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Table o f Contents

Introduction: Strengths - Weaknesses - DRG at a Glance - Before DRG, Warrior 1-37
DRG Unlocked, The Basics: Job Abilities - Job Abilities from Support Jobs
Your Wyvern, and You: Offensive Wyvern - Defensive Wyvern - Multi-Purpose Wyvern
Role of a DRG in a party: Opening Skill Chains - TP Burn - Healing
Subjob Selection: Warrior - Samurai - Monk - Mage Sub - Dark Knight
Our Weapon: The Polearm: Types of Polearms - Weaponskills
Equipment Choices: Meat Build - Sushi Build - Haste Build
Merits and what to get first: Merit Parties/Generic DD/Etc - HNM - Solo

Special Thanks

Introduction[]

So you've chosen to become a DRG. Congratulations, it can be a very strong job or a very weak job. It comes down to if you're willing to put in the time and gil to equip yourself properly, or be one of those "lolDRGs"

Strengths[]

  • Dominates DD 1-55, And still Good after it.
  • Ability to solo very well
  • Versatile
  • Able to open many Skillchains, notable are: Distortion, Light and Darkness.

Weaknesses[]

  • Reliance on wyvern for solo restricts target choices.
  • High Delay, it hurts when you miss.
  • Slow Invites

DRG at a Glance[]

  • Weapons: Polearm (A+) / Staff(B) / Sword (C-) / Club (E) / Dagger (E)
  • Armor: No heavy chainmail (such as Haubergeon)

Before DRG, Warrior 1-37[]

Warrior, is probably the best subjob for all melee jobs. It provides a good boost to STR and DEX, as well as giving you Double Attack, Berserk and Warcry. So, first things first. Before you can get DRG you neeed to get a job to 30.

I would recommend Leveling MNK to 18, Getting the Subjob quest done then levleing WAR to 37 before starting DRG. this makes it so that, save upgrading gear, you don't have to stop to level another job.

Most times as a WAR you will be used as a tank, so gear for DEF and VIT over STR and ATT. It's alos a good idea to keep a str/att set lying around in case you aren't used a tank however.

DRG Unlocked, The Basics[]

DRG Specializes in using a lance as well as fighting alongside a wyvern companion. They get a few job abilities that are nice, from both sub and main.

Job Abilities[]

Spirit Surge[]

Spirit Surge
Recast: 2:00:00
Level:1
Adds your Wyvern's Strength to your own.
Our two hour, and a pretty good one at that.

  • Resets Timers for Jump, High Jump and Super Jump.
  • Adds Additional Effects to jumps.
    • Jump Will lower Defense by 20%.
    • High Jump will Lower the targets TP.
    • Super Jump will remove 50% of the hate of the person directly behind you.
  • Adds all of the wyvern's stats, including TP and HP.
  • Will grant a Mini-Haste.

Call Wyvern[]

Call Wyvern
Recast: 20:00
Level:1
Summons a wyvern to fight by your side.

This is straight forward, Call your wyvern, it attacks what you do. Quite simple. Your wyvern can do a variety of emotes as well as different breath attacks.


Jump[]

Jump
Recast: 1:30
Level: 10
Perform a jumping attack on the target.

So, looks fairly simple, and it is. You get an extra attack every 1:30, This is useful in gaining TP quickly. It has no added effects other then higher damage.


High Jump[]

High Jump
Recast: 3:00
Level: 35
Performs a high jumping attack on the target.

Once again it looks straight forward. Early on this will probably just be used as another jump for TP gain. High Jump has the added effect of removing some of your hate(Believed to be 33%, 50% with Wyrm Brais Equipped.) This is more useful as the battle goes on since it is a %of your hate and not a static number.

Super Jump[]

Super Jump
Recast: 3:00
Level: 50
Performs a Super Jump.

When you first use this, you will probably say "Huh?" Super jump does no damage, and you stay in the air for a couple of second on using it. On using it, it will put you at the bottom of the hate list, or lose almost all Enmity. So if you get hate, just super jump it all away.

