Here is start of my end-game Unofficial equip guide(currently incomplete; add more when I have free time)
Part 1 Helm Exp/HNM:
Ares's Mask - By far the single best non-haste headgear we can use +12attack and acc makes it excellent to tp in for penta it is very good(hard to say if this or hecatomb better) while hecatomb still better for wheeling.(Obtained: Salvage)
Hecatomb Cap/+1 - this is best helm for majority of our weapon skills including wheeling and penta(some say optical but I like hecatomb better) with large str and dex bonus very usefully.(obtained: Fafnir)
Wyrm Armet/+1 - if u have +1(somehow u lucky person) it is best str/attack helm to use besides Ace's helm and has large increase of wyvern's breath healing and attack; best headgear for solo. (Obtained: Dynamis Xarcebard/Valkurm)
Ace's Helm - Overall great(debateable with ares) drg helm with +7acc +4str and +4% haste it is hard to beat if you get this you should for meleeing and ws if no hecatomb cap. (obtained: King Vinegarroon)
Wyvern Helm/+1 - good str helm for us that is relative easy to get compare to other +str helms. (Obtained: Crafted or AH)
Optical Hat - the commonly used +10acc is good for a meat set-up or some higher mobs and exp if u short on acc. (Obtained: Hakatatu)
Maat's Cap - +7 all stats is very nice however I doubt you will ever have this. (Obtained: Beat Maat as all jobs)
Wahara Turban - 5% easiest haste gear to get for this slot(obtianed:1,000 to guy in al zabi)
Pineal Hat – decent stated headgear good if u can’t get O-hat for some reason. (Obtained: 30 KSNM)
Homam Zucchetto – Haste and Acc. makes it a decent headgear however doesn’t compare to ace’s helm. (Obtained: Proto-Omega fight)
pahluwan head - well balance +acc/attack headgear(Obtained: Leujaoam Sanctum 20k AP)
Conte/Barone Zucchetto – good + attack and parrying but I wouldn’t recommend using it. (Obtained: AH or Crafted)
Drachen Armet+1 – great soloing helm; reducing hp lose from SL and heals more from what I gather. (Obtained: Limbus)
Pre-70 worth mentioning:
Drachen Armet - for soloing the increase in healing breath trigger % is invaluable (Obtained: AF3 quest; nightstalker)
Voyager Sallet- good helm with +str/dex that doesn’t require too far in CoP. (Obtained: Carmine Dobsonfly)
Part 2 Body for Exping/HNM:
Ares's Cuirass - An Amazing body piece with a huge attack and str bonus(rivals hecatomb harness for wheeling) more than you'll find on any other piece of gear for drg; the refresh, mp, and vit make it by far the best body for soloing while if u need acc u might want homam. (obtained: Salvage)
Hydra Harness – very large temporary +attack(+25attack lasts 30mins I think) highest attack on body for frg. (Obtained: Dynamis – Tavnazia)
Homam Corazza – best +acc. body for drg also has the awesome triple attack with around 3% proc. Rate great for solo as well with good def; hp and mp up. (Obtained: Proto-Omega fight)
Drachen Mail+1 – good +str and great soloing body with decent attack bonus doesn’t compare with hecatomb harness for ws though. (Obtained: Limbus)
Barone/Conte Corazza - decent body with good amount +attack and extra tp for jumps and 2hp/tic auto regan(perfect for soloing). (Obtained: Jorm.>>>Crafted[Molybdenum ore]).
Assault Jerkin – a great body for meleeing in with both +attack and acc. unless meat build this better than SH. (Obtained: Ose).
Scorpion Harness/+1 – a good accuracy body that only cost gil and relatively common now; this body is good for HNM or exp with meat if u don’t have Homam corrazza and need more acc. (Obtained: Crafted [V. Claw] or AH)
Hydra Mail/+1- it more or less gavial and SH in one; so good body piece but homam better.
Akinji/Jaridah Peti - decent cheap body if u cant pay for better; has good acc/attack but SH, AJ or etc better.
