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Post by fayt on Dec 29, 2013 22:43:18 GMT -5
Dragoon
Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon. If lancers are at their best when on the attack, then dragoons were born to do nothing but. In addition to enhanced attack power, dragoons are also able to take to the skies for short periods of time and rain down attacks on their enemies from above. Requirements
Main: Lancer - Level 30 Secondary: Marauder - Level 15 Item: Soul of the Dragoon AbilitiesClass Skills DRG can take cross class skills from the PGL and MRD classes and at level 50 you can equip up to 5.
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Post by fayt on Dec 29, 2013 22:46:35 GMT -5
Dragoon Skill RotationGCD Abilities HT-Fr-Ph-ID-Dis-CT-TT-VT-FT-HT-Fr-Ph-TT-VT-FT-ID-Dis-CT-HT-Fr-Ph-TT-VT-FT-TT-VT-FT Inclusion of GCD and off-GCD Abilities HT-IR-Fr-BFB-Ph-PS-ID-Jump-Dis-Sweep-CT-TT-VT-LS-FT-HT-Fr-Ph-TT-Sweep-VT-FT-ID-Dis-CT-HT-Fr-Jump-Ph-TT-Sweep-VT-FT-TT-VT-FT
In addition, the Jumps have so much movement utility that you don’t just gain dps in terms of damage numbers, but the added movement provides you greater damage uptime since you’re cutting down on time spent running around. Also, each Jump has several uses outside of its primary function, here are some examples: Jump:
- can quickly attack while standing outside of AE or melee range since it'll return you to your original position (though be sure to get your timing right or you will get hit by the AE) - it's a great "reverse" gap closer since you can use it to quickly attack a distant mob (e.g. a satin plume), then immediately return you back to the boss you were just dpsing, saving you the hassle of running all over the place Spineshatter Dive / Dragonfire Dive: - our primary gap closers - great for tracking pesky moving enemies (since if you jump at a moving target you will follow it until it stops moving or the animation ends) - they can prevent knockbacks as they will bring you to your target by the conclusion of the animation - help you cross annoying patches of persistent ground AE Elusive Jump:
- can also be used as a gap closer if you get a good feel for its distance covered - crossing ground AE - can be used for kiting, saving you from having to use sprint - excellent for dropping aggro since it has bonus enmity reduction (i.e. grab a mob off a healer and face it away, wait for the OT to get second aggro, then elusive jump to pass it off).
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