General Information
<Write about the job here>
Roles
<Roles the job fulfils>
Abilities and Traits
Apache, Jump On It!
Understanding your jumps is a fundamental part of playing DRG.
Which jumps to use:
- Jump and High Jump
- These share a timer with Spirit and Soul jumps. The only reasons to use these jumps are:
- Your wyvern is dead.
- You need to shed hate with High Jump
- Spirit Surge is active and you want to take advantage of either the following:
- Jump lowers the target's defense (-20% for 1 minute, doesn't stack with Angon).
- High Jump lowers the target's TP proportionately to the amount of damage dealt (TP is reduced by damage × 2).
- Spirit Jump and Soul Jump
- These are the bees knees, and as long as your wyvern is alive you will swing for using these as they offer double and triple TP return.
- Even Ryunohige users will be using these jumps.
- Super Jump usage is obvious; when you don't want hate. It also reduces the enmity of the player behind you during Spirit Surge.
- Super Jump can also be used to avoid AoE TP moves on another party member if timed properly.
Buffs to Jump:
Jumps and Jump Bonus Gear
Jump bonus gear and the text accompanying it has been inconsistently implemented over the years and does not always work universally.
- "Jump: TP Bonus" equipment only affects Jump and High Jump.
- "Jump: Double Attack" equipment works with all jumps.
- "Jump: Accuracy" equipment is assumed to work with all jumps.
Equipment particulars include the following:
Merits
Group 1
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Name
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Description
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Level
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Notes
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Ancient Circle Recast
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Shorten recast time by 10 seconds.
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0/5
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Jump Recast
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Shoten recast time by 2 seconds.
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5/5
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Applies to both Jump and Spirit Jump.
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High Jump Recast
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Shorten recast time by 4 seconds.
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5/5
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Applies to both High Jump and Soul Jump
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Super Jump Recast
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Shorten recast time by 6 seconds.
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0/5
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Spirit Link Recast
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Shorten recast time by 3 seconds.
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Group 2
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Name
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Description
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Level
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Notes
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Deep Breathing
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Enhances effect of next wyvern breath. Recast: 5min Enhance effect by an additional 10%
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0/5
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There is really only one choice to make here, and this is not part of it.
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Angon
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Expends an angon to lower an enemy's defense. Recast: 3min Increase defense down duration by 15 seconds.
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5/5
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Empathy
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Copies beneficial status effects to wyvern when using Spirit Link. Increase number of copied effects by 1 and experience points obtained by 200.
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5/5
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An absolute must. Will allow you to max your wyvern's parameters with a single Spirit Link.
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Strafe Effect
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Increases accuracy of wyvern breath. Increase accuracy by 10.
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0/5
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Support Jobs
<Write about sub choices>
- Black Mage
Equipment
Weapons
If it isn't listed here then don't bother with it!
- Likely your first big kid Polearm.
- This should be the goal set for stepping up to a better weapon after the Eminent Lance. If this is somehow too lofty of a goal then settle for a .
- The base weapon is weaker than good ole Upu, but stronger after augmenting it especially if you need the accuracy. Given the monetary investment to this mediocre weapon I would honestly skip it for the next one.
- Surprisingly this weapon is going to be one of the best you can use before an Ultimate Weapon, with very high or maxed augments. It blows away the previous weapons. Generally players shouldn't bother with augmenting Alluvion Skirmish Weapons nowadays due to the time/monetary investment, but this polearm can go further than other weapon types due mostly to lack of better alternatives until much later. Besides, you can say that you carry around a big Olyd dickus, and that is worth something too, right?
- Augment this with 30~38 DMG+, Double Attack +5~6%, and Acc/Atk +15~20.
- This is a weaker weapon than a properly augmented dicus, but augments are fixed so perhaps you will prefer this instead.
- This is an easy replacement to your Rhomphaia or a less than perfect (even slightly) Olyndicus. This is one of the least desired items from Warder of Courage, and as a result you may be able to easily pick this up. the Warder is much more difficult than Hanbi though which may limit access to this for some.