Pln. Khazagand - a new free SH with crit rate from assault; very nice piece(Obtained: Assault 20k points Ilrusi Atoll)
Amir Korazin - a new assault item with nice +12att/eva but the zanshin rate isn’t known so hard to pass judgment; I’m working on getting to test(Obtained: 20k Assault Points Lebros Cavern)
Weapon Skill Bodys:
Narasimha's Vest/Vishnu's Vest – good cheap str and acc body however it doesn’t compare to hecatomb harness for weapon skills like wheeling thrust. (Obtained: Crafter or AH)
Hecatomb Harness/+1 – best +str body and best for most ws +10acc. and +12str will help it a lot this is most important part of set to have it is very very useful. (Obtained: Kirin)
Soloing/Other Bodys:
Part 3 Exp/HNM feet:
Ares's Sollerets - best feet to use if your not using haste build; with a good amount of acc and attack makes them an excellent pair of boots for drg for tping and some ws.(Obtained: Salvage)
Heroic Boots/+1 – these boots are extremely cheap with decent str on them; however one of last choice for drg far better things to equip. (Obtained: AH)
Hecatomb Leggings/+1 – this boots have nice str/dex some say the 4% slow worth the stats; I think if u don’t have homam, barone, conte or rutter sabtons they are fairly good choice to use main; though better as ws piece. (Obtained: Suzuka)
Conte/Barone Gambieras – very good boots we can use for attack/str set up generally only boots with good str/attack and no slow%. (Obtained: Craft (2x Och. Ingots+) or maybe AH/bazaars)
Homam Gambieras – best boots for an acc or haste set-up and soloing aswell this boots are very well stated for drg; good for exp, soloing and HNM. (Obtained: Proto-Omega)
Rutter Sabatons – good str/attack feet that are very cheap and come from relatively easy NM; I prefer barone to these but good option none the less. (Obtained: Bugbear Matman)
Dusk Ledelsens/+1 – while very costly these are attack/haste boots very good for haste if u can’t get homam; for normal some prefer barone but they are about equal. (Obtained: Craft(behemoth and stuff) or AH/bazaars).
Amir Boots - very nice stated boots this beat out most others; very good boots u can get if u dont have access to sea for homam or Ares; hecatomb still better for some ws; but nice attack/acc bonus on them(Obtained: 20k points mamool ja staging point)
Part 4 Endgame/HNM Hands/gloves/etc
Ares's Gauntlets - Hands with an insane amount of acc for this slot as well as decent str and hp/mp up making them good for solo and exp; ideal for penta aswell.(Obtained: Salvage)
Hydra Fng. Gnt/+1 - good +acc/attack gloves though very rare(Obtained: Hydra(crafted) or AH)
Homam Manopolas - very good acc and haste gloves with extra hp/mp; harder to get than most homam parts due to +enmity(thf/pld/blu want); which u could do without since 4 is a lot. (Obtained: Proto-Omega)
Drachen Fng. Gnt.+1 - nice str/dex bonus on them for penta or wheeling and tping on HNM with str build while there is better others maybe harder to get.(Obtained: Limbus)
Wyrm Fng. Gnt/+1. - good acc gloves easier to get than most of the others; and the HQ 2nd most +acc on hands for drg(Obtained: Dynamis-Jeuno/Dynamis-Buburimu)
Hydra Mittens - gloves with a crazy amount of acc on use but duration is unknown as are most hydra(tav. oes) (Obtained: Dynamis– Tavnazia)
Hecatomb Mittens/+1 - very nice penta and wheeling thrust gloves with large str and dex(best total str and dex) but with slow shouldn’t be used to tp in. (Obtained:Byakko)
Dusk Gloves/+1 - very good attack/haste gloves; I like them over homam due to no +4enmity.(Obtained: Craft(behemoth and stuff) or AH/bazaars).
Pln. Dastanas - good acc. Gloves if u just cant get wyrm, homam, or hydra(either) however I recemmond spenting your AP on something else here.(Obtained: 20k Assault Points Lebros Cavern)
Barbarian Mittens - large attack bonus gloves with odd down site; probably not worth using over SFG or Tarasque Mitts(Obtained: Goblin Collector)
Spike Finger Gaunlet - lower level larger +attack gloves so endgame and level capped(obtained: 50BCNM or AH)
Conte/Barone Manopolas - decent +attack gloves with +parry I would advise against though(Obtained: Craft/AH)
Tarasque Mitts/+1 - large +attack that is fairly cheap on AH(Obtained: AH and Craft: leather)
Alkyoneus's Brc. - gloves with largest +str drg can use however larger -dex so for wheeling mainly and not penta.(Obtained: Alkyoneus or AH/bazaar)
Palla/Enk./etc’s Bracer - this series is good for wheeling thrust and easier to get than Alky. Or hecatomb gloves.(Obtained: NMs at Delkfutt's Tower)
Part 5 Endgame/exp/HNM pants:
Ares's Flanchard - an another amazing piece for aries the 2% double attack and +6str makes them as good as homam to tp in if not better and also the best pants for wheeling thrust now.(Obtained: Salvage)
Hydra Cuisses/+1 - pants with some accuracy but I don’t think they are worth the materials. (Obtained: Hydra(crafted) or AH)
Conte/Barone Cosciales - the NQ is standard endgame pants for drg with nice str/attack and +tp on jumps is very good; the HQ is arguably the best pants for drg to use.(Obtained: Leather Craft or AH/bazaar)
Hydra Tights - pants with enhancements of haste so when up seem like good pants for solo but as most hydra unknown duration. (Obtained: Dynamis– Tavnazia)
Wyrm Brais/+1 - AF2 pants with +dex and minus wyvern dmg aren’t bad but barone is far better(
Obtained: Dynamis-Bastok)
Pln. Seraweels - new pants from assault but rival barone pant’s stats; with +str/acc they are better for wheeling. (Obtained:20k points mamool ja staging point).
