diff --git a/encounters/savage/pandaemonium/p1s/index.html b/encounters/savage/pandaemonium/p1s/index.html index 68ef7adba4..1d34ac2ba6 100644 --- a/encounters/savage/pandaemonium/p1s/index.html +++ b/encounters/savage/pandaemonium/p1s/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Asphodelos: The First Circle (Savage)
    Guide Info
    Last Updated: 5 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating Erichthonios in Asphodelos: The First Circle (Savage).

    The First Circle (Savage) is the first raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Reaper PoV

    Red Mage PoV

    Drops

    Chest One:

    One of:

    • Asphodelos Earring Coffer
    • Asphodelos Necklace Coffer
    • Asphodelos Bracelet Coffer
    • Asphodelos Ring Coffer

    Chest Two

    Two of (unique):

    • Asphodelos Earring Coffer
    • Asphodelos Necklace Coffer
    • Asphodelos Bracelet Coffer
    • Asphodelos Ring Coffer

    Token

    • Asphodelos Mythos I

    Four of these tokens can be traded in for accessories at a Pandaemonium gear vendor.

    Major Mechanics

    Erichthonios has a hard enrage of 10:20 into the encounter and requires roughly 39.7k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign all players clock spots with melee on intercardinals, tanks north and south, and healers east and west. Markers should be placed as such.

    Mechanic Overview

    Heavy Hand

    A physical tank buster on the current main tank.

    Warder’s Wrath

    A moderate raidwide AoE that deals physical damage.

    Gaoler’s Flail

    Erichthonios will bring out two weapons in succession during the castbar. Mechanics will be executed after the castbar ends based on what weapons are used.

    • Sickles: A large 270 degree cleave on the side of the arena the sickle was on. Move to the opposite side to dodge. Can either be left or right.
    • Morningstar: A point-blank AoE around Erichthonios. Max melee range is safe.
    • Chakram: A donut AoE around Erichthonios.

    Pitiless Flail of Grace and Pitiless Flail of Purgation

    The current main tank will be marked with a line buster. This will knock them back, deal moderate damage, and inflict a magic vulnerability debuff. There needs to be a tank swap during the cast, as the boss will do a mechanic afterwards on whoever has aggro.

    • Grace is a stack marker on the tank – all players should stack behind the boss.
    • Purgation is a flare marker on the tank – the tank should run far away from both the other tank and the party.

    Aetherial Shackles

    Marks a random player with a red chain debuff – Shackles of Loneliness – and a purple chain debuff – Shackles of Companionship.

    • When Shackles of Loneliness resolves, the player will gain the Inescapable Loneliness debuff. When Inescapable Loneliness resolves, the three furthest players from that player will emit a large AoE around them which deals moderate magic damage and applies a magic vulnerability debuff, meaning players cannot be hit by more than one.
    • When Shackles of Companionship resolves, the player will gain the Inescapable Companionship debuff. When Inescapable Companionship resolves, the three closest players from that player will emit a small AoE around them which deals moderate magic damage and applies a magic vulnerability debuff, meaning players cannot be hit by more than one.

    Intemperance

    Erichthonios divides the arena into nine sections with three Spell Crystals each. These crystals will explode on a regular interval, inflicting players standing on them with Hot Spell (fire), Cold Spell (ice), and Disastrous Spell (purple).

    • Hot Spell and Cold Spell will deal minimal damage if the player has the opposite element or no element, but will deal massive damage and inflict a damage down debuff if they have the same element debuff.
    • Disastrous Spell will instantly kill the player.

    In addition, if no one is on a section with Hot Spell or Cold Spell, all players will take damage and receive a damage down debuff.

    Intemperate Torment

    Erichthonios commands the crystals to start exploding.

    Shining Cells

    A heavy raidwide AoE that deals magic damage. Changes the arena to a circle, with different coloured areas.

    Aetherchain

    Erichthonios will summon either red orbs or white orbs around him, which indicate the sections of the floor that will blow up.

    Aetherflail

    Erichthonios will do Aetherchain’s orb mechanic. In addition, he will do two Gaoler’s Flail mechanics, with one being a Sickle (left/right) and the other being Morningstar (out) or Chakram (in).

    Shackles of Time

    Inflicts a random player with the Shackles of Time debuff. When this debuff expires, the colour that the player is standing on will explode, damaging all players standing on that colour except for the debuffed player.

    Slam Shut

    A heavy raidwide AoE that deals magic damage. Changes the arena back into a square.

    Fourfold Shackles

    Inflicts four players with Shackles of Loneliness and four players with Shackles of Companionship. Each of these debuffs has a different duration: Three seconds, eight seconds, 13 seconds, and 18 seconds.

    Fight Strategy

    Phase 1

    • The fight begins with a tank buster.

    • Aetherial Shackles can be executed simply by standing on markers at respective clock spots. However, players will have to adjust which marker they are standing on based on the debuffs that are inflicted.

      • The player inflicted with Shackles of Loneliness MUST be on a numbered marker on the outside and the player inflicted with Shackles of Companionship MUST be on a lettered marker on the inside. The easiest way to do this is to just swap with a role partner if needed.
    • For Gaoler’s Flail, it will either be two Sickles, or Morningstar and Chakram. Therefore, the movement can either be left to right or right to left, or in then out or out then in.

    • The current offtank should Provoke during the castbar of Pitiless Flail, then either stack with the party in the middle if it is Grace or move far away from the party and the other tank if it is Purgation. The tank taking the Pitiless Flail hit needs be knocked back towards the corner or they will be knocked back into the wall.

    • Another Gaoler’s Flail will follow, which will be the opposite pattern as previous.

    • Intemperance will divide the arena into nine sections with crystals. Each player will have to soak the first crystal in their clock spot section, then fix their color so that they have the appropriate debuff to take the third crystal in their clock spot section.

      • First, stand in your assigned section based on clock spots, close to the middle in order to receive healing.
      • Next, players will have to use one of the sections in the middle column. If they do not need to fix their color for the third crystal, they will stand in the middle. Otherwise, they will use the North or South crystals to change their debuff. Do not stand in any section other than the middle column, as all of those will have purple crystals.
      • Finally, players should get healed up and head to their assigned section again to soak the final crystal.
      • One caveat is that sometimes the tank standing in the north section must take a damage down in order to satisfy the condition of needing to soak a crystal on the second explosion. This is avoided by the north tank and the northeast DPS always swapping places for the third crystal explosion.
    • Perform another Pitiless Flail mechanic, and heal up and mitigate for Shining Cells.

    Ability Order

    Heavy Hand
    +Warrior
  • Newsfeed
  • Asphodelos: The First Circle (Savage)
    Guide Info
    Last Updated: 5 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating Erichthonios in Asphodelos: The First Circle (Savage).

    The First Circle (Savage) is the first raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Reaper PoV

    Red Mage PoV

    Drops

    Chest One:

    One of:

    • Asphodelos Earring Coffer
    • Asphodelos Necklace Coffer
    • Asphodelos Bracelet Coffer
    • Asphodelos Ring Coffer

    Chest Two

    Two of (unique):

    • Asphodelos Earring Coffer
    • Asphodelos Necklace Coffer
    • Asphodelos Bracelet Coffer
    • Asphodelos Ring Coffer

    Token

    • Asphodelos Mythos I

    Four of these tokens can be traded in for accessories at a Pandaemonium gear vendor.

    Major Mechanics

    Erichthonios has a hard enrage of 10:20 into the encounter and requires roughly 39.7k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign all players clock spots with melee on intercardinals, tanks north and south, and healers east and west. Markers should be placed as such.

    Mechanic Overview

    Heavy Hand

    A physical tank buster on the current main tank.

    Warder’s Wrath

    A moderate raidwide AoE that deals physical damage.

    Gaoler’s Flail

    Erichthonios will bring out two weapons in succession during the castbar. Mechanics will be executed after the castbar ends based on what weapons are used.

    • Sickles: A large 270 degree cleave on the side of the arena the sickle was on. Move to the opposite side to dodge. Can either be left or right.
    • Morningstar: A point-blank AoE around Erichthonios. Max melee range is safe.
    • Chakram: A donut AoE around Erichthonios.

    Pitiless Flail of Grace and Pitiless Flail of Purgation

    The current main tank will be marked with a line buster. This will knock them back, deal moderate damage, and inflict a magic vulnerability debuff. There needs to be a tank swap during the cast, as the boss will do a mechanic afterwards on whoever has aggro.

    • Grace is a stack marker on the tank – all players should stack behind the boss.
    • Purgation is a flare marker on the tank – the tank should run far away from both the other tank and the party.

    Aetherial Shackles

    Marks a random player with a red chain debuff – Shackles of Loneliness – and a purple chain debuff – Shackles of Companionship.

    • When Shackles of Loneliness resolves, the player will gain the Inescapable Loneliness debuff. When Inescapable Loneliness resolves, the three furthest players from that player will emit a large AoE around them which deals moderate magic damage and applies a magic vulnerability debuff, meaning players cannot be hit by more than one.
    • When Shackles of Companionship resolves, the player will gain the Inescapable Companionship debuff. When Inescapable Companionship resolves, the three closest players from that player will emit a small AoE around them which deals moderate magic damage and applies a magic vulnerability debuff, meaning players cannot be hit by more than one.

    Intemperance

    Erichthonios divides the arena into nine sections with three Spell Crystals each. These crystals will explode on a regular interval, inflicting players standing on them with Hot Spell (fire), Cold Spell (ice), and Disastrous Spell (purple).

    • Hot Spell and Cold Spell will deal minimal damage if the player has the opposite element or no element, but will deal massive damage and inflict a damage down debuff if they have the same element debuff.
    • Disastrous Spell will instantly kill the player.

    In addition, if no one is on a section with Hot Spell or Cold Spell, all players will take damage and receive a damage down debuff.

    Intemperate Torment

    Erichthonios commands the crystals to start exploding.

    Shining Cells

    A heavy raidwide AoE that deals magic damage. Changes the arena to a circle, with different coloured areas.

    Aetherchain

    Erichthonios will summon either red orbs or white orbs around him, which indicate the sections of the floor that will blow up.

    Aetherflail

    Erichthonios will do Aetherchain’s orb mechanic. In addition, he will do two Gaoler’s Flail mechanics, with one being a Sickle (left/right) and the other being Morningstar (out) or Chakram (in).

    Shackles of Time

    Inflicts a random player with the Shackles of Time debuff. When this debuff expires, the colour that the player is standing on will explode, damaging all players standing on that colour except for the debuffed player.

    Slam Shut

    A heavy raidwide AoE that deals magic damage. Changes the arena back into a square.

