Dragoon Gear 60+

Zephayra

On a pale horse
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Zephayra
Could someone recommend to me a list of gear suitable for DRGs 60+? I've been following an armor guide, but I was curious if there were alternative gear to what I've been aiming for. Specifically, I am wondering what kind of alternative there is to feral gear.

It is hard to come by on the AH, and I've been farming the materials for awhile with no avail. My original plan was to get them crafted, but it's starting to turn into more work than planned. However if they are necessary, I will continue to try and get them.

Also, as I've seen before in this forum, I know that Assault Jerkin is a must for DRG. Is there any other gear that is generally accepted as MUST gear for DRG? If possible, try to avoid gear you get from End Game.
 
Head - Emporer Hairpin/Wivre Mask/Voyager Sallet are all good options (2/3 are free)
neck - PCC if you can afford it Chiv Chain if not
body - Assault Jerkin, or SH if you're struggling for Acc.
hands - Spike finger gauntlets, dusk @72
rings - Rajas/Sniper for TP STR for WS
earring - Spike/Merman/assault
legs - Republic Subligar is an underated piece, Barone or dusk are good options 70+
feet - Bounding Boots are good for a long while, dusk @72
range - smart grenade (?) is good, and free

Weapon should be kept up to date as you level, and grips are personal preferance, i like pole grip as war, you might find the STR/Acc+ helps more.

Fairly decent gear (and generally cheap) that will keep you going, but aim for Ares & Homam eventually, as that's some of the best gear drg can use.
 
hmm I'll try my best here but its been a long time since I lvled drg and a lot of things have changed, you probably want to make a meat build if you can which means a decent amount of acc gear. I'll try to stick to non-endgame for this gear list so I wont be looking at homam or anything I'll also try to stick to less expensive peices. I guess I'll stick to what is best for tp gain cause it gets complicated worrying about ws gear as well. Also its fine to skip some of these upgrades if you are lvling fast.

Weapons:
60-65 Dark Mezraq or Grand Knights lance, they look about even.
66-79 Cermet Lance +1
70-74 Colossal Lance, can try Iron Ram lance at 71 if you want.
75 Thalassocrat

Head:
60-69 Valkyrie's Mask (Patroclus's Helm is better but very rare)
70-74 Optical Hat (this is semi endgame I guess, but 10 acc opens up other options in other areas and makes it a lot easier to use assault jerkin over scorpian harness)
75 Walahra Turban

Body:
60-66 Jaridah Peti or Scorpion Harness depending how much acc you need
67-75 assault jerkin (assuming you have enough acc for it, you may be better off in scorpian harness)

Hands:
60-71 Spiked Finger Gauntlets (a little expensive for a lvl 50 peice but very good)
72-75 Dusk Gloves

Legs:
60-69 Republic Subligar
70-71 Barone Cosciales
72-75 Dusk Trousers

Feet:
60-62 bounding boots maybe upgrade to RSE2 depending on race
63-69 Feral Ledelsens maybe keep RSE2 instead depending on race
70-71 Barone Gambieras
72-75 Dusk Ledelsens

Neck:
60-75 PCC is probably best if you want to use meat, otherwise Chivalrous Chain can work fine.

earrings:
60-75 assault earring
60-62 Spike Earring
63-74 Merman's earring (one of the worst cost to benefit items here)
75 Brutal earring if you can get sea, expensive but very very good

rings:
60-75 Rajas ring
60-75 Ulthalam's ring
or if you don't have those, to help with meat set up snipers or woodsmans are very good

waist:
60-75 Swift Belt

Back:
60 Jaguar Mantle
61-71 Amemet Mantle +1
72-75 Forager's Mantle (again very bad cost to benefit here)

Amo:
60-75 Smart Grenade or Tiphia Sting

I could keep listing more options I guess but I think this is a good start, in the end you'll have to find what balance of acc and att works best for whatever you're doing. this is where I think armor guides tend to fail, the gear set must really be looked at as a whole to properly decide which gear when, like my thf couldn't use assault jerkin effectively until I could equip optical hat, where optical hat wouldn't have helped much if I still used scorpian harness.
 