Dusk Trousers/+1 - pants with large attack bonus though very costly; I think the jump tp and str outweighs +7 more attack. (Obtained: Craft/AH/Bazaar/etc)
Hecatomb Subligar/+1 - pants with extremely large attack and dex bonus they are very rare but excellent of penta-thrust macro. (Obtained: Nidhogg)
Drachen Brais+1 - pants with large acc. bonus and +15% wyvern hp making them very good for solo or exping if u need acc; though I'm still a fan of conte pants. (Obtained: Limbus)
Galliard Trousers - pant with +str/acc. and minus to stuff; but if u make your ls fight this for your ls you are a very evil person and gtfo pln. are better; so don’t make your ls get you these the NM is a bitch.
(Obtained: Kurea)
Homam Cosciales - pants with nice +hp/mp; have fast cast and haste and acc making them great to tp in while not to be ws’d in and are good for solo but are generally part most wanted in limbus linkshells. (Obtained: Proto-Omega)
Barb. Zerehs - new haste and str haste making it rival homam exp and best str for wheeling thrust; very good overall for drg. (Obtained: The Ashu Talif quest: "Targeting The Captian")
Final Misc/solo/not exp gear/tank?(all types)
Blood/Crimson Cuisses - fun +movement speed pants everyone likes and probably wants too.
Aegishjalmr: if u need to tank for some reason this helm is for you with fat +7enmity on it. (Obtained: Fafnir)
Blood/Crimson Mask - auto Regan is nice solo but very rarely give to drg (Obtained: King Behemoth)
Hydra Tiara – increased crits rate seems usefully however % up is unknown at this time (Obtained: Dynamis – Tavnazia)
Bahamut Mask – the even better tanking helm you can get if u win 2nd bahamut fight.
Blood/Crimson Greaves – good soloing boots from sky while the being weak to dragon killer can be annoying; +hp/mp and other stats with high def make the good easy to get option. (Obtained: Genbu)
Wyrm Greaves/+1 – these are usefully to heal wyvern while resting; it is a noticeable increase in wyvern’s hp regan rate while resting. (Obtained: Dynamis San d Oria, Dynamis - Buburimu/ Dynamis - Qufim)
Drachen greaves +1 – these boots have evasion and agi bonus I wouldn’t recommend them however with more evasion gear u could get a decent rate for it. (Obtained: Limbus)
Wyrm Mail/+1 – usefully for call wyvern since grants your wyvern a random subjob trait(note: need to zone with it to keep trait) and good defense/parrying for solo if nothing better available. (Obtained: Dynamis Glacier/Dynamis – Tavnazia)
Blood/Crimson Scale Mail – the high defense large mp/hp bonus make this a great soloing piece however it very rare while cursed part is fairly cheap by comparison. (Obtained: Aspidochelone)
Cardinal Vest/Bachelor Vest – good vit and evasion with acc. make it a decent soloing but gavial mail is probably better. (Obtained: AH or craft)
Gavail Mail – defense dex/agi and –3% dmg taken make a good choice for soloing that is very cheap. (obtained: AH or craft)
Dragon Kote - a decent bonus to hp/mp and str makes them a good choice for solo. (Obtain: ??? gloves from Sergeant assault)
Edits:Hands added 8/20/06.
Pants added 8/21/06.
Added New update items 10/30/06.
Ares Added 12/22/06
New Unofficial endgame equip(ares added 12/22/06)
#2
Posted 19 August 2006 - 05:34 AM
May want to include the Drachen Mail +1 as being an ok alternative to the Hecatomb Harness for WS.
