Additionally, people seem to like targeting dragoons first for some reason. However, it can be difficult to maintain the BoTD buff at times due to the stuns and sleep, effectively making you a 2.0 dragoon in PvP.
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Dragoons can opt to start with an initial disembowel combo to provide the 10% piercing debuff on targets, or go directly into a full thrust + life surge combo if the target can be bursted immediately, allowing for a degree of versatility in combat.
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The recent patch that boosted fang and claw / wheeling thrust potency from 100 to 200 when positional requirements aren’t met allows the combo to be a net damage gain even against turning enemies, while impulse rush allows for positional requirements to waived entirely for consistently high damage. Jump provides an additional “ranged” oGCD burst tool can that be boosted by power surge and BoTD to 390 potency, and weapon throw allows the dragoon to stick to running targets, allowing for dragoons to maintain their melee advantage over ranged. Like monk, having access to fetterward allows for guaranteed LBs on priority targets, while spineshatter dive (60s cooldown), dragonfire dive (120s), and elusive jump (180s) provide a lot of mobility to the dragoon when they’re up. Monks, along with dragoons, have access to fetter ward, which provides them with CC immunity for 9s, allowing you to melee LB priority targets with impunity following a shoulder tackle.ĭragoon burst remains extremely powerful in the new mode, being supplemented by the addition of battle litany, blood of the dragon, and geirskogul. Axe kick also provides an AoE pacification against melees and tanks.
Feint (20% slow), dragon kick (-10% int), and somersault (-30% spell speed) cripple DPS casters and healers, while arm of the destroyer is also an AoE silence that completely locks down grouped casters. One ilm punch is an amazing utility move that removes buffs on targets, proving to be incredibly powerful against scholars, summoners, and tanks that charge into the fray with cooldowns up.
Shoulder tackle is a gap closer with a 2s stun on a low 30s cooldown, shared only by plunge of dark knights.
However, the niche of monk in PvP is not as a high-burst melee dps, but rather as a mobile CC-machine with tons of utility, while still having access to the melee LB for assassination potential. Monks’ reliance on positional requirements for the maximum potency is a notable disadvantage in PvP, thus hampering monk’s ability to provide high damage burst relative to its dragoon and ninja brothers. Primarily, this is an evaluation of how the classes fare at level 60, moreso than their direct impact to success in the new mode which relies mostly on human factors than class compositions in DF. Now that the new PvP mode, Seize, has been out for a couple of days, here is the general impression I've gathered on the performance of the different classes.