Forum Thread
See the thread on BG for discussion.
Preference
First off, brush up on the Wyvern (Dragoon Pet) page if you never have. There is information in there that I brush over because it is in there.
I am also leaving this guide open as a collaborative guide. This means anyone is free to improve it if they wish to. There is no way I could have become a serious DRG or made this guide without the knowledge I gained from others who knew the job better. This is why I am leaving it open to edits from people instead of locking it as a private endeavor despite the work poured into it.
For the past several years this job has lacked a guide, and it has been harder for curious players to learn about it. Basic questions about subjobs, weaponskills, or the position of DRG in endgame goes unmentioned. To be fair I was just going to put some basic sets on a page and call it a day, but that just didn't feel right, and a couple weeks later here we are.
Why DRG?
So in a world where DRK, WAR, and even DD Runefencers exist. Why would you want to be a Dragoon? Personally, my reason is simply because I can.
Dragoon excels in low-to-mid level support situations. It sports a higher Weaponskill frequency over other jobs along with defensive abilities that heavier DDs lack.
Pros:
- Third highest natural attack behind DRK and WAR.
- Piercing damage is the most frequent physical weakness in the game.
- Wyvern benefits come with no direct drawbacks, can not be dispelled, and may be maintained fulltime. Wyverns are also rather resilient on their own thanks to their native -40% Damage Taken (DT) which helps to soak up AoE damage and abilities. Wyvern bonuses as well as other defensive options provide a Dragoon better survivability over other damage dealers.
- Possesses two separate abilities to reduce enmity. Super Jump is the only ability in the game that provides complete immunity from any and all attacks.
- Restoring Breath is available regardless of the player's support job and provides a free 2,000+ HP restoration to any party member when properly geared.
- Your wyvern will always be your friend if no one else is.
- Has access to three of the four level 2 Skillchain properties natively with the fourth provided via the Relic Polearm. This makes a DRG excellent at skillchaining for extra damage.
- A DRG in possession of the Aeonic Polearm will have access to what is possibly the strongest 4-step skillchain in the game as well as the ability to easily close Umbra or Radiance level 4 skillchains.
- Spirit Surge combined with Fly High can provide a nice emergency boost of damage via the capped Job Ability Haste, STR and Accuracy bonus, -20% defense down, and TP reduction effects added to Jump and High Jump. These also can't miss during the duration of Spirit Surge.
- Angon provides an unresistable -25% defense down effect. When combined with other defense down debuffs this may allow you to cap your Attack to Defense ratios (PDIF) without having to resort to abilities such as Bolster or Soul Voice.
Cons:
- The loss of your wyvern eliminates a great deal of your DD power.
- The wyvern is on a long cool down.
- In high level support situations it has less power potential than that of other heavy DDs. Which is reason DRG isn't bandwagoned.
- The Dragoon specific armor is very purple, if that isn't your thing. Puppetmasters and Beastmasters also have more pets to be friends with than you do.
Roles
As a DRG your primary role is to DD with the formation of optimal Skillchains.
As a secondary role you are capable of subbing mage to trigger Healing Breath from your wyvern, but in an era full of Trusts this is generally unnecessary.
Abilities and Traits
Apache, Jump On It!
Understanding your jumps is a fundamental part of playing DRG.
Due to Job Ability Delay, Jumps should be used to reach 1,000+ TP. Otherwise you suffer a two second delay to your auto-attacks.
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 the first hit of 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. Allows your wyvern's maxed 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
Samurai
- The defacto sub. There is little reason to sub anything else. This has been tethered to DRG since the dawn of the job, and it likely will never change. That isn't a bad thing though as it really powers you up to your max potential.
The offensive capabilities of /SAM simply outweigh what any other sub can provide.
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Warrior
- The benefits of /SAM generally outweigh the gains of /WAR. Hasso alone would be reason enough, but in a full buff situation when attack and accuracy cap it is 10% Double Attack versus Hasso, Store TP, Meditate, and Sekkanoki. Clearly it doesn't outweigh it, and in a low buff situation the Hasso alone kicks Double Attack to the curb.
- Yes this was a popular sub for the brief Voidwatch Era, but that is gone, and so is the use for this sub. So close, yet so far. Then again we should really just make DRGs the defacto tanks with provoke, right?!
- Sure, there are some builds or situations that make /WAR a good choice, but honestly it isn't what it used to be otherwise.
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Dark Knight
- This sub competes with /WAR for how niche/unnecessary it is. Last Resort would be truly useful for the 15% JA haste if your wyvern was out of commission on rare occasion (otherwise it is 5% over Hasso or possibly useless if you are buffed) and if it somehow didn't kill the STP in your TP/WS sets much like WAR also does.
