Note that this is coming from someone with little to no firsthand experience with DRG.
My problems with DRG as a class are as such:
1) The wyvern. Helpful in so many ways but a liability more often than not. In the general PTing leveling track, from 10-75 you're fighting mobs that stand to cripple or kill the wyvern for about 40 of those 65 levels. Wyvern breaths seem totally random without the AF Head, and that really only gets used until O.Hat or Barone at 70 (though I suppose it could get macro'd in for the SC, if the wyvern's even out.) My last few Sky PTs with DRGs, they haven't even tried to keep the pet out, too many AoE stun/dmg effects.
2) The AF. Good for looks and that's about it, on paper at least. Most of the Wyvern+ effects are moot, because the wyvern isn't living long enough for you to use them. The bonuses given to the player itself are also pretty poor in comparison to other jobs, but at least the feet are kinda nice.
3) Other body pieces 60+. A lot of DRG's I've talked to have said "Well, we don't NEED a Scorpion Harness, we already get a natural +10 accuracy." This is true. However, considering the other melee jobs, they either have:
- A piece they can wear that gives them +10 accuracy (SAM, DRK)
- An ability that gives them +accuracy (MNK)
- Both (WAR)
Not to mention that on top of the +accuracy of Hauby, the other jobs are getting +attack, +STR, and +DEX. They close the gap on accuracy while widening it on the other stats. In a post-sushi world this is somewhat moot, but every little bit helps when you're swinging a slow weapon.
Accuracy > Attack > STR > DEX. Just about always. I hate that DRG guides are still telling new DRGs to get DEX rings and saying things like Sniper's and Scorpion Harness are luxuries. I also disagree with those that say Assault Jerkin is the be all end all for DRG's (I'd rank Harness and maybe Corazza over it.)
4) No XP-useful JA's inherent to the job. Unless you're fighting Ladons at 72, I guess. Again, looking at the other melee jobs a DRG is competing with:
MNK gets Dodge/Focus/Chi Blast/Counterstance.
WAR gets Berserk/Defender/Warcry/Aggressor
SAM gets Third Eye/Meditate
DRK gets Souleater/Last Resort/Weapon Bash
DRG gets... Jump?
Outside of their sub, DRGs have no way to boost accuracy, attack, or TP. I guess you can consider Spirit Link 'useful' since it helps prolong the wyvern, and the jumps DO build TP (if they connect) and they CAN shed hate if needed with Super Jump, but aside from getting TAd onto I haven't seen many DRGs pull hate from the tank.
5) The skillchain dilemma. DRGs (normally) most powerful WS, Penta Thrust, is in an awful spot on the SC chart, so it doesn't go into most SC's. Even with the 5 hits, it's pretty inaccurate from what I've seen and only has a 0.75 modifier on damage at 100% TP (Raging Fists and Rampage both have 1.00 or higher, iirc.) The skill got nerfed so badly when TP gain was restricted and I've seen Double Thrust outdamage it in XP parties.
Which leads me to the other problem: The wyvern's breath can burst, but when is a DRG ever closing a SC? Most of their career they're opening either Distortion, Light, or Darkness, and in a lot of cases a party can find a better WS from a different job to open either (RNGs/post-60MNKs for Distortion, RNG/WAR/SAM for Light, MNK for Darkness.) They can also close Fragmentation (with an awful WS), Gravitation (Who uses this? Maybe vs. Toramas?) and Fusion (Which, again, has a lot of closers, many of which are strictly better.)
6) No ranged weapon. Pebbles don't count. Sure, they can pull with Jump, but that requires very close range and they'll likely come back from the pull in the yellow, at least. Give 'em a boomerang or something, jeez.
This isn't meant to bash the DRG job in a 'ZOMG NEVAR INVITE' kind of way. I think these are legit problems that Square should take into account and consider resolving before they throw any new jobs into the mix. DRG was always a fun job, and the people who play it seem to have fun. It's time they got a bit more of a helping hand.