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Posted

So I saw a Dragoon hero thread a while back and it inspired me. I want to make my own Dragoon Tanker Ala Final Fantasy/Legend of Dragoon.

 

Staff Fighting and the Leaping power pool are obvious…. But what Tanker primary do you feel fits well for a Dragoon hero, and meshes well with Staff?

 

I was leaning either Electric Armor or Dark Armor and go with an elemental theme, however I am completely open to suggestions!

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Posted (edited)

Well IIRC, the Legend of Dragoon all the hero's had different element types - Dart was Fire, and so on. So any of the elemental armors could work. Rose had a "dark" element. Only Albert used a Spear though, as they all had various weapon types.

 

So I would say you could really mix any weapon type and element type that you like. Dual blades is neat,  War Mace and Battle Axe  I hear is very stronk. Titan weapons is powerful but some don't like how awkward it feels to play. Far as secondary? Well Shield has some pretty neat models, but you can only take shield with certain weapon types. Rad armor is very good, but the powers can be tricky to color right as it is a bit cluttered. There's always Bio Armor if you want something more organic-feeling too. So there is a lot you can do if you are looking for style.

 

Far as synergies, staff and bio both have stances, so you have options there. Dark Armor is good but very END hungry. Ice Armor is solid all around good. Bio Armor is very strong but it takes a bit to get there and likes to focus on recharge above all. I have never had an endgame staff fighting, but I believe it sort of lacks single target damage? (could be mistaken here.) If that's the case you can plan accordingly and take an armor set that helps boost offense a bit too.

 

Shield also has that "charge" ability, which would fit the theme I think of jumping/leaping into enemies too. You can't take it with staff though. 

Edited by Neiska
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Posted (edited)
33 minutes ago, BuiltDifferent5 said:

But what Tanker primary do you feel fits well for a Dragoon hero

So here's the question - are you leaning more in the direction of the armor simply making you extremely durable and able to stay in the fight, or do you want it to serve as an extension to the theme and "flavor" of the character?  Invulnerability is kind of the baseline, IMHO - a mixture of defense and resistance, with some self-buffs a la invincibility, and a self heal when the chips are down, (or used proactively to expand your HP pool).  On the flip side, you have more "stylistic" choices like dark and elec that you mentioned.  Finally, there's my current favorite - radiation armor, which while lacking defense, gives you absorption and a ton more endurance to work with, (so if you want to dip into various power pools to further supplement your repertoire, that extra end use is accounted for).

Edited by biostem
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Posted (edited)

Kongol was Earth-based, so I'd recommend Stone Armor as your primary powerset. He also had a Great Axe, so I'd recommend Titan Weapons as your secondary powerset.

 

As for Dragoon transformation, pick a different costume slot and make an armor that works. I had a Haschel homage character and accompanying costumes uploaded to the forums, but I ran out of file storage so I had to delete them, otherwise I'd show you what I mean. 

Edited by Glacier Peak
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Posted

Don't know much of anything about Dragoons, but I'll throw my vote for ice armor/staff pairing if there's an ice themed Dragoon. One of the forms from staff provides a sizable resist to all buff which you can keep up permanently while fighting. This would help shore up the lower resists on ice armor and can make it really sturdy. Just as a caution, staff has some very low damage output.

Posted

The staff in those pics is quite similar to the Carnival of Light staff you can choose in Staff Fighting.  Bio seems the closest thing to that armor but I'd second giving Rad a look.  Rad has a couple nice AoEs in it you can proc up for more damage, and Ground Zero looks very anime to me, especially if you slot it with knockdown.  For added effect, use Teleport to get to the center of a big spawn and then hit GZ.  You'll be floating a few inches off the ground, throwing your arms out... and everybody falls down in a radial blast of energy.  It's just cool.

 

Rad does have the spinning ping-pong balls animation on armor toggles you can't get rid of.  You can tone down the ground effect on the taunt aura by using the very dark left side of the Bright Radiation palette.  Dark blue looks like cool blue smoke on the ground.

Posted

I've run a Dark Armor/Staff Tanker to 50 and it is one of my favorites, fun factor wise. It also just feels nigh unkillable with such high resists across the board (ty sky splitter!) and one of the best heals in the game.

As @ZemX called out, I could see Rad/Staff being an absolutely AOE machine! You'll probably see a ton of numbers popping up while jumping in the middle of baddies 😂 I think @Xandyr has this combo as well.

From a "near unkillable" stand point, I could see SR Staff being pretty crazy. Huge defense numbers + DDR and scaling resists (+Sky Splitter). Damage would probably be middling, but man I think it'd be tough. Anyone have experience with this combo?

Posted (edited)

I like my Dark/Staff. Between Guarded and Sky Splitter using Form of the Body my defenses are formidable indeed. 

 

DM's notorious END usage is well deserved so care was taken to reduce that to usable levels ( I have ).

Recharge is decent for a tank not focused on it particularly. 

 

I didn't take a few powers others bemoan is "needed" but I do fine without them and there is nothing I would trade out for them; 

 

Serpent's Reach - I like Laser Beams eyes better as a distance ST

Oppressive Gloom - I like fear better than disorient and don't have a neg HP component to deal with. 

 

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https://api.midsreborn.com/build/download/FGMJtZSvsSVnid4n

 

 

Edited by Grizlee

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