DRG Speculation

From the amount of skills gone and the ones introduced, DRG is going to have the about same amount of skills to deal with that it had until now, give or take 1 skill or 2.

It will continue to be one of the most (if not the most) demanding job in terms of skill slots. Well... YoshiP did say that we would keep around the same amount of skills that we have now.

With PS gone, I wonder if we have something that will replace it or or if the jump potency was increased somewhat since, for example, spineshatter lost its stun effect. We also lost Phleb and lost access to IR so either we're in for a DPS nerf (I actually think all jobs are getting a nerf tbh) or we're keeping the DPS and some increase on it from the new skills.

FC and WT combo-ing into each other makes sense since we don't need to use them to keep up BotD anymore. On the other hand, it seems you need to have BotD and GFB active + fill up that gauge to use GSK and Nastrond? And when we use GSK, BotD disappears.

I'm also wondering if the skills we haven't seen are CGD or oCGD, buffs or debuffs. It would be nice to get an oCGD to replace Phleb but I'm not counting on it. They seem to have removed the dots from all melee jobs, be it DPS or Tanks (WAR lost fracture and MNK lost Death Touch for example).

One thing is for sure, we're in for a a bit of work to readjust DRG rotation depending on which skills we get and how they fit into what we already have.

/r/ffxiv Thread