#3
Posted 19 August 2006 - 01:01 PM
Yea, I was gonna say, "What about feet, rings ect." Heh, didn't read the part where your not done. GJ so far. However you might want to mention the Valk, Walk, Protoclaucus Helm(sp?) for your Pre-70 List if you havent allready thought about it.
#5
Posted 19 August 2006 - 03:16 PM
Vlorsutes :
May want to include the Drachen Mail +1 as being an ok alternative to the Hecatomb Harness for WS.
May want to include the Drachen Mail +1 as being an ok alternative to the Hecatomb Harness for WS.
Drachen Mail +1 is under regular since it a decent piece to tp in on HNM.
#6
Posted 19 August 2006 - 04:28 PM
pahluwan head is pretty nice.. just like barone only with +7 acc
#7
Posted 19 August 2006 - 05:21 PM
(Wolf-Knight)
Amir Boots - very nice stated boots this beat out most others; homam and these are equal;
I disagree, Homam are much better than Amir.
#8
Posted 20 August 2006 - 04:57 AM
Starr :
I disagree, Homam are much better than Amir.
(Wolf-Knight)
Amir Boots - very nice stated boots this beat out most others; homam and these are equal;
I disagree, Homam are much better than Amir.
well based on dusk vs SFG thread 3% haste<7attack unless haste; so thus my reasoning.
pahluwan head added.
also Im not going to include crap Assault parts(IE: Amir Hat)
Edit: bored so added hands section.
Edit:Pants Added today.
#9
Posted 21 August 2006 - 08:07 PM
It takes 8 hits to get over 100% TP for WS, 8 hits is normally (8x(492/60))=65.6 seconds but with 3% Haste its (8x((492x0.97)/60))=63.63 seconds. You can say that is nothing but it will do more for DoT than 5 attack and it gets more efficient as you add more Haste.
#10
Posted 22 August 2006 - 03:21 AM
I know haste rocks I'm a haste whore 15% haste
but I had put equal since ppl claiming dusk and spike thing since it same stats lose for near same gain anyways changing to say best non-sea feet.
but I had put equal since ppl claiming dusk and spike thing since it same stats lose for near same gain anyways changing to say best non-sea feet.
#11
Posted 24 August 2006 - 10:37 AM
Which is the best is mostly opinion. He did a good job with the guide I say. He gave his own opinions as well as point out the opinions of others in it. Well done indeed.
#12
Posted 28 August 2006 - 10:37 AM
Assault Jerkins are very nice if you have friends to help you kill Ose >.<
Im hoping to get together with some people soon to get one
;
If your on Asura and would like to help, feel free to send me a /tell sometime
Im hoping to get together with some people soon to get one
;
If your on Asura and would like to help, feel free to send me a /tell sometime
#13
Posted 01 September 2006 - 02:01 PM
Wolfknight, just GTFO. This is complete & total bullsh*T, you say for endgame, but your endgame misconceptions are astrayed. You are truly inbred with your KtD garbage thought train: what is cliche & not what is most efficient. Dragoons are good at lots of things, but a Dragoon will never be a top-endgame event DD, this is a clear fact, so we must learn to use the job to the best of its' abilities: /whm. Which, I might add, you are /whm20 (go level it you farking GIMP!). What is a Dragoon/melee? a standard Fodder DD, endgame it is at best on-par DD, nothing to shout about, that can lower a mobs' def 33% of the time, but all-in-all, only so useful. Now, on the other hand, what is a drg/whm? Slightly lower damage, but not too horrible, that can still lower a mobs' def for 33% of the time, but can also supply an indefinate amount of supporting Cure III/IVs anytime a party member hits 50% HP, this is MUCH more useful overall than a simple fodder.
For these reasons:
Homam Gambieras > all, Full-time
Drn. Brais +1 > all, Full-time
utilize proper macros of Drn.+1 & Wyrm(+1) Armets written into all trigger spells
Now I'm not saying melee subs are useless, there are a time and place for them.... but all Dragoons must be familar with their mage subs for all events, including endgame, to play their job to its' maximum usefulness. Now having so many whms that a Wyvern would get no work is fine in one light, but then how many of those WHMs could actually be allowed to come on a more useful job they have leveled, such as BLM, SMN, or another job that could help out more and have the wyvern support with healing breaths.