- Never drops, but if it somehow did then it is roughly equivalent to the Habile Mazrak. The icon may look pretty, but it is the same glowy lance that comes from Bismark, and is pretty ugly. It is one of those sort of things you might consider looking at after a few drinks though.
- This is a tad better than the Habile Mazrak. This is the end all be all before Ultimate Weapons IF you hate augmenting weapons. Which you shouldn't because you love being an awe inspiring DD, right? The issue with this weapon is mostly that it comes from a tier 4 HELM NM in Reisenjima. The same one you need in order to clear Aeonic Weapons. So chances are that if you are capable of farming this NM for the polearm then you are already capable of making Aeonic or better options already.
- There are not any augments really documented on this weapon at the moment. Assuming that it augments the same as the Zulfiqar Great Sword and assuming reasonably good (not maxed, but still annoying to get..) augments. Then it should be better than the Rhomphaia, Habile Mazrak, Lembing, and better than a perfect Olyndicus. It will definitely shine if the chunk of accuracy provided by the weapon and augment comes into play.
- Augment this with DMG+, Atk/Acc +, and DA+.
- For example, DMG +22, Acc/Atk +20, STP +5/6 would be a keeper with room for improvement, aim for Double Attack.
Ultimate Weapons
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Gungnir is generally the weakest of the Ultimate Weapon polearms, but still stronger than any ordinary polearms (augmented or not). This means it is not a bad weapon by any means. The defense down proc is helpful to party damage, and any situation where that huge chunk of accuracy comes into play will see it outperform the rest of your options. This would require accuracy to be in or below the low 80 percentiles though. No one should plan on being underbuffed in serious fights though, and accuracy is really easy to come by anymore since the Bard potency increase. The last silver lining is that Geirskogul is our only distortion weaponskill. Given the 40% boost from Gungnir and the fact the weaponskill is a Camlann's Torment clone this makes Geirskogul the best option for closing light or gravitation opened darkness which is of some real merit. Overall this should be the cheapest and easiest Ultimate Weapon for any DRG to make and call it "Good Enough".
- Favors a 5-hit Double Attack build, and situations where accuracy is not capped.
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Aside from even the fact that Farsha receives STR for it's split property weaponskill and Rhongomiant does not, this is still a beast. Under the right situations this Polearm puts out our best DPS. The Aftermath effect is powerful enough to manage and keep up with, and as long as it is easy to maintain; exceed all of the polearm competition. In very short fights or ones where skillchaining is the focus then you should look to the much cheaper and easier Trishula though.
- Favors a 5-hit Double Attack build. Requires Aftermath level 3 active to be a real contender, but luckily Jump makes this easier than for other jobs.
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Stardiver is our best Weaponskill, and this weapon is the best for spamming it. While coming behind a glowy Rhongomiant in pure damage this weapon really brings the skillchaining house down upon the mobs. Not only does the weapon provide the ability to create Umbra and Radiance, a feat which Dragoon may do solo thanks to Jumps, Wyvern Haste, and Spirit Link. However, (with AM active) it allows for spamming darkness over and over via Stardiver spam. With skillchains taken into account it is likely that when properly used this weapon should defeat any other. Succeeding in this is a different matter entirely when you have several DDs all weaponskilling at once though.
Favors a 4-hit Store TP build and skillchaining as well as Stardiver spam.
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Once our mightiest weapon to rule them all, time has not been kind to Ryunohige. Job Gifts have increased our native double attack by 15%, and over time better multiattack gear has also put a dampening on the Aftermath effect for which this weapon is known. As the lower base damage on the weapon after the fact is it's own undoing. Assuming you aren't receiving Fighter's Roll and are capping accuracy then it is still much better than a Gungnir, but it should still lose to Trishula, and easily to that of a Rhongomiant.
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Armor
Things to remember:
- With capped magical haste (43.75%), Hasso (10% JA Haste), and your wyvern (10% JA) alive at max paramaters you only need 17% in gear haste to cap delay.
- Job Ability haste caps at 25%.
- So if Spirit Surge (25% JA), Last Resort (15% JA), or Haste Samba (5-10% JA) is added to Hasso/Wyvern then you only need 12% in haste gear.
- With 25% JA haste and only 30% (Haste II for example) magical haste on you can cap delay with 25% gear haste.