    Fourfold Shackles

    Inflicts four players with Shackles of Loneliness and four players with Shackles of Companionship. Each of these debuffs has a different duration: Three seconds, eight seconds, 13 seconds, and 18 seconds.

    Fight Strategy

    Phase 1

    • The fight begins with a tank buster.

    • Aetherial Shackles can be executed simply by standing on markers at respective clock spots. However, players will have to adjust which marker they are standing on based on the debuffs that are inflicted.

      • The player inflicted with Shackles of Loneliness MUST be on a numbered marker on the outside and the player inflicted with Shackles of Companionship MUST be on a lettered marker on the inside. The easiest way to do this is to just swap with a role partner if needed.
    • For Gaoler’s Flail, it will either be two Sickles, or Morningstar and Chakram. Therefore, the movement can either be left to right or right to left, or in then out or out then in.

    • The current offtank should Provoke during the castbar of Pitiless Flail, then either stack with the party in the middle if it is Grace or move far away from the party and the other tank if it is Purgation. The tank taking the Pitiless Flail hit needs be knocked back towards the corner or they will be knocked back into the wall.

    • Another Gaoler’s Flail will follow, which will be the opposite pattern as previous.

    • Intemperance will divide the arena into nine sections with crystals. Each player will have to soak the first crystal in their clock spot section, then fix their color so that they have the appropriate debuff to take the third crystal in their clock spot section.

      • First, stand in your assigned section based on clock spots, close to the middle in order to receive healing.
      • Next, players will have to use one of the sections in the middle column. If they do not need to fix their color for the third crystal, they will stand in the middle. Otherwise, they will use the North or South crystals to change their debuff. Do not stand in any section other than the middle column, as all of those will have purple crystals.
      • Finally, players should get healed up and head to their assigned section again to soak the final crystal.
      • One caveat is that sometimes the tank standing in the north section must take a damage down in order to satisfy the condition of needing to soak a crystal on the second explosion. This is avoided by the north tank and the northeast DPS always swapping places for the third crystal explosion.
    • Perform another Pitiless Flail mechanic, and heal up and mitigate for Shining Cells.

    Ability Order

    Heavy Hand
     Aetherial Shackles
     Warder's Wrath
     Gaoler's Flail
    @@ -56,7 +56,7 @@
     Warder's Wrath
     Pitiless Flail of Purgation -OR- Pitiless Flail of Grace
     Shining Cells
    -

     

    Phase 2

    • In this phase, the arena changes to a circular dartboard with two different colors - red and white/blue.

    • Aetherflail requires players to be on one of the colors, as well as perform a Sickle and a Morningstar/Chakram Gaoler’s Flail mechanic. Players can always head to one safe spot to resolve the entire mechanic.

      • For example, if the orb is white and the flail is left Sickle + Morningstar, players can head to a red platform on the right side of the arena on the outer ring to resolve it. Each mechanic happens in sequence, so players can read it out sequentially and head to the safe spot.
    • The tank taking the Pitiless Flail mechanic in this phase should hug the boss as closely as possible to ensure they do not get knocked into the wall.

    • For Shackles of Time, the player marked with the debuff should stand on a white panel and all other players should stand on a red panel, including the tank taking the tank buster.

    • Mitigate Slam Shut.

    • Fourfold Shackles inflicts the debuffs from Aetherial Shackles on all players with incremental durations. Players can resolve these by standing on the markers - red on outside, purple on inside - but the targets are random, meaning players will have to adjust quickly. However, players can go to assigned places based on what debuff they have and what duration the debuff is.

    • Once players are in position, simply stand on the markers until all debuffs are gone and heal through the mechanic.

    • The next Intemperance has a Gaoler’s Flail that occurs during it. Otherwise, it is performed the same as the first one.

      • Players will have to fix their color on the second explosion, perform the Flail mechanic, and then move back to their assigned spot.
    • Heal up and get ready for the final phase.

    Ability Order

    Aetherflail
    +

     

    Phase 2

    • In this phase, the arena changes to a circular dartboard with two different colors - red and white/blue.

    • Aetherflail requires players to be on one of the colors, as well as perform a Sickle and a Morningstar/Chakram Gaoler’s Flail mechanic. Players can always head to one safe spot to resolve the entire mechanic.

      • For example, if the orb is white and the flail is left Sickle + Morningstar, players can head to a red platform on the right side of the arena on the outer ring to resolve it. Each mechanic happens in sequence, so players can read it out sequentially and head to the safe spot.
    • The tank taking the Pitiless Flail mechanic in this phase should hug the boss as closely as possible to ensure they do not get knocked into the wall.

    • For Shackles of Time, the player marked with the debuff should stand on a white panel and all other players should stand on a red panel, including the tank taking the tank buster.

    • Mitigate Slam Shut.

    • Fourfold Shackles inflicts the debuffs from Aetherial Shackles on all players with incremental durations. Players can resolve these by standing on the markers - red on outside, purple on inside - but the targets are random, meaning players will have to adjust quickly. However, players can go to assigned places based on what debuff they have and what duration the debuff is.

    • Once players are in position, simply stand on the markers until all debuffs are gone and heal through the mechanic.

    • The next Intemperance has a Gaoler’s Flail that occurs during it. Otherwise, it is performed the same as the first one.

      • Players will have to fix their color on the second explosion, perform the Flail mechanic, and then move back to their assigned spot.
    • Heal up and get ready for the final phase.

    Ability Order

    Aetherflail
     Pitiless Flail of Grace -OR- Pitiless Flail of Purgation
     Aetherflail
     Shackles of Time
    diff --git a/encounters/savage/pandaemonium/p2s/index.html b/encounters/savage/pandaemonium/p2s/index.html
    index d5af9650a8..bff88902d6 100644
    --- a/encounters/savage/pandaemonium/p2s/index.html
    +++ b/encounters/savage/pandaemonium/p2s/index.html
    @@ -43,7 +43,7 @@
     Dark Knight
     Gunbreaker
     Paladin
    -Warrior
  • Newsfeed
  • Asphodelos: The Second Circle (Savage)
    Guide Info
    Last Updated: 5 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating the Hippokampos in Asphodelos: The Second Circle (Savage).

    The Second Circle (Savage) is the first raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Reaper POV

    Red Mage POV

    Drops

    Chest One:

    One of:

    • Asphodelos Head Gear Coffer
    • Asphodelos Hand Gear Coffer
    • Asphodelos Foot Gear coffer

    Chest Two:

    One of:

    • Asphodelos Head Gear Coffer
    • Asphodelos Hand Gear Coffer
    • Asphodelos Foot Gear coffer

    Both of:

    • Discal Tomestone
    • Radiant Coating

    Token

    • Asphodelos Mythos II

    Six of these tokens can be traded in for head, hand, or foot gear at a Pandaemonium gear vendor. Four of these tokens can be traded in for a Radiant Coating.

    Major Mechanics

    The Hippokampos has a hard enrage of 10:28 into the encounter and requires roughly 41.9k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign the raid into two light party stacks with one tank, one healer, and two DPS each. Place the markers as such, indicating the raised platforms and the drained passages.

    Mechanic Overview

    Murky Depths

    A moderate raidwide AoE that deals magic damage.

    Doubled Impact

    A magical tank buster on the current main tank that needs to be shared by both tanks or invulned.

    Sewage Deluge

    A heavy raidwide AoE that deals magic damage. Floods the arena, making the entire arena except for the raised platforms and drained passages inflict a Dropsy DoT to players who stand in the water. In addition, one of the raised platforms will begin to overflow with water, killing any player who stands on it.

    Spoken Cataract and Winged Cataract

    The head and body of the Hippokampos will do a cleave and a line AoE respectively. The body will always do a line AoE, but the head will do a wide AoE in front if it is Spoken Cataract and a wide AoE behind it if it is Winged Cataract.

    Coherence

    The Hippokampos will tether to a random player. When the castbar ends, the head will jump to the tethered player dealing heavy damage, and the body will do a line stack AoE. The tether should be taken by a tank and mitigated, and a tank needs to stand in front of the party as the first player in the stack relative to the boss will take extra damage.

    Ominous Bubbling

    A delayed stack marker on both healers that deals water magic damage inflicts a Water Resistance down debuff, meaning players cannot get hit by more than one.

    Shockwave

    The Hippokampos will jump to a random safe raised platform and do a knockback from the center of that platform. This deals minimal magic damage and knockback immunities do work on it.

    Predatory Avarice

    Inflicts a random tank and random DPS with Mark of the Tides and a random healer with Mark of the Depths.

    • When Mark of the Tides expires, the player will pulse a large AoE that knocks back players in the radius.
    • When Mark of the Depths expires, the player will pulse a large AoE that deals magic damage to all players in the radius.

    Channeling Flow

    Inflicts all players with Mark of the Tides, which is indicated by an arrow pointing to a cardinal direction. When this debuff expires, players will get pushed in the indicated direction, and must collide with another player with an arrow of the opposite direction. They will receive also receive a Water Resistance down debuff and be stunned. There will always be one tank, one healer, and two DPS with unique directions.

    Channeling Overflow

    Inflicts all players with Mark of the Tides, but there are two sets with different durations.

    Tainted Flood

    Marks a tank, a healer, and two DPS with an AoE marker that deals moderate magic damage and inflicts a Water Resistance down debuff. The marked players will be the ones that are not doing Channeling Overflow’s Mark of the Tides at the time.

    When the arena is not flooded, all players will be marked with the AoE marker at the same time.

    Kampeos Harma

    Marks all players with one to four blue or purple dots. Players marked with blue dots will be dashed to by the body of the Hippokampos in sequence from one to four, dealing damage in a line AoE. Players marked with purple dots will be jumped to by the head of the Hippokampos in sequence from one to four, dealing damage in an AoE around them. This deals moderate physical damage and inflicts a physical vuln debuff, so players cannot be hit by more than one dash or jump.

    Dissociation

    The head of the Hippokampos will separate from its body and appear at the edge of the arena. It will do a divebomb down the side of the arena it appears on.

    Sewage Eruption

    Three sets of AoE markers appear under all players. Bait these and move together as a group.