Job Abilities from Support Jobs[]

Boost[]

Boost
Subjob Needed: MNK
Recast: 0:15
Level: 10
Enhances user's next attack.

This will boost your next hit by 12.5%, Not amazing for later levels but early on it's fairly decent.

Provoke[]

Provoke
Subjob Needed: WAR
Recast: 0:30
Level: 10
Goads an Enemy into attacking you.

This will spike your hate, use it only when a mage is being attacked.

Sneak Attack[]

Sneak Attack
Subjob Needed: THF
Recast: 1:00
Level: 30
Deals critical damage when striking from behind.

The next attack you do will critical if you're standing behind the target. Note that it only works on one hit of a multi-hit weaponskill, so /THF is only useful on something like Wheeling Thrust

Last Resort[]

Last Resort
Subjob Needed: DRK
Recast 5:00
Level Needed: 30
Increases user's attack, but lowers defense.

Honestly, Don't bother. It's less attack then berserk and lasts shorter as well.


Berserk[]

Berserk
Subjob Needed: WAR
Recast: 5:00
Level: 30
Enhances attacks but weakens defense.

This will increase your damage by 25% for 3 minuites, keep it active as much as possible.

Third Eye[]

Third Eye
Subjob Needed: SAM]
Recast: 1:00(0:30 with Seigan active)
Level: 30
Dodges the next attack.

This is a nice little defensive measure, simply doges the next attack letting your mitigate a bit of damage.

Zanshin[]

Zanshin
Subjob Needed: SAM
Recast: N/A
Level: 40
May attack again immediately after missing a target.

If you miss an attack you get a second chance to hit them.

Double Attack[]

Double Attack
Subjob Needed: WAR
Recast: N/A
Level: 50
May double your attacks.

Not an actual ability, but worth mentioning. This gives you a 10% chance of attacking twice in one round. It can also activate during weaponskills. resulting in much more damage then usual.

Hasso[]

Hasso
Subjob Needed: SAM
Recast: 1:00
Level: 50
Grants a bonus to attack speed, accuracy, and Strength when using two-handed weapons, but increases recast and casting times.(not that the increased Spell casting times/recast times would matter to DRG/SAM)

It's 10% delay reduction, +10 Aacc and the str goes up with level(10STR at 75SAM, 5STR at 37SAM). It's obviously a nice ability for anything two handed(like polearm) As is double attack, it's hard to choose between /SAM and /WAR, so it comes down to preference in the end.

Focus[]

Focus
Subjob Needed: MNK
Recast: 5:00
Level: 50
Enhances user's accuracy.

Now, It's a +20 ACC. Obviously twice as much acc as Hasso, but hasso also gives STR and Haste. If you're having acc problems that hasso can't fix, this is an option, but more then likely you have gear problems you should address.

Meditate[]

Meditate
Subjob Needed: SAM
Recast: 3:00
Level: 60
Gradually charges TP.

This will only grant 60% tp, but that's 60% tp for standing there doing nothing.

Store TP[]

Store TP II
Subjob Needed: SAM
Recast: N/A
Level: 60
Increases the rate at which TP is gained.

Stpre TP 2 will grant you +15% tp per swing, this will obviously build tp faster which means more weaponskills. Store TP1 will Grant +10% per hit, at level 20

Souleater[]

Souleater
Subjob Needed: DRK Recast: 6:00
Level: 60
Consumes your own HP to enhance attacks

It's not really worth it, you will lose 10% hp and that will be halved and converted into damage per swing.

Warcry[]

Warcry
Subjob Needed: WAR
Recast: 5:00
Level: 70
Enhances attacks of party members within area of effect.

This will spike your hate like provoke, but will give a +5.25% attack increase, best used before a wepaonskill where you'll probably need to remove your hate anyway afterwards.

Seigan[]

Seigan
Subjob Needed: SAM
Level: 70
Grants a bonus to Third Eye when using two-handed weapons.

This combined with third eye will let you "take" a few hits in case your jump timers are down.

