Not having to watch my entire raid team get to do their burst in the opener while I have to throw out a single tear-stained Geirskogul is by far my favorite change to my main.
I've played DRG for years...and for some baindead reason it never hit me till reading your comment how much I was trying to resource save for an opening rotation against a boss, and when it failed I'm high and dry. I am still a bit disappointed about losing my eye buff for the teamwork it promoted but that ease of entering rotation will be well worth the trade
@@00yiggdrasill00If they had made it mechanically similar to how Sage and Dancer selected their targets, then it would have been significantly better for the user side.
4:23 Regarding that defensive cooldown, all I've wanted for like 6 years is access to Estinien's bubble shield from The Aery. Doesn't need to be as large as healer bubbles, but one that you can drop that keeps you and the other melees (maybe big enough to reach the tank if positioned well?) safe would be lovely. I'm gonna miss Dragon Sight, it was one of my favorites but I also had 2 additional versions of it via macro included on my hotbar so...
The main problem here is that they replaced the two OGCD Spine Shatter Dives we had at lower levels with two new OGCDs at higher levels. This means DRG will feel much worse and more boring in older content. I specifically use DRG in older content because of all its extra low level OGCDs, especially in FATEs, because it's so efficient with them. If they gave lower level versions of these new OGCDs instead, I'd be more okay with it, but I want to jump more not less. That's why I DRG.
As if it wasnt already the worst job to play at low levels in the whole game now I lose tons of damage with NOTHING TO COMPENSATE until 60 content... One less Geiskogul in exchange for a 20 potency increase every minute, but I guess the Eye buff is stronger, and more frequent so we're more of a selfish DPS which is appreciated. Still, very, very disappointed with this rework and the lack of any improvements we actually need. And no Ring of Thorns return either
The dash looks sick AF though, I can live with that. All jobs feel bad under 60, that's not something unique to dragoon, yes it may be the worst, but it's something that needs to be addressed and probably will in 8.0.
@@davidbernardino8109 there's a lot of jobs that don't feel bad under 60: DRG and MNK are both notably very robust at 50 still. But yeah I agree, it needs an overhaul and hopefully 8.0 does it
They really need to just keep the syncing to just damage and not the skills. It makes no damn sense from an RPG perspective. If you're a veteran adventurer and you've learnt all of these skills only to not be able to use them? Does not make sense. It makes more sense that a zone has restricted your strength so you do less damage more than something you probably action on a daily basis, it's like saying you can no longer throw a punch when you've thrown millions. New players are new players, a veteran is a veteran, it's pathetic that veterans actually have no way to show a new player that they're veterans other than knowledge. Everytime you tell your new friends, "Oh just hang on til you get to endgame" with nothing to show them in the moment other than maybe your mounts. The game world needs to be able to introduce a drive for new players to actually want to continue playing the game. Imagine being a new player and seeing a DRG do Stardiver... few will complain that it's unfair, but I know damn well a lot will be in awe. Besides the people complaining it's unfair will literally complain about everything either way, they're the Karens of MMORPG.
I had some hopes that DT drg rework will give us more jump mechanics, like, dunno, the og drg fantasy, but hey, there is still 8.0+... A man can dream, right? :D
ALL the jumps, don't upgrade the jumps, just give more. I also wasn't upset to see the damage part of Spineshatter go away, just sad that they replaced the animation with essentially a glowy verion of the Monk dash.
i like the changes except for the new gap closer... to me drg is all about the jumps and dives and trading spineshatter for a generic dash feels wrong. wish they just removed spineshatters potency instead
I might be in the minority with this but we have a lot of jump like abilities already so I don't mind just a normal dash gap closer. Plus thematically, I think it makes sense for a dragoon who channels dragon like abilities to have a movement ability called winged glide, they just need to add some more effects to it like spectral wings and not just the dragon head that is already on the dash. If DRG LB3 channels a huge spectral dragon head, I don't mind seeing that in a mini form with the movement ability, just missing some wings.
@@devilofgenisis i completely agree. we already have 500 different jumps that all do basically the same thing but have a different name. a generic dash between the jumps looks and feels better than just being a rabbit jumping nonstop
I came to goon 4’10 The biscuit loose China wing A peanut butter house I’m beating it There’s 40 in the cow Lettuce spinach -Don Toliver aka Dr nefario king of goons
@@Sammysapphira Even before everyone was on a 2 min rotation you would still open a fight with your burst window, and DRG wouldn't get to put their biggest move into it. Being able to go into life in the opener is unrelated to the 2 min rotations.
Seeing as how they don't want to give them a defensive button, they should just add a 5% passive DR to dragoons. They're the only fully armored dps job, and it would give the illusion they're tougher. All in all, these changes look ok. I like the idea of playing a dragoon a lot from a job fantasy standpoint, but I find the rotation a bit obnoxious. I'm looking forward to seeing if this makes it fun to play or not.
i really appreciate the simplicity changes, dragoon was way too busy before with so many random buttons, the fact I had to have multiple macros just for dragon sight as well as having to manage it as a buff and the eyes makes me feel like it’ll be a way more fluid class to play, it’s likely why I’ve been opting more to play ninja now because it feels busy but still really fluid.
@@yung-tuwei2284 What do you mean? It makes perfect sense. The job is the easiest in the game by far, and very flashy. The significant majority of the playerbase is very casual, it's their ideal job. Meanwhile the people who mained it for years partly because it was more complex got the middle finger by SE.
As I've always wanted and still dont feel ive gotten. Mooore actions and abilities that makes us jump more and maybe even be able to combo off of, couldve made thar gap closer look more jumpy. Gimme juuumpsx). Still want a lingering jump that makes you stay upp in the sky for a maximum 5ish seconds and then make you come down and do godlike aoe dmg. You'd also be able to control where you land and even be able to land quicker doing less damage compared to the max amount of potency you would deal at max time in the sky. Giiiive meeee juumpssss
My wish was that Dragonfire Dive and Stardiver would leave a 5-10 second burning AoE at the point of impact. At least they gave Dragonfire dive a follow up so that sort of works.
Like i can understand the changes but its just starting to feel like they're dumbing down the skill ceiling for dragoon now... For LofD they could have just given us a skill that lets us have it ready before an encounter starts like how monk can give itself full chakra stacks while not in combat, cus managing eyes was never really that hard to do honestly. As well it seems like until we get the full "rework" possibly- dragoon at lower levels is still just going to feel more empty of options now with spine shatter dive gone. And yes I will still complain that we still dont have a mitigation.