- Otherwise you aren't capping delay.
Sets assume capped haste unless stated otherwise. Gearing DRG for Max DPS is not black and white as situationally several things may change the best sets. Certain weapons favor more STP than multi attack and vice versa. Frequently one piece of equipment may be the best and after changing another slot it no longer is. Corsair buffs alter the landscape significantly too.
Augments on the piece were run at the minimum value given in the range of augments which I felt to be very reasonable to obtain. If it has to be perfect to win then it honestly shouldn't even be included in my opinion as you will spent tens of thousands of stones on one piece.
Sets
TP Sets
All tiered sets are run through the spreadsheet as /SAM, capped accuracy and haste, -52% defense down on the mob, and with no attack buffs at all unless stated.
- All rolls are on their lucky value.
- The Stardiver tier was run as the WS set to the corresponding TP tier set.
- Sometimes a slightly weaker choice was made due to assumed situational needs.
- E.g. Windbuffet Belt +1 is sometimes ever so slightly better than Ioskeha Belt (NQ only) at capped haste and accuracy, but I assume players will make use of the acc/haste more.
- In lower tier sets consideration to ease of obtainment for the duration of use is also put into play.
TP sets are setup with the following criteria restrictions:
- Lowest Tier: Basic stuff or things purchased from the AH.
- Lower Tier: Delve and WKR equipment, but no Delve Bosses.
- Low Tier: Delve Bosses, Alluvion Skirmish, Ambuscade NQ Armor, Reforged Armor ilvl 109, High-Tier Mission Battlefields
- Run against level 136 apex bats in the spreadsheet.
- More temporary Alluvion pieces were run at lower or half value augments to determine if they are worth wasting time on
- Mid Tier: Ambuscade +1 Armor and Capes, Reforged Armor ilvl 119, Sinister Reign, Incursion, UNMs, Vagary, Escha, 119 Abjurations (NQ)
- Run against level 136 apex bats in the spreadsheet.
- High Tier: Reisenjima, WoC, Kirin, Omen, Ambuscade +2
- Max Tier: 119 Abjurations (HQ), Expensive HQ Synths, and ridiculous augments are considered.
- Overall I wouldn't recommend obsessing over STP for x-hit builds. Certain best in slot pieces of gear are still the best even if they break your build or you go over your build, but under the next.
- Stardiver benefits from TP overflow and DRG has a 26% chance of Conserve TP procing on a WS which distorts the value of STP as well.
Somewhere around as close as 80% of your overall damage is in your weaponskills, and sometimes boosting your WS damage over maintaining a build is more beneficial. This is what spreadsheeting guestimating is for.
For high end min/maxing everything is in flux based on your situation, buffs, weapon, and the opponent. There is no definitive best answer here, but you can get best guesses by spread sheeting the gauntlet.
- Just chose the earring because it is free.
Otherwise buy an attack one off of the AH.
- Asperity Necklace is close to Ganesha's Mala.
- I wouldn't waste the time getting the drop as it is a real pain in the ass to get for such small gains.
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- Your Olyndicus must have around at least +30 DMG, Acc/Atk +15, and DA +5% minimum.
- Otherwise use Rhomphaia, and you will probably gain a little DPS from making certain changes from the listed set.
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- Reienkyo
- DMG +20~29, Acc/Atk +15~25, DA +4~5
- Utu Grip
- Ginsen
- Flam. Zucchetto +1
- Valorous Mail
- STR or DEX +7~10, Acc/Atk +15+, STP +7~8
- Acro Gauntlets
- STR/DEX +7, Acc/Atk +20, STP +6
- Valor. Hose
- STR or DEX +7~10, Acc/Atk +15+, DA +4~5
- Flam. Gambieras +1
- Anu Torque
- Sherida Earring
- Brutal Earring
- Petrov Ring
- Niqmaddu Ring
- Ioskeha Belt
- Brigantia's Mantle
- DEX +20, Acc +30, Atk +20, DA +10
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- Don't be afraid of a very high STP or WSD augment on your polearm on the way to getting one with DA.