    Fight Strategy

    Phase 1

    • The fight starts off with a raidwide, a dual tank buster, and another heavy raidwide. Sewage Deluge deals massive damage, so it’s important to use extra mitigation for it.
    • After Sewage Deluge and each subsequent one, players should move to the raised platform directly opposite of the overflowing raised platform, which will be glowing. This is to make moving for mechanics easier.
    • Spoken Cataract is the same mechanic as in the Normal difficulty, while Winged Cataract has the head do an AoE behind where it is facing instead of in front. Either way, get in front of or behind where the head is facing based on the mechanic, and then move to the side of the body.
    • All players should stand further than max melee range so that the main tank can easily pick up the Coherence tether. After they pick it up, they should move to the opposite side of the arena on the drained passage (but not on the overflowing platform). The off tank should then stand in front of the stacked party to soak the line AoE stack. Both hits need to be lightly mitigated.
    • The boss will then cast Ominous Bubbling and Shockwave. All players should head towards the platform that is being Shockwaved, and hit their knockback immunity halfway through the castbar. The raid needs to split into their light parties - one group should be on the platform, and the other group should be on the drained passage leading to the platform. This is to do the light party healer stacks.
    • The party needs to move back to the platform opposite of the overflowing platform to make moving for Cataract easier.
    • For Predatory Avarice, the party needs to move to the safe spot for Spoken Cataract or Winged Cataract first. After it goes off, the debuffed tank needs to move left away from the party, and the debuffed DPS needs to move right away from the party. Move to the edge of the drained passage. All other players will take magic damage from the healer’s debuff.
    • After this, the water will recede.
    • All players will get an arrow indicating the direction they are going to be pushed back. Simply head behind the grate of the direction you are being pushed to, but not overlapping with the other player. Ranged can head out a bit, and melee can be max melee as long as they are fully behind the grate. You can do DPS left and H/T right facing the middle, but adjusting is very simple. Players will all get stunned and pushed towards the middle, and collide with the player on the other side, which solves the mechanic.
    • Another dual tank buster and raidwide follow this, and then the arena will be flooded again by Sewage Deluge.
    • The boss will then jump to a platform with Shockwave, and do Kampeos Harma. It is an intermission of sorts, and the boss is untargetable during this.
    • Here is a toolbox diagram showing how to do Kampeos Harma. Essentially, purple marked players will move to their respective numbered marker, while blue marked players need to bait the dashes across the arena. For blue dots, 1 and 3 will go across to where the boss jumped for Shockwave, while 2 and 4 will stay in the corner. 1 and 2 will stand in front, and after they are dashed to, they will move behind while 3 and 4 move in front.

    Ability Order

    Murky Depths
    +Warrior
  • Newsfeed
  • Asphodelos: The Second Circle (Savage)
    Guide Info
    Last Updated: 5 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating the Hippokampos in Asphodelos: The Second Circle (Savage).

    The Second Circle (Savage) is the first raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Reaper POV

    Red Mage POV

    Drops

    Chest One:

    One of:

    • Asphodelos Head Gear Coffer
    • Asphodelos Hand Gear Coffer
    • Asphodelos Foot Gear coffer

    Chest Two:

    One of:

    • Asphodelos Head Gear Coffer
    • Asphodelos Hand Gear Coffer
    • Asphodelos Foot Gear coffer

    Both of:

    • Discal Tomestone
    • Radiant Coating

    Token

    • Asphodelos Mythos II

    Six of these tokens can be traded in for head, hand, or foot gear at a Pandaemonium gear vendor. Four of these tokens can be traded in for a Radiant Coating.

    Major Mechanics

    The Hippokampos has a hard enrage of 10:28 into the encounter and requires roughly 41.9k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign the raid into two light party stacks with one tank, one healer, and two DPS each. Place the markers as such, indicating the raised platforms and the drained passages.

    Mechanic Overview

    Murky Depths

    A moderate raidwide AoE that deals magic damage.

    Doubled Impact

    A magical tank buster on the current main tank that needs to be shared by both tanks or invulned.

    Sewage Deluge

    A heavy raidwide AoE that deals magic damage. Floods the arena, making the entire arena except for the raised platforms and drained passages inflict a Dropsy DoT to players who stand in the water. In addition, one of the raised platforms will begin to overflow with water, killing any player who stands on it.

    Spoken Cataract and Winged Cataract

    The head and body of the Hippokampos will do a cleave and a line AoE respectively. The body will always do a line AoE, but the head will do a wide AoE in front if it is Spoken Cataract and a wide AoE behind it if it is Winged Cataract.

    Coherence

    The Hippokampos will tether to a random player. When the castbar ends, the head will jump to the tethered player dealing heavy damage, and the body will do a line stack AoE. The tether should be taken by a tank and mitigated, and a tank needs to stand in front of the party as the first player in the stack relative to the boss will take extra damage.

    Ominous Bubbling

    A delayed stack marker on both healers that deals water magic damage inflicts a Water Resistance down debuff, meaning players cannot get hit by more than one.

    Shockwave

    The Hippokampos will jump to a random safe raised platform and do a knockback from the center of that platform. This deals minimal magic damage and knockback immunities do work on it.

    Predatory Avarice

    Inflicts a random tank and random DPS with Mark of the Tides and a random healer with Mark of the Depths.

    • When Mark of the Tides expires, the player will pulse a large AoE that knocks back players in the radius.
    • When Mark of the Depths expires, the player will pulse a large AoE that deals magic damage to all players in the radius.

    Channeling Flow

    Inflicts all players with Mark of the Tides, which is indicated by an arrow pointing to a cardinal direction. When this debuff expires, players will get pushed in the indicated direction, and must collide with another player with an arrow of the opposite direction. They will receive also receive a Water Resistance down debuff and be stunned. There will always be one tank, one healer, and two DPS with unique directions.

    Channeling Overflow

    Inflicts all players with Mark of the Tides, but there are two sets with different durations.

    Tainted Flood

    Marks a tank, a healer, and two DPS with an AoE marker that deals moderate magic damage and inflicts a Water Resistance down debuff. The marked players will be the ones that are not doing Channeling Overflow’s Mark of the Tides at the time.

    When the arena is not flooded, all players will be marked with the AoE marker at the same time.

    Kampeos Harma

    Marks all players with one to four blue or purple dots. Players marked with blue dots will be dashed to by the body of the Hippokampos in sequence from one to four, dealing damage in a line AoE. Players marked with purple dots will be jumped to by the head of the Hippokampos in sequence from one to four, dealing damage in an AoE around them. This deals moderate physical damage and inflicts a physical vuln debuff, so players cannot be hit by more than one dash or jump.

    Dissociation

    The head of the Hippokampos will separate from its body and appear at the edge of the arena. It will do a divebomb down the side of the arena it appears on.

    Sewage Eruption

    Three sets of AoE markers appear under all players. Bait these and move together as a group.

    Fight Strategy

    Phase 1

    • The fight starts off with a raidwide, a dual tank buster, and another heavy raidwide. Sewage Deluge deals massive damage, so it’s important to use extra mitigation for it.
    • After Sewage Deluge and each subsequent one, players should move to the raised platform directly opposite of the overflowing raised platform, which will be glowing. This is to make moving for mechanics easier.
    • Spoken Cataract is the same mechanic as in the Normal difficulty, while Winged Cataract has the head do an AoE behind where it is facing instead of in front. Either way, get in front of or behind where the head is facing based on the mechanic, and then move to the side of the body.
    • All players should stand further than max melee range so that the main tank can easily pick up the Coherence tether. After they pick it up, they should move to the opposite side of the arena on the drained passage (but not on the overflowing platform). The off tank should then stand in front of the stacked party to soak the line AoE stack. Both hits need to be lightly mitigated.
    • The boss will then cast Ominous Bubbling and Shockwave. All players should head towards the platform that is being Shockwaved, and hit their knockback immunity halfway through the castbar. The raid needs to split into their light parties - one group should be on the platform, and the other group should be on the drained passage leading to the platform. This is to do the light party healer stacks.
    • The party needs to move back to the platform opposite of the overflowing platform to make moving for Cataract easier.
    • For Predatory Avarice, the party needs to move to the safe spot for Spoken Cataract or Winged Cataract first. After it goes off, the debuffed tank needs to move left away from the party, and the debuffed DPS needs to move right away from the party. Move to the edge of the drained passage. All other players will take magic damage from the healer’s debuff.
    • After this, the water will recede.
    • All players will get an arrow indicating the direction they are going to be pushed back. Simply head behind the grate of the direction you are being pushed to, but not overlapping with the other player. Ranged can head out a bit, and melee can be max melee as long as they are fully behind the grate. You can do DPS left and H/T right facing the middle, but adjusting is very simple. Players will all get stunned and pushed towards the middle, and collide with the player on the other side, which solves the mechanic.
    • Another dual tank buster and raidwide follow this, and then the arena will be flooded again by Sewage Deluge.
    • The boss will then jump to a platform with Shockwave, and do Kampeos Harma. It is an intermission of sorts, and the boss is untargetable during this.
    • Here is a toolbox diagram showing how to do Kampeos Harma. Essentially, purple marked players will move to their respective numbered marker, while blue marked players need to bait the dashes across the arena. For blue dots, 1 and 3 will go across to where the boss jumped for Shockwave, while 2 and 4 will stay in the corner. 1 and 2 will stand in front, and after they are dashed to, they will move behind while 3 and 4 move in front.

    Ability Order

    Murky Depths
     Doubled Impact
     Sewage Deluge
     Spoken Cataract OR Winged Cataract
    @@ -59,7 +59,7 @@
     Sewage Deluge
     Shockwave
     Kampeos Harma
    -

     

    Phase 2

    • After Kampeos Harma, there will be a tank buster and raidwide. The boss will then do Channeling Overflow.
    • All players will be marked with Mark of the Tides, the arrow debuff from Channeling Flow. However, there will two different durations of debuffs, as the water is still overflowing.
    • Players will have to use the drained passages and platforms to resolve this mechanic.
      • To do Mark of the Tides during this phase, players simply have to move to the edge of the platform horizontally or vertically long and safe.
      • The players whose debuffs are expiring first should head to the edge where they will be knocked into another player.
      • Players whose debuffs are expiring second should go to the drained passages not in the path of these players, and spread for Tainted Flood. Players with Tainted Flood are fine as long as they are not hitting any other player or in the path of a marked player. Use the image below as a reference.

    • Get together and heal up, and do the same mechanic but with reversed groups - the players that previously had to do Mark of the Tides will have Tainted Flood, and vice-versa.
    • The water will then recede.
    • Predatory Avarice will occur again, but this time with a Dissociation and a Spoken Cataract or Winged Cataract. This leaves one quadrant of the arena safe to do Predatory Avarice’s debuffs.
    • The party should stand directly in front of the boss on the safe spot. The DPS with the debuff should always go to the corner and the tank with the debuff should go to the safe spot at the wall not at the corner. Both players should be as close to the dangerous zone as possible to ensure no players are hit with their debuffs.
    • Afterwards, Dissociation will happen with baited AoEs. Players need to stand on a numbered marker. Once the AoEs from Sewage Eruption appear under them, everyone should move towards on the safe side as a group to bait these AoEs.
    • Afterwards, spread for Tainted Flood and do Coherence. The party should stack in one corner and the main tank should bring the tether to the opposite side. The off tank needs to stand in front of the stack.
    • After another dual tank buster and raidwide, the boss will flood the arena with Sewage Deluge for the final time in the fight.