Your Wyvern, and You[]

This section will encompass the wyvern and what it does for you.

Your Wyvern's Abilities[]

Depending on the type of wyvern you'll get a selection of abilities. These abilities are usually based on the wyvern's HP. All Wyverns get Super Climb at 50, which like Super Jump will make the wyvern immune to attacks for a few seconds, but unlike it will not shed any hate. The wyvern will use Super Climb when you use Super Jump.

Offensive Wyvern[]

Now you're probably wondering how the heck you determine your wyvern's type. Well It's dependent on your sub (but defaults to offensive if there is no subjob, such as the maat fight)

The Offensive Wyvern is gained by Subbing:

Using any of these subs will make your wyvern use an elemental breath attack whenever you skill. The elemental Breath is based on its TP and Current HP.

Defensive Wyvern[]

The Defensive wyvern can main heal a party in the right circumstances, you can also solo quite well through the use of this.

The Defensive Wyvern is gained by Subbing:

Note that with smn you cannot cast any spells from smn because you already have a pet. Every time you cast a spell the wyvern will use healing breath if you are below 33% (50% with Drachen Armet equipped). The wyvern gets Healing Breath I at 1, healing Breath II at 20 and Healing Breath III at 40.

Healing breath is based on the wyverns TP and it's maximum HP.

The defensive wyvern will also remove your status ailments on weaponskills. It gets Remove Poison at 1, Remove Blind at 20 and Remove Paralysis at 40.

Multi-Purpose Wyvern[]

The multi-purpose wyvern will do elemental breahts and healing breaths. However, the Healing breath trigger is 25% (33% with Drachen Armet) so soloing like this is more risky. Your wyvern will not remove status ailments on weaponskills, but will use an elemental breath.

The Multi-Purpose Wyvern is gained by subbing:

Role of a DRG in a party[]

DRG usually gets invited to do damage,On rare occasions you might get asked to heal but will either be in a TPBurn, or a Skill Chain + MB type of party.

Opening Skill Chains[]

Yes, you know those things where people use two weaponskills after each other? Well, DRG is a THF's best friend. We open up distortion with one of our better wses. You'll want /WAR for this because you will need to voke the mob so the thf can SATA the tank.

Common Skill Chain Openers:

You'll want a macro to alert your skill chain partner of your TP. For instance

/p Dragoon TP = <tp>

When both you and your partner have 100% Tp, then Use your weaponskill. Another macro may be helpful here.

/p Wheeling Thrust // Opening Light -> <t>
/ws "Wheeling Thrust" <t>

This will let your partner know that you went and to close the skillchain.

TP Burn[]

This is more common, and quite simple. You use your best ws as soon as you hit 100%, these parties generally target VT mobs to chain faster. You won't need any special macros or anything, but the hate is usually a lot less organized then in a SC party, if you pull hate super jump it away, it may be a good idea to save high jump for hate removal rather then TP gain.

Healing[]

This you'll want to make a macro to cast dia or whatever spell you choose, thse parties will target VT mobs with little or no AOE, sometimes there will be multiple drgs for a DRG-brn or wyvern burn. Consisting of 5 DRGs and a Refresher such as a BRD, RDM or COR.

Subjob Selection[]

Ah, the subjob choice. DRG can use a couple different subjobs and perform well, personally I recommend /war.

Warrior[]

As /war you get a useful trait and a couple nice Job Abilities.

  • Double Attack : This will Increase your TP gain a lot, and your WSes will do more if it kicks in during it.
  • Berserk: 25% Attack increase, what else is there to say.
  • Warcry: A smaller attack bonus, but still nice non the less

Samurai[]

As /sam you get some defensive abilities and faster tp gain, if you absolutely cannot level war or are pulling too much hate, might be worth giving /sam a try.