They said they are streamlining the jobs to make more difficult boss mechanics, and that's way better. Extremely complicated rotations are just bad design.
@@ElrokFoxx I don't think so, I think SAM and RPR are way easier. Nevertheless for me DRG is not complicated at all, I'm just saying what players and the devs say.
@@CurinteruThat's poor logic. We already have a handful of braindead simple, easy to play jobs. Including in the DPS category. We should have the option of higher skill ceiling, intensive burst jobs as well. Once you've learned a fight, for a lot of us it's more fun to do on jobs where more effort and button presses are required. Not every job has to be SMN. A fight can be complex, and so can some of the jobs. That's ok. There's no need to take that option from us.
it's pretty odd that this was the rework they absolutely had to push back to 7.0. they really didn't need to bring it up or give drg mains anxiety for a year and a half when it's hardly different from what they do to jobs on an expansion by expansion basis.
Might be due to a lot of reasons. Could be that they started with a different idea and realised they needed to complete scrap that and start over, which led to the delay.
I know you're not a dragoon main but important question, does Drakesbane benefit from Lance Mastery making the potency 540 and not 440? It would make Lance Mastery as a trait obsolete if it didn't.
Looking at the tooltips from the media tour they removed the 100 potency Lance Mastery. Instead Lance Mastery II became I and they start them from there instead.
These are pretty good changes, though that nastrond change is gonna make openers pretty hectic to optimize. Can't complain, not like it wasn't already hectic in life
I was actually really annoyed when DRG was made the buff DPS so I'm not upset with the loss of Dragon Sight. I've been a DRG main since 2013, but in EW I really found myself not enjoying the job. The changes look fun and I hope that taking it through EW I'll fall in love with the job again. I'm 100% still going to Elusive jump in for boss fights. Will be nice to have something to dash with during trash pulls though.
Ya, good riddance to that thing. It was nice to have the buff when playing something else, but actually using it was a chore with how basic the games macro system is.
@@Raansu haha I never macro'd mine. Got really good at doing it manually over the years. I'll miss the animation, but not the upkeep. I wish they'd give us some way to still use old animations for removed stuff.
I miss when DRG had access to Rampart, back in HW. I can't play as often anymore, but I'll miss Spine Shatter dive. Why can't we as DRG have both (I jest, I jest). I did like it's mobility better than just gliding across the field, js it felt more DRG like.
The 2 additional Nastronds are there to replace the 2 Spineshatter Dives, though I would rather they kept the 2 Spineshatter Dives and reduce the cooldown for each charge 30 seconds so it could co-exist with Winged Glide(no shared cooldown of course) and I wish all of the non-damage gap closers could be targeted to allies for macros, while also reducing the cooldown of Geirskogul to 10 seconds and removing the 2 additional Nastronds. But no option to turn Power Surge buff on outside of combat or during downtime, so that's still a problem, I wish Chaotic Spring also applied the Chaos Thrust DoT alongside the Chaotic Spring DoT so that way Dragoon at least has 2 DoTs instead of 1... Everything else is fine I guess.
The eye on the dragon gauge was one of my favorite job HUDs... Very sad. I don't even really see the point of keeping Mirage Dives if it isn't for advancing the eye. I'm surprised the Battle Litany or Lance Charge buttons don't replace itself with a new attack, since that's what seemingly every OTHER job got... I wanted Dragon Sight gone the moment it arrived in Stormblood, that just seemed like an unSIGHTly proto-dancer mechanic. And would it really be too OP to keep Winged Glide AND Spineshatter Dive? Dragoons feeling spoiled with mobility wouldn't be that strange of a concept. Maybe just reduce charges on one or the other. And I think a fundamental thing to make dragoon feel more like a dragoon would be to just put Jump on a GCD, as heretical as that sounds. It would give it more impact, and the animation lock could be handled by just making it a ranged attack in function with merely the animation APPEARANCE of moving you.
so they remove dragon sight, but keep kaiten-adjacent aka life surge why is piercing talon still in the game, it has zero necessary usage starting with nastrond in your opener is a big plus to keeping in tempo with other jobs. and yet im conflicted because i like having some punishment for dying with the drift, and building up to something additionally, now there's going to be less skills available at levels below 90. which is stupid, SE needs to figure a better way to go about doing this because lower levels just feel so unpleasant for a rework, i don't see why this needed to be pushed back for so long. it's nothing ultimately that amazing.
Piercing talon is garbage in most situations but having a ranged option is still nice for when you're in deep dungeons/field content and need to grab aggro on something from far away
Between NIN rework "rework" and PLD rework "rework" I wasn't sure which it was gonna be but this looks pretty solid Bless for spineshatter going, just did not really like it that much Not having to constantly do 2 or 3 positionals back to back is nice as well, though of course some are gonna be all "ugh the game is becoming easier still" about that
Honestly, I'd rather all jobs are more accessible in general while fights get harder for me to optimise. Because then that literally becomes easy to learn, hard to master for each job, aka skill issue. I am a little bit worried about DRG no longer having a resource to keep track of will make it too easy, but if the raids in DT are gonna be much harder then that's a much better thing to have.
Thank god they remove dragon sight, it was so goofy and was used on most melee's only but now with the buffs to other jobs seems like is not gonna be much dps difference between Melee/Casters/MCH tho probably RDM still gonna be the weakest caster and phys ranged BRD/DNC just like now
Honestly, the no damage gap closers feel so lame to me. I'd of preferred they give me a low damage gcd gap closer. That way it doesn't feel like I need to press it outside of when it's necessary. Plus. It's a dash forward with a spear. Why wouldn't I stab into my enemy?
There’s no high level drg player that will call this a downgrade. I’ve never seen drg players complain more then when a boss dies too fast in DSR or top and they don’t get an eye for life
lmao so much for it being the next "SMN rework" like it was made out to be. just slight changes, overall welcomed ones though, will still continue to play the fck out of it
Yeah, that was just a misunderstanding of the way the Action Change feature works; some folks blatantly ignoring the very clear description in favor of what they wanted to happen. There's a feature that will allow you to optionally split actions that replace another action on your hotbar into their own separate buttons in order to avoid accidental input from button mashing. There was never any mention of the opposite, i.e. combining multiple separate actions into one button.
One of my personal highlights about the job updates is the upgrade to Disembowel, since the name will be different. "Disembowel" is just about the most grievous injury you can inflict on someone short of out-right killing, but the ability was our weakest rotational ability, which applied a buff that made us better at harming anyone. Caring about ability names in this game is a losing bet, sure, but *come on*.