    Ability Order

    Doubled Impact
    +

     

    Phase 2

    • After Kampeos Harma, there will be a tank buster and raidwide. The boss will then do Channeling Overflow.
    • All players will be marked with Mark of the Tides, the arrow debuff from Channeling Flow. However, there will two different durations of debuffs, as the water is still overflowing.
    • Players will have to use the drained passages and platforms to resolve this mechanic.
      • To do Mark of the Tides during this phase, players simply have to move to the edge of the platform horizontally or vertically long and safe.
      • The players whose debuffs are expiring first should head to the edge where they will be knocked into another player.
      • Players whose debuffs are expiring second should go to the drained passages not in the path of these players, and spread for Tainted Flood. Players with Tainted Flood are fine as long as they are not hitting any other player or in the path of a marked player. Use the image below as a reference.

    • Get together and heal up, and do the same mechanic but with reversed groups - the players that previously had to do Mark of the Tides will have Tainted Flood, and vice-versa.
    • The water will then recede.
    • Predatory Avarice will occur again, but this time with a Dissociation and a Spoken Cataract or Winged Cataract. This leaves one quadrant of the arena safe to do Predatory Avarice’s debuffs.
    • The party should stand directly in front of the boss on the safe spot. The DPS with the debuff should always go to the corner and the tank with the debuff should go to the safe spot at the wall not at the corner. Both players should be as close to the dangerous zone as possible to ensure no players are hit with their debuffs.
    • Afterwards, Dissociation will happen with baited AoEs. Players need to stand on a numbered marker. Once the AoEs from Sewage Eruption appear under them, everyone should move towards on the safe side as a group to bait these AoEs.
    • Afterwards, spread for Tainted Flood and do Coherence. The party should stack in one corner and the main tank should bring the tether to the opposite side. The off tank needs to stand in front of the stack.
    • After another dual tank buster and raidwide, the boss will flood the arena with Sewage Deluge for the final time in the fight.

    Ability Order

    Doubled Impact
     Murky Depths
     Channeling Overflow
     Tainted Flood
    diff --git a/encounters/savage/pandaemonium/p3s/index.html b/encounters/savage/pandaemonium/p3s/index.html
    index 28b9fc76ec..31849255be 100644
    --- a/encounters/savage/pandaemonium/p3s/index.html
    +++ b/encounters/savage/pandaemonium/p3s/index.html
    @@ -43,7 +43,7 @@
     Dark Knight
     Gunbreaker
     Paladin
    -Warrior
  • Newsfeed
  • Asphodelos: The Third Circle (Savage)
    Guide Info
    Last Updated: 6 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating the Phoinix in Asphodelos: The Third Circle (Savage).

    The Third Circle (Savage) is the third raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Coming soon!

    Drops

    Chest One:

    One of:

    • Asphodelos Head Gear Coffer
    • Asphodelos Hand Gear Coffer
    • Asphodelos Foot Gear Coffer

    Chest Two:

    One of:

    • Asphodelos Leg Gear Coffer

    Both of:

    • Radiant Twine
    • Radiant Roborant

    Token

    • Asphodelos Mythos III

    Eight of these tokens can be traded in for leg gear at a Pandaemonium gear vendor. Four of these tokens can be traded in for a Radiant Twine or a Radiant Roborant.

    Major Mechanics

    The Phoinix has a hard enrage of roughly 11:03, depending on how fast the add phase is completed, and requires roughly 42.2k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign all players a partner of the opposite role and range - two tanks with two ranged DPS, and two healers with two melee DPS. Assign each of these groups a numbered marker from one to four. Split these groups into two light parties of one tank, one healer, and two DPS each for the adds phase and Fountain of Fire - a north/east light party and a south/west light party. For Firestorms of Asphodelos, these partners will be with the same role - tanks with ranged, and healers with melee.

    Place markers on the arena as such.

    Mechanic Overview

    Scorched Exaltation

    A heavy raidwide AoE that deals magic damage.

    Heat of Condemnation

    Two tethers appear on random non-tanks. These tethers must be picked up by tanks and brought far apart at the front of the boss, as they do a magical tank buster in a large AoE when the castbar resolves.

    Experimental Fireplume

    The boss will cast either eight small fire orbs or one large fire orb when the castbar finishes.

    • Eight small orbs: AoEs will appear at opposite cardinals and rotate around the arena before hitting the center. Move out to the second AoE to dodge this.
    • One large orb: A gigantic AoE will be baited on a random player. All players bait this in the middle of the arena and move to the edge of the arena.

    Left Cinderwing and Right Cinderwing

    The boss will cleave the left side or right side of the arena relative to where it is facing. This will inflict a damage down to any players hit.

    Darkened Fire

    Spawns a Darkened Fire add under tanks/healers or DPS that has a damage taken reduced buff. If they are too close to each other they will tether and explode. These start casting Darkened Blaze as they spawn, and must be killed before it is allowed to finish. Players should stand with their partner at their marker to bait these.

    Brightened Fire

    Marks each player with an AoE and a number from one to eight. The Phoinix will breathe fire on each player sequentially, dealing light damage and inflicting a fire resistance down debuff for a few seconds. If a Darkened Fire add is hit by four Brightened Fire AoEs, it will remove the buff that they have preventing them from taking damage.

    Devouring Brand

    A line of fire appears at cardinals and slowly moves towards the center, leaving intercardinal quadrants safe.

    Searing Breeze

    AoE markers appear under all players. Bait together and move to dodge.

    Trail of Condemnation

    The boss will become untargetable and jump to an edge of the arena. Either its middle head or its two side heads will glow.

    • If the middle head is glowing, it will do a line AoE across the center of the arena and all players will get marked for an AoE. Spread these out to the sides.
    • If the side heads are glowing, it will do a line AoE across the sides of the arena and all players of a role will get marked for a shared AoE. Stand in the center line and stack with a partner.

    Sunbird

    Four Sunbird adds will spawn during Phase Two. These must be picked up by tanks. These will pulse a large AoE when being revived, and if any Sunbird corpse is in it the boss will receive a damage up buff that will eventually wipe the raid.

    Flames of Undeath

    A massive raidwide AoE that deals magic damage. It will revive all dead Sunbirds and make them grow larger. Revived Sunbirds will retain the enmity table they had before they were killed. If large Sunbirds were revived, they will turn into Sparkfledged and attach to the boss.

    Fireglide Sweep

    Each revived Sunbird will tether to a tank, healer, and two DPS. Those players in turn will be tethered to a player who does not have a tether of the opposite role. When the castbar resolves, the Sunbird will dash to the tethered player and then the subsequent tethered player, dealing proximity physical damage and inflicting a Blunt Resistance Down debuff.

    Dead Rebirth

    A catastrophic raidwide AoE that deals magic damage.

    Fledgling Flight

    Marks all tanks and healers or all DPS with a Sparkfledged pointing towards a cardinal direction. These will spawn on their location and emit a large conal AoE in the indicated direction.

    Experimental Ashplume

    The boss will cast either eight small dark orbs or one large dark orb when the castbar finishes.

    • Eight small dark orbs: all players are marked with an AoE, so spread out.
    • One large dark orb: One tank and one healer will be marked with a stack marker, so stack - melee with tanks, ranged with healers.

    Experimental Gloryplume

    The boss will do an Experimental Fireplume mechanic, then an Experimental Ashplume mechanic. Both mechanics will be shown in order, and then executed, so wait for both to show before moving.

    Fountain of Fire

    Spawns two sets of four fountains starting from the north/south or east/west of the arena and going clockwise. These fountains must be soaked by a player, and inflicts the player standing inside with Trickle of Fire, which massively boosts healing potency for six seconds.

    Sun’s Pinion

    Marks the two closest players to the boss with an AoE marker. This deals moderate magic damage and inflicts a Fire Resistance down debuff. This AoE will drop a Sunbird Pinion on the player, which will do a proximity tether to them, then dash to them after a while.

    Firestorms of Asphodelos

    A catastrophic raidwide AoE that deals magic damage. This will summon burning rain once more, and spawn Darkblaze Twister fire tornadoes north, southwest, and southeast on the arena.

    Flames of Asphodelos

    Shoots two sets of three conal AoEs in sequence. Move into one of the conal AoEs after it goes off.

    Storms of Asphodelos

    The boss will spawn two Heat of Condemnation tethers on random non-tanks. In addition, each Darkblaze Twister will do a targeted conal AoE on the closest player, and the boss will do a targeted conal AoE on the three closest players.

    Darkblaze Twister

    The boss will tether to each of the Darkblaze Twisters. One tether will be dark, and two tethers will be fire. The fire tethered tornadoes will do a donut AoE around them, and the dark tethered tornado will do a knockback.

    Death’s Toll

    Inflicts players with one stack, two stacks, or four stacks of Death’s Toll. This must be removed by getting hit by a fatal mechanic for each stack.

    Life’s Agonies

    A catastrophic raidwide AoE that deals magic damage based on the player’s missing HP.

    Fight Strategy

    Phase One

    • The fight begins with a raidwide AoE into a tank buster.
    • For Heat of Condemnation, the off-tank should stand in the center, pick up a tether, and move out immediately. The main tank is then able to find the other tether, pick it up, and run back north. All other players should be at max melee range or further.
    • The first real mechanic is Experimental Fireplume. Players should all stack in the direct center square of the arena. If it is rotating AoEs, move out to the second one, and if it is one large AoE, move to the edge.
    • Immediately after, the boss will start casting Left Cinderwing or Right Cinderwing from the center. Orient yourself properly and dodge this.
    • Return to the center and stack with your assigned partner on your assigned number (tanks and healers with DPS, 1-2-3-4) to bait Darkened Fire. Once these have spawned, spread out.
    • To remove the invincibility from Darkened Fire adds, they need to be hit by four instances of a Brightened Fire AoE. To do this, each Brightened Fire needs to hit two orbs each time.
      • This can be easily achieved by having each Brightened Fire number stand at ABCD markers, hitting two adds each. 1 and 5 should stand at A, 2 and 6 should stand at B, 3 and 7 should stand at C, 4 and 8 should stand at D.
      • While players can stand in the middle and move to the marker when it is their turn, it is simpler to have both players stack at the location and mitigate the hits, as two hits is not lethal.
      • Once an add has been hit four times, players should quickly destroy the adds.
    • Do another Heat of Condemnation and Scorched Exaltation. Stack in the middle afterward to bait Experimental Fireplume.
    • For this Fireplume, players should all head to 1 or 2 as a group no matter what it is. This is to bait Searing Breeze and Left/Right Cinderwing. Stack at the edge of the arena and move in.
    • Another Heat of Condemnation follows this, so position properly.
    • Do a final Experimental Fireplume and the boss will disappear and do Trail of Condemnation. Don’t move into the middle too early.
    • For Trail of Condemnation, treat where the boss appears as relative north. Each player should position with their partner in a line down the arena from there, so the 1 marked group would be directly in front, and 4 would be all the way opposite.
      • If it is a line AoE down the center, the tanks and melee should move left out of the AoE and the healers and ranged should move right out of the AoE, satisfying the spread mechanic.
      • If it is a line AoE down the sides, simply stay stacked with your partner in the middle column.
    • Heal up and get ready for adds phase.