  • Hasso:10% delay reduction, +10Acc and some str(5 STR at 75DRG/37SAM). A nice little ability if your having acc problems.
  • Seigen + Third Eye: Defensive measures if your jumps are down this should let you go a couple rounds so you have time to remove your hate.
  • Zanshin : To put it bluntly "You Miss." Swing again! It procs about as much as double attack when /WAR.
  • Meditate : This gains you 60 TP

Monk[]

Mnk is a nice sub early on, and I would recommend it for level 1-30. Once passed 30 Berserk makes /mnk outclassed.

  • Boost: Nice early on, not that great later.
  • Focus: +20 acc, however if you're needing this much acc you probably have gear problems.

Mage Sub[]

Access to healing breath, what else could you need? I recommend /blu for faster casting spells as well as associated stat bonus from associated equiped spells.

  • Healing Breath
  • Status Ailment Removal Breath

Dark Knight[]

This is a bad sub. Don't do it.

  • Last Resort: Outclassed by berserk.
  • Souleater: This will only convert half the damage taken into damage.
  • Stun: This is the only reason you would sub DRK, but it will probably be resisted.

Our Weapon: The Polearm[]

Types of Polearms[]

There are Three types of polearms

  • Spears Are usable by many types of jobs and are low damage/low delay compared to the other polearms.
  • Cousses are SAm/DRG, they are Average delay and damage, usable by SAM and DRG. these are best left to the SAMs
  • Lances are high damage, high delay. Usable by DRG only, get used to using it. This is your weapon.

Weaponskills[]

Polearms get some decent weaponskills which I'll go into.

  • Double Thrust This will be your best friend until Penta, It's a two hit ws that does pretty good damage.
  • Thunder Thrust It's crap, don't bother.
  • Raiden Thrust Can be useful on High DEF/ Mobs Weak to lightning, usualy will be out-done by Double Thrust however.
  • Leg Sweep Your stun WS, sometimes you just need to stun that bomb toss, or final sting or sickle so someone doesn't die.
  • Penta Thrust This is your TP burn ws, you will use this all the way to 75 and beyond. It's very accuracy dependent, so stack on the acc.
  • Vorpal Thrust All Right! New opener for Distortion! Too bad it fails. Stick with Double Thrust.
  • Skewer This is your new opener for Distortion. It's a 3 hit ws and does pretty decent damage.
  • Wheeling Thrust This is Your HNM/God/Anything with high defense WS. Also used for opening light. (It closes as well, but drgs don't close very well.)
  • Impulse Drive It sucks. But it opens darkness. Get it if you want.
  • Geirskogul Your relic ws, it's.. meh. It's a 2 hit ws, just use it in place of wheeling.

Equipment Choices[]

This is not going to mention EVERY piece of gear you should get, upgrade your lance every couple levels goes without saying. Get HQ if you can.

Meat Build[]

Meat builds are when you stack lots of acc and eat meat, this usually results in better Damage then sushi builds, but can be more expensive due to the price of some gear.

Level 1-9[]

Weapons:[]
  • Obelisk - It's got STR+1, which is pretty nice for this level.
  • Gimlet Spear - Attack +3 Enchantment, Get it.
Earrings[]
  • Cassie Earring - +50 HP will help you out a lot for your first 10 levels, and a bit of str too. But it's a bitch to get, so obviously optional.
Rings[]
Feet[]

Level 10-19[]

Ammo Slot[]
Head[]
  • Enyo's Mask - Doubtful you'll have this, but if you do it's a bit of acc.
Earrings[]
Body[]
Hands[]
  • Battle Gloves - Get these. You'll use them for a long, long time.
Rings[]
Waist[]
  • Runner's Belt - The enchantment will counter the DEX- use this if you use any of the belts.
Legs[]

Level 20-29[]

Weapons:[]
  • Platoon Lance - The first thing you'll notice is the damage. And then the delay, then you'll notice the damage again. Get used to it, this is your weapon.
  • Military Spear - This will tie you over until your next Lance.
Head[]
Neck[]
  • Spike Necklace - HQ version of the Fang Necklace, and cheap, so you might as well go HQ,
  • Tiger Stole - This will give you more per hit, but doesn't offer the acc of Spike necklace.
Earrings[]
Legs[]
Feet[]