A /WHM20 has NO right WHAT-SO-EVER to be saying jack sh*t about what to be doing endgame, learn to finish up your key essential subjobs before you even speak of anything relevant. Oh, and on note: stop being a wuss, those lesser colibri are only DC at best, real Dragoons solo sea puks
For these reasons:
Homam Gambieras > all, Full-time
Drn. Brais +1 > all, Full-time
utilize proper macros of Drn.+1 & Wyrm(+1) Armets written into all trigger spells
Now I'm not saying melee subs are useless, there are a time and place for them.... but all Dragoons must be familar with their mage subs for all events, including endgame, to play their job to its' maximum usefulness. Now having so many whms that a Wyvern would get no work is fine in one light, but then how many of those WHMs could actually be allowed to come on a more useful job they have leveled, such as BLM, SMN, or another job that could help out more and have the wyvern support with healing breaths.
A /WHM20 has NO right WHAT-SO-EVER to be saying jack sh*t about what to be doing endgame, learn to finish up your key essential subjobs before you even speak of anything relevant. Oh, and on note: stop being a wuss, those lesser colibri are only DC at best, real Dragoons solo sea puks
#14
Posted 01 September 2006 - 05:51 PM
Ryx :
Wolfknight, just GTFO. This is complete & total bullsh*T, you say for endgame, but your endgame misconceptions are astrayed. You are truly inbred with your KtD garbage thought train: what is cliche & not what is most efficient. Dragoons are good at lots of things, but a Dragoon will never be a top-endgame event DD, this is a clear fact, so we must learn to use the job to the best of its' abilities: /whm. Which, I might add, you are /whm20 (go level it you farking GIMP!). What is a Dragoon/melee? a standard Fodder DD, endgame it is at best on-par DD, nothing to shout about, that can lower a mobs' def 33% of the time, but all-in-all, only so useful. Now, on the other hand, what is a drg/whm? Slightly lower damage, but not too horrible, that can still lower a mobs' def for 33% of the time, but can also supply an indefinate amount of supporting Cure III/IVs anytime a party member hits 50% HP, this is MUCH more useful overall than a simple fodder.
For these reasons:
Homam Gambieras > all, Full-time
Drn. Brais +1 > all, Full-time
utilize proper macros of Drn.+1 & Wyrm(+1) Armets written into all trigger spells
Now I'm not saying melee subs are useless, there are a time and place for them.... but all Dragoons must be familar with their mage subs for all events, including endgame, to play their job to its' maximum usefulness. Now having so many whms that a Wyvern would get no work is fine in one light, but then how many of those WHMs could actually be allowed to come on a more useful job they have leveled, such as BLM, SMN, or another job that could help out more and have the wyvern support with healing breaths.
A /WHM20 has NO right WHAT-SO-EVER to be saying jack sh*t about what to be doing endgame, learn to finish up your key essential subjobs before you even speak of anything relevant. Oh, and on note: stop being a wuss, those lesser colibri are only DC at best, real Dragoons solo sea puks
Wolfknight, just GTFO. This is complete & total bullsh*T, you say for endgame, but your endgame misconceptions are astrayed. You are truly inbred with your KtD garbage thought train: what is cliche & not what is most efficient. Dragoons are good at lots of things, but a Dragoon will never be a top-endgame event DD, this is a clear fact, so we must learn to use the job to the best of its' abilities: /whm. Which, I might add, you are /whm20 (go level it you farking GIMP!). What is a Dragoon/melee? a standard Fodder DD, endgame it is at best on-par DD, nothing to shout about, that can lower a mobs' def 33% of the time, but all-in-all, only so useful. Now, on the other hand, what is a drg/whm? Slightly lower damage, but not too horrible, that can still lower a mobs' def for 33% of the time, but can also supply an indefinate amount of supporting Cure III/IVs anytime a party member hits 50% HP, this is MUCH more useful overall than a simple fodder.
For these reasons:
Homam Gambieras > all, Full-time
Drn. Brais +1 > all, Full-time
utilize proper macros of Drn.+1 & Wyrm(+1) Armets written into all trigger spells
Now I'm not saying melee subs are useless, there are a time and place for them.... but all Dragoons must be familar with their mage subs for all events, including endgame, to play their job to its' maximum usefulness. Now having so many whms that a Wyvern would get no work is fine in one light, but then how many of those WHMs could actually be allowed to come on a more useful job they have leveled, such as BLM, SMN, or another job that could help out more and have the wyvern support with healing breaths.