    Ability Order

    Scorched Exaltation
    +Warrior
  • Newsfeed
  • Asphodelos: The Third Circle (Savage)
    Guide Info
    Last Updated: 6 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating the Phoinix in Asphodelos: The Third Circle (Savage).

    The Third Circle (Savage) is the third raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Coming soon!

    Drops

    Chest One:

    One of:

    • Asphodelos Head Gear Coffer
    • Asphodelos Hand Gear Coffer
    • Asphodelos Foot Gear Coffer

    Chest Two:

    One of:

    • Asphodelos Leg Gear Coffer

    Both of:

    • Radiant Twine
    • Radiant Roborant

    Token

    • Asphodelos Mythos III

    Eight of these tokens can be traded in for leg gear at a Pandaemonium gear vendor. Four of these tokens can be traded in for a Radiant Twine or a Radiant Roborant.

    Major Mechanics

    The Phoinix has a hard enrage of roughly 11:03, depending on how fast the add phase is completed, and requires roughly 42.2k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign all players a partner of the opposite role and range - two tanks with two ranged DPS, and two healers with two melee DPS. Assign each of these groups a numbered marker from one to four. Split these groups into two light parties of one tank, one healer, and two DPS each for the adds phase and Fountain of Fire - a north/east light party and a south/west light party. For Firestorms of Asphodelos, these partners will be with the same role - tanks with ranged, and healers with melee.

    Place markers on the arena as such.

    Mechanic Overview

    Scorched Exaltation

    A heavy raidwide AoE that deals magic damage.

    Heat of Condemnation

    Two tethers appear on random non-tanks. These tethers must be picked up by tanks and brought far apart at the front of the boss, as they do a magical tank buster in a large AoE when the castbar resolves.

    Experimental Fireplume

    The boss will cast either eight small fire orbs or one large fire orb when the castbar finishes.

    • Eight small orbs: AoEs will appear at opposite cardinals and rotate around the arena before hitting the center. Move out to the second AoE to dodge this.
    • One large orb: A gigantic AoE will be baited on a random player. All players bait this in the middle of the arena and move to the edge of the arena.

    Left Cinderwing and Right Cinderwing

    The boss will cleave the left side or right side of the arena relative to where it is facing. This will inflict a damage down to any players hit.

    Darkened Fire

    Spawns a Darkened Fire add under tanks/healers or DPS that has a damage taken reduced buff. If they are too close to each other they will tether and explode. These start casting Darkened Blaze as they spawn, and must be killed before it is allowed to finish. Players should stand with their partner at their marker to bait these.

    Brightened Fire

    Marks each player with an AoE and a number from one to eight. The Phoinix will breathe fire on each player sequentially, dealing light damage and inflicting a fire resistance down debuff for a few seconds. If a Darkened Fire add is hit by four Brightened Fire AoEs, it will remove the buff that they have preventing them from taking damage.

    Devouring Brand

    A line of fire appears at cardinals and slowly moves towards the center, leaving intercardinal quadrants safe.

    Searing Breeze

    AoE markers appear under all players. Bait together and move to dodge.

    Trail of Condemnation

    The boss will become untargetable and jump to an edge of the arena. Either its middle head or its two side heads will glow.

    • If the middle head is glowing, it will do a line AoE across the center of the arena and all players will get marked for an AoE. Spread these out to the sides.
    • If the side heads are glowing, it will do a line AoE across the sides of the arena and all players of a role will get marked for a shared AoE. Stand in the center line and stack with a partner.

    Sunbird

    Four Sunbird adds will spawn during Phase Two. These must be picked up by tanks. These will pulse a large AoE when being revived, and if any Sunbird corpse is in it the boss will receive a damage up buff that will eventually wipe the raid.

    Flames of Undeath

    A massive raidwide AoE that deals magic damage. It will revive all dead Sunbirds and make them grow larger. Revived Sunbirds will retain the enmity table they had before they were killed. If large Sunbirds were revived, they will turn into Sparkfledged and attach to the boss.

    Fireglide Sweep

    Each revived Sunbird will tether to a tank, healer, and two DPS. Those players in turn will be tethered to a player who does not have a tether of the opposite role. When the castbar resolves, the Sunbird will dash to the tethered player and then the subsequent tethered player, dealing proximity physical damage and inflicting a Blunt Resistance Down debuff.

    Dead Rebirth

    A catastrophic raidwide AoE that deals magic damage.

    Fledgling Flight

    Marks all tanks and healers or all DPS with a Sparkfledged pointing towards a cardinal direction. These will spawn on their location and emit a large conal AoE in the indicated direction.

    Experimental Ashplume

    The boss will cast either eight small dark orbs or one large dark orb when the castbar finishes.

    • Eight small dark orbs: all players are marked with an AoE, so spread out.
    • One large dark orb: One tank and one healer will be marked with a stack marker, so stack - melee with tanks, ranged with healers.

    Experimental Gloryplume

    The boss will do an Experimental Fireplume mechanic, then an Experimental Ashplume mechanic. Both mechanics will be shown in order, and then executed, so wait for both to show before moving.

    Fountain of Fire

    Spawns two sets of four fountains starting from the north/south or east/west of the arena and going clockwise. These fountains must be soaked by a player, and inflicts the player standing inside with Trickle of Fire, which massively boosts healing potency for six seconds.

    Sun’s Pinion

    Marks the two closest players to the boss with an AoE marker. This deals moderate magic damage and inflicts a Fire Resistance down debuff. This AoE will drop a Sunbird Pinion on the player, which will do a proximity tether to them, then dash to them after a while.

    Firestorms of Asphodelos

    A catastrophic raidwide AoE that deals magic damage. This will summon burning rain once more, and spawn Darkblaze Twister fire tornadoes north, southwest, and southeast on the arena.

    Flames of Asphodelos

    Shoots two sets of three conal AoEs in sequence. Move into one of the conal AoEs after it goes off.

    Storms of Asphodelos

    The boss will spawn two Heat of Condemnation tethers on random non-tanks. In addition, each Darkblaze Twister will do a targeted conal AoE on the closest player, and the boss will do a targeted conal AoE on the three closest players.

    Darkblaze Twister

    The boss will tether to each of the Darkblaze Twisters. One tether will be dark, and two tethers will be fire. The fire tethered tornadoes will do a donut AoE around them, and the dark tethered tornado will do a knockback.

    Death’s Toll

    Inflicts players with one stack, two stacks, or four stacks of Death’s Toll. This must be removed by getting hit by a fatal mechanic for each stack.

    Life’s Agonies

    A catastrophic raidwide AoE that deals magic damage based on the player’s missing HP.

    Fight Strategy

    Phase One

    • The fight begins with a raidwide AoE into a tank buster.
    • For Heat of Condemnation, the off-tank should stand in the center, pick up a tether, and move out immediately. The main tank is then able to find the other tether, pick it up, and run back north. All other players should be at max melee range or further.
    • The first real mechanic is Experimental Fireplume. Players should all stack in the direct center square of the arena. If it is rotating AoEs, move out to the second one, and if it is one large AoE, move to the edge.
    • Immediately after, the boss will start casting Left Cinderwing or Right Cinderwing from the center. Orient yourself properly and dodge this.
    • Return to the center and stack with your assigned partner on your assigned number (tanks and healers with DPS, 1-2-3-4) to bait Darkened Fire. Once these have spawned, spread out.
    • To remove the invincibility from Darkened Fire adds, they need to be hit by four instances of a Brightened Fire AoE. To do this, each Brightened Fire needs to hit two orbs each time.
      • This can be easily achieved by having each Brightened Fire number stand at ABCD markers, hitting two adds each. 1 and 5 should stand at A, 2 and 6 should stand at B, 3 and 7 should stand at C, 4 and 8 should stand at D.
      • While players can stand in the middle and move to the marker when it is their turn, it is simpler to have both players stack at the location and mitigate the hits, as two hits is not lethal.
      • Once an add has been hit four times, players should quickly destroy the adds.
    • Do another Heat of Condemnation and Scorched Exaltation. Stack in the middle afterward to bait Experimental Fireplume.
    • For this Fireplume, players should all head to 1 or 2 as a group no matter what it is. This is to bait Searing Breeze and Left/Right Cinderwing. Stack at the edge of the arena and move in.
    • Another Heat of Condemnation follows this, so position properly.
    • Do a final Experimental Fireplume and the boss will disappear and do Trail of Condemnation. Don’t move into the middle too early.
    • For Trail of Condemnation, treat where the boss appears as relative north. Each player should position with their partner in a line down the arena from there, so the 1 marked group would be directly in front, and 4 would be all the way opposite.
      • If it is a line AoE down the center, the tanks and melee should move left out of the AoE and the healers and ranged should move right out of the AoE, satisfying the spread mechanic.
      • If it is a line AoE down the sides, simply stay stacked with your partner in the middle column.
    • Heal up and get ready for adds phase.

    Ability Order

    Scorched Exaltation
     Heat of Condemnation
     Experimental Fireplume
     Left Cinderwing OR Right Cinderwing
    diff --git a/encounters/savage/pandaemonium/p4s-p1/index.html b/encounters/savage/pandaemonium/p4s-p1/index.html
    index ba98a26752..323bd80152 100644
    --- a/encounters/savage/pandaemonium/p4s-p1/index.html
    +++ b/encounters/savage/pandaemonium/p4s-p1/index.html
    @@ -43,7 +43,7 @@
     Dark Knight
     Gunbreaker
     Paladin
    -Warrior
  • Newsfeed
  • Asphodelos: The Fourth Circle (Savage) Phase One
    Guide Info
    Last Updated: 8 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating Hesperos’s first form in Asphodelos: The Fourth Circle (Savage).

    The Fourth Circle (Savage) is the fourth raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Reaper POV

    Drops

    As this is a door boss, there is no loot acquired from this phase.

