Proper Utilization of the Wyvern Or - DRG's 2hr Doesn't Suck (so stop telling me that it does)
Crosspost to Alla's main forum, DRG forum, and KI's DRG forum.
Some of you already know how a wyvern can be useful, so this post isn't gonna do much for you. Some of you don't, and maybe you'll go "hey, that's a good idea." Some of you probably still won't agree with me after reading this, but that's okay.
I keep hearing "DRGs need a new 2-Hour, theirs sucks, it's useless" which in my experience, has been totally false. I'm just here to explain my side and what I see, so all I can ask is that you read it and give me a chance. S'aright? S'aright.
First off, there are other 2-Hours that "suck" too. Often, by the time something counts as an emergency, you're out of MP. What's Chainspell going to do then? Or the THF is going to do, what? Perfect Dodge, and.. oh right, you didn't have hate anyway. Or the DRK. That Blood Weapon sure comes in useful when the WHM is out of MP and needs to keep the tank alive... oh right, you didn't have hate either, and if you get it, the IT is still going to hit you pretty hard. What about BST's Familiar or BRD's Soul Voice?
But wait, you say. Hold on, a second! A RDM can Chainspell+Escape/Warp, and a THF can do sacrificial pulls with Perfect Dodge! A DRK soloing could keep himself alive with Blood Weapon, a BST could make sure his Charm sticks even if it's something strong, and a BRD... well, maybe his Lullaby is failing to sleep links and needs a boost, I dunno.
Basically, we have two points to start with:
1. 2-Hour abilities aren't necessarily supposed to be "omg kill it quick!" damage dealing abilities. Dragoon is not the only job whose 2-Hour isn't the equivalent to Hundred Fists, Mighty Strikes, or Eagle Eye Shot.
2. Just because a 2-Hour isn't useful in some situations, doesn't mean it isn't useful in -any- situation.
Wondering how Dragoon's 2-Hour can be useful then? Read on! If you're lazy, already know the drill, or just scared of large amounts of text, skip to the end, there'll be a quick recap.
1. Solo Emergencies
At 50, Dragoons get an ability called Super Jump, which removes all hate from the Dragoon, and so hate transfers to the next person on the hate list- in this case, the wyvern.
What you can do is Super Jump, then when you land, either use a Warp Scroll/Cudgel, or leg it for the zone. Your wyvern will hold off the enemy while you make your escape. Hien has saved my life like this a few times.
Examples from experience:
-getting a link while soloing. You tank one, he tanks the other. Hopefully you both hold on until the warp scroll goes off (we did).
-finding out that that move Buffalos have that drains MP and TP actually takes MP faster than a Juice can restore it and deciding that maybe soloing them for kicks is not as fun as it looks.
-finding out that there really was an elemental over there when you started casting Sneak.
-biting off more than you can chew and just generally needing to get the hell out.
2. Solo for Exp
A Dragoon can solo for exp. Usually vs DC-T, and for about 1-2k /hr. It's not a lot, but hey. The way this works is that if a Dragoon subs a mage job (WHM RDM BLM), and they fall below 33% HP (50% with AF helm at lv60, and this is when soloing picks up), the wyvern will use Healing Breath whenever the Dragoon casts a spell. HB is based on Wyvern HP, so gets stronger as the Dragoon and Wyvern grow, and +HP items like the Drachen Brais increase it's power. During a WS, the wyvern will use Cure Breath, and heal a status ailment.
Examples:
-Put a dent in your tnl instead of sitting LFG on your butt in Jeuno.
-Getting back the exp for that level you lost.
-A good way to keep your Evasion & Parrying up.
-Just generally having fun.
Note: A variation of the first example can be used to turn a life-threatening moment (like say, suddenly dropping to red HP due to an unforseen special attack or series of sudden criticals) into a win. Super Jump, let the wyvern hold hate, and cast a few low hate spells (like Barfire or so), allowing your wyvern to use HB (180-260+ HP depending on level, wyvern TP, and +HP gear) until you are back in the safe zone, and then reengage.