Thanks for the info guys. The only reason I wanted to avoid end game gear is just because at this point, I'm not sure how much End Game I want to do, but I still want to be able to play DRG. I realize that a lot of End Game gear is something to strive for, and eventually I'll aim for it.
 
Are you elvaan? If so, try to pick up the RSE Sachet for a ranged slot option as well.
Its + 2 STR
 
Thank you for the info. It's been helpful to me as well.

Kinda feel odd asking this... but do DRG's purposly bring VIT gear with them and do an equipment macro for the jump abilities? If so, are there any pieces you suggest that aren't horribly expensive?
 
I slightly disagree on the lv 60 weapon jakey. the dark mezraq is -20 eva for the monster and as a result +20 acc for the entire group vs the +7 acc you get from the gk lance.
 
I slightly disagree on the lv 60 weapon jakey. the dark mezraq is -20 eva for the monster and as a result +20 acc for the entire group vs the +7 acc you get from the gk lance.

thing is though, it has to actually have that effect go off so you can't always count on -20 eva, now it has a pretty good proc rate and is a solid weapon but I don't see that as a huge bonus compared to +7 acc thats on all the time, especially in shorter fights where you are less likely to get that -20 eva to go off. you also certainly don't want to count on -20 eva to be able to hit the mob well cause you have to hit it(probably several times) to get the effect to go off in the first place.

given the gear and 2hand update available to drg we probably don't need +7 acc to hit well in most set ups so yes I'd say generally go for mezraq for slightly better DPS and help out the rest of the PT with -eva. that said I have seen enough drgs in my life who would probably do much better with a bit more acc that I list it.


to dou yes I totally forgot about RSE amo, tarus is lame +2 INT ><

to pur I've actually been messing around with jump macro gear a lot lately. my goal is full ares(gogo double attack rate + uber acc/att/STR/VIT) and a few things I already have, probably make a post about it once I get farther along and can do some testing.

In general for cheaper options I guess some of the cheaper stuff I'm using now is bibiki seashell and soil ring(yes I found a use for soil ring outside chakra macros). If you switch out a turban for O-hat and then macro in seashell and soil ring for acc ring itd probably be decent but probably wont notice it much either. its kind of a pain to do all these macros and I haven't really seen it as worth it for me until recently when I finished up my haste gear(which doesn't help jump much due to limited stats besides haste, so I like to replace with better stuff for jump). my jumps definately do more damage now but not a whole lot using macros to switch in more gear. Make sure to keep in mind you still want capped acc and a lot of attack.
 
A little late, but thank you for the info Jakey. Also, hopefully you didn't shake your head when you examined my DRG in Whitegate a few days back hehe... >.> I've upgraded a little since then. :)
 
There's only one thing I'm not getting in this whole thing, why Thalassocrat over Mezraq?

One base dmg on the weapon itself isn't that impressive of an upgrade, the dps listed for it is only 0.12 higher than Mezraq's, what's the big deal? You're not getting that 2 STR back for ws mods either.

I must've missed something along the way, I don't see the point of losing 2 STR to gain 1 base dmg by comparison.
 
There's only one thing I'm not getting in this whole thing, why Thalassocrat over Mezraq?

One base dmg on the weapon itself isn't that impressive of an upgrade, the dps listed for it is only 0.12 higher than Mezraq's, what's the big deal? You're not getting that 2 STR back for ws mods either.

I must've missed something along the way, I don't see the point of losing 2 STR to gain 1 base dmg by comparison.

Thalassocrat has 2 DEX too.. so its not exactly losing 2 STR for 1 base DMG.
Oh and the resist virus and 10 HP. Not much difference but it seems better in most people eyes.
 
There's only one thing I'm not getting in this whole thing, why Thalassocrat over Mezraq?

One base dmg on the weapon itself isn't that impressive of an upgrade, the dps listed for it is only 0.12 higher than Mezraq's, what's the big deal? You're not getting that 2 STR back for ws mods either.