Having an opener is pretty awesome finally, happy we didn't lose too many OGCDS. But it's kind of a monkey's paw situation losing all the high end fight specific optimization that MD/GEIR generation allowed(And the small rDPS optimization of DS and target switching sometimes being a hidden gain) As a long time dragoon I'm gonna try the changes, but this looks like it could be the worst iteration of dragoon since ARR and it's really disheartening to see the creativity that the rotation did allow get driven over with a road roller. The dawntrail job design overall feels depressing.
Honestly was never scared of the rework because yoshi p confirmed it would still be the same job just slightly changed 2 years ago but still nice changes
I think I'll have to play it to know if I like it. I like dragoon as it is, but at times, it just feels needlessly complicated, so maybe these changes will help with that.
Doesn't look like it's too badly violated in this expansion. Won't stop me being dead on the floor and infuriating the White Mage for the next few weeks...
Would have liked to see the Life of the Dragon effect given to Dragonfire Dive instead. It’s the most iconic dragoon ability yet it’s completely underwhelming in what it actually does. “Does damage once every 2 minutes” is a stupid design. Make it do SOMETHING more. Something to justify its cooldown
I'm actually pleased, I won't miss Dragon Sight, because I personally felt like when they removed the visual effect, honestly should've just removed the ability itself or rework it into something else. Seems Dragoon just got QoL and some also changes with some new additions! Honestly always makes me laugh when someone says "job not hard anymore :(" cause to me it's that mentality of one of those who seek some kind of praise for playing a job with a terrible opener + rotation, I just couldn't imagine wasting time mastering a terrible job. Dragoon instantly became a lot better from this.
I just want to remind everyone watching functionally nothing change with this job's rotation at level 100 that the Dragoon changes in Dawntrail were supposedly 'changes too large in scale to implement as part of the Endwalker patch cycle', meanwhile they were perfectly willing to literally completely remove old Paladin out of nowhere in like 6.31 to replace it with Gunbreaker 2 as a kneejerk reaction to people being Kinda Mean about the job in party finder for P8S. No, I will never forgive them.
DRG in 7.1 : Hello, Yoshi-P here, we have heard your complaints on DRG not having a defensive cooldown, so we have added a new skill, Attitude of the Dragon in which Dragoon can activate said skill to live past 0 hp similar to Living Dead. However this also means the Dragoon must be healed to full or perish before the timer expires. The Dragoon essentially will shrug off death momentarily with it's big DPS attitude, believing everything is fine and that they can take it, until reality hits them like a truck and they perish, should their healers not take pity on them. Also it's on a 5 min cooldown. Please, look forward to it.
@@strawberrysundaes it was pointless if the only thing you did was daily roulettes (and that is only if you don't care about damage, because you could do some optimization even in Alliance Raids). Because there's a lot of battles, especially in Extremes and above, where you can do some interesting things with LotD.
@@ember-evergarden oh wait, you mean the "optimization" where you had to start with high jump in order to get nastronds and star diver within the first 30 seconds of the fight cause you couldn't get it otherwise? Oh yea, that's actually bad job design, and this new iteration fixes that, omg, you're freaking welcome 😁
No, that was a misunderstanding of the way the Action Change feature works; some folks blatantly ignoring the very clear description in favor of what they wanted to happen. There's a feature that will allow you to optionally split actions that replace another action on your hotbar into their own separate buttons in order to avoid accidental input from button mashing. There was never any mention of the opposite, i.e. combining multiple separate actions into one button.
SE: removes Kaiten, despite no one asking for it, because "it's unnecessary, button bloat and its effects can just be transferred to other abilities" also SE: removes anything unique about Mirage Dive, but decides to keep it for some reason Like, I pretty much got used to Kaiten being gone, but I just can't for the life of me understand the reasoning behind these decisions.
i'm fine with dragon sight getting removed since it was a headache having to deal with that every 2-3 minutes or w/e it is, but i do hate lance charge as well.
@Castersvarog low level dragoon already sucks because you don't get your aoe until 40 and now it will suck even more because of the removal of spineshatter. They don't seem to care about that anyway, but I do get why you don't want lance charge removed
It's just as busy as it was and the removal of eyes gets rid of the cancer of bad kill times fucking your entire run up. Tell me pushing top or dsr phases too early desyncing you was fun at all? Or do you not do high end content at all?
@@Attentive I didn't do TOP or DSR, sadly, but I did UWU and TEA, so I understand what you mean and the answer is - get gud and optimize timings of your High Jump. Such minor things as desynching which occur in pretty rare cases and can be overcome if you put some thought into it aren't worth sacrificing the WHOLE mechanic.
@Nazuiko True, but instead of learning what makes the fights bad, they just change the jobs lol. It's like how bard songs are just as aids in these fights since you need a target and there is so many instances of downtime
Really had hoped they'd give us our AOE and its combo earlier like LITERALLY ALL THE OTHER JOBS. But no, huh. This is why I will never bring DRG to 50/60/70 and levelling roulettes.
I mean, you sort of still get it with the new skill that dragonfire turns into. So its kind of like you still have it, but it’s linked to another skill.
The problem is endlessly stacking abilities at higher levels, low level sync points getting steadily even more bland and braindead to play.@@omegaxtrigun
Im the other way around. Spineshatter is okay but i wont feel its loss too strongly, and expected it to be moved to a GCD or taken away completely and making all the jumps AoEs... which they now are lol. Dragon Sight, however, is the most flavor and interesting skill in the entire game, and now we lost not only the nerd rope but the entire fucking buff???? To be moved into Geirskogul? Incredibly lame.
Man, do you really play DRG? Spineshatter was clunky as fuck, specially in big pulls, you were jumping in the middle of the pull having to go backwards so your cone abilites dealt damage to all enemies. It's gone and most of us DRG main couldn't be happier (same as Dragon Sight).
Harder rotation so we can't get more difficult mechanics you say? Clunky rotation with no burst at the beginning you say? A buff that needs to be macroed in order to work as it should? Man, these people don't know how to play jobs and they want harder rotations, lol.
Mirage dive is now pointless and remains a terrible animation and a double weave requirement. Why? Life surge sucks and most people don’t like it. Why does it still exist.
I think that Mirage Dive is fine, but dear God do I hate to look at Lance Charge. If I were to name the most boring animation in the game - it'll be first one that comes to my mind.
