read somewhere that that was the case, but then there isn't, then I pointed out:


High Jump causes an enemy’s TP to be reduced by a percentage proportionate to the amount of damage inflicted.

not an ad for cheap legal drugs! (http://wiki.ffxiclopedia.org/Spirit_Surge)

If it is the case, then my argument becomes one that I'm fine with Drg stunning once/2hours. They're never going to let you stun every jump or every high jump.

------

On what Vyuru said above (I'm too lazy to quote so here's hoping I can remember what I wanted to comment on).

Heca's cool (can't forget that DEX has a modifier on Penta Thrust) but I think if you're @25%+ Haste, that's it's own advantage. If you hit a mob for 120/swing (I have no idea how much you hit for on merit mobs) normally, will all that heca make you hit for more than 240 extra damage/minute? Because you'd be losing right around 2 attacks/round (and the tp to go along with it). It's a hard matter to figure, for sure. But to each their own.

Amir isn't just "quested" though, it's earned with a whomping 20000 Assault Points. That kind of thing can't be replaced by an easily crafted piece of armor, unless said armor is made of "unobtanium." <---- btw, I cracked up at that and started tracking down family members to tell it to.

I do think that it'd be nice if DRGs got a 2nd acc bonus trait at say... 60 or 65. Like you said, the acc bonus is nice, but you still gear yourself like other DDs regardless. But then, I feel level 70 rolls around and everyone should start subbing SAM so you shouldn't need 10 more acc. :3

Get one of those dragon skull mask thingies. They look cool and WARs can't wear them. Even if you wear an O-hat most of the time, you can equip swap one of those on just to make us WARs cry because we don't have 'em.

Lastly, I agree with Dak that if they revamp this JSE, the best direction possible would be solo-oriented. Perhaps even an Ethereal Earring-esque trait or some such. For most JSEs, there's really only one "ideal" piece of equip. For instance: Unicorn is mostly useless, but everyone wants the booties. Lots of the SAM JSE is good, but to the people with Haub+1s, the only piece that seems to be worn is feet (Amir may have changed that, even). DRK has a few good pieces, but the only one that has a statistical edge over other gear options is the legs (Dusk Trousers and then some). I'm not a magey type, but I never see them in more than 1-2 pieces of their JSE at a time either. My point is -- the JSE would have to be mostly useless still.

Vyuru
12-10-2006, 08:18 PM
Haste, that's it's own advantage. If you hit a mob for 120/swing (I have no idea how much you hit for on merit mobs) normally, will all that heca make you hit for more than 240 extra damage/minute? Because you'd be losing right around 2 attacks/round (and the tp to go along with it). It's a hard matter to figure, for sure. But to each their own.


Agreed, I just don't know how effective it would be, I was just pointing out that the /sam has made some gear more viable for exp settings. It is nice that the Hecatomb armor has become a bit more visable to use in exp parties and is not solely a WS swap gear set anymore.

Myself personally, I think I would favor the AF+1, perhaps mixed with some relic gear (mostly just the helm), good stat boosts to me and my wyvern and it has some nice job ability boosts. Actually yeah, I think I would go with Relic+1 helm and AF+1 for the rest. I like gear that enhances both job abilities and stats.

Get one of those dragon skull mask thingies.

Either that or my Relic helm :D Of course an Ace's helm would be nice, but dynamis gear might be more obtainable for me rather than HNM gear. We shall see though.

I do think that it'd be nice if DRGs got a 2nd acc bonus trait at say... 60 or 65. Like you said, the acc bonus is nice, but you still gear yourself like other DDs regardless. But then, I feel level 70 rolls around and everyone should start subbing SAM so you shouldn't need 10 more acc. :3


I do tend to agree with you here. It would be nice to have another +acc trait at about lvl 60 since this is the time other DD seem to get some serious +stat gear and WS. However in certain areas, Bibiki bay and ToAU zones, the difference between the jobs isn't as great since the mobs are pretty easy and not too buff/evasion crazy like pugils, crabs, raptors and the like can be.