I must've missed something along the way, I don't see the point of losing 2 STR to gain 1 base dmg by comparison.

because they're about the same and one costs less and is more common is simple answer but if you want the math about how thalassocrat on average will win by a less than noticable amount here we go...

you can look all this up in wiki if you want but I'll try to simplify some of the math which I find usually very strung out all over the place with a lot of variables which need explination, I've sort of wanted to put it all in one place for a while.
Damage = (D + fSTR)PDIF for normal melee attack
Damage = floor((D + fSTR + WSC)* fTP)PDIF for melee WS


fSTR = (your STR - monster VIT+correction term)/4. lower and upper bounds set by weapon rank = floor(DMG rating/9) and weapon rank+8
Correction term basically keeps the value more constant, it gives essentially free STR, and more of it the less STR you have.
correction term
Code:
STR-VIT value     correction term
12 or greater	    4
6 to 11             6
1 to 5              7
-2 to 0             8
-7 to -3	    9
-15 to -8	   10
-21 to -16	   12
-22 or less	   13
D= DMG rating

PDIF
this is sort of complicated so I'll start with a few terms that make it up
Melee cRatio = (your atk/monster defense) - (0.050 x level difference)

PDIF is a random value which has max and min according to your melee cRatio
max pDIF has the following formulas:
Code:
Ratio Range 	           Function Value 
0 ≤ cRatio < 0.5 	fMax(cRatio) = 0.4 + 1.2 x cRatio 
0.5 ≤ cRatio ≤ 5/6 	fMax(cRatio) = 1 
5/6 < cRatio ≤ 2 	fMax(cRatio) = 1.2 x cRatio
and Min pDIF has the following formulas:
Code:
Ratio Range 	           Function Value 
0 ≤ cRatio < 1.25 	fMin(cRatio) = -0.5 + 1.2 x cRatio
                        if fMin < 0 → fMin = 0 
1.25 ≤ cRatio ≤ 1.5 	fMin(cRatio) = 1 
1.5 < cRatio ≤ 2 	fMin(cRatio) = -0.8 + 1.2 x cRatio

WSC this is for ws's and individual to each ws I'll look at penta thrust since that's what drgs generally use,
WSC=floor(floor((STR*.20+DEX*.20))*.83), note the .83 is a level correction term for 75, the lvl for both weapons we are considering

fTP again varies by ws, penta thrust now varies acc though and has a constant 1 here.

ok now to compare. I guess I'll try to make a hypothetical situation comparable to merits, I'm sorry if some of my numbers are a bit off of what's realistic.
Thalassocrat.gif

Mezraq.gif

D = 93 and 94 respectively
fSTR, I'll assume you don't get knocked up a tier so no penalty from correction term.
Mezraq gets .5 more than thalassocrat here, I'll say STR - VIT value goes from 14 to 16 with mezraq.
PDIF, I'll assume you're fighting mobs ~lvl 82 since most merit mobs around there, defense will vary widely from mob to mob and if you get dia/angon on the mob ect. I'll say the mob has 300 defense just for sake of argument, I don't remember what mobs defense is usually around but the lower the better for mezraq so that's prolly not a bad number. I'll say 500 attack just because its a nice number, I'll assume mezraq gives you your max of 2 attack so we can compare 502 to 500.
melee cRatio with thalassocrat = 1.317
melee cRatio with Mezraq = 1.323
both of these land in the same areas of the Pdif
PDIFmax for thallasocrat = 1.580
PDIFmax for Mezraq = 1.588
PDIFmin is 1 for both
this leads to max damage (assuming this hypothetical situation, with no crits)
155.63 for thalassocrat
155.624 for mezraq
min damage of
98.5 for thalassocrat
98 for mezaq

keep in mind this is basically ideal situation for mezraq, I gave it every rounding up possible and after flooring the results they come out even but thalassocrat has 2 dex on top that may knock you up a crit tier and give acc(assuming you aren't capped which you often will be) also a note on the math if I rounded off at the wrong place and one spot or another I apologize, wiki was not terribly clear which terms rounded off where and I doubt the results would look significantly different.

finally if you look at ws, everything is the same as the WSC term has the same DEX mod as STR mod for penta thrust and ftp is constant for penta thrust.