DRG main since Stormblood here. Really hate what I see. Removing Dragon Gauge and making LotD basically a 60sec was the worst possible change they could made.
I gotta agree. They took out most of the complexity and alot of it's identity. The dragon gauge is literally just used as a glorified cool down timer now. I feel like they're turning each class into the same thing. Press this button every 2 mins, spam buttons and wait for 2 mins. There's no difference, nothing makes me feel like a dragoon here. I'm just watching abilities go away in place of homogenization cause people am can't pay attention to their skills
Managing eyes sucked lol. Having to delay life in the opener because drg had no shortcut to life was awful. Calling this homogenization is such a stretch lol. Life was basically a dps cd before anyway. It was just pointlessly awkward.
@@omegaxtrigun Square could've made some ability that would give you both eyes for Dragon Gauge pre fight (like monk's Meditation, for example) and would be unusable during the fight (to not make DRG OP). But nope, guess that's too hard for a concept now, gotta cut away the whole (and the only) mechanic away. And yeah, opener is there for 20 secs at the beginning, and LotD management is there for the rest of the fight, so it just isn't worth. It was a dps cd that you could optimize in many ways, which made DRG, y'know, FUN to play in different fights. But now it'll be the same fking thing over and over and over again. Great fking job, Square.
Ngl I hoped to see bigger changes but that aside most of the so called DRG "rework" seems like they're massively dumbing down the job. I'm personally quite disappointed. I don't like entire job mechanics just being tied to a 1 cooldown butto nthat sets it in motion. Granted LotD phases will feel great i'm sure. But having Geirskogul be a 1 minute FREE LotD button makes it feel very boring to me. It's the same reason why I ended up dropping MNK completely in EW. Having their entire mechanic be tied to a 45 sec cd button just felt boring to me.
DRG in 7.1 : Hello, Yoshi-P here, we have heard your complaints on DRG not having a defensive cooldown, so we have added a new skill, Attitude of the Dragon in which Dragoon can activate said skill to live past 0 hp similar to Living Dead. However this also means the Dragoon must be healed to full or perish before the timer expires. The Dragoon essentially will shrug off death momentarily with it's big DPS attitude, believing everything is fine and that they can take it, until reality hits them like a truck and they perish, should their healers not take pity on them. Also it's on a 5 min cooldown. Please, look forward to it.
Not having to watch my entire raid team get to do their burst in the opener while I have to throw out a single tear-stained Geirskogul is by far my favorite change to my main.
Or when the boss leaves and you miss an eye. Or when you get killed and lose two eyes, AND your next Life drifts 10s while you wait to get rezzed.
I've played DRG for years...and for some baindead reason it never hit me till reading your comment how much I was trying to resource save for an opening rotation against a boss, and when it failed I'm high and dry. I am still a bit disappointed about losing my eye buff for the teamwork it promoted but that ease of entering rotation will be well worth the trade
@@00yiggdrasill00If they had made it mechanically similar to how Sage and Dancer selected their targets, then it would have been significantly better for the user side.
This is the first expansion I'm playing through as Dragoon, but I'm liking it so far.
4:23 Regarding that defensive cooldown, all I've wanted for like 6 years is access to Estinien's bubble shield from The Aery. Doesn't need to be as large as healer bubbles, but one that you can drop that keeps you and the other melees (maybe big enough to reach the tank if positioned well?) safe would be lovely.
I'm gonna miss Dragon Sight, it was one of my favorites but I also had 2 additional versions of it via macro included on my hotbar so...
Funny thing is, he doesn't do that anymore there
I'll be honest, if I knew they could do that to nastrond, I'd want it to be like Atonement, 3 spam buttons with different animations
ILL NEVER STOP BACKFLIPPING ELUSIVE JUMP YOULL ALWAYS BE MY FAVORITE CHILD
The main problem here is that they replaced the two OGCD Spine Shatter Dives we had at lower levels with two new OGCDs at higher levels. This means DRG will feel much worse and more boring in older content. I specifically use DRG in older content because of all its extra low level OGCDs, especially in FATEs, because it's so efficient with them. If they gave lower level versions of these new OGCDs instead, I'd be more okay with it, but I want to jump more not less. That's why I DRG.
As if it wasnt already the worst job to play at low levels in the whole game now I lose tons of damage with NOTHING TO COMPENSATE until 60 content...
One less Geiskogul in exchange for a 20 potency increase every minute, but I guess the Eye buff is stronger, and more frequent so we're more of a selfish DPS which is appreciated. Still, very, very disappointed with this rework and the lack of any improvements we actually need. And no Ring of Thorns return either
@@Nazuiko To be fair RPR is by far the worst job to play in older content
The dash looks sick AF though, I can live with that. All jobs feel bad under 60, that's not something unique to dragoon, yes it may be the worst, but it's something that needs to be addressed and probably will in 8.0.
@@davidbernardino8109 there's a lot of jobs that don't feel bad under 60: DRG and MNK are both notably very robust at 50 still. But yeah I agree, it needs an overhaul and hopefully 8.0 does it
They really need to just keep the syncing to just damage and not the skills. It makes no damn sense from an RPG perspective. If you're a veteran adventurer and you've learnt all of these skills only to not be able to use them? Does not make sense. It makes more sense that a zone has restricted your strength so you do less damage more than something you probably action on a daily basis, it's like saying you can no longer throw a punch when you've thrown millions.
New players are new players, a veteran is a veteran, it's pathetic that veterans actually have no way to show a new player that they're veterans other than knowledge. Everytime you tell your new friends, "Oh just hang on til you get to endgame" with nothing to show them in the moment other than maybe your mounts. The game world needs to be able to introduce a drive for new players to actually want to continue playing the game.
Imagine being a new player and seeing a DRG do Stardiver... few will complain that it's unfair, but I know damn well a lot will be in awe. Besides the people complaining it's unfair will literally complain about everything either way, they're the Karens of MMORPG.
As a seasoned DRG the only defensive action we need is more jumps.
I had some hopes that DT drg rework will give us more jump mechanics, like, dunno, the og drg fantasy, but hey, there is still 8.0+... A man can dream, right? :D
@@LittleAngryOwl I'd be hard pressed to call this a rework, to be honest.
ALL the jumps, don't upgrade the jumps, just give more. I also wasn't upset to see the damage part of Spineshatter go away, just sad that they replaced the animation with essentially a glowy verion of the Monk dash.