    Major Mechanics

    Hesperos’s first form has a hard enrage of 7:12 into the encounter and requires roughly 48.2k raid DPS to defeat before then, the highest of the tier.

    Pre-pull Preparation

    Assign all players a clock spot and a role-based partner. Assign each partner a marker spot from one to four. Assign two light parties of one tank, one healer, and two DPS each. Tanks and healers often have to do mechanics together and will be referred to as the support role.

    Place markers on the arena as such.

    Mechanic Overview

    Decollation

    A heavy raidwide AoE that deals magic damage.

    Elegant Evisceration

    A tank buster on the current main tank that deals heavy magic damage in an AoE. After hitting the first time, it will hit a second time. Tank swap during the cast or use an invuln.

    Bloodrake

    One of the major mechanics of the fight. Hesperos will charge his blade and tether to the stage, four players of a role, or all eight players. This will do heavy magic damage to all players tethered and he will gain the Aethersucker buff. This indicates the role that cannot take certain mechanics he will perform next - either tanks and healers (support), or DPS.

    Aetheric Chlamys

    Hesperos charges his sword, converting the Aethersucker buff gained from Bloodrake to a Role Call buff indicating players who can take a subsequent mechanic.

    Director’s Belone

    Inflicts four random players with the Role Call debuff and consumes the boss’s Aethersucker buff. When this debuff expires, the player will die if they matched the role that was taken by Bloodrake, but will not have any effect if they are of the opposite role. This debuff can be passed to another player by standing on them, and players who pass a debuff cannot take another one.

    Inversive Chlamys

    Tethers four random players which deals moderate damage in an AoE around them when the castbar resolves. However, if the player matches the role absorbed from Role Call, they will die.

    Setting the Scene

    Changes the scene to form four areas - Levinstrike (lightning), Acid (poison), Well (water), and Lava (fire). Each of these will do a mechanic when triggered, as well as deal damage in their quadrant.

    • Levinstrike Mekhane: Deals proximity damage from the centre of the arena.
    • Well Mekhane: Knocks back players from the centre of the arena.
    • Acid Mekhane: An unmarked AoE on all players.
    • Lava Mekhane: An unmarked AoE on both healers, which must be shared with other players.

    Pinax

    Begins to trigger the stage’s Mekhane mechanics in order of which they pulse.

    Shift

    Hesperos will jump to a cardinal direction and his sword or cloak will glow. The direction will be indicated by the ability name: either Northerly Shift, Easterly Shift, Southerly Shift, or Westerly Shift.

    • If the sword is glowing, he will cleave the middle of the arena from where he jumps.
    • If the cloak is glowing, he will knock back all players from where he jumps.

    Vengeful Belone

    Inflicts all players with an Acting Role debuff, which can only be removed by soaking two orbs of the indicated role.

    • Two DPS will be inflicted with Acting Healer.
    • Two DPS will be inflicted with Acting Tank.
    • Both healers and both tanks will be inflicted with Acting DPS.

    Elemental Belone

    Inflicts all players with Elemental Resistance Down, which make them take extra damage from elemental quadrants absorbed by Bloodrake.

    Belone Bursts

    Hesperos summons eight orbs at the edge of the arena. These will tether to the closest player and mark itself with the role of said player. This indicates the Acting Role that needs to soak them, which deals heavy damage. In addition, they need to be soaked by two players at a time, or else it will deal lethal damage.

    Periaktoi

    All elemental quadrants explode, dealing damage. Players must stand on the quadrant not tethered by a previous Bloodrake in order to take non-lethal damage due to the debuff inflicted by Elemental Belone.

    Belone Coils

    Places four towers at the intercardinals of the arena. These must be soaked, but cannot be soaked by the role indicated on the tower.

    Fight Strategy

    Phase One

    • Hesperos is a gigantic step-up healing-wise from the previous Savage bosses. He starts off with an extremely heavy hitting AoE.

    • Immediately after, four players of a role will be targeted by Bloodrake. This role, either DPS or supports, cannot take the tethers from Inversive Chlamys later. Therefore, the opposite role will have to take the tethers later. Heal up the previous mechanic so the targeted players do not die.

    • The boss then casts another Bloodrake. This can be on the same role or the opposite role, and indicates the role that cannot take the Role Call debuff later. Heal up the previous Bloodrake targets if needed.

      • For example, if DPS were targeted for the first Bloodrake, supports are taking the Inversive Chlamys tether. If supports were targeted for the second Bloodrake, DPS are taking the Role Call debuff.
    • All players should spread out to clock spots to see who receives the Role Call debuff from Director’s Belone. The role that needs to take the debuff should move to a player that has the debuff if necessary.

    • Finally, the role that needs to take the tether should take the tethers. There are two ways of doing this, and both are equally efficient – use what works best for your group.

      • Line strat: All players that cannot take tether stack with each other max melee south. The four players taking tethers all stand between that stack and the boss, and once they have their tethers they fan out to the north side of the arena.
      • Box strat: All players that cannot take tether stand max melee range at their clock spot. The four players taking tethers all stand in the middle of the boss’s hitbox and wiggle, and once they have their tethers they fan out to their clock spots at max melee range.
    • Immediately after, the boss will cast another Decollation, so heal up.

    • Tanks can either swap for Elegant Evisceration or use an immunity - I would suggest the latter. Keep in mind there are two hits, so if swapping both tanks need mitigation and to spread out. After the second hit, tanks should swap if they want to use immunity on the next tank buster.

    • The boss will set the scene next, adding elemental quadrants onto the arena. The entire elements section is extremely formulaic, but there are eight different patterns that can occur and players will have to learn them all.

    • Hesperos will first cast Pinax, which shows the first two mechanics that will occur. The first mechanic will always be Lightning or Water, and the second mechanic will always be Fire or Poison. These mechanics will resolve one directly after the other.

      • If the first mechanic is Lightning, all players should head to the edge of the arena, either north or south depending on where the Lightning square is and not on the Lightning square.

        • If the second mechanic is Poison, all players should spread at the edges with melee moving in and spreading. Do not be inside the Poison square.
        • If the second mechanic is Fire, players should spread with their groups, with one moving inside the arena and one staying at the wall. This ensures one group is not in a Fire square, and do not be inside the Fire square.
      • If the first mechanic is Water, all players should head to the middle of the arena and either use their knockback immunity or position themselves to get knocked back. Do not be in the Water square.

        • If the second mechanic is Poison, all players should spread out after the knockback. Do not be on the Poison square.
        • If the second mechanic is Fire, all players should simply use their knockback immunity and stack with their groups on safe spots. Do not be on the Fire square.
    • As these mechanics occur, players will know the subsequent two mechanics - they are the ones not done previously. For example, if it was lightning -> poison, then the second set will be water -> fire.

    • Next, Hesperos will jump to the middle and cast a random Shift mechanic. Players can preposition on the correct side he jumps to.

      • If the first mechanic is Lightning, all players should run to the edge where Hesperos is jumping to. Do not stand on the Lightning square.
      • If the first mechanic is Water, all players stand in the middle and get knocked back to the Shift destination. Do not stand on the Water square.
      • Immediately after the first mechanic goes off, adjust to do the Shift mechanic. If it is a sword, go to or stay at the edge, and if it is a cloak, stand directly in front to get knocked back across the arena.
      • Players have ample time to adjust for the second mechanic for this set. Poison means spread but not on the Poison square, and Fire means run up to the boss and stack in your light party groups.
    • Learning how to do Setting the Scene is pivotal to progression, as players will have to learn all the mechanic combinations and execute them twice in the fight.

    Ability Order

    Decollation
    +Warrior
  • Newsfeed
  • Asphodelos: The Fourth Circle (Savage) Phase One
    Guide Info
    Last Updated: 8 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating Hesperos’s first form in Asphodelos: The Fourth Circle (Savage).

    The Fourth Circle (Savage) is the fourth raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Reaper POV

    Drops

    As this is a door boss, there is no loot acquired from this phase.

    Major Mechanics

    Hesperos’s first form has a hard enrage of 7:12 into the encounter and requires roughly 48.2k raid DPS to defeat before then, the highest of the tier.

    Pre-pull Preparation

    Assign all players a clock spot and a role-based partner. Assign each partner a marker spot from one to four. Assign two light parties of one tank, one healer, and two DPS each. Tanks and healers often have to do mechanics together and will be referred to as the support role.

    Place markers on the arena as such.

    Mechanic Overview

    Decollation

    A heavy raidwide AoE that deals magic damage.

    Elegant Evisceration

    A tank buster on the current main tank that deals heavy magic damage in an AoE. After hitting the first time, it will hit a second time. Tank swap during the cast or use an invuln.

    Bloodrake

    One of the major mechanics of the fight. Hesperos will charge his blade and tether to the stage, four players of a role, or all eight players. This will do heavy magic damage to all players tethered and he will gain the Aethersucker buff. This indicates the role that cannot take certain mechanics he will perform next - either tanks and healers (support), or DPS.

    Aetheric Chlamys

    Hesperos charges his sword, converting the Aethersucker buff gained from Bloodrake to a Role Call buff indicating players who can take a subsequent mechanic.

    Director’s Belone

    Inflicts four random players with the Role Call debuff and consumes the boss’s Aethersucker buff. When this debuff expires, the player will die if they matched the role that was taken by Bloodrake, but will not have any effect if they are of the opposite role. This debuff can be passed to another player by standing on them, and players who pass a debuff cannot take another one.

    Inversive Chlamys

    Tethers four random players which deals moderate damage in an AoE around them when the castbar resolves. However, if the player matches the role absorbed from Role Call, they will die.

    Setting the Scene

    Changes the scene to form four areas - Levinstrike (lightning), Acid (poison), Well (water), and Lava (fire). Each of these will do a mechanic when triggered, as well as deal damage in their quadrant.

    • Levinstrike Mekhane: Deals proximity damage from the centre of the arena.
    • Well Mekhane: Knocks back players from the centre of the arena.
    • Acid Mekhane: An unmarked AoE on all players.
    • Lava Mekhane: An unmarked AoE on both healers, which must be shared with other players.

    Pinax

    Begins to trigger the stage’s Mekhane mechanics in order of which they pulse.

    Shift

    Hesperos will jump to a cardinal direction and his sword or cloak will glow. The direction will be indicated by the ability name: either Northerly Shift, Easterly Shift, Southerly Shift, or Westerly Shift.

    • If the sword is glowing, he will cleave the middle of the arena from where he jumps.
    • If the cloak is glowing, he will knock back all players from where he jumps.

    Vengeful Belone

    Inflicts all players with an Acting Role debuff, which can only be removed by soaking two orbs of the indicated role.