I hope this answers your question.

oh and looking at drakesbane it does have a 50% STR mod but can crit and it will really depend on if thalassocrat moves you up a crit tier or not as to which will do better I think.
 
So it'd have to be a ridiculously long and drawn-out battle for the difference to even be noticeable then?

Other than the price difference, it still seems rather pointless to me.
 
Because 1 base damage = about 4 STR.

Mez only has 2, so most of the time it will do less damage then a Thal and unless its enough to juuuust get over the mob's VIT and bump you up 1 base damage, it will do so 50% of the time.

The difference was never OMGWTFAK but the Thal will almost always be a better weapon (if incrementally so) than a Mez. You will see a microscopic difference in WT if you use a Mez.
 
So it'd have to be a ridiculously long and drawn-out battle for the difference to even be noticeable then?

Other than the price difference, it still seems rather pointless to me.

basically its that I'd rather have +2 DEX, +10 hp and 20k in my pocket, so when I make gear suggestions this is what I suggest, does it mean you should run out and prolly lose 20k trying to sell mezraq due to taxes, for 2 dex and 10 hp (as the 2str vs 1 dmg basically cancle out) I don't know you have to decide for yourself. mezraq is by no means gimp, unless the dex moves you up a crit tier you'll probably never notice a difference
 
I was pretty much trying to figure out what the big deal is, it appears there isn't one, just a minor difference, which boils down to preference at this point.

Thanks guys, I think I understand now.
 
The mezraq used to be 2 mil while the thalsocratt was 300~600k so the price difference alone was a huge reason to sell back then.
 
Ace's Helm VS Askar Zuchetto
Measuring with degree of difficulty and statistics, discuss which one is more worth your time overall for Dragoon.

Ace's Helm [ SAM/DRG/DRK, ACC+7, STR+4, HASTE+4%, EVA-7 ]
Difficulty to obtain: HNM that pops only during sandstorms, may need more than a party of average players. May have countercampers. Less than 50% droprate.

Askar Zuchetto [ SAM/DRG/DRK/WAR/BST/PLD, DEX+4, STR+4, VIT+4, HASTE+4% ]
Difficulty to obtain: Nyzul Investigation F100, TOAU HNM has all abilities unlocked. Takes a party of skilled players at least a month to get to this floor. Less than 33% droprate. May take months and months to get to F100 if your group is unlucky.
 
Ace's Helm VS Askar Zuchetto
Measuring with degree of difficulty and statistics, discuss which one is more worth your time overall for Dragoon.

Ace's Helm [ SAM/DRG/DRK, ACC+7, STR+4, HASTE+4%, EVA-7 ]
Difficulty to obtain: HNM that pops only during sandstorms, may need more than a party of average players. May have countercampers. Less than 50% droprate.

Askar Zuchetto [ SAM/DRG/DRK/WAR/BST/PLD, DEX+4, STR+4, VIT+4, HASTE+4% ]
Difficulty to obtain: Nyzul Investigation F100, TOAU HNM has all abilities unlocked. Takes a party of skilled players at least a month to get to this floor. Less than 33% droprate. May take months and months to get to F100 if your group is unlucky.

well you have to define what's worth your time for yourself but ace's helm is definately better, askar is just a lot easier to get unless you are in a ls that commonly kills KV.

nyzul isle is relatively easy and only takes 5-6 people to beat and allows you to farm every day, once you're at 100. even with really bad luck my group doesn't lose if everyone is there but bad luck definately can cause losses/close calls. 100 still shouldn't take you more than one and a half months if you focus on climbing every week. I think you'll also find many drgs are already doing this to get drakesbane as its a really nice ws.

KV has a 21+ window, if the weather isn't right he doesn't pop until it is and if it changes fast there he goes depop again, also when he pops you have to get everyone there and ready to fight and hope no one GMs you for stalling because they can. KV also will usually take ~18 people with decent zerg set up though if you have enough K-club drks can definately do with less. but if you want the best helm here it is. without an endgame ls it will probably be very hard to get this.
 
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