Lmao,you speaking facts
@@LittleAngryOwl yknow the generic forward dash we got COULD have still been a jump but like..I guess they didnt feel like it
i like the changes except for the new gap closer... to me drg is all about the jumps and dives and trading spineshatter for a generic dash feels wrong. wish they just removed spineshatters potency instead
Ye, they sould have just called it dive and removed the potency.
I might be in the minority with this but we have a lot of jump like abilities already so I don't mind just a normal dash gap closer. Plus thematically, I think it makes sense for a dragoon who channels dragon like abilities to have a movement ability called winged glide, they just need to add some more effects to it like spectral wings and not just the dragon head that is already on the dash.
If DRG LB3 channels a huge spectral dragon head, I don't mind seeing that in a mini form with the movement ability, just missing some wings.
@@devilofgenisis i completely agree. we already have 500 different jumps that all do basically the same thing but have a different name. a generic dash between the jumps looks and feels better than just being a rabbit jumping nonstop
Main since ARR. I think i can live with these changes. I play many jobs but DRG is my all time favorite with DRK.
The removal of spine shatter is going to significantly effect the way dragoon plays at lower levels in terms of their burst window.
Yup. We are all not ok with that. Drg is meant to jump.
Time to goon
I came to goon
4’10
The biscuit loose
China wing
A peanut butter house
I’m beating it
There’s 40 in the cow
Lettuce spinach
-Don Toliver aka Dr nefario king of goons
Being able to start the fight with burst rather than almost a minute in is a massive bonus
2 minute meta is boring
@@Sammysapphira Even before everyone was on a 2 min rotation you would still open a fight with your burst window, and DRG wouldn't get to put their biggest move into it. Being able to go into life in the opener is unrelated to the 2 min rotations.
Only problem now is the 40 seconds of nothing. Though kinda feels like with life being a damage buff they shoulda just chucked lance charge too.
Seeing as how they don't want to give them a defensive button, they should just add a 5% passive DR to dragoons. They're the only fully armored dps job, and it would give the illusion they're tougher.
All in all, these changes look ok. I like the idea of playing a dragoon a lot from a job fantasy standpoint, but I find the rotation a bit obnoxious. I'm looking forward to seeing if this makes it fun to play or not.
Back in my day dragoon had a cooldown that made you take MORE damage!
Did their Doom Spike AoE level requirement get reduced? For when I end up in a low level dungeon.
Lv 40, so no.
Dragon sight being gone is my favorite change lol.
Yeah same here
agreed
Sight without tether is just empty
Yeah tbh
litany being 20s makes it less punishing if weaving it earlier now i think i like that change
Expecting additions to High Jump > Mirage Dive for whatever comes after Dawn Trail.
You mean Very High Jump?
i'm glad that it didn't change too much but that it will improve QoL things for it
2:32 I’ll still be backfliping btw, you can take my blue aura but you can never take my swag!!
i really appreciate the simplicity changes, dragoon was way too busy before with so many random buttons, the fact I had to have multiple macros just for dragon sight as well as having to manage it as a buff and the eyes makes me feel like it’ll be a way more fluid class to play, it’s likely why I’ve been opting more to play ninja now because it feels busy but still really fluid.
meanwhile, smn mains are thinking the bottom of that river looks really enticing right now
BLM mains:
And yet they will still remain one of the most used (if not the most) job in the game. Something doesn't add up here...
@@yung-tuwei2284 it's because it's braindead easy
@@yung-tuwei2284 What do you mean? It makes perfect sense. The job is the easiest in the game by far, and very flashy. The significant majority of the playerbase is very casual, it's their ideal job. Meanwhile the people who mained it for years partly because it was more complex got the middle finger by SE.
As I've always wanted and still dont feel ive gotten. Mooore actions and abilities that makes us jump more and maybe even be able to combo off of, couldve made thar gap closer look more jumpy. Gimme juuumpsx).
Still want a lingering jump that makes you stay upp in the sky for a maximum 5ish seconds and then make you come down and do godlike aoe dmg. You'd also be able to control where you land and even be able to land quicker doing less damage compared to the max amount of potency you would deal at max time in the sky. Giiiive meeee juumpssss
My wish was that Dragonfire Dive and Stardiver would leave a 5-10 second burning AoE at the point of impact. At least they gave Dragonfire dive a follow up so that sort of works.
Like i can understand the changes but its just starting to feel like they're dumbing down the skill ceiling for dragoon now... For LofD they could have just given us a skill that lets us have it ready before an encounter starts like how monk can give itself full chakra stacks while not in combat, cus managing eyes was never really that hard to do honestly.
As well it seems like until we get the full "rework" possibly- dragoon at lower levels is still just going to feel more empty of options now with spine shatter dive gone.
And yes I will still complain that we still dont have a mitigation.
They said they are streamlining the jobs to make more difficult boss mechanics, and that's way better. Extremely complicated rotations are just bad design.
@@Curinteru but dragoon isn't even complicated. It's already the most straightforward compared to the other melee DPS.
@@Curinteru this is a hugely flawed methodology that just makes all the older content even more boring to play in.
@@ElrokFoxx I don't think so, I think SAM and RPR are way easier. Nevertheless for me DRG is not complicated at all, I'm just saying what players and the devs say.
@@CurinteruThat's poor logic. We already have a handful of braindead simple, easy to play jobs. Including in the DPS category. We should have the option of higher skill ceiling, intensive burst jobs as well. Once you've learned a fight, for a lot of us it's more fun to do on jobs where more effort and button presses are required. Not every job has to be SMN. A fight can be complex, and so can some of the jobs. That's ok. There's no need to take that option from us.
My 9 years of dragoon playing looks like it’ll continue uninterrupted
Not a fan of mirage dive doing nothing now and we desperately need a defensive but its ok otherwise. The change to Life phase is very much welcomed
it's pretty odd that this was the rework they absolutely had to push back to 7.0. they really didn't need to bring it up or give drg mains anxiety for a year and a half when it's hardly different from what they do to jobs on an expansion by expansion basis.
Might be due to a lot of reasons. Could be that they started with a different idea and realised they needed to complete scrap that and start over, which led to the delay.
They said they wanted to reduce button bloat in the opener yet the new one has exactly the same number of button presses LOL
They like inflicting pain lol
@@TheNikKondragoon doesn't have the worst button bloat right now anyways. Scholar is way worse and I play with controller.