- The saving grace of this over /WAR is the gain of a multipurpose wyvern really. Then again if the Healing Breath doesn't come into play then you could be losing potentially over 1,000 damage on a geared/unresisted elemental breath over /WAR from access to an an offensive wyvern.
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Dancer
- This has to be mentioned since newer players seem to sub it for some reason. Given the fact Healing Breath exists. Half the wind is already out of the sails here. At the very least you gain Skillchain Bonus and Healing Waltz, but really there is no real gain from this sub.
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Runefencer
- Highly situational, you will know if you need to sub this against some magical foe, but don't expect it to come into play. It also provides a multipurpose wyvern which heals you at 25% HP, 33% with the AF Helm.
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Ninja
- Another highly situational sub for avoiding certain TP moves. It also provides a multi purpose wyvern. The main issue I have with that is justifying the use of DRG over another DD subing /NIN like BLU.
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Blue mage
- Probably the best of the two subs for a defensive wyvern to heal yourself or pt memebrrs with. Foot Kick and Power Attack make good trigger spells while Cocoon allows you some hardiness. The rest of the spells are for stat boosts. This really comes into play when you are leveling up to 75 (although Trusts exist), in a shiity Omen card farm, or some other odd situation.
- To be fair, back in the day this is one of the things that really made DRG cool. A "heavy DD" that could heal itself? No way. I remember having a blast just soloing lesser colibris to chain 5 at level 58-60. Certainly a sub any DRG should still have, I mean those challenging BCNM or NM solos won't just inefficiently drag themselves out now will they?!
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White Mage / Red Mage
- The other sub for a defensive wyvern. Considering you can heal the status ailments of party members after every breath it is hard to justify the -na spells. The best thing this or /rdm can provide are the buffs/haste/better cures, and perhaps the refresh, but then again with finite MP the wyvern needs to be the one curing.
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Scholar / Black Mage
- I don't even know why we are talking about these, and that goes for any other unmentioned subs.
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Weaponskills
Polearms:
Unlike certain jobs where you only spam one WS, Dragoon has several to gear up and use many. Mostly due to skillchaining which is covered next.
- Stardiver - Our strongest WS outside of a few situations. If you can't form a SC due to being surrounded by DDs then you just spam this. The damage on your Stardivers will go up significantly with proper gear and buffs compared to being solo.
- Drakesbane - When properly geared and using a Ryunohige, this should actually do more damage than Stardiver. Otherwise for ordinary weapons it will not. Drakesbane stands out for damage in Abyssea (not that it matters anymore) and the fusion skillchain property attached to it. Otherwise Drakesbane suffers from ~19% attack penalty and a lower modifier than Stardiver.
- Camlann's Torment - Another WS that sports solid WS properties. Any very old DRGs will understand when I say that this is just an upgraded version Wheeling Thrust. As such it sports the same uses. Outside of SCing this WS is to be used when you are underbuffed. This means against evasive targest where hits of Stardiver are missing and/or very defensive enemies. Otherwise Stardiver overshadows this significantly.
- Sonic Thrust - Similar to Camlann's with the defense penetration, but on a very narrow conal AoE. This is actually the strongest physical AoE WS in the game. It is also used to create a darkness multistep with Stardiver. Meaning you need to gear it to go romp around on things solo.
Staves:
- Retribution - As far as I know this is our best staff weapon skill over Full Swing. Retribution gains a nice 50% attack bonus with better skill chain properties. Just use the same gear set for this that you do for Sonic Thrust.
- Shattersoul - Really pretty "meh" on DRG, but used to skillchain with Retribution. The modifier is purely INT so honestly I would just forget about maxing it with yet more gear and use the same set you do for Stardiver with SC damage gear on top of it.
Skillchains
No DRG is complete without some Skillchain Knowledge.
SCing is important due to all the extra damage it provides, much more than your weapon skill itself will do. Multistepping, or creating multiple skillchains off of previous skillchains increases the damage of a skillchain more and more each step. The window to create another step becomes shorter and shorter after each. Initially the window for a skillchain starts at 10 seconds between WSs to count. Each step reduces that time down by about 2 seconds until reaching 3 seconds.
Overall thanks to Spirit, Soul Jump, and Spirit Link it is easy to multistep by yourself.
All primary WS properties are used first to create a SC, and if no SC is created then secondary properties are used.
- So if s WS has a secondary property you wish to use. It won't work unless the primary property is not utilized to make a SC first.