- For Valorous Hose, STP +7 < DA +4 < STP +8 < DA +5
- Valorous Mail must have at least +7 STP on it, otherwise use the Plackart +1.
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- Trishula
- Utu Grip
- Ginsen
- Flam. Zucchetto +1
- Valorous Mail
- STR or DEX +7~10, Acc/Atk +15+, STP +7~8
- Acro Gauntlets
- STR/DEX +7, Acc/Atk +20, STP +6
- Valor. Hose
- STR +10, Acc/Atk +25+, DA +5
- Valorous Greaves
- STR +10, Acc/Atk +25+, DA+5
- Ganesha's Mala
- Sherida Earring
- Brutal Earring
- Petrov Ring
- Niqmaddu Ring
- Ioskeha Belt +1
- Brigantia's Mantle
- STR +30, Acc/Atk +20, DA +10
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Ultimate Weapon TP Sets
Unlike the max tier, these are run with good, but not perfect augments.
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- Trishula
- Utu Grip
- Ginsen
- Flam. Zucchetto +1
- Valorous Mail
- STR +7~10, Acc/Atk +15+, STP +7~8.
- Acro Gauntlets
- STR/DEX +7, Acc/Atk +20, STP +6
- Valor. Hose
- STR +7~10, Acc/Atk +15+, STP +7~8
- Valorous Greaves
- STR +7~10, Acc/Atk +15+, DA+5
- Anu Torque
- Brutal Earring
- Sherida Earring
- Petrov Ring
- Niqmaddu Ring
- Ioskeha Belt +1
- Brigantia's Mantle
- DEX +20, Atk +20, Acc +30, STP +10
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- Second best would be a Valorous Mail
- STR +7~10, Acc/Atk +15+, DA +4~5
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TP Accuracy Sets
- Based these against against WoC with defense -52%, chaos roll +5, entrusted fury, and capped accuracy buffs.
- Basically I capped accuracy with buffs then worked backwards to try and puzzle in which pieces were the least DPS losses while gaining accuracy.
- This was done exclusively with Trishula.
- Each set has less DPS, but more acc than the last.
- I expect these sets to imperfect due to jigsaw puzzle of creating them, but they also will not be as good as other choices for other polearms.
- Basically other guides just cover options for accuracy, and I wanted to make some actual sets, but I can't (won't!) sit here making them for every polearm.
- I also didn't go nuts with valorous augments unlike in the other TP sets unless these pieces were aforementioned.
- DRG has had mostly shitty options for the ammo slot compared to other jobs, for over 15 years now. Amazing, isn't it?
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- This may seem low to gain, but if your hit rate is in the mid 80s or higher then this will cap your accuracy, and raise your DPS.
- Keep in mind some awesome/perfect fern Valorous Greaves replace Flamma Gambieras +1.
- You know, after 5 million stones.
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- Sulevia's Mask +2 has 6 more accuracy, but 10 less DEX under Flamma +1.
- This means you would actually lose 1~2 accuracy, but the DPS is close.
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- DPS drops off even more significantly than the others once reaching acc cap with this set.
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- Basically you should just find a better buffer instead.
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Jump Sets
Add these pieces on top of the aforementioned TP sets based on your weapon.
WS Sets
- Moonshade Earring is not optional. It is one of the single largest boosts to your Stardivers at any tier.
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- Focal Orb is a little better at this point, but meh.
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- Valorous Hose must be nearly perfect STR and DA or attack must be capped, otherwise use Sulevia's Cuisses +2, Taupe.
- If you are skillchaining then Sulevia's Platemail +2, and other skillchain damage gear/augments are vastly superior unless your skillchain is doing crap damage.
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Note: The is the superior option in every single set as a head piece for Stardiver during the applicable days. Essentially it is like wearing a more powerful Elemental / Fotia Belt with stats on your head.
These days are earthsday, lightsday, and darksday.
Presumably during Trishula aftermath this also extends to watersday and iceday as well, but I know of no source or testing to confirm this.
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- Very little variance with Camlann's don't even worry about different sets until max tier.
- If your Valorous Mask isn't maxed or attack isn't capped then use Lustratio Cap +1 (A).
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DT, Breath, and Niche Sets
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