@@davidbernardino8109as a fellow controller player, you're totally right my friend. And if I may add, AST is hell too😂
I know you're not a dragoon main but important question, does Drakesbane benefit from Lance Mastery making the potency 540 and not 440? It would make Lance Mastery as a trait obsolete if it didn't.
Looking at the tooltips from the media tour they removed the 100 potency Lance Mastery. Instead Lance Mastery II became I and they start them from there instead.
These are pretty good changes, though that nastrond change is gonna make openers pretty hectic to optimize. Can't complain, not like it wasn't already hectic in life
Even if it would have to be non-damaging, it just feels wrong for Dragoons to have a gap closer that isn't Jump flavored
I was actually really annoyed when DRG was made the buff DPS so I'm not upset with the loss of Dragon Sight. I've been a DRG main since 2013, but in EW I really found myself not enjoying the job. The changes look fun and I hope that taking it through EW I'll fall in love with the job again.
I'm 100% still going to Elusive jump in for boss fights. Will be nice to have something to dash with during trash pulls though.
Ya, good riddance to that thing. It was nice to have the buff when playing something else, but actually using it was a chore with how basic the games macro system is.
@@Raansu haha I never macro'd mine. Got really good at doing it manually over the years. I'll miss the animation, but not the upkeep. I wish they'd give us some way to still use old animations for removed stuff.
I miss when DRG had access to Rampart, back in HW.
I can't play as often anymore, but I'll miss Spine Shatter dive. Why can't we as DRG have both (I jest, I jest). I did like it's mobility better than just gliding across the field, js it felt more DRG like.
Gonna miss Eyes. Honestly gonna miss how classes in general used to have to build up to their bursts instead of just waiting on timers.
The 2 additional Nastronds are there to replace the 2 Spineshatter Dives, though I would rather they kept the 2 Spineshatter Dives and reduce the cooldown for each charge 30 seconds so it could co-exist with Winged Glide(no shared cooldown of course) and I wish all of the non-damage gap closers could be targeted to allies for macros, while also reducing the cooldown of Geirskogul to 10 seconds and removing the 2 additional Nastronds.
But no option to turn Power Surge buff on outside of combat or during downtime, so that's still a problem, I wish Chaotic Spring also applied the Chaos Thrust DoT alongside the Chaotic Spring DoT so that way Dragoon at least has 2 DoTs instead of 1...
Everything else is fine I guess.
Happy overall for no more Dragon Sight, but sad no Reis’ Wind AOE Regen, especially in an FF9 themed xpac =(
Great video happs! Just wondering is chaos thrust still 24 seconds or is it 30 now?
if life is on 60 with 15% damage buff, why does lance charge still exists??
It's DRG defensive cookdown since it adds a lifesteal effect 😂😂😂
@Borreas no not life surge -_-
I'm talking about lance charge, u know old blood for blood
Dragoon should be a very mobile job, since dragons fly.
I'm good with this. Will be keeping Drg as my melee main.
The eye on the dragon gauge was one of my favorite job HUDs... Very sad. I don't even really see the point of keeping Mirage Dives if it isn't for advancing the eye. I'm surprised the Battle Litany or Lance Charge buttons don't replace itself with a new attack, since that's what seemingly every OTHER job got... I wanted Dragon Sight gone the moment it arrived in Stormblood, that just seemed like an unSIGHTly proto-dancer mechanic. And would it really be too OP to keep Winged Glide AND Spineshatter Dive? Dragoons feeling spoiled with mobility wouldn't be that strange of a concept. Maybe just reduce charges on one or the other. And I think a fundamental thing to make dragoon feel more like a dragoon would be to just put Jump on a GCD, as heretical as that sounds. It would give it more impact, and the animation lock could be handled by just making it a ranged attack in function with merely the animation APPEARANCE of moving you.
Also means we lose 1-2 charges for 47-55 levels of a damage OGCD and less to do in lower level content.
so they remove dragon sight, but keep kaiten-adjacent aka life surge
why is piercing talon still in the game, it has zero necessary usage
starting with nastrond in your opener is a big plus to keeping in tempo with other jobs. and yet im conflicted because i like having some punishment for dying with the drift, and building up to something
additionally, now there's going to be less skills available at levels below 90. which is stupid, SE needs to figure a better way to go about doing this because lower levels just feel so unpleasant
for a rework, i don't see why this needed to be pushed back for so long. it's nothing ultimately that amazing.
Piercing talon is garbage in most situations but having a ranged option is still nice for when you're in deep dungeons/field content and need to grab aggro on something from far away
It’s probably still there for the same reason machinist has reassemble but idk
Piercing talon is bad but "zero usage" is a very silly thing to say. They have no ranged options outside of cooldowns.
Best interaction of DRG to this day. I'm eager to play it even more, amazing "rework"! (I'd love to have a defensive cd tho).
Drg main since ARR they literally made all the changes I wanted to see to fix it, including the reduction of a 30s burst window to 20s
Nerfed potencies into the ground
Between NIN rework "rework" and PLD rework "rework" I wasn't sure which it was gonna be but this looks pretty solid
Bless for spineshatter going, just did not really like it that much
Not having to constantly do 2 or 3 positionals back to back is nice as well, though of course some are gonna be all "ugh the game is becoming easier still" about that
Honestly, I'd rather all jobs are more accessible in general while fights get harder for me to optimise. Because then that literally becomes easy to learn, hard to master for each job, aka skill issue. I am a little bit worried about DRG no longer having a resource to keep track of will make it too easy, but if the raids in DT are gonna be much harder then that's a much better thing to have.
wish they kept spineshatter dive animation at least, dmg remove for movement actions is fine tho. Just another badass animation removed now 😢
i know right, all those new dashes look a bit samey
Or at the very least, keep Spineshatter, and add in the new gap closer for gap closing.
I was just saying this yesterday
Thank god they remove dragon sight, it was so goofy and was used on most melee's only but now with the buffs to other jobs seems like is not gonna be much dps difference between Melee/Casters/MCH tho probably RDM still gonna be the weakest caster and phys ranged BRD/DNC just like now
I liked be able to use it on my chocobo when killing hunts shrug 🤷🏽♂️ 😂
Honestly, the no damage gap closers feel so lame to me. I'd of preferred they give me a low damage gcd gap closer. That way it doesn't feel like I need to press it outside of when it's necessary. Plus. It's a dash forward with a spear. Why wouldn't I stab into my enemy?
well we still have dragonfire dive and stardiver as damage dealing gap closers. but yea a little bit of damage on the charge would be nice
There’s no high level drg player that will call this a downgrade. I’ve never seen drg players complain more then when a boss dies too fast in DSR or top and they don’t get an eye for life
right on, couldn't agree more
Defensives? What do you mean, life surge still exists and heals you. That's enough, right? Right?