They're never going to let you stun every jump or every high jump.


Oh gosh no, I wouldn't want that. Just the possibility of it happening would be good enough for me. It have to be a low possibility though IMO.

You know, I'd just be happy if we got some trait or piece of gear (such as JSE) that increased our wyvern's breath attacks, something other than just our relic helm, because that is really a hard to obtain piece of gear. My reasoning is that roughly every 20 levels we get a boost to healing breath, so why not one to our wyvern's offensive breath?

We could get a roundabout boost to our Healing breaths by getting more +wyvern gear, but if I remember right you'd need alot of +wyvern hp to raise HB even by say 50hp. So that might not be the best way to go.

IMO we get some really good pieces of gear that are just hard to obtain, mostly relic and AF+1.

The gear from assaults is very nice as well, and IMO is pretty reasonable to obtain. The hardest part I have is getting a static together to do the assaults with.

Lmnop
12-11-2006, 06:42 AM
yeah I have like 7k Assault Points when I add up all my Staging Points together... >.> It takes some dedication and time (that I don't have).

Overall though, I think Assaults are the best designed aspect of the game atm. To that end, I don't want their gear to be marginalized (at least too much).

eticket109
12-11-2006, 07:05 AM
I need to find info on Spirit Surge in the update notes or something. lol

Alla and FFXIWiki both say the exact same thing for High Jump. Like you said though, I remember reading the Stun thing. I'm sure I've seen the Stun effect wear on mobs I High Jump'ed too.

raidenn
12-11-2006, 08:26 AM
Does it really come in black? I see the same one worn by NPCs for Ballista. It's in red.

LadyKiKi
12-11-2006, 09:41 AM
Does it really come in black? I see the same one worn by NPCs for Ballista. It's in red.

Yes it does! Look at my screenshot. =)

The NPC ones are the "Crimson" armor, the wyvern abjs. Although it's red, the shade of black is that much nicer!

I understand what everyone has discussed above and agree that DRGs do have a lot by end game. I need to put more time into gear I guess. I've got 5/5 Staging Points but never actually did assaults before.

Khidir
12-11-2006, 09:55 AM
maybe you could use the entire set to solo Biast

=P

Lmnop
12-11-2006, 11:39 AM
I need to find info on Spirit Surge in the update notes or something. lol
Alla and FFXIWiki both say the exact same thing for High Jump. Like you said though, I remember reading the Stun thing. I'm sure I've seen the Stun effect wear on mobs I High Jump'ed too.

Lucky you, I managed to get the right update on my first click.

Found it! (http://www.playonline.com/pcd/update/ff11us/20051213fMt7e1/detail.html)

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.


No mention of stun. =( Mayhaps they originally stated something about a Stun effect and then went back and changed the document without saying anything (like they did with the Assassin job trait -- that was stupid). I had forgotten that they also gave Wyverns Subtle Blow in that update. If they had put it in any other update, there would've been all sorts of talk about it's effects on party play. Put in the same update as something monumental like changing the same job's 2hour and no one cares. :3

As the Dragoon rises, the Beastmaster falls...

Vyuru
12-11-2006, 11:53 AM
Overall though, I think Assaults are the best designed aspect of the game atm. To that end, I don't want their gear to be marginalized (at least too much).


I agree. I don't want to see any piece of armor really nerfed, I would rather see new armor with different +stats on it, since SE said that they don't want to make new armor models due to PS2 memory limitations it could be based on already existing armor models, just with different +stats on it. SE should have some fun and make it so that there is a really good armor set that looks like the starting RSE set :P

But yeah, don't get me wrong, the assault gear is really nice and reasonable to obtain, I am not calling for it to be changed, and I would be rather upset if SE did change any of it >.<

I need to put more time into gear I guess. I've got 5/5 Staging Points but never actually did assaults before.


Most of the pieces of armor you can get from them are pretty good, I really favor the look of the Pahluwan armor, it's got a ton of +acc on it and is available from most of the easier assaults.