Level 30-39[]

Weapons:[]
  • Lance - Our real weapons are now close enough together in level that you should never have to use another type of polearm.
Ammo Slot[]
Grips[]
  • Brass Grip +1 - The first grip we can equip . 2 DEX for cheap in the off-hand slot.
Head[]
Neck[]
  • Peacock Amulet/Peacock Charm - This is THE best Accuracy piece on your neck you can wear. It is however, quite expensive to buy, and a very annoying NM to camp.
Body[]
Rings[]
Feet[]
  • Deimos's Leggings - Doubtfuly you'll have it, but if you do it's better then the other options at this level.

Level 40-49[]

Weapons:[]
  • Peregrine - Our AF, and it gives some dex too, how nice of them.
Head[]
Earrings[]
Body[]
Rings[]
  • Ecphoria Ring - Affordable accuracy, Store TP. Rare so you can only use 1.
  • Woodsman Ring/Sniper's Ring - Your first expensive piece of gear. No they are not optional. Get 2, Unless you have a Rajas, then you can get 1.
Back[]
  • Jaguar Mantle - Holy Attack Batman! A Back piece with DD Stats! Get it.
Waist[]
  • Tilt Belt- Your first bit of ACC.
  • Swordbelt +1 - Cheap for the +1 version. Get one if your acc is ok.
  • Life Belt- Your second piece of ACC, and probably the last on your waist as well.

Level 50-59[]

Ammo Slot[]
  • Smart Grenade - A new item added in the WotG expansion, has the hidden effect of 4 att. A nice upgrade until Tiphia.
  • Tiphia Sting - Got screwed with your RSE? Here you go, something for you. I would switch to this even if you didn't get screwed however.
Grips[]
Neck[]
  • Merman's Gorget - You can replace your Neck piece now with this, or you can wait a couple levels for Chivalrous Chain.
Earrings[]
Body[]
  • Jaridah Peti - If your cheap, use this until you can use P.Body
  • Scorpion Harness - This is the best ACC piece you can get. The end. Get it unless your waiting for P.Body.
Hands[]
  • Spiked Finger Gauntlets -- Expensive, and optional. You can get the same thing at 70, but it's there if you want to use it.
Rings[]
Waist[]

Level 60-69[]

Weapons:[]
  • Grand Knight's Lance/Dark Mezraq - The effect on the mezraq kicks in quite often, but some things resist status things. Personally I would say get the mezraq, it does more damage and gives evasion down so your entire party benefits.
  • Skystrider - A viable choice even at 75 when paired with a Supremacy Earring. The set pushes the weapon damage just slightly above even a Thalassocrat and the +5 TP bonus to jumps along with an attack bonus certainly don't hurt.
Grips[]
Head[]
Neck[]
Earrings[]
Body[]
  • Assault Jerkin - Doesn't give as much acc, but it gives a very large bit of Attack. You might want to try this after a few polearm merits.
Back[]
  • Amemet Mantle - At least get the NQ, but the HQ is much better.
  • Psilos Mantle - Not as much Attack as the HQ Amemet, but It gives a bit of acc.
Legs[]
  • Tiger Trousers - Yay pants! Get some if you want, they have the same stats as the subligar.
Feet[]

Level 70+[]

Weapons:[]
  • Colossal Lance - This can take you to 75.
  • Dreizack - Pretty decent, the Attack down kicks in fairly often.
  • Imperial Neza - This actually outclassed Mezraq in DPS, but mezraq's Evasion down makes it better. Also you could spend the assault points on something else like Amir Boots.
  • Ice Lance - the HQ is very nice and cheap, use it until you get Mezraq,
  • Mezraq - Get it. Yes it's that good.
  • Valkyrie's Fork - Outclasses NQ Mezraq in DPS slightly, as well as a store TP and Double attack stat on it, if you manage to obtain one make your own decision on if you want Double Attack+ or Evasion Down.
  • Thalassocrat - Slightly better than the Mezraq - added in a recent update.
Head[]
  • Optical Hat - Best Acc piece you'll get for your head.
  • Pahluwan Qalansuwa - Bit Less acc, but some attack too.
  • Ace's Helm - Bit less acc then Ohat, but you get haste and str. Could be the start of a haste build.
  • Ares's Mask - This piece is just. WoW. More acc then Ohat, and A bunch of attack as well.
  • Walahra Turban - An excellent piece of gear and extremely easy to get if you've been saving your Imperial Standing from all that leveling in

Aht Urhgan Areas you've been doing.

