Yes, kind of a repost and maybe preaching to the choir, but I felt that I had to rant a little, blow off some steam.
I was out hunting stuff in Buburimu a few days ago. I'm level 46 DRG/WAR, have +10 dex total. So I go to attack a goblin...and miss! It says 'missed goblin', not 'goblin's shadow absorbed the damage'.
A flat out miss on a too weak to be worthwhile mob.
WTF.
Then I go 'ok, mr. gob, your ass is mine!'. So I bust out my jump on him...and miss.
OMG.
Meanwhile, my wyvern is hitting it for over 100, no problems.
So I hit my High Jump and was temporarily rewarded with some damage figures. 100+ Then I hit him again...for 140. WHAT? My jump attack, landing from above with my lance jabbing into his brain, driven by strength and momentum, did LESS damage than a measly swipe to the head?
Then, a few days later, I went to help some people do the rank 3 dragon. I thought to myself 'okay, now i'll get to use Ancient Circle and see how my dragon killer job trait works'.
Absolutely pathetic....Ancient Circle wore off so quick it was useless. My so called 'Dragon Killer' trait was not even noticeable whatsoever. Oh yes, one of my jumps misssed too. Am I a specialist in the art of killing dragons or not?? Like it matters, considering how many dragons you get to fight in the game!
Wishlist:
-----------
Better Jumps:
Although I only have Jump and High Jump at the moment and have not tried Super Jump, why do DRGs only get 3 jumps? We're 'masters of the air and the lance', so what gives? I blast out my two jumps (assuming they even HIT)...and for the next 90 seconds I pretend to be a warrior all over again.
We need:
- Better jump accuracy. Like 100% accuracy. This is our defining ability as a job, the thing that sets us apart from the others.
- Better jump damage. The damage that a jump attack does is not that much more than a regular attack, if you're lucky! The jump is described as being an attack which lets the DRG pierce the toughest hides...so why is it not doing more damage? I'm not saying that it should be like a THF's sneak/trick attack, since THF is a burst damage dealer, but at least make it do noticeably more damage.
- Lower jump timers.
- More jump options
In return, put some restrictions on the Jumps, make them more unique and more useful. Some suggestions from ppl on the forums include:
- Jumps take some time to land after being used. This is to simulate the dragoon jumping and landing on the monster (rather than the instant attack it seems to be now).
- Jump attacks gain hate, not shed them. You're doing damage to the monster...how can it not hate you? Jump should gain the same hate as a Sneak Attack...and High Jump should gain the hate of a Trick Attack. If you do too many jump attacks at the wrong time, you may die from aggro.
examples:
Jump: 2 seconds of airtime, 100% hit rate, 2x damage, gains 15% tp, gains some hate (critical-hit hate). Good chance to interrupt spell casting or special abilities (useful to stop gob bombs, etc). AOE attacks still do damage to the DRG, but attacks directed *at* the DRG do not register (ie. Pugil Screwdriver). Cannot be healed while in the air. Also, upon landing, you're more vulnerable to an attack for a split second or so...so a badly timed Jump can result in extra pain for you, if you're not careful. 50 second timer.
High Jump: 4 seconds of airtime, 100% hit rate, 2.5x damage, gains 18% tp, sneak attack hate. Higher chance to interrupt spell casting or special abilities. AOE attacks still do damage to the DRG, but attacks directed *at* the DRG do not register (ie. Pugil Screwdriver). Cannot be healed while in the air. Also, upon landing, you're more vulnerable to an attack for a split second or so...so a badly timed Jump can result in extra pain for you, if you're not careful. 80 second timer.
Evasion Jump: 3 seconds of invincible airtime. No damage, sheds some hate, drains 30% tp. Cannot be healed while in the air, and for a split second after landing, the DRG is more vulnerable. 90 second timer.
High Evasion Jump: 5 seconds of invincible airtime. No damage, sheds more hate, loses 50% tp. Cannot be healed while in the air, and for a split second after landing, the DRG is more vulnerable. 2 min timer.
Super High Jump: 8 seconds of invincible airtime. Option of coming down to do damage, or simply evading (evading is default). If the former, you will do 3.5x damage, 100% hit rate, gains 25% tp, higher chance to interrupt spell casting or special abilities, but gain trick attack hate. If the latter, you will shed all hate, but also lose all your tp. Cannot be healed while in the air, and for a split second after landing, the DRG is more vulnerable. 5 minute timer.