3. Farming
Your wyvern is the best farming buddy there is. On too weak mobs, he hits almost as hard as you do, and because of the way his attack is calculated (plus he ignores defense), he reaches his dmg cap consistently. In Upper Delkfutt's tower, Hien hits Gigas for about 175 per hit- every time. Pots he hits for 220 per hit- every time (wyvern dmg counts as blunt). Considering his delay is just over 1/2 of a polearm swing, that quite adds up.
If you are willing to give up Treasure Hunter for a mage sub, you become a tireless farming machine with almost no downtime. A mage sub can also allow you to farm areas most jobs your level would never consider going to, because they either can't kill EP+ on their own, or the downtime inbetween kills would make it not worthwhile to do so.
4. Solo Sneak Attack
Perhaps not super useful, but worth noting. Yes, any sub-THF melee can start off a fight with a SA from behind, but DRG can do one mid-battle, which is especially useful if you get TP midway through. Super Jump, let wyvern grab hate, go behind the mob, and Sneak Attack+WS.
5. Skillup Solo
People say that the wyvern is weak, but they are wrong. Hien can tank mobs that con EP to 75 without breaking a sweat, or even taking much of a dent to his HP. This lets me skillup my staff without having to create a pesky skillup party for most of it. Drachen Mail for wyvern regen, and Drachen Brais for +10% HP. Spirit Link when he gets low and then Regen+Healing Breath III for me means we're both nearly full again for 15 MP.
6. Skillup Parties
A Dragoon is the most MP-efficient healer in the game. 5-7 MP (Poison or Dia depending on RDM or WHM sub) nets you 230+ HP. This means you can easily keep a skillup party going for hours, and the mages will love you because they can actually skillup instead of casting.
7. Exp Parties with Melee Sub
You could theoretically use the SuperJump + Wyvern tanking strategy for a link if the party was near the zone or needed to get out via Escape or Tele, but its not really the best option. What a wyvern really contributes here is excellent DoT. People often don't notice it, but it does add up and it is a lot.
Let's say the DRG swings for 70-120 per hit, and the wyvern hits for 25-40 per hit. Even pretending that's only once per lance swing (it's probably a bit over one and a half times), that puts the Dragoon at 100-150 per round. How shabby is that? The second thing the wyvern contributes here is the fact that it splits this damage with the DRG, allowing them to maintain a low hate level. A DRG pulls hate rarely not because "their dmg sux" but because 1/3 of their hate is going to someone else.
8. Exp Parties with Mage Sub
Melee with mage-sub? Not as scary as it sounds. In some situations (some, not all!) a DRG can function as main healer of a party. This is essentially only lv60+, when the DRG gets their AF Helm and can heal anyone who falls below 50% HP in the party with the wyvern. You also have to keep in mind the type of mob you're fighting. Obviously, things like gobs, or spiders with Sickle Slash, aren't going to a good idea. Mobs like bats, crabs, crawlers, and maybe birds are all safe bets. This is useful because it can allow you to make a smaller party and still make decent exp/hr, or because it allows you to replace the WHM with another DD, increasing your dmg per hour. This party setup isn't very well known or tested, but I've got a couple links from people who have used it successfully.
http://www.killingifrit.com/forums.php?m=posts&p=217057#217057
http://ffxi.allakhazam.com/db/jobs.html?fjob=14&mid=11033082931357141
http://ffxi.allakhazam.com/db/jobs.html?fjob=14&mid=1112797242763639424&num=12
9. Exploring in a Small Group or Duoing/Trioing
Things go wrong and you gotta get out? Have the mage of the group tele/escape/etc while someone else holds aggro off them and you keep that person alive with Healing Breaths. Or even get the wyvern to do it.
Example from life:
-Trioing in Bibiki Bay, because Im close to 75 and don't want to get a party, but still want to get there with my friends. It's late though, so we're thinking about quitting. Me: "Hey, if you grab that one, I'll be 2k tnl even." Foasty (RDM): *DiaII* Zal (WAR/NIN): *finishes lagging out and D/Cs- poof* Me: "...uh oh." The VT Dhalmel is mad. Neither of us are setup to tank it, and we can't sleep it because it just got hit with a DoT spell. I'm engaged and Hien starts hitting it. Foasty runs off with it and tries to Bind it, but it doesn't stick. He gets hit and goes into the orange. I run after him, cast Dia on the Dhalmel, and Hien follows, but takes a break from hitting the Dhalmel to give Foasty 230 HP. I start casting Teleport-Mea while he tries to stick Bind again. Hien is still hitting the Dhalmel. Bind lands, but it's close to us. Dhalmel turns to Hien and he holds him off while my spell finishes going off. Hien doesn't make it, but we do.
