/DRG? |
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/DRG?
What, if any, kind of changes would I need for /DRG? Should I be aiming for more STP or multi attack? Planning on using it for Dyna Sandy because I'm sick of eating dirt when I grab hate and get one shot from counter dmg, so should have all necessary buffs.
Won't have capped delay reduction without hasso (even with apoc AM I think). Abuse drain 3 and dread spikes to help with counter.
Last Resort caps delay reduction for the ~80% of the time it's up.
However, I agree with Crossbones that unless you're doing wave 3 (where /drg is great), you should use Drain III to keep you alive instead of changing sub. Instead of /drg, I suggest trying out dirge.
Yeah, just wanted to try it out and see how it went. More of an annoyance and just was curious if anyone had tried /drg and if it was worth using on occasion. Thanks for the help all.
Honestly on the wave 3 boss, as crowned mention, use dirge. With 5 songs we do march march attack acc (for the tp bonus babies) and dirge. Pretty much no one pulls hate ever before boss dies, just not enough time. 50% reduction is massive.
For short fights why the hell not. Jumps are pretty fun IMO and you get the WSdmg boost.
Shiva.Anoq said: » Planning on using it for Dyna Sandy because I'm sick of eating dirt when I grab hate and get one shot from counter dmg, so should have all necessary buffs. I wrote a Short Dyna D Primer earlier, and have mentioned the topic before. To go into a bit more detail for Dyna-Sandy, it is the zone where I go Liberator 100% for wave 1 and 2, so that I can alternate seamlessly between physical and magical WS, depending on eyes. This also means that I'm facing down NMs with mythic AM3, and Orcish Counterstance is all but guaranteed to be up. Taking hate on NMs is not an if, it's a when. I make sure to announce to my LSmates loudly over discord "MIMS IS ON THE NM's LEFT ARM" when we engage Orc NMs, because whenever it turns to face me, whatever poor soul who wasn't paying attention to positioning ends up eating dirt. I have Drain3 HP, Seigan, Third Eye, a high delay weapon even with mythic AM3, and Dread Spikes. That poor dual wielding Thf/Blm doesn't have a chance in hell if I take hate and they are standing in the wrong place. So let the others know where you are going to be, for their own safety. Now, for your safety. As in the primer above, Drain3 is love, Drain3 is life. After that, Seigan. People talk about Hasso's haste bonus all the time, and it is significant for 55 seconds out of every 4 minutes and 10 seconds. For the other 3 minutes and 15 seconds, use Seigan. Seigan will save your life. The mob can't hurt you if it can't hit you. Yes, third eye's duration is random. It may last for 1 attack, it may last for 12 attacks. That is fine, all it really has to do is buy you enough time to get into your DT gear, if you need it. Now for Orc NMs specifically, engage with Seigan up, and Third Eye down. The reason for this is that Battle Dance will wipe Third Eye leaving it on recast for when you take hate. So leave it down, and the moment that Orc turns to face you, put Third Eye up. With Drain3 you should have enough breathing room even with taking a few hits to the face. Then when you do take hate, just alternate between Third Eye and DT gear as feels safe for you. If you feel safer fulltiming DT gear with an NM in your face, that's fine. If you feel more ballsy about what you can get away with that is fine too, just make sure you are fighting like your life depends on it. Because it does. Dark Knight can be exceedingly durable if you let it. My LSmates used to crack jokes when I popped 3 or 4 hour food before Dynamis, and would place bets on how quickly I would faceplant and lose the expensive buff. They don't crack those jokes anymore. All that said, /Drg is an interesting subjob. I played around with it in Dynamis before SE gave it the WSD trait or tweaked Dirge, but I don't think those changes would change my opinion now. High Jump is neat, but it is hampered by it's 2 minute recast timer. I find myself needing defensive options far more frequently than that, and the fact that I can fit 4 recasts of Third Eye in the space of one High Jump recast suits my playstyle far better. Even against wave3 NMs and the boss I would rather have more defensive control with Third Eye than a hate shedding tool every 2 minutes. All that said, I think /Drg is actually pretty neat for short zerged fights now with it's 7% weaponskill bonus. For a long event like Dynamis where I have to have more flexibility, I'm /Sam 100%. For Dyna if survival is your issue there are a few things you can do. High Jumps timer is too damn long without merits.