Level 1 → 2:
- Liquefaction → Impaction = Fusion
- Induration → Reverberation = Fragmentation
- Detonation → Compression = Gravitation
- Transfixion → Scission = Distortion
Level 2 → 3:
- Gravitation → Fragmentation = Fragmentation
- Distortion → Fusion = Fusion
- Fusion → Gravitation = Gravitation
- Fragmentation → Distortion = Distortion
- Fusion ↔ Fragmentation = Light
- Gravitation ↔ Distortion = Dark
Level 3:
- Light ↔ Light = Light
- Dark ↔ Dark = Dark
Empyrean and Relic WSs are the only WSs with a level 3 (light or dark) property. These may be used to create light and dark with themselves.
- Under Aeonic Aftermath all merit WSs gain a light or dark property too allowing for level 3s while it is active.
You may make a double light or dark SC, but this must be done with a level 2 → 3 resulting in light or dark and then a relic or empyrean level 3 WS following it to create the second light or dark.
- Level 3 skillchains can not make double light or darkness off of themselves.
Suggested Skillchains
Note: denotates the need of Trishula to continue the SC.
- That is about it, Staff gets crap weapon skill properties.
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 Bismarck, 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.
Staves come into play on various creatures, mostly the undead. Corses, Skeletons, Narakas, Yggdreants, etc all have a -50% damage taken to piercing. The undead variety also have a +25% weakness to blunt damage.
There is no spreadsheet for DRG that handles staves so this is played by ear. Luckily there are only two real choices to decide between.
- Until recently this was the very best staff for DRG, but it comes from an Aeonic T4 NM and it is rather hard to win over random mages gear whoring. It is debatable which is better between the next staff NQ and this, but it certainly should lose to the +1.
(Su2) - This staff is cake to make, and easy to find on the AH. The +1 will cost a bit more though. The WS damage for Retribution is the redeeming factor on it otherwise it would lose to the Mezuki easily without it. The only stymie is the fact you need 100 Job Points before you can wear it.
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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.
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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, Hasso (10% JA), and your wyvern (10% JA) at max paramaters you only need 17% in gear haste to cap delay.
- With capped JA Haste you only need 12% in haste gear to cap delay.
- With 25% JA haste and only 30% (Haste II for example) magical haste on you can cap delay with 25% gear haste.
The following sets assume capped haste.
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 won't be outside of a "Max" set.
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 or the players position in the game at that point.
- 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.
TP sets abide with the following criteria:
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- 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.
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- Overall I wouldn't recommend obsessing over STP for x-hit builds. Best in slot pieces of gear are often still the best even if they break your build.
- 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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- 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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- 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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- 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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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 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
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- Moonshade Earring is not optional. It is one of the single largest boosts to your Stardivers at any tier.
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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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- Reienkyo
- DMG +20~29, Acc/Atk +15~25, DA +4~
- Utu Grip
- Knobkierrie
- Valorous Mask
- STR +10~15, Acc/Atk +15+, WSD +3~4%
- Valorous Mail
- STR +10~15, Acc/Atk +20+, WSD +3~4%
- Valorous Mitts
- STR +10~15, Acc/Atk +20+, WSD +3~4%
- Vishap Brais +3
- Sulev. Leggings +2
- Fotia Gorget
- Ishvara Earring
- Sherida Earring
- Niqmaddu Ring
- Karieyh Ring +1
- Fotia Belt
- Brigantia's Mantle
- STR +30, Acc/Atk +20, WSD +10
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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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- If you are SCing, this gear reigns supreme.
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Breath/Wyvern Sets
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- Is this set worth it? Yes, because the wyvern breath in GS goes off with this gear while you are under JA delay.
- This means you can deal over 1,000 damage in unresisted breaths with this set which is free damage.
- The gains are several hundred damage over wearing little to nothing. Which is more than going after certain DD gear pieces will get you.
- The Dragoon's Earring is only ~5 Macc, so feel free to skip it unless you want to save pennies on Angons.
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- Remember, Steady Wing is 30% of the wyvern's max HP so this gear will add a significant value to the stoneskin.
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DT and Misc
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- With Shell V on you only need ~ 26% MDT.
- There are better magic evasion pieces to fill slots with, but you know which those are, and this set doesn't give up completely on offense.
- I also assume you can create an MDT with no Shell set on your own :P
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Gearswap Luas
- Here is my current DRG .lua
- Here is Braden's basic DRG .lua.
- Here is Braden's intermediate DRG .lua.
Spreadsheet
The DRG Spreadsheet is managed and updated by Braden of Slyph server.
Use it to compare gear in various situations.
Authors
Contributors
- Braden of Sylph - Information.
- Martel of Ragnarok - Information.