Getting a little off-track =3 Though it is logical to assume that, as earlier gear hints, a measure of tankiness exists in the original core concept of the Dragoon class, and thus we might see in such a design model some of the initial rationalization behind the balancing act of what abilities to give Dragoons in end-game, and especially what they bring to the party.
Unfortunately, there's a problem with the 'dps who can off-tank sorta' niche; it's TOO niche. The game designers can't create encounters that would REQUIRE a certain class to complete (in theory, anyway). Maybe creative players sometimes use the minimal tankiness that DRGs have, in end-game. Tanking Titan, once geared out, is case in point.
However, such things remain an amusement, and only occasionally an actual useful benefit to a group. The simple fact is that no DPS should ever be tanking, even for a moment. In theory, that means someone has failed their job, and your role shouldn't be dependent on others' failure.
But! Part of the fun is tailoring to your specific play group. Maybe people can devise legitimate and excellent strats for end-game using Dragoons as off-tanks at critical moments. Personally I love the idea. I also love being less of a glass cannon than any other DPS. And I love playing DRG as a whole, because, well, I'm good at it, and it's a cool class, and they look cool too.
The goal of this thread remains, however, not to find quirky side benefits, nor to cite specific unique circumstances where THAT guy was good because he's a good DRG, but rather to arm oneself with blanket statements permitting DRG players to defend their class choice against elitists who don't believe in them. It's not about "Why would I bring Bob Dragoon instead of Joe Bard", it's about "Why would I bring a Dragoon instead of a Bard, period".
In end-game. Because the topic says end-game, and I'm an end-game player, and everything before it is just silly easy and doesn't require group composition or anything.
Oh, a thing I've noticed is that because of global cooldown and movement speed, as a DRG, I really don't find myself failing to always be in a position to strike. So THAT ranged advantage is minimal, at best...
Unfortunately, there's a problem with the 'dps who can off-tank sorta' niche; it's TOO niche. The game designers can't create encounters that would REQUIRE a certain class to complete (in theory, anyway). Maybe creative players sometimes use the minimal tankiness that DRGs have, in end-game. Tanking Titan, once geared out, is case in point.
However, such things remain an amusement, and only occasionally an actual useful benefit to a group. The simple fact is that no DPS should ever be tanking, even for a moment. In theory, that means someone has failed their job, and your role shouldn't be dependent on others' failure.
But! Part of the fun is tailoring to your specific play group. Maybe people can devise legitimate and excellent strats for end-game using Dragoons as off-tanks at critical moments. Personally I love the idea. I also love being less of a glass cannon than any other DPS. And I love playing DRG as a whole, because, well, I'm good at it, and it's a cool class, and they look cool too.
The goal of this thread remains, however, not to find quirky side benefits, nor to cite specific unique circumstances where THAT guy was good because he's a good DRG, but rather to arm oneself with blanket statements permitting DRG players to defend their class choice against elitists who don't believe in them. It's not about "Why would I bring Bob Dragoon instead of Joe Bard", it's about "Why would I bring a Dragoon instead of a Bard, period".
In end-game. Because the topic says end-game, and I'm an end-game player, and everything before it is just silly easy and doesn't require group composition or anything.
Oh, a thing I've noticed is that because of global cooldown and movement speed, as a DRG, I really don't find myself failing to always be in a position to strike. So THAT ranged advantage is minimal, at best...