A /WHM20 has NO right WHAT-SO-EVER to be saying jack sh*t about what to be doing endgame, learn to finish up your key essential subjobs before you even speak of anything relevant. Oh, and on note: stop being a wuss, those lesser colibri are only DC at best, real Dragoons solo sea puks

/whm fails on soooo many "end-game" things Fafnir, Kirin, CoP Wyrms, Hydra, Cerberus, KB, 99 KSNM, dynamis(god drg/whm for dynamis is just plain dum) wyverns die even with armet+1 I dont think I could keep him alive; ALOT of mobs use AoEs which u know kill our wyvern; drg/whm is great for some Endgame fights I cant comment on Wyrm Armets effects since dynamis-xarcebard hates me; as for my gimp sj I only use it to solo since most things my ls does our AoE mobs(nearly all our); I call BS on u what "HNMs" have u fought as drg ever? fafnir, tiamat, kirin, jorm, vrtra, cerb, hydra, KB, Aspid, KV, Sky gods, Proto-ultima?
I have fought near all HNM mobs as drg/war(for dmg) or drg/sam(for SCs) lacking zerk or mediate also really slows tp gain since without zerk u can hit for ZERO alot and sam offers other ways to get TP for a Skillchaining fight; I do limbus and dynamis regularly as DD since very few of them dont have AoE that can kill wyvern fast; unless u counting pop NM could agrue that drg/whm better here.
for fights where it is useful like say Proto-Omega the fights are to short for it to matter most of the time; and IDK about your ls but unless strong AoE hits we avoid ppl being at below 50%; plus u have to mp on spells since u cant dia any mob u want to sleep.
Also I would love to solo Sea Puks but without wyrm armet I think that is a bit dangerous.
/rant off
that being said ryx u have a very different thoughts on what drg does endgame than most of KI.
#15
Posted 02 September 2006 - 09:29 AM
How about we keep the discussion somewhat civil, aye?
~M
~M
#16
Posted 02 September 2006 - 04:44 PM
I'm of similar opinion as Ryx about DRG end-game. Mostly because I know how powerful a /WHM (or any /Mage with healing abilities) can be. I've used DRG/Mage in Dynamis once (I go as THF in order to steal coins >.>) and I had no problems keeping my Wyvern alive. With a 20 minute timer, it's pretty much possible to keep the Wyverns alive in Dynamis Jeuno too where gobs have plenty of AOEs (Bomb Toss and Frypan just to name a couple). People other then Ryx have pointed out the usefulness of DRG/Mage (especially /WHM) in HNM events. Dropslash has tried it and I think so had Leonidas (might be missing more that haven't posted as much) but that's at least 2 DRGs who gave detailed accounts of being a DRG/WHM in a HNM battle. I think I remember some of them...lemme see...
Fafnir: Divine Seal + Curaga II + Super Jump after a bad hurricane wing (I think this works on any Wyrm that likes to spam this) for HP recovery while not moving him into a position to Spike Flail. Can probably work together with WHM and have each cast a Curaga to spread out the hate that's gained while still healing pretty good.
Kirin: Opo-opo necklace + Sleep Potions will probably help get TP faster then Meditate from /SAM so you can use any sub here if you're WS starter. But /WHM would allow for something similar to other NMs in case the PT gets hit by a Stonega IV or something. Don't remember what the other DRGs said...this is just guesswork on my part.
No clue about Cerberur or Hydra or other Aht Urhgan HNMs but i've done the KS99 for Behe as DRG. Don't really do much on him except SC...which any sub can do as well but if you want to do damage, /THF is probably better then /WAR or /SAM. Only need 100% to open up SCs with Wheeling Thrust and Wheeling Thrust would be the best WS to use on them. I think KB is similar to this except you can jump when he's in range for extra damage when the hits connect.
And already mentioned Dynamis. I know some other DRGs on my server go as DRG/Mage for all Dynamis runs and the few i've done with a DRG/Mage in my PT, I was quite thankful for. The PT was easier to keep alive.
Fafnir: Divine Seal + Curaga II + Super Jump after a bad hurricane wing (I think this works on any Wyrm that likes to spam this) for HP recovery while not moving him into a position to Spike Flail. Can probably work together with WHM and have each cast a Curaga to spread out the hate that's gained while still healing pretty good.
Kirin: Opo-opo necklace + Sleep Potions will probably help get TP faster then Meditate from /SAM so you can use any sub here if you're WS starter. But /WHM would allow for something similar to other NMs in case the PT gets hit by a Stonega IV or something. Don't remember what the other DRGs said...this is just guesswork on my part.