Neck[]
Earrings[]
Body[]
  • Assault Jerkin - It gives less acc then SH/ P.Body, but it's attack makes up for it. Consider after a few polearm merits.
  • Hydra Mail - It's usually more expensive than SH so don't bother. Unless you think it looks cool or something.
  • Pahluwan Khazagand - So you're cheap and didn't get an SH. This is for you.
  • Hecatomb Harness - Great WS macro Piece.
  • Ares's Cuirass - You can get other acc in other pieces, the attack on this is massive with no downsides. The full set is amazing.
  • Homam Corazza - Triple Attack and Massive ACC. It's quite nice.
  • Zahak's Mail - Extremely rare and expensive, the best STR/DEX combination, a drop from the Sandworm doomvoid Guivre, probably monopolized by a HNM LS on your server.
Hands[]
Rings[]
  • Mars's Ring - This is pretty impossible to get. But if you can, well. You have THE best acc ring in the game.
  • Iota Ring - It's less ACC then a Woodsman, so I wouldn't really bother.
Back[]
Waist[]
  • Wyrm Belt - It's nice. Use it if you can get it.
Legs[]
Feet[]

Sushi Build[]

Sushi builds are gearing towards lots of STR and ATT, and eating sushi for your acc needs. You'll still need some ACC to help, but not as much as a Meat build. If you find you need a bit more acc, swap out some pieces for some acc pieces.

Level 1-9[]

Rings[]

Level 10-19[]

Earrings[]
Hands[]
Rings[]
  • Mighty Ring - Useful Enchantment, Might want to look at it.
  • Sardonyx Ring - You should really be able to afford HQ on these.
Waist[]
  • Samsonian Belt - While all the belts give STR, this one gives Additional STR.

Level 20-29[]

Head[]
Neck[]
Earrings[]
Body[]
Hands[]
Legs[]
Feet[]

Level 30-39[]

Ammo Slot[]
Head[]
Body[]
Hands[]
Rings[]

Level 40-49[]

Head[]
Earrings[]
Rings[]
Back[]
Waist[]

Level 50-59[]

Ammo Slot[]
Body[]
Earrings[]
Hands[]
Rings[]

Level 60-69[]

Weapons:[]
  • Dark Mezraq - It does more damage, get this one for sushi.
Head[]
Neck[]
  • Chivalrous Chain - Some STR, some Store TP and you'll need a bit of acc even with sushi.
Earrings[]
Body[]
Back[]
Legs[]
Feet[]

Level 70+[]

Weapons:[]
  • Colossal Lance - This can take you to 75.
  • Dreizack - Pretty decent, the Attack down kicks in fairly often.
  • Imperial Neza - This actually outclassed Mezraq in DPS, but mezraq's Evasion down makes it better. Also you could spend the assault points on something else like Amir Boots.
  • Ice Lance - the HQ is very nice and cheap, use it until you get Mezraq,
  • Mezraq - Get it. Yes it's that good.
  • Valkyrie's Fork - Outclasses NQ Mezraq in DPS slightly, as well as a store TP and Double attack stat on it, if you manage to obtain one make your own decision on if you want Double Attack+ or Evasion Down.
Head[]
Neck[]
Earrings[]
Body[]
Hands[]
Rings[]
Back[]
Waist[]
  • Warwolf Belt - Yes the stats are appealing, do not use it. The enmity is bad.
Legs[]
Feet[]

Haste Build[]

The Dragoon Haste Build: A note: Haste does not come easily with DRG, but with the introduction of Limbus and the Homam gear set it's much easier for a DRG to get now. Do not try to be a full haste build if you are not planning on going 8/8 polearm skill. The down side of Haste is you lack ACC(unless you can Homam) Haste Gear. Does not come cheap in anyway, can be very annoying to get alot of the drop pieces.