Improved job traits/abilities:
- Ancient Circle...increase its duration to 3 minutes, reduce timer to 5 mins, and make it effective against all flying monsters, dragons and reptiles in general.
- Dragon Killer...change it so that it gives bonus damage and hit-accuracy against flying monsters, dragons and reptiles. Rename it to something else...
- Another accuracy bonus at level 45 (maybe). Or at least, some other job trait to look forward to! We only have 3 total at the moment.
- Call Wyvern...move the current 2hr ability here. 1hr timer, and 2hr duration. Otherwise, no changes to the wyvern as it is now.
- Better 2hr ability...Chainjump. Wyvern as a 2hr ability *is* a gimmick. Half the time you're fighting mobs with AOE, and it's dead. It's useful for soloing, but let's face it...the game is about partying, not soloing.
30 seconds duration, or a max of 5 jumps...whichever comes first.
Just like it sounds, Chainjump would let the DRG chain the normal Jump attacks together. Hate building remains the same, TP building remains the same, the airtime remains the same. No other jumps can be used whatsoever, so if you do bust out this ability, you will be gaining some nice hate. After the 2hr is done, you cannot use any jumps at all for 2 minutes.
This opens up a variety of jump chaining options....like if you chain 5 Jumps one after another, you'll do alot of damage very quickly, but gain a lot of hate very quickly. If you moderate your Jumps...like one Jump every 5 seconds, you won't get as much hate, but you won't do alot of damage as quickly as the first option. If you wait too long between Jumps, the timer may run out. If you chain 5 Jumps one after another, then spam a pentathrust...you better hope that the mob is dead after, or you'll soon be eating dirt.
More comments and additions, or constructive criticism welcome. If something is glaringly wrong that I missed because I'm only level 46, just point it out.
I've never fought skeletons yet, so I do not have any first hand experience with lance vs bone-enemies, but if it really is as bad as all the high levels make it out to be, why not give DRG an A- rating in staff, as well as more staff options, and better staves? A staff is similar to a spear...both are considered polearms.
I was out hunting stuff in Buburimu a few days ago. I'm level 46 DRG/WAR, have +10 dex total. So I go to attack a goblin...and miss! It says 'missed goblin', not 'goblin's shadow absorbed the damage'.
A flat out miss on a too weak to be worthwhile mob.
WTF.
Then I go 'ok, mr. gob, your ass is mine!'. So I bust out my jump on him...and miss.
OMG.
Meanwhile, my wyvern is hitting it for over 100, no problems.
So I hit my High Jump and was temporarily rewarded with some damage figures. 100+ Then I hit him again...for 140. WHAT? My jump attack, landing from above with my lance jabbing into his brain, driven by strength and momentum, did LESS damage than a measly swipe to the head?
Then, a few days later, I went to help some people do the rank 3 dragon. I thought to myself 'okay, now i'll get to use Ancient Circle and see how my dragon killer job trait works'.
Absolutely pathetic....Ancient Circle wore off so quick it was useless. My so called 'Dragon Killer' trait was not even noticeable whatsoever. Oh yes, one of my jumps misssed too. Am I a specialist in the art of killing dragons or not?? Like it matters, considering how many dragons you get to fight in the game!
Wishlist:
-----------
Better Jumps:
Although I only have Jump and High Jump at the moment and have not tried Super Jump, why do DRGs only get 3 jumps? We're 'masters of the air and the lance', so what gives? I blast out my two jumps (assuming they even HIT)...and for the next 90 seconds I pretend to be a warrior all over again.
We need:
- Better jump accuracy. Like 100% accuracy. This is our defining ability as a job, the thing that sets us apart from the others.
- Better jump damage. The damage that a jump attack does is not that much more than a regular attack, if you're lucky! The jump is described as being an attack which lets the DRG pierce the toughest hides...so why is it not doing more damage? I'm not saying that it should be like a THF's sneak/trick attack, since THF is a burst damage dealer, but at least make it do noticeably more damage.
- Lower jump timers.