I can throw more dragon heads, I need no defensive CD.
Im just glad dragon sight got removed lol
why does your hotbars look like there is so many less skills then mine? lol so many empty spaces. mine are all full, and I have 3 on every job.
lmao so much for it being the next "SMN rework" like it was made out to be. just slight changes, overall welcomed ones though, will still continue to play the fck out of it
As I expected, the 123 combos are still 9 different buttons. People claimed those could be condensed to just 3, which I doubted.
Yeah, that was just a misunderstanding of the way the Action Change feature works; some folks blatantly ignoring the very clear description in favor of what they wanted to happen. There's a feature that will allow you to optionally split actions that replace another action on your hotbar into their own separate buttons in order to avoid accidental input from button mashing. There was never any mention of the opposite, i.e. combining multiple separate actions into one button.
One of my personal highlights about the job updates is the upgrade to Disembowel, since the name will be different. "Disembowel" is just about the most grievous injury you can inflict on someone short of out-right killing, but the ability was our weakest rotational ability, which applied a buff that made us better at harming anyone. Caring about ability names in this game is a losing bet, sure, but *come on*.
Having an opener is pretty awesome finally, happy we didn't lose too many OGCDS. But it's kind of a monkey's paw situation losing all the high end fight specific optimization that MD/GEIR generation allowed(And the small rDPS optimization of DS and target switching sometimes being a hidden gain)
As a long time dragoon I'm gonna try the changes, but this looks like it could be the worst iteration of dragoon since ARR and it's really disheartening to see the creativity that the rotation did allow get driven over with a road roller. The dawntrail job design overall feels depressing.
Honestly was never scared of the rework because yoshi p confirmed it would still be the same job just slightly changed 2 years ago but still nice changes
I think I'll have to play it to know if I like it. I like dragoon as it is, but at times, it just feels needlessly complicated, so maybe these changes will help with that.
Changes to the Eyes is definitely less flavor but a bit of QOL
oh hey opener isnt as limp as it was before lmao
Doesn't look like it's too badly violated in this expansion. Won't stop me being dead on the floor and infuriating the White Mage for the next few weeks...
Would have liked to see the Life of the Dragon effect given to Dragonfire Dive instead.
It’s the most iconic dragoon ability yet it’s completely underwhelming in what it actually does.
“Does damage once every 2 minutes” is a stupid design. Make it do SOMETHING more. Something to justify its cooldown
GIVE ME BACK MY EYEEEE!
WHERE IS IT THEY HOT RID OF THE EYEEE!!!
Thanks yoship dragon sight is finally gone trash ahh skill outdated, rest of the changes are good drg gonna be fun af in dt minus no personal mit💀
Managing eyes was one of the few interesting things you can do as a dragoon, not sure how I feel about it.
I'm actually pleased, I won't miss Dragon Sight, because I personally felt like when they removed the visual effect, honestly should've just removed the ability itself or rework it into something else.
Seems Dragoon just got QoL and some also changes with some new additions!
Honestly always makes me laugh when someone says "job not hard anymore :(" cause to me it's that mentality of one of those who seek some kind of praise for playing a job with a terrible opener + rotation, I just couldn't imagine wasting time mastering a terrible job.
Dragoon instantly became a lot better from this.
Can’t wait to use Dragon Sight on my allies! Oh, wait…
I just want to remind everyone watching functionally nothing change with this job's rotation at level 100 that the Dragoon changes in Dawntrail were supposedly 'changes too large in scale to implement as part of the Endwalker patch cycle', meanwhile they were perfectly willing to literally completely remove old Paladin out of nowhere in like 6.31 to replace it with Gunbreaker 2 as a kneejerk reaction to people being Kinda Mean about the job in party finder for P8S. No, I will never forgive them.
Thank god they removed the worst ability in the game Dragonsight
MNK got more of a rework then DRG lol
4 months in and this class is the biggest disappointment to me :(
I play reaper and drg in my group and to be honest I like the changes. I never really liked spine chatter dive.😂
DRG in 7.1 : Hello, Yoshi-P here, we have heard your complaints on DRG not having a defensive cooldown, so we have added a new skill, Attitude of the Dragon in which Dragoon can activate said skill to live past 0 hp similar to Living Dead. However this also means the Dragoon must be healed to full or perish before the timer expires. The Dragoon essentially will shrug off death momentarily with it's big DPS attitude, believing everything is fine and that they can take it, until reality hits them like a truck and they perish, should their healers not take pity on them. Also it's on a 5 min cooldown. Please, look forward to it.
DRG worse in low levels straight up, rest in pieces.
This is an absolute win for DRG. Those eyes management was just disgusting.
It really wasn't
@@pryanik1337 except it was. It was pointless.
You didn't do DSR or TOP did you?
@@strawberrysundaes it was pointless if the only thing you did was daily roulettes (and that is only if you don't care about damage, because you could do some optimization even in Alliance Raids). Because there's a lot of battles, especially in Extremes and above, where you can do some interesting things with LotD.
@@ember-evergarden oh wait, you mean the "optimization" where you had to start with high jump in order to get nastronds and star diver within the first 30 seconds of the fight cause you couldn't get it otherwise? Oh yea, that's actually bad job design, and this new iteration fixes that, omg, you're freaking welcome 😁
Weren't we gonna get 1-1-1 combos?
No, that was a misunderstanding of the way the Action Change feature works; some folks blatantly ignoring the very clear description in favor of what they wanted to happen. There's a feature that will allow you to optionally split actions that replace another action on your hotbar into their own separate buttons in order to avoid accidental input from button mashing. There was never any mention of the opposite, i.e. combining multiple separate actions into one button.
@@adamzielinski5213 Who really wants MORE button bloat tbh?
@@The_2_2For_Real That's why it's optional? It's QoL for people who have that one specific problem.
No hats/helmets for Vieras in 7.0 confirmed in this clip
SE: removes Kaiten, despite no one asking for it, because "it's unnecessary, button bloat and its effects can just be transferred to other abilities"
also SE: removes anything unique about Mirage Dive, but decides to keep it for some reason
Like, I pretty much got used to Kaiten being gone, but I just can't for the life of me understand the reasoning behind these decisions.