There are of course a few pieces from each set that I don't particularly care for, and the benefits from wearing the full set are just ok, Pahluwan full set gives you Subtle Blow, and wearing the full set of Amir reduces magic/breath damage. Amir is gear more towards att with some slight accuracy, while Pahluwan is geared more for acc with some slight +str.

Still though, I wouldn't mind some more useful JSE other than the Falconer's hose and the Dragon line of armor. It's kinda hard to find a use for +50 wyvern hp and a whole bunch of -breath damage. True we get those +jump accuracy boots, but jump's accuracy is based on your melee accuracy, which you should have plenty of so those aren't terribly useful either.

Karinya
12-11-2006, 12:06 PM
Agreed, I just don't know how effective it would be, I was just pointing out that the /sam has made some gear more viable for exp settings. It is nice that the Hecatomb armor has become a bit more visable to use in exp parties and is not solely a WS swap gear set anymore.
Well, I still think most of it would be more valuable as a WS/jump swap and not worn all the time, but I only have one piece of it anyway, so what do I know. >.>
Myself personally, I think I would favor the AF+1, perhaps mixed with some relic gear (mostly just the helm), good stat boosts to me and my wyvern and it has some nice job ability boosts. Actually yeah, I think I would go with Relic+1 helm and AF+1 for the rest. I like gear that enhances both job abilities and stats.
Either that or my Relic helm :D Of course an Ace's helm would be nice, but dynamis gear might be more obtainable for me rather than HNM gear. We shall see though.
IMO, dynamis gear for DRG is quite obtainable. My dynamis LS and most that I know of, any level 65+ DRG that joined would immediately be the first one lotting on most if not all pieces. It's one of the benefits of being a rare job and not another of the 1,000 WARs or worse, one of the 10,000 BLMs. And it's not just my LS, but any dynamis LS I've heard of.
I do tend to agree with you here. It would be nice to have another +acc trait at about lvl 60 since this is the time other DD seem to get some serious +stat gear and WS. However in certain areas, Bibiki bay and ToAU zones, the difference between the jobs isn't as great since the mobs are pretty easy and not too buff/evasion crazy like pugils, crabs, raptors and the like can be.
Well, if you're DRG/SAM, you get another +acc "trait" at level 50... in addition to life belt, which everyone gets. Of melee jobs, only SAM/RNG or SAM/DRG has the same natural accuracy as DRG/SAM - and it's *20* points higher than something like MNK/WAR, WAR/NIN or DRK/THF, all of which are quite common. Hasso's haste compares favorably to high level Dual Wield's, too.

It's easy and reasonably cheap for a DRG60/SAM30 to have +42 acc without food. Trait, hasso, life belt, jaridah peti and GK lance - total cost maybe 300k (less for San d'Orians, who can get the lance for free). Throw in a spike necklace, some str rings and AF and you can do decent damage with that.

Most jobs need something like a peacock charm, sniper rings and haubergeon/SH to reach that level of acc. (And DRG can wear some of those things too and reach *really* insane amounts of acc.)
You know, I'd just be happy if we got some trait or piece of gear (such as JSE) that increased our wyvern's breath attacks, something other than just our relic helm, because that is really a hard to obtain piece of gear. My reasoning is that roughly every 20 levels we get a boost to healing breath, so why not one to our wyvern's offensive breath?
Well, I recently got level 52 and noticed that after I put on drachen brais, my wyvern's breath started doing 10% more damage. Offensive breaths already increase with the wyvern's hp and therefore with level, and +wyvern HP gear increases them even more. In addition there's an indirect boost from drachen armet - choosing the right breath reduces the chance of a resist.

I don't think that any other piece should give the same kind of direct boost that wyrm armet does, because it would take away from the specialness of the wyrm armet. It's in part *because* it is hard to get that it deserves to be better than something anyone can buy off the AH. Because, in particular, if anyone can buy it, gilbuyers can buy it *easily*, and I don't want to see gilbuying become any more common than it already is.