No clue about Cerberur or Hydra or other Aht Urhgan HNMs but i've done the KS99 for Behe as DRG. Don't really do much on him except SC...which any sub can do as well but if you want to do damage, /THF is probably better then /WAR or /SAM. Only need 100% to open up SCs with Wheeling Thrust and Wheeling Thrust would be the best WS to use on them. I think KB is similar to this except you can jump when he's in range for extra damage when the hits connect.
And already mentioned Dynamis. I know some other DRGs on my server go as DRG/Mage for all Dynamis runs and the few i've done with a DRG/Mage in my PT, I was quite thankful for. The PT was easier to keep alive.
#17
Posted 02 September 2006 - 10:33 PM
Dragonhope :
I'm of similar opinion as Ryx about DRG end-game. Mostly because I know how powerful a /WHM (or any /Mage with healing abilities) can be. I've used DRG/Mage in Dynamis once (I go as THF in order to steal coins >.>) and I had no problems keeping my Wyvern alive. With a 20 minute timer, it's pretty much possible to keep the Wyverns alive in Dynamis Jeuno too where gobs have plenty of AOEs (Bomb Toss and Frypan just to name a couple). People other then Ryx have pointed out the usefulness of DRG/Mage (especially /WHM) in HNM events. Dropslash has tried it and I think so had Leonidas (might be missing more that haven't posted as much) but that's at least 2 DRGs who gave detailed accounts of being a DRG/WHM in a HNM battle. I think I remember some of them...lemme see...
Fafnir: Divine Seal + Curaga II + Super Jump after a bad hurricane wing (I think this works on any Wyrm that likes to spam this) for HP recovery while not moving him into a position to Spike Flail. Can probably work together with WHM and have each cast a Curaga to spread out the hate that's gained while still healing pretty good.
Kirin: Opo-opo necklace + Sleep Potions will probably help get TP faster then Meditate from /SAM so you can use any sub here if you're WS starter. But /WHM would allow for something similar to other NMs in case the PT gets hit by a Stonega IV or something. Don't remember what the other DRGs said...this is just guesswork on my part.
No clue about Cerberur or Hydra or other Aht Urhgan HNMs but i've done the KS99 for Behe as DRG. Don't really do much on him except SC...which any sub can do as well but if you want to do damage, /THF is probably better then /WAR or /SAM. Only need 100% to open up SCs with Wheeling Thrust and Wheeling Thrust would be the best WS to use on them. I think KB is similar to this except you can jump when he's in range for extra damage when the hits connect.
And already mentioned Dynamis. I know some other DRGs on my server go as DRG/Mage for all Dynamis runs and the few i've done with a DRG/Mage in my PT, I was quite thankful for. The PT was easier to keep alive.
I'm of similar opinion as Ryx about DRG end-game. Mostly because I know how powerful a /WHM (or any /Mage with healing abilities) can be. I've used DRG/Mage in Dynamis once (I go as THF in order to steal coins >.>) and I had no problems keeping my Wyvern alive. With a 20 minute timer, it's pretty much possible to keep the Wyverns alive in Dynamis Jeuno too where gobs have plenty of AOEs (Bomb Toss and Frypan just to name a couple). People other then Ryx have pointed out the usefulness of DRG/Mage (especially /WHM) in HNM events. Dropslash has tried it and I think so had Leonidas (might be missing more that haven't posted as much) but that's at least 2 DRGs who gave detailed accounts of being a DRG/WHM in a HNM battle. I think I remember some of them...lemme see...
Fafnir: Divine Seal + Curaga II + Super Jump after a bad hurricane wing (I think this works on any Wyrm that likes to spam this) for HP recovery while not moving him into a position to Spike Flail. Can probably work together with WHM and have each cast a Curaga to spread out the hate that's gained while still healing pretty good.
Kirin: Opo-opo necklace + Sleep Potions will probably help get TP faster then Meditate from /SAM so you can use any sub here if you're WS starter. But /WHM would allow for something similar to other NMs in case the PT gets hit by a Stonega IV or something. Don't remember what the other DRGs said...this is just guesswork on my part.
No clue about Cerberur or Hydra or other Aht Urhgan HNMs but i've done the KS99 for Behe as DRG. Don't really do much on him except SC...which any sub can do as well but if you want to do damage, /THF is probably better then /WAR or /SAM. Only need 100% to open up SCs with Wheeling Thrust and Wheeling Thrust would be the best WS to use on them. I think KB is similar to this except you can jump when he's in range for extra damage when the hits connect.
And already mentioned Dynamis. I know some other DRGs on my server go as DRG/Mage for all Dynamis runs and the few i've done with a DRG/Mage in my PT, I was quite thankful for. The PT was easier to keep alive.