I cant believe they removed dragon sight instead of lance charge. Thats the buff that needed to be removed imo
i'm fine with dragon sight getting removed since it was a headache having to deal with that every 2-3 minutes or w/e it is, but i do hate lance charge as well.
I disagree, removing Lance charge would be a bigger loss because of how many levels you’d be stuck with just three-four buttons total
I'm glad they removed it. Dragon Sight lost its charm since they removed the red chain to party member vfx.
@Castersvarog low level dragoon already sucks because you don't get your aoe until 40 and now it will suck even more because of the removal of spineshatter. They don't seem to care about that anyway, but I do get why you don't want lance charge removed
Dragon sight was clunky and needed to go. Period.
Wing drive? Thats lame..... Shatter drive is better
Fact, Elusive jump has faater animation
As a dragoon main since i started playing, the only change im happy about is the gap closer. This just looks boring now...
It's just as busy as it was and the removal of eyes gets rid of the cancer of bad kill times fucking your entire run up. Tell me pushing top or dsr phases too early desyncing you was fun at all? Or do you not do high end content at all?
@@Attentive I didn't do TOP or DSR, sadly, but I did UWU and TEA, so I understand what you mean and the answer is - get gud and optimize timings of your High Jump. Such minor things as desynching which occur in pretty rare cases and can be overcome if you put some thought into it aren't worth sacrificing the WHOLE mechanic.
@@Attentive If your kit falls apart because a boss changes phase too early, thats the fight's design flaws not the jobs
@Nazuiko True, but instead of learning what makes the fights bad, they just change the jobs lol. It's like how bard songs are just as aids in these fights since you need a target and there is so many instances of downtime
@@Nazuiko you destroyed that person couldnt say it any better. 11/10
Really had hoped they'd give us our AOE and its combo earlier like LITERALLY ALL THE OTHER JOBS. But no, huh. This is why I will never bring DRG to 50/60/70 and levelling roulettes.
i will not miss dragon sight, but removing spineshatter, boo
I mean, you sort of still get it with the new skill that dragonfire turns into. So its kind of like you still have it, but it’s linked to another skill.
The problem is endlessly stacking abilities at higher levels, low level sync points getting steadily even more bland and braindead to play.@@omegaxtrigun
Im the other way around. Spineshatter is okay but i wont feel its loss too strongly, and expected it to be moved to a GCD or taken away completely and making all the jumps AoEs... which they now are lol.
Dragon Sight, however, is the most flavor and interesting skill in the entire game, and now we lost not only the nerd rope but the entire fucking buff????
To be moved into Geirskogul? Incredibly lame.
Man, do you really play DRG? Spineshatter was clunky as fuck, specially in big pulls, you were jumping in the middle of the pull having to go backwards so your cone abilites dealt damage to all enemies. It's gone and most of us DRG main couldn't be happier (same as Dragon Sight).
For real, upgrade animation of a skill is nice visually but lazy af gameplay wise. When are we gonna have again an actual harder rotation? 😢
Harder rotation so we can't get more difficult mechanics you say?
Clunky rotation with no burst at the beginning you say?
A buff that needs to be macroed in order to work as it should?
Man, these people don't know how to play jobs and they want harder rotations, lol.
@@Curinteru i dont get it. do you think "harder rotation" means "clunky/bad job design"?
Mirage dive is now pointless and remains a terrible animation and a double weave requirement. Why?
Life surge sucks and most people don’t like it. Why does it still exist.
I think that Mirage Dive is fine, but dear God do I hate to look at Lance Charge. If I were to name the most boring animation in the game - it'll be first one that comes to my mind.
@@pryanik1337 Boring animation, boring effect, boring use, boring name.
It should have died a long time ago.
GIVE ME BACK KEEN FLURRY YOU COWARDS
DRG main since Stormblood here. Really hate what I see. Removing Dragon Gauge and making LotD basically a 60sec was the worst possible change they could made.
I hate it too. I was really afraid of this. It has been successfully homogenized lol
I gotta agree. They took out most of the complexity and alot of it's identity. The dragon gauge is literally just used as a glorified cool down timer now. I feel like they're turning each class into the same thing. Press this button every 2 mins, spam buttons and wait for 2 mins. There's no difference, nothing makes me feel like a dragoon here. I'm just watching abilities go away in place of homogenization cause people am can't pay attention to their skills
Managing eyes sucked lol. Having to delay life in the opener because drg had no shortcut to life was awful.
Calling this homogenization is such a stretch lol. Life was basically a dps cd before anyway. It was just pointlessly awkward.
@@omegaxtrigun Square could've made some ability that would give you both eyes for Dragon Gauge pre fight (like monk's Meditation, for example) and would be unusable during the fight (to not make DRG OP). But nope, guess that's too hard for a concept now, gotta cut away the whole (and the only) mechanic away.
And yeah, opener is there for 20 secs at the beginning, and LotD management is there for the rest of the fight, so it just isn't worth.
It was a dps cd that you could optimize in many ways, which made DRG, y'know, FUN to play in different fights. But now it'll be the same fking thing over and over and over again. Great fking job, Square.
@@omegaxtrigun Managing eyes was as simple as pressing mirage dive after jump if you can't do that you should play something else lol
Ngl I hoped to see bigger changes but that aside most of the so called DRG "rework" seems like they're massively dumbing down the job. I'm personally quite disappointed.
I don't like entire job mechanics just being tied to a 1 cooldown butto nthat sets it in motion.
Granted LotD phases will feel great i'm sure. But having Geirskogul be a 1 minute FREE LotD button makes it feel very boring to me.
It's the same reason why I ended up dropping MNK completely in EW. Having their entire mechanic be tied to a 45 sec cd button just felt boring to me.
I am in your walls :xD:
@@SmokinSickStyleYeah UWU
There was no rework, they lied.
Dragon Sight going is the best change, just a dumb ability
DRG in 7.1 : Hello, Yoshi-P here, we have heard your complaints on DRG not having a defensive cooldown, so we have added a new skill, Attitude of the Dragon in which Dragoon can activate said skill to live past 0 hp similar to Living Dead. However this also means the Dragoon must be healed to full or perish before the timer expires. The Dragoon essentially will shrug off death momentarily with it's big DPS attitude, believing everything is fine and that they can take it, until reality hits them like a truck and they perish, should their healers not take pity on them. Also it's on a 5 min cooldown. Please, look forward to it.
Good suggestion but the skill should be called future of the dragon and upon failure the dragoon jumps up flips and hits the floor.