
Hard to complain about Dragoons after SE gave them the buff, but I still think Jump and Elusive Jump need to have hit-box mechanics fixed.
Elusive Jump would be a great ability to occasionally use to escape a boss AOE, but it seems like the hit-box doesn't move from your original spot -until- the animation is complete. Would really be nice to have realistic hit-box movement. When my character is outside the AOE warning indicator zones before the AOE triggers I should -not- get hit damn it. It's not like that would be OP either. Elusive Jump has a long recharge time.
I know it rids Dragoons of aggro, but I almost never need it to get adds off me. Actually, I spend most of my time trying to chase adds down. It would be much more useful as an ability to help escape those huge boss AOEs that give you just barely enough time to escape. Admittedly, it does work for that sometimes, but it could be much better.
As for Jump, it's great for damage, but despite the range it has, I almost never find it useful as a ranged attack. They decided to use realistic hit-box movement for Jump, so when my character animates jumping in, she can get hit by attacks and AOE during that even if they aren't aimed at the spot she jumped from. This makes it risky to use Jump on a target that is in the indicator of an AOE. But there are few other times I would use it for anything else aside from my melee-range rotation. I'm not sure how it should be changed though.
TL;DR: loldrg
Elusive Jump would be a great ability to occasionally use to escape a boss AOE, but it seems like the hit-box doesn't move from your original spot -until- the animation is complete. Would really be nice to have realistic hit-box movement. When my character is outside the AOE warning indicator zones before the AOE triggers I should -not- get hit damn it. It's not like that would be OP either. Elusive Jump has a long recharge time.
I know it rids Dragoons of aggro, but I almost never need it to get adds off me. Actually, I spend most of my time trying to chase adds down. It would be much more useful as an ability to help escape those huge boss AOEs that give you just barely enough time to escape. Admittedly, it does work for that sometimes, but it could be much better.
As for Jump, it's great for damage, but despite the range it has, I almost never find it useful as a ranged attack. They decided to use realistic hit-box movement for Jump, so when my character animates jumping in, she can get hit by attacks and AOE during that even if they aren't aimed at the spot she jumped from. This makes it risky to use Jump on a target that is in the indicator of an AOE. But there are few other times I would use it for anything else aside from my melee-range rotation. I'm not sure how it should be changed though.
TL;DR: loldrg