[FFXIV] ~ Dragoon LvL 100 ~ All Changes & My Thoughts on the Class in Dawntrail



So it’s been 2 weeks since I started my new adventure in Dawntrail. My first class that I reached level 100 with was indeed the Dragoon. I played it a lot of course so far so, I decided to make a video about Dragoon and how it feels at level 100. I decided to also include all the changes it received for those unaware of course!

00:00 Intro
00:30 Important Changes
04:38 Changes Showcase
06:24 Current Opener & Rotation Showcase
08:09 My Opinion on Dragoon in Dawntrail
13:45 Final Thoughts & Outro

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17 thoughts on “[FFXIV] ~ Dragoon LvL 100 ~ All Changes & My Thoughts on the Class in Dawntrail”

  1. Having a dash gap closer instead of a jump feels kind of cursed as a dragoon.
    As a casual player that wants to try out extremes, savages this expac, I found that biggest help was removal of dragon sight and increasing battle litany duration to 20 seconds.
    Dragon sight was so jank it would not work sometimes and throw off the entire rotation. Having the extra 5 seconds on battle litany makes the burst feel so comfy. I have so much more time to fit everything in.
    Overall, really like the dragoon changes.

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  2. Long time DRG main here! They killed it! Literally! Endwalker was the first nail, and this is the death knell. My job is even more braindead now and far less fun without Dragon Sight and the jumps! It's like my WoL hit his head on his own spear on the way down one too many times and lobotomized himself.

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  3. A couple of things I wanted to changed into DT was the removal of Dragon sight and life surge, so I was really happy with at least 1 of them being removed.
    Dragons sight was just terrible, needed a macro to work "correctly" and with this skill we had 3 buffs along side of Lance charge and Battle Littany, never saw the benefit of Dragoons having 3 buffs, so glad it was removed.
    I like the animations changes of the 2nd GCD and Rise of the Dragons feels absolutly great to use.
    I'm actually not sure how I feel about Drakesbane, it feels snappy and responsive, but I think I will miss the 5th GCD being positionals.

    Life surge is a skill that serves simply no purpose, they could've removed it and gave us something interesting like a decent defensive ability, I'm scrathing my head every time I look at this ability and then at Reapers Arcane Crest or Samurai's Tengetsu.
    I do not like Starcross, I have no idea why they gave us something like this, it feels aweful and the 3y range doesn't help either, did we really needed this?
    I don't like that High jump and Mirage dive are just dmg, they could've gave mirage dive something of a stack system that with 2 dives, you unlock new O/GCD or something but for now it's kind of there with rather unspectaculair dmg.
    Replacing Spine Shatter Dive with Winged Glide wasn't something I prefered, wish we kept Spine Shatter Dive with the stun ability but without dmg. (me prefering the jump over a dash is something I prefer for a dragoon class fantasy wise.)
    And speaking of Winged Glide, if also feels aweful, 1min cd, rather unresponsive, can't dash to PT/Raid members and a decent animation lock, it personally feels worse after playing Monk and using Thunderclap or Ninja's Shukuchi.

    Somehow the job went into DT with some of the changes I wanted yet it feels like the job is missing something.
    Personally I'll sideline Dragoon after playing it for 3 expansions, and hope for the best in the next expansion.

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  4. I think while yes, stardiver's animation lock is sometimes a pain to deal with, it kind of gives Dragoon an identity and there is always a way to make stardiver work so it also adds some skill expression.
    I wouldnt want them to change the ability.
    Also i would like them to keep stardiver the highest potency spell maybe swap potency with starcross as it would literally change nothing but make stardiver feel more impactful.

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  5. I honestly hate it, I've been a DRG main since 2.0 and it's just become so lifeless in my opinion. There was some clear job identity progression from 2.0 to 4.0 then it just kinda… stopped? Sure we got stardiver and it's super cool to look at but it's just more of the same that we already had. It doesn't feel like the job has evolved or changed to me since stormblood outside of some needed QoL adjustments. Every expansion they just add another jump or line aoe, make the overall play even flashier and call it good. It just feels so lacking compared to the other melee jobs, especially with the removal of the eye system. The job gauge is now effectively pointless since all it does is tell you your life timer, ninja had their huton timer removed but something was added in it's place and that just wasn't the case here with DRG. All your buttons are just purely damage and everything is disconnected and nothing really leads up to any sort of build up at all. Every 1 minute you do a small burst and every 2 minutes you do a big burst but in between it doesn't feel great, there is nothing to build or prep so you're just pressing globals until fun things happen again.
    I don't care about the gap close being a charge instead of a jump and I never had an issue with dragon sight but im not sad to see them gone either. Life surge is still around and it's just such an out dated skill and should of been removed like it has been on most other jobs at this point. I hate that you're still locked into a never ending global chain that allows for 0 flexibility while other melee have such amazing flexible choices with their globals to maintain positional uptime. It just feels really bad to me. With no eye system the OGCDs are also just push on CD and have no real skill expression anymore, not that they had much in EW but it was something? Being able to life early was nice in ultimates and to help push kill times/enrage but that's just gone completely now.

    TLDR It's just very boring now and bit too dumbed down and robotic for my liking and it feels incomplete like monk at the end of ShB. The job plays and feels fine I guess, it's just bland. I've also made the choice to sideline the job until they actually make it more engaging but I really don't think they ever will honestly because it really seems like they want to have one super easy class per role and Dragoon just happened to be their choice. It just kinda feels really bad to have the job you love and have played for the game's entire lifespan reach a point like this where it no longer feels like it's for you.

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  6. They really messed it up. Especially for earlier content.i love doing solo deep dungeon on drg but after doing a run in DT its a lot slower to clear floors bc of them taking a lot of potency of gcds and the loss of spine shattering dive. Imo just feels really shafted. No new dragon- ability besides rise of the dragon which doesn't look like anything but a spike. Very disappointed & praying they increase overall rotate potency

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  7. drg feels ok but mirage dive should get removed and buff high jump should be at least 600 potency. maybe or give jump 2 charges 300 potentcy each to compensate the loss of mirage dive? not sure my self!,in addition i feel like star cross was kinda ok, not used to the really small range of it i would like to see it have an range buff and make it similar to star diver or maybe buff it to 750 or 800 potency.

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  8. I noticed every jump has a dragon attack follow up meaning mirage will probably get an upgrade next xpa and dragoon is the only melee that has all their combo animations upgraded for me it’s a win in my book

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