You can use these: -Apocalypse -Ride Drain 3/Hybrid as much as possible. *These wont stop you from getting 1 shot on 1 attack round though... -Turn as soon as you can to avoid counters. If /SAM isnt cutting it for you: -/NIN for shadows, enmity loss helps a bit while losing shadows and hate will bounce around. Also your recasts wont be messed up from Hasso/Seigen. They will also soak up some counter attacks giving you time to turn around. I really hate the store tp loss /NIN though. Asura.Crowned said: » Instead of /drg, I suggest trying out dirge. Crossbones said: » Honestly on the wave 3 boss, as crowned mention, use dirge. With 5 songs we do march march attack acc (for the tp bonus babies) and dirge. Pretty much no one pulls hate ever before boss dies, just not enough time. 50% reduction is massive. Dirge that ***up like the others have posted, it's fantastic.
Bismarck.Firedemon said: » Dirge that ***up like the others have posted, it's fantastic. Bahamut.Justthetip said: » Bismarck.Firedemon said: » Dirge that ***up like the others have posted, it's fantastic. If they plan on continuing to add fights similar to the wave3 boss and its incredibly high HP, then I'd agree, enmity from damage needs addressed. If you're pulling hate in any fight shorter than that AND you aren't in the old zones (such as some unity fights) AND you're using the tools at hand...then you need to adjust what you do. That's a lot of "AND"'s- but it does boil down to pacing and using what we have if both the DDs and Tank are playing at a high level. An unrelated issue to hate management is the hate reset mechanic many targets have these days. And if you drop a monster Torcleaver right after a hate reset move- that's completely on the DD, not the tank, not the wrong buffs, not lack of /DRG. I'd wager half the time someone says "I pulled hate and died" its actually due to a hate reset move they weren't aware of or ignored. Yes, a DD's job is to deal damage, but to deal damage the whole fight, not just the first 20 seconds go full ham and die, then be out of commission for the next 3-5 minutes. If that means you have to adjust how you DD, then that's on you. If its a question of poor tanking, then they need to step up their game. Leviathan.Celebrindal said: » Bahamut.Justthetip said: » Bismarck.Firedemon said: » Dirge that ***up like the others have posted, it's fantastic. If they plan on continuing to add fights similar to the wave3 boss and its incredibly high HP, then I'd agree, enmity from damage needs addressed. If you're pulling hate in any fight shorter than that AND you aren't in the old zones (such as some unity fights) AND you're using the tools at hand...then you need to adjust what you do. That's a lot of "AND"'s- but it does boil down to pacing and using what we have if both the DDs and Tank are playing at a high level. An unrelated issue to hate management is the hate reset mechanic many targets have these days. And if you drop a monster Torcleaver right after a hate reset move- that's completely on the DD, not the tank, not the wrong buffs, not lack of /DRG. I'd wager half the time someone says "I pulled hate and died" its actually due to a hate reset move they weren't aware of or ignored. Yes, a DD's job is to deal damage, but to deal damage the whole fight, not just the first 20 seconds go full ham and die, then be out of commission for the next 3-5 minutes. If that means you have to adjust how you DD, then that's on you. If its a question of poor tanking, then they need to step up their game. (Sorry for the run on post but yea its something ive been wanting to look into.) With a 2 minute cooldown, High Jump is doing a whole lot of jack ***for a decked out Caladbolg DRK, I'll tell you that much. Unless of course the fight is stupid short, in that case who cares what you sub.
Bismarck.Firedemon said: » With a 2 minute cooldown, High Jump is doing a whole lot of jack ***for a decked out Caladbolg DRK, I'll tell you that much. Unless of course the fight is stupid short, in that case who cares what you sub. |
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