    • Two DPS will be inflicted with Acting Healer.
    • Two DPS will be inflicted with Acting Tank.
    • Both healers and both tanks will be inflicted with Acting DPS.

    Elemental Belone

    Inflicts all players with Elemental Resistance Down, which make them take extra damage from elemental quadrants absorbed by Bloodrake.

    Belone Bursts

    Hesperos summons eight orbs at the edge of the arena. These will tether to the closest player and mark itself with the role of said player. This indicates the Acting Role that needs to soak them, which deals heavy damage. In addition, they need to be soaked by two players at a time, or else it will deal lethal damage.

    Periaktoi

    All elemental quadrants explode, dealing damage. Players must stand on the quadrant not tethered by a previous Bloodrake in order to take non-lethal damage due to the debuff inflicted by Elemental Belone.

    Belone Coils

    Places four towers at the intercardinals of the arena. These must be soaked, but cannot be soaked by the role indicated on the tower.

    Fight Strategy

    Phase One

    • Hesperos is a gigantic step-up healing-wise from the previous Savage bosses. He starts off with an extremely heavy hitting AoE.

    • Immediately after, four players of a role will be targeted by Bloodrake. This role, either DPS or supports, cannot take the tethers from Inversive Chlamys later. Therefore, the opposite role will have to take the tethers later. Heal up the previous mechanic so the targeted players do not die.

    • The boss then casts another Bloodrake. This can be on the same role or the opposite role, and indicates the role that cannot take the Role Call debuff later. Heal up the previous Bloodrake targets if needed.

      • For example, if DPS were targeted for the first Bloodrake, supports are taking the Inversive Chlamys tether. If supports were targeted for the second Bloodrake, DPS are taking the Role Call debuff.
    • All players should spread out to clock spots to see who receives the Role Call debuff from Director’s Belone. The role that needs to take the debuff should move to a player that has the debuff if necessary.

    • Finally, the role that needs to take the tether should take the tethers. There are two ways of doing this, and both are equally efficient – use what works best for your group.

      • Line strat: All players that cannot take tether stack with each other max melee south. The four players taking tethers all stand between that stack and the boss, and once they have their tethers they fan out to the north side of the arena.
      • Box strat: All players that cannot take tether stand max melee range at their clock spot. The four players taking tethers all stand in the middle of the boss’s hitbox and wiggle, and once they have their tethers they fan out to their clock spots at max melee range.
    • Immediately after, the boss will cast another Decollation, so heal up.

    • Tanks can either swap for Elegant Evisceration or use an immunity - I would suggest the latter. Keep in mind there are two hits, so if swapping both tanks need mitigation and to spread out. After the second hit, tanks should swap if they want to use immunity on the next tank buster.

    • The boss will set the scene next, adding elemental quadrants onto the arena. The entire elements section is extremely formulaic, but there are eight different patterns that can occur and players will have to learn them all.

    • Hesperos will first cast Pinax, which shows the first two mechanics that will occur. The first mechanic will always be Lightning or Water, and the second mechanic will always be Fire or Poison. These mechanics will resolve one directly after the other.

      • If the first mechanic is Lightning, all players should head to the edge of the arena, either north or south depending on where the Lightning square is and not on the Lightning square.

        • If the second mechanic is Poison, all players should spread at the edges with melee moving in and spreading. Do not be inside the Poison square.
        • If the second mechanic is Fire, players should spread with their groups, with one moving inside the arena and one staying at the wall. This ensures one group is not in a Fire square, and do not be inside the Fire square.
      • If the first mechanic is Water, all players should head to the middle of the arena and either use their knockback immunity or position themselves to get knocked back. Do not be in the Water square.

        • If the second mechanic is Poison, all players should spread out after the knockback. Do not be on the Poison square.
        • If the second mechanic is Fire, all players should simply use their knockback immunity and stack with their groups on safe spots. Do not be on the Fire square.
    • As these mechanics occur, players will know the subsequent two mechanics - they are the ones not done previously. For example, if it was lightning -> poison, then the second set will be water -> fire.

    • Next, Hesperos will jump to the middle and cast a random Shift mechanic. Players can preposition on the correct side he jumps to.

      • If the first mechanic is Lightning, all players should run to the edge where Hesperos is jumping to. Do not stand on the Lightning square.
      • If the first mechanic is Water, all players stand in the middle and get knocked back to the Shift destination. Do not stand on the Water square.
      • Immediately after the first mechanic goes off, adjust to do the Shift mechanic. If it is a sword, go to or stay at the edge, and if it is a cloak, stand directly in front to get knocked back across the arena.
      • Players have ample time to adjust for the second mechanic for this set. Poison means spread but not on the Poison square, and Fire means run up to the boss and stack in your light party groups.
    • Learning how to do Setting the Scene is pivotal to progression, as players will have to learn all the mechanic combinations and execute them twice in the fight.

    Ability Order

    Decollation
     Bloodrake (four players)
     Aetheric Chlamys
     Bloodrake (four players)
    @@ -58,7 +58,7 @@
     Well Mekhane OR Levinstrike Mekhane
     Random Directional Shift
     Lava Mekhane OR Acid Mekhane
    -

     

    Phase Two

    • After doing spread or stack, the tank should attempt to move the boss to the middle and all other players get out of the way.
    • For this tank buster, tanks can use immunity and swap after the second hit or swap during the castbar, spread, and use mitigation for both.
    • The boss will do heavy raid damage with the next Bloodrake. He will tether to three elemental squares. Keep note of the one he did not tether to. As an example, remember Fire.
    • The tank should recentre the boss and face north slowly (the boss will do several casts here) but as soon as possible.
    • Vengeful Belone will inflict all players with Acting Role debuffs. However, players can all pre-position to roughly where they will need to be.

    • Tanks will be NW and N, healers will be NE and E, and DPS will be on the last four positions. However, the DPS will have to adjust based on what debuff they get.

      • Acting Healer will go opposite of the healers at W and SW.
      • Acting Tank will go opposite of the tanks at SE and S.
    • All players will be inflicted with Elemental Belone, which makes them weak to all elements except the one not tethered by Bloodrake earlier.

    • Hesperos will then cast Bloodrake on all players. Heal up and mitigate heavily for the next mechanic.

    • He will then spawn eight orbs outside of each player, which will tether to them at the end of the castbar. Any player of their role cannot take the orb, and the players with the corresponding Acting Role debuff needs to run into the orb to explode it with their partner - a player with the same Acting Role debuff as them.

    • With this positioning, all players can simply run directly opposite of their position with their partner, pop an orb, wait for a heal if necessary, and then pop the orb directly clockwise.

    • Afterwards, heal all players up, mitigate, as Periaktoi does massive damage. Stand on the elemental square that was not tethered at the beginning of this phase with Bloodrake. If you remembered from earlier, our example was Fire, so we would stand on Fire.

    • Next, position the boss middle and face him north. We will do a variation on the first mechanic set in the fight, but with towers this time instead of Bloodrake indicating which role does the mechanics.

    • Belone Coils will spawn four towers at numbered markers. Each tower will have an indicator showing what role cannot take that tower. The role that can stand inside the tower needs to stand inside. The role that is soaking the tower cannot take tethers later.

    • Meanwhile, the other role has to take tethers from Inversive Chlamys and take them out (max melee is fine). As the tower players cannot stand in a line, the tether players need to stand in the middle, wiggle a bit to ensure all tethers are taken, and go to their clock spots - go clockwise one spot if necessary.

    • The boss casts Aetheric Chlamys, locking in who will take Inversive Chlamys tethers later.

    • Heal up and mitigate for Bloodrake.

    • Hesperos will cast Belone Coils again. Again, each tower will have an indicator showing what role cannot take that tower, and it can be the same role or a different role as last time. There are no tethers this time. The role that is soaking the tower cannot take the Role Call debuff later.

      • For example, if supports could not take the first tower, they would be taking the Inversive Chlamys tethers later. If DPS could not take the second tower, they would be taking the Role Call debuff later.
    • Immediately after towers, all players should spread out to clock spots to see who receives the Role Call debuff from Director’s Belone. The role that needs to take the debuff should move to a player that has the debuff if necessary.

    • The role that needs to take the tethers should take the tethers. Use whichever method that your group is more comfortable with, and remember to spread.

    Ability Order

    Elegant Evisceration
    +

     

    Phase Two

    • After doing spread or stack, the tank should attempt to move the boss to the middle and all other players get out of the way.
    • For this tank buster, tanks can use immunity and swap after the second hit or swap during the castbar, spread, and use mitigation for both.
    • The boss will do heavy raid damage with the next Bloodrake. He will tether to three elemental squares. Keep note of the one he did not tether to. As an example, remember Fire.
    • The tank should recentre the boss and face north slowly (the boss will do several casts here) but as soon as possible.
    • Vengeful Belone will inflict all players with Acting Role debuffs. However, players can all pre-position to roughly where they will need to be.

    • Tanks will be NW and N, healers will be NE and E, and DPS will be on the last four positions. However, the DPS will have to adjust based on what debuff they get.

      • Acting Healer will go opposite of the healers at W and SW.
      • Acting Tank will go opposite of the tanks at SE and S.
    • All players will be inflicted with Elemental Belone, which makes them weak to all elements except the one not tethered by Bloodrake earlier.

    • Hesperos will then cast Bloodrake on all players. Heal up and mitigate heavily for the next mechanic.

    • He will then spawn eight orbs outside of each player, which will tether to them at the end of the castbar. Any player of their role cannot take the orb, and the players with the corresponding Acting Role debuff needs to run into the orb to explode it with their partner - a player with the same Acting Role debuff as them.

    • With this positioning, all players can simply run directly opposite of their position with their partner, pop an orb, wait for a heal if necessary, and then pop the orb directly clockwise.

    • Afterwards, heal all players up, mitigate, as Periaktoi does massive damage. Stand on the elemental square that was not tethered at the beginning of this phase with Bloodrake. If you remembered from earlier, our example was Fire, so we would stand on Fire.

    • Next, position the boss middle and face him north. We will do a variation on the first mechanic set in the fight, but with towers this time instead of Bloodrake indicating which role does the mechanics.

    • Belone Coils will spawn four towers at numbered markers. Each tower will have an indicator showing what role cannot take that tower. The role that can stand inside the tower needs to stand inside. The role that is soaking the tower cannot take tethers later.

    • Meanwhile, the other role has to take tethers from Inversive Chlamys and take them out (max melee is fine). As the tower players cannot stand in a line, the tether players need to stand in the middle, wiggle a bit to ensure all tethers are taken, and go to their clock spots - go clockwise one spot if necessary.

    • The boss casts Aetheric Chlamys, locking in who will take Inversive Chlamys tethers later.