I have fought alot of HNMs and other "End game" events(I have beat CoP and C in assault) here my thoughts on drg/whm place in where can be used and shouldn't:
Should:
I would say Fafnir/Nidhogg is probaly one of the few HNM drg/whm has good use on.
Turtle Probaly good bit of use here.
Assault I'll admit in some of them drg/whm is amazingly usefull here.
Pop NM depend on pop NM drg/whm can perform excellently(gration) or terrible(kurrea, u pendant)
Shouldnt:
Kirin general large fight so healing isnt a problem and I like not wasting gil on something I can do for free with /sam.
CoP wyrms melee just their to TA or rarely SA ws so going /whm defeats the point of melee since we put them in for extra dmg and some hate control with TA wsing tank also rare ppl drop below 50% during the fight except when they die in faster than wyvern could heal>.>
Sky gods I can see it being usefully on some but on mob that use Paralyze drg/whm becomes harder to uses; since u have to Spirit link to remove it due being unable to use removal spells on wyvern.
Hydra and Cerberus use far to many AoE with Paralyze making it hard to heal and due to the nature of the fight u want DD at thier strongest to fight and using WS at full str and fast as possible to get past their dmg stoppingness(IE Stoneskin and Regan).
KB I dont think would since 50% hp is rare usually death or above it but I lack expeirence here as most do only fought him once.
99KSNM kited fight though the main problem here is a single Meteor can kill the wyvern easy; leaving the call only to have die again leaving the sj pointless so DD sj like sam or thf does better here since my ls just spams ws.
Limbus Proto Fights I dont think would be worth doing on either proto fights(done both few times niether seem like a drg/whm friendly fight).
KV he is nothing but pure zerging so u want max dmg not healing (:
Dynamis Lord same as KV too fast a fight for it to help.
Maybe:
Dynamis really depend on zone I see it work fairly well at san d oria or bastok; but icelands,jeuno, or CoP will give it trouble(maybe windy too) but if u have a larger group the lag will make it more difficult to heal.
Limbus Farming in Smaller Group and Certian Drg/whm would perform very well in some of the zones.
there I didnt go crazy on drg/melee vs drg/mage that time.
#18
Posted 26 September 2006 - 10:06 AM
To the misc section:
Primate Staff(+1)/Kinkobo(SP?) Best staff choice
Dark Staff for /mages
Joyeuse for fun
BQ ring for solo
Primate Staff(+1)/Kinkobo(SP?) Best staff choice
Dark Staff for /mages
Joyeuse for fun
BQ ring for solo
#19
Posted 29 October 2006 - 03:21 PM
Wolf~Knight :
Sky gods I can see it being usefully on some but on mob that use Paralyze drg/whm becomes harder to uses; since u have to Spirit link to remove it due being unable to use removal spells on wyvern.
Sky gods I can see it being usefully on some but on mob that use Paralyze drg/whm becomes harder to uses; since u have to Spirit link to remove it due being unable to use removal spells on wyvern.
i've used drg/whm on every sky god. during fights like byakko where paralyze gets spammed, you're able to use a combination of WS and paralyna to remove paralyze from the tanks faster than the whms can at times. so /whm is definately viable on every god. the only one its not good on is kirin, if you /whm for kirin the LS will have you sit outside the main group and just cure bomb people. not fun.
Wolf~Knight :
Dynamis really depend on zone I see it work fairly well at san d oria or bastok; but icelands,jeuno, or CoP will give it trouble(maybe windy too) but if u have a larger group the lag will make it more difficult to heal.
Dynamis really depend on zone I see it work fairly well at san d oria or bastok; but icelands,jeuno, or CoP will give it trouble(maybe windy too) but if u have a larger group the lag will make it more difficult to heal.
/whm is great for every dynamis OTHER than xarc. my LS gives me a PT and i keep them alive the entire run. this frees up a WHM or RDM to focus on the tanks and puller. the only down side is you will probably need to be using staff for spirit taker since if you're focusing on 1 pt, you probably won't get refresh so between the MP statues you'll need a way to restore MP. this also lets you use wyvern perch, the staff that gies +wyvern HP
#20
Posted 29 October 2006 - 03:35 PM
Could be wrong but this is an equipment guide, not another cliche thread on Dragoon end game usage........do that on the other 9827349827394872 threads regarding this.
Nice guide, one note, Wyrm Mail gives all job traits of your current subjob, not just a random one.
Nice guide, one note, Wyrm Mail gives all job traits of your current subjob, not just a random one.
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