Weapon[]
  • Mezraq- Does not come cheap in anyway, can be very annoying to get alot of the drop pieces.
  • Valkyrie's Fork - Hands down the best weapon you could use on drg with a haste build. The Double attack with alot of haste will be orgasmic.
  • Thalassocrat - Better and cheaper then the Mezraq, has more damage per second, damage, and 2 dex instead of the 2 str from mezraq.
Head[]
  • Ace's Helm- The best head any drg could possibly ever want. Haste and Acc what more could you want.
  • Walahra Turban- 5% haste, 1 more over Ace's Helm, but lacks in other stats. This is the average haste drg's head piece due to Ace's Helm's rarity.
  • Homam Zucchetto - Not very good, I'd rather be using Walahra Turban. But the extra acc on it could be somewhat decent.
  • Askar Zucchetto - Somewhere between Homam and Ace's.
Neck[]
  • Peacock Charm/Amulet- Because alot of the easier haste pieces lack acc, on the pieces of gear that dont have a good amount of haste need to be large sums of ACC.
  • Love Torque - Will actually provide more ACC than PCC.
Earring[]
Body[]
  • Assault Jerkin can still be used if you have alot of Acc.
  • Barone Corazza is a very good situational piece, the 2hp/tick can be very good in a burn PT
  • Scorpion Harness is nice if you need the extra acc to keep yourself above 90% hit rate.
  • Homam Corazza, reasonable body piece if you dont have askar, proc rate on Tripple Attack is extremely low making it barely worth using, good if you need accuracy and you have the piece.
  • Askar Korazin, best body piece for a DRG, some DA, store TP that will push most DRGs into a 6-hit build, as well as extra attack.
  • Drachen Mail +1 The only DRG body piece with haste.
Hands[]
Rings[]
  • Blitz Ring - Usually recommended if your accuracy is capped and you're addicted to haste.
  • Woodsman Ring/Sniper's Ring - You won't get acc from places in other places, so you will more then likely need them.
  • Ulthalam's Ring - Imagine this as a Sniper's Ring +1, +4 acc +4 attack, and some special effects in assault, besieged, and other ToAU bcs.
Waist=[]
  • Headlong Belt- Get this until you can upgrade to Swift Belt or Speed/Velocious Belt.
  • Swift Belt- Annoying to get, but best thing you can get.
  • Speed Belt- 2 more haste over swift belt, but no acc. Can be great depending on what your set up is.
Legs=[]
Feet[]
  • Homam Gambieras - Best feet for a drg, for solo your wyvern heals for more HP. Haste and ACC
  • Dusk Ledelsens - If you cant get a hold of Homam, these are good too for haste.
  • Aurum Sabatons - Quite good alternative to Homam, haste, ATT and ACC.

Merits and what to get first[]

So you've reached 75, and your ready to start meriting. Now what do you want to merit? Well it depends on what you're going to do.

Merit Parties/Generic DD/Etc[]

Choices[]

  • Angon - Before anything, get an angon merit. It's -20% Def for 30 Seconds, a very nice ability and the angon are pretty cheap to buy.
  • Polearm Merits - Every Skill level increases your acc and damage, just cap this.
  • Critical Hit Rate - It's not much, but Cap this as well.
  • Empathy - This will copy your most recent beneficial status, (songs, berserk, etc)
  • Jump - I Recommend meriting High Jump/Super Jump, but meriting jump will increase your overall damage.
  • High Jump - You will pull hate, so merit the recast to shed it.
  • Super Jump - Read High Jump.
  • Enmity - Merit Enmity down, it will help you pull hate less.
  • STR / DEX - Our two mods for Penta as well as ATT/ACC, I recommend 2STR 3DEX, but mix and match to your liking.
  • Deep Breathing - This will make your wyvern's next breath land for 100% accuracy and do double damage, not the most useful thing, but might as well grab it.
  • Strafe - This thing is horrible, don't bother wasting your points on it.