    • Heal up and mitigate for Bloodrake.

    • Hesperos will cast Belone Coils again. Again, each tower will have an indicator showing what role cannot take that tower, and it can be the same role or a different role as last time. There are no tethers this time. The role that is soaking the tower cannot take the Role Call debuff later.

      • For example, if supports could not take the first tower, they would be taking the Inversive Chlamys tethers later. If DPS could not take the second tower, they would be taking the Role Call debuff later.
    • Immediately after towers, all players should spread out to clock spots to see who receives the Role Call debuff from Director’s Belone. The role that needs to take the debuff should move to a player that has the debuff if necessary.

    • The role that needs to take the tethers should take the tethers. Use whichever method that your group is more comfortable with, and remember to spread.

    Ability Order

    Elegant Evisceration
     Bloodrake (three elemental quadrants)
     Setting the Scene
     Vengeful Belone
    diff --git a/encounters/savage/pandaemonium/p4s-p2/index.html b/encounters/savage/pandaemonium/p4s-p2/index.html
    index f6e58fd2b4..e8f3338f11 100644
    --- a/encounters/savage/pandaemonium/p4s-p2/index.html
    +++ b/encounters/savage/pandaemonium/p4s-p2/index.html
    @@ -43,7 +43,7 @@
     Dark Knight
     Gunbreaker
     Paladin
    -Warrior
  • Newsfeed
  • Asphodelos: The Fourth Circle (Savage) Phase Two
    Guide Info
    Last Updated: 9 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating Hesperos’s second form in Asphodelos: The Fourth Circle (Savage).

    The Fourth Circle (Savage) is the fourth raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Red Mage POV

    Drops

    Chest One:

    One of:

    • Random Asphodelos Weapon
    • Asphodelos Chest Gear Coffer

    Chest Two:

    One of:

    • Asphodelos Weapon Coffer
    • Demi-Phoinix Horn
    • Nosferatu

    Token

    • Asphodelos Mythos IV

    Eight of these tokens can be traded in for chest gear or a weapon at a Pandaemonium gear vendor.

    Major Mechanics

    Hesperos’s second form has a hard enrage of 8:25 into the encounter and requires roughly 47.9k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign all players a clock spot. Assign two light parties of one tank, one healer, and two DPS each. In addition, assign each melee/tank and ranged/healer a number from one to four. These will be used to soak towers later into the fight.

    Place markers on the arena as such.

    Akanthai Mechanics

    The fight is split into several Akanthai Acts. Each Act is preceded by Hesperos showing mechanics that will be cast with thorns on the arena. He will tether to thorns with Wreath of Thorns, showing the order of the mechanics cast. Thorns can represent towers, tethers to players, or large explosions. Tethers to towers will be represented with the Thornpricked debuff. Players can also be tethered to other players. All tethers are broken by distance.

    Hemitheos’s Fire IV

    This thorn will be a large semi-circular AoE on the outside of the arena.

    Hemitheos’s Thunder III

    This thorn will be a tower that players have to soak, dealing moderate damage and inflicting a Lightning Resistance Down debuff and a Magic Vulnerability Up debuff.

    Hemitheos’s Fire III*

    Two players will be tethered together with a fire (red) symbol on top. When this tether is broken, both players will take AoE damage that must be shared by two other players. All players damaged will receive a Magic Vulnerability Up debuff.

    Hemitheos’s Aero III

    Two players with be tethered together with a air (teal) symbol on top. When this tether is broken, both players will instantly die. If allowed to time out, both players will dodge this instant kill.

    Hemitheos’s Dark IV

    One player will be tethered to a thorn with a dark (purple) symbol on top. When this tether is broken, all players will take heavy magic damage and be inflicted with a Magic Vulnerability Up debuff. In addition, this will trigger the tethered thorn’s Hemitheos’s Fire IV if applicable.

    Hemitheos’s Water III

    One player will be tethered to a thorn with a water (blue) symbol on top. When this tether is broken, there will be an AoE around the player that deals moderate damage and inflicts a Magic Vulnerability Up debuff. In addition, this will trigger the tethered thorn’s Hemitheos’s Thunder III.

    Hemitheos’s Water IV*

    This thorn will knockback from the center of the arena.

    Akanthai Acts

    Akanthai: Act 1

    Act 1 has two Fire IV thorns north and south, two Fire IV thorns east and west, and eight Thunder III thorns at intercardinals in and out.

    Akanthai: Act 2

    Act 2 has two Fire IV thorns north and south, two Fire IV thorns east and west, and four Thunder III thorns at cardinal edges, though all of these are slightly offset. In addition, one tank or one healer will be tethered with Dark IV, a healer and a tank will be tethered with Fire III, two DPS will be tethered with Fire III, and two DPS will be tethered with Aero III.

    Akanthai: Act 3

    Act 3 has four Thunder III thorns on one edge east or west, four Thunder III thorns on one edge on the opposite side, and one Water IV thorn in the middle of the arena.

    Akanthai: Act 4

    Act 4 has four Thunder III thorns at either cardinal or intercardinal edges and four Fire IV thorns at either intercardinal or cardinal edges. Four players will be tethered to the Thunder III thorns with Water III, while four players will be tethered to the Fire IV thorns with Dark IV.

    Akanthai: Finale

    The Finale has eight Thunder III thorns around the middle of the arena in a circle. In addition, there will be two thorns at opposite intercardinal edges which tethers four players of a role (tank/healer or DPS) with Aero III.

    Akanthai: Curtain Call

    The Curtain Call has eight Dark IV thorns at cardinal and intercardinal edges that tether to one player each.

    General Mechanics

    Searing Stream

    A heavy raidwide AoE that deals magic damage.

    Dark Design

    AoEs will appear on the ground under all players. Bait these together and dodge.

    Ultimate Impulse

    A catastrophic raidwide AoE that deals magic damage.

    Nearsight and Farsight

    An AoE tank buster on two targets chosen by promixity to the boss.

    • Nearsight will target the two closest players. The two tanks should be inside the boss’s hitbox and all other players should be max melee range or further.
    • Farsight will target the two furthest players. The two tanks should be outside the boss’s hitbox at max melee range and all other players should be in the center of the boss’s hitbox.

    Demigod’s Double

    A devastating tank buster on the main tank in an AoE around them. This must be shared with the off tank and mitigated, or invulned by themselves.

    Heart Stake

    A heavy tank buster on the two players with the highest enmity. This will inflict an uncleansable bleed DoT for 15 seconds.

    Kothornos Kick

    Hesperos jumps to the furthest player, knocking back all other players that are caught in the radius. This deals moderate magic damage to the player jumped to and inflicts a Magic Vulnerability Up debuff.

    Kothornos Quake

    Hesperos will shoot three unmarked conal AoEs at the closest three players, dealing light damage and inflicting a Magic Vulnerability Up debuff.

    Fleeting Impulse

    Hesperos turns to each player in order and does an AoE around them, dealing moderate magic damage and inflicting a Magic Vulnerability Up debuff.

    Hell’s Sting

    Hesperos will shoot marked conal AoEs. After this ability is cast, he will shoot unmarked conal AoEs into the areas he did not before. Move into the marked conal AoEs to dodge. Getting hit will deal moderate damage and inflict a ~42% damage down debuff.

    Fight Strategy

    Akanthai: Act 1

    • The fight starts off with a heavy hitting AoE, so pre-shield and mitigate.

    • Players can generally ignore the actual cast of the Akanthai mechanic, and instead base their positioning when the boss casts Wreath of Thorns.

    • For the first Act, players need to dodge two large AoE explosions at north/south or east/west, each soak a tower, and then move into the final safe spot at east/west or north/south. Here is a Toolbox Diagram explaining how to do the mechanic.

    • Look at which thorns Wreath of Thorns tethers to first. If Hesperos tethers to north and south, players will be starting east and west. If Hesperos tethers to east and west, players will be starting north and south. Light party 1 should go north, and light party 2 should go south.

      • First, dodge the explosions - max melee range is safe.
      • Next, each player needs to go soak their pre-assigned towers. Healers and ranged DPS will be getting the outer four, and tanks and melee DPS will be getting the inner four. Tanks and healers go clockwise, DPS go counterclockwise.
      • Finally, move to the safe spot by rotating further to east/west or north/south.
    • Immediately after, tanks will need to do Farsight or Nearsight. All other players should be either inside the boss’s hitbox or outside the boss’s hitbox to ensure they are not hit.

    Ability Order

    Searing Stream
    +Warrior
  • Newsfeed
  • Asphodelos: The Fourth Circle (Savage) Phase Two
    Guide Info
    Last Updated: 9 Jan, 2022
    Patch Applicable: 6.05

    Introduction

    This guide aims to provide tips and strategies for defeating Hesperos’s second form in Asphodelos: The Fourth Circle (Savage).

    The Fourth Circle (Savage) is the fourth raid encounter in the Pandaemonium series, available January 4, 2022 in Patch 6.05. Players must have completed the Quest “Who Wards the Warders?” and talk to Nemjiji in Labyrinthos (X:8.4, Y:27.4). Players must be item level 580 or above to challenge this fight in a non-premade group.

    Videos

    Red Mage POV

    Drops

    Chest One:

    One of:

    • Random Asphodelos Weapon
    • Asphodelos Chest Gear Coffer

    Chest Two:

    One of:

    • Asphodelos Weapon Coffer
    • Demi-Phoinix Horn
    • Nosferatu

    Token

    • Asphodelos Mythos IV

    Eight of these tokens can be traded in for chest gear or a weapon at a Pandaemonium gear vendor.

    Major Mechanics

    Hesperos’s second form has a hard enrage of 8:25 into the encounter and requires roughly 47.9k raid DPS to defeat before then.

    Pre-pull Preparation

    Assign all players a clock spot. Assign two light parties of one tank, one healer, and two DPS each. In addition, assign each melee/tank and ranged/healer a number from one to four. These will be used to soak towers later into the fight.

    Place markers on the arena as such.

    Akanthai Mechanics

    The fight is split into several Akanthai Acts. Each Act is preceded by Hesperos showing mechanics that will be cast with thorns on the arena. He will tether to thorns with Wreath of Thorns, showing the order of the mechanics cast. Thorns can represent towers, tethers to players, or large explosions. Tethers to towers will be represented with the Thornpricked debuff. Players can also be tethered to other players. All tethers are broken by distance.

    Hemitheos’s Fire IV

    This thorn will be a large semi-circular AoE on the outside of the arena.

    Hemitheos’s Thunder III

    This thorn will be a tower that players have to soak, dealing moderate damage and inflicting a Lightning Resistance Down debuff and a Magic Vulnerability Up debuff.

    Hemitheos’