Hon tp or post haste1/22/2024 ![]() ( Can this ( +) etymology be sourced?) Pronunciation Cognate with German heftig ( “ vehement ” ) and Danish heftig ( “ vehement ” ). Akin to Old Frisian hāst, hāste ( “ haste ” ), Old English hǣst ( “ violence ” ), Old English hǣste ( “ violent, impetuous, vehement ”, adj ), Old Norse heift / heipt ( “ feud ” ), Gothic □□□□□□□ ( haifsts, “ rivalry ” ). This is probably a lot easier now though since Wyvern Breaths don't consume TP.Blend of Middle English hasten ( verb ), (compare Dutch haasten, German hasten, Danish haste, Swedish hasta ( “ to hasten, rush ” )) and Middle English hast ( “ haste ”, noun ), from Old French haste (whence French hâte), from Old Frankish *hai(f)st ( “ violence ” ), from Proto-Germanic *haifstiz ( “ struggle, conflict ” ), from Proto-Indo-European *ḱeyp- ( “ to ridicule, mock, anger ” ). Then you could weapon skill, Spirit Surge ASAP before the Breath went off (adding your wyvern's TP to your own) and use another one immediately. The only cool thing you could do with Spirit Surge was letting your Wyvern save their TP by only spending TP to kill a mob (so your wyvern's breath would be interrupted). It was kind of a lil bit of everything, but not enough to matter. It buffed HP and attack speed and added bonuses to jumps but it wasn't a tide-turner like Mighty Strikes/Hundred Fists. It was such a slap in the face because Spirit Surge was such a grab-bag of bonuses. I remember the day when Spirit Surge was released, the official announcement was something like "Even though we do not feel that Dragoon is a weak job by any means, we understand that they do not have a powerful ability to use during fights, so we are changing their 2 hour to this new skill". They really should have nipped DRG's weaknesses in the bud like 14 years ago when the game was relevant, but they dragged their feet hard. But at higher levels it just flopped to the wayside, as multi hit weapon skills were atrocious against anything 1 level higher than you. Wyvern breaths add a decent chunk of damage to weapon skills that would have otherwise been added from a Berserk or something. At low levels 1-40, this works really well actually. The concept originally was specializing in multi-hit weapon skills, having a pet that made up for the lack of self-buffs with decent auto-attacks and added breath damage per weapon skill. Or give us new gear that we can wear when we use Call Wyvern that reduces its recast. Or, let us use Spirit Surge without a wyvern, and doing so calls the Wyvern out and gives it the original DRG SP2 (Rouse Wyvern) which made the Wyvern take 0 damage from all sources for 60 seconds while doubling all breaths. Hell, let use Spirit Link when a Wyvern is not present, and doing so reduces the current Call Wyvern recast by 3 minutes or something. 20 minutes is far too long for the Wyvern, it should be 5-10 minutes at most. In this day and age they need to adjust things to fit the faster-paced style of combat. So with the wyvern we are average at best, without the wyvern we are near the bottom of the barrel. The issue is even with these potent buffs, the Dragoon just lacks the firepower of stronger DPS. ![]() This was back around when they added the 20% Attack/20% Defense/+10% haste passive when having the Wyvern up. This way, the player has a strong incentive to manage the Wyvern. The issue with the wyvern is, if the player dies, the Wyvern dies with it and then you have to wait 20 min or so for a new one, which severely hampers a DRG much more than say a SAM or WAR, which are back up to full strength after 3 mins.Ī while back, the developers mentioned in an interview that they would like DRG to be stronger than the other melee DPS jobs as long as the Wyvern is alive, but weaker than other jobs if the Wyvern is dead. The wyvern has more damage resistance than the player does, actually. The problem with the wyvern is not the wyvern's durability.
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