10. Notorious Monsters
I think I've explained how soloing and wyvern healing works enough by now. The fact that you can take on higher level NMs either by yourself or in a smaller group (or without depending on specific job combinations) is quite useful, I think.
Examples:
-maybe you just want to see if you can kill it, because hell, killing things is fun, even if you don't always win. (*cough*)
-maybe you want the loot all to yourself
-maybe you want the loot split between you and a few friends
-maybe you it spawns at inconvenient times and you just can't get everybody out there or people are doing other things. Two examples here specifically:
-I killed Pallas many times with only two or three people (Drg/Whm and Rdm/Blm, Drg/whm and War/Thf, or the three of us together). None of us could have done it alone, but it was easy in a small group.
-I got a few of my Hakutaku eyes either solo, or duo. DC-T at Lv70, I think, War & Drg/Whm can easily take the eyes behind the SSG door. You can even take one solo (I pulled the one off the ledge in the main area), but I really really wouldn't recommend it- Bio III hurts a LOT.
11. BCNMs
Not all BCNMs are about killing as fast as possible. And sometimes if you try to be as fast as possible and fail- you're screwed. What the wyvern is here, is a safety net. Drg + wyvern will contribute good damage even with a mage sub, not super awesome, but still decent. You will probably still bring your regular mages, but if things get bad, if someone dies, or gets hit too hard, you can hit your Dia macro and have the wyvern toss out Healing Breaths to whoever is in need. Maybe it's enough to keep the tank from dying inbetween WHM cures. Maybe it's enough to keep the tank healthy without hate going over to the WHM. Maybe the tank or WHM dies, and it's the only thing keeping ANYONE alive, I dunno. But in this case you sacrifice speed of kill for safety of success.
12. Mission and Quest Mobs
Same strategy as BCNM. It's more important that you win than that you do it fast. I've told this story before, and after typing all this, I'm too tired to tell it again, but my static did the BLM AF3 fight, and things went wrong, and we lost our tank, and our WHM at one point. It was down to the wire and the only thing keeping us alive through the skeleton repops, was our loyal SAM tanking them, my wyvern healing him, and the Refresh given to me with the last of our RDM's MP. Wyvern saving the day in an emergency? I think so.
13. Backup Wyverns
Dragoon is the only job that can "stack" it's 2-Hour. After Call Wyvern is used, the timer starts going back up, so if a Dragoon does have to sacrifice his wyvern, it's generally ready to be called again anyway.
Recap Time!
Or, the short version, if you skipped ahead. Scroll back up if you're confused about specifics, and if you want to argue with me about something, you better read more than the cheat sheet. Things a wyvern is useful for:
1. Emergency escapes while soloing
2. Soloing for Exp and a safety net while doing so
3. Fast efficient farming vs. both low level mobs and much harder ones
4. Solo Sneak Attack mid-fight
5. Tanking for Skillup solo
6. Healing a Skillup party
7. Low hate and great DoT while in an exp pt with melee sub
8. Possible to mainheal in exp parties post 60
9. Emergency healing or distraction in exploration or small exp groups
10. Able to take NMs solo or with a much smaller group
11. Emergency backup healing during BCNMs
12. Emergency backup healing during Missions and Quests
13. Able to have a backup 2hr and use it again right after losing it
That's all that I can think of. I feel like I just wrote a friggin' thesis, but at least now I won't have to again. :p
Most of these, I have experienced first hand, and I can tell you, my 2-Hour is not useless. My wyvern has saved my life many times or generally made my in-game life easier, since the moment I started my job. I would not trade my 2-Hr for Mighty Strikes or Eagle Eye Shot, even if I was given the chance. Maybe now some of you will understand why, maybe not, I dunno, but that's all I have to say on the matter. :)