DD, A Recommendation[]

An Explanation of why these are my recommendations:

  • Angon is an ability that lowers defense of the mob, making it die faster and lead to highe exp/hr. THe average Merit Mob usually won't last longer then the duration of 1, but sometimes it needs the second merit. The third merit is pointless because if it takes 1:30 to kill the mob, you should probably find another party.
  • Empathy, while seemingly useless at first is very good at boosting your damage. Let's say you Merit it 3 times, You have a BRD and they're singing Madrigal and Minuet. You use berserk, and Spirit Link it over. that will give your wyvern A very decent boost in ACC and ATT, While many people dismiss the wyvern as useless without empathy your wyvern usualy does 3-4% of the total damage. With it you can push those numbers up to 5-6% And added to your damage is a significant portion.
  • Deep Breathing, It's not the most useful ability ever, but You might as well throw out an extra bit of damage now and then from it.
  • Polearm, Critical Hit rate and the STR/DEX are obvious, they increase your overall damage.
  • HP and Enmity down increase your survivability, the enmity down makes it so that you are less likely to pull hate and the HP is so you have a bit more HP to take hits when you do pull hate.
  • High Jump/Super Jump vs Jump/High Jump
    Jump Merited will add thousands of damage, however you will pull hate often without the additional damage. For this reason I recommend meriting High Jump and Super jump, while doing a bit less damage, you make it easier on the mages by almost always having a hate shedding ability ready.

HNM[]

Choices[]

  • Angon - Def down, is there much else to say?
  • Polearm - More acc, More att, etc.
  • STR - You'll be using Wheeling Thrust, so you might as well make it a bit better.
  • Deep Breathing - It's alright, might as well get it.
  • Jump / High Jump - It will increase your damage by a pretty good amount.
  • Super Jump - You don't want an HNM beating on you, and it allows another DD to SATA you and release all the hate.
  • Critical Hit Rate - Extra chance for crits
  • Enmity - Might as well merit Enmity down, just to make sure you don't pull hate.
  • HP - That extra 80 HP might save you.

HNM, A Recommendation[]

An Explanation of my recommendations.

  • High Jump/Super Jump allow other jobs to Trick Attack you for very large amounts of damage, then have you instantly release the hate.
  • Angon will last 15% of the time fully merited, not the best but it will still make the mob go down faster.
  • Deep Breathing will make it so you get as much as possible out of your weaponskill, as well as make the wyvern land for 100% acc.
  • Polearm, Crit Rate and STR all increase your damage.
  • Enmity down Makes it harder to Pull hate.

Solo[]

Choices[]

  • Angon - It makes the mob Die faster
  • Polearm - More damage/acc, of course.
  • Critical Hit Rate - Might as well cap it.
  • Enmity - You'll want to get enmity up, so you keep hate and your wyvern doesn't die.
  • Jump - More damage
  • High Jump - More damage still.
  • HP / MP - You'll want both for solo.
  • Empathy - It's just a fun ability.
  • Deep Breathing - Increases healing breath too.
  • VIT will increase your defense (however slightly) and your jump damage

Solo, A Recommendation[]

An Explanation of my Recommendations:

  • Jump and High Jump will increase your damage output.
  • Angon will make the mob die faster
  • Deep Breathing works on both Elemental Breath and Healing breath, making it able to snap your health from one end to the other.
  • Empathy for if you use something such as cocoon so your wyvern can take a few hits before dying, taking you with it.
  • HP and MP are obvious, you're going to be hit and you'll need the MP.
  • Enmity up makes it so you keep hate more then your wyvern will.
  • VIt increases your Defense making it a bit easier to solo.
  • Polearm/Crit Hit increase your damage, leading to higher chains.

Special Thanks[]

  • To Dakk for the haste build.
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