- More jump options
In return, put some restrictions on the Jumps, make them more unique and more useful. Some suggestions from ppl on the forums include:
- Jumps take some time to land after being used. This is to simulate the dragoon jumping and landing on the monster (rather than the instant attack it seems to be now).
- Jump attacks gain hate, not shed them. You're doing damage to the monster...how can it not hate you? Jump should gain the same hate as a Sneak Attack...and High Jump should gain the hate of a Trick Attack. If you do too many jump attacks at the wrong time, you may die from aggro.
examples:
Jump: 2 seconds of airtime, 100% hit rate, 2x damage, gains 15% tp, gains some hate (critical-hit hate). Good chance to interrupt spell casting or special abilities (useful to stop gob bombs, etc). AOE attacks still do damage to the DRG, but attacks directed *at* the DRG do not register (ie. Pugil Screwdriver). Cannot be healed while in the air. Also, upon landing, you're more vulnerable to an attack for a split second or so...so a badly timed Jump can result in extra pain for you, if you're not careful. 50 second timer.
High Jump: 4 seconds of airtime, 100% hit rate, 2.5x damage, gains 18% tp, sneak attack hate. Higher chance to interrupt spell casting or special abilities. AOE attacks still do damage to the DRG, but attacks directed *at* the DRG do not register (ie. Pugil Screwdriver). Cannot be healed while in the air. Also, upon landing, you're more vulnerable to an attack for a split second or so...so a badly timed Jump can result in extra pain for you, if you're not careful. 80 second timer.
Evasion Jump: 3 seconds of invincible airtime. No damage, sheds some hate, drains 30% tp. Cannot be healed while in the air, and for a split second after landing, the DRG is more vulnerable. 90 second timer.
High Evasion Jump: 5 seconds of invincible airtime. No damage, sheds more hate, loses 50% tp. Cannot be healed while in the air, and for a split second after landing, the DRG is more vulnerable. 2 min timer.
Super High Jump: 8 seconds of invincible airtime. Option of coming down to do damage, or simply evading (evading is default). If the former, you will do 3.5x damage, 100% hit rate, gains 25% tp, higher chance to interrupt spell casting or special abilities, but gain trick attack hate. If the latter, you will shed all hate, but also lose all your tp. Cannot be healed while in the air, and for a split second after landing, the DRG is more vulnerable. 5 minute timer.
Improved job traits/abilities:
- Ancient Circle...increase its duration to 3 minutes, reduce timer to 5 mins, and make it effective against all flying monsters, dragons and reptiles in general.
- Dragon Killer...change it so that it gives bonus damage and hit-accuracy against flying monsters, dragons and reptiles. Rename it to something else...
- Another accuracy bonus at level 45 (maybe). Or at least, some other job trait to look forward to! We only have 3 total at the moment.
- Call Wyvern...move the current 2hr ability here. 1hr timer, and 2hr duration. Otherwise, no changes to the wyvern as it is now.
- Better 2hr ability...Chainjump. Wyvern as a 2hr ability *is* a gimmick. Half the time you're fighting mobs with AOE, and it's dead. It's useful for soloing, but let's face it...the game is about partying, not soloing.
30 seconds duration, or a max of 5 jumps...whichever comes first.
Just like it sounds, Chainjump would let the DRG chain the normal Jump attacks together. Hate building remains the same, TP building remains the same, the airtime remains the same. No other jumps can be used whatsoever, so if you do bust out this ability, you will be gaining some nice hate. After the 2hr is done, you cannot use any jumps at all for 2 minutes.
This opens up a variety of jump chaining options....like if you chain 5 Jumps one after another, you'll do alot of damage very quickly, but gain a lot of hate very quickly. If you moderate your Jumps...like one Jump every 5 seconds, you won't get as much hate, but you won't do alot of damage as quickly as the first option. If you wait too long between Jumps, the timer may run out. If you chain 5 Jumps one after another, then spam a pentathrust...you better hope that the mob is dead after, or you'll soon be eating dirt.
More comments and additions, or constructive criticism welcome. If something is glaringly wrong that I missed because I'm only level 46, just point it out.
I've never fought skeletons yet, so I do not have any first hand experience with lance vs bone-enemies, but if it really is as bad as all the high levels make it out to be, why not give DRG an A- rating in staff, as well as more staff options, and better staves? A staff is similar to a spear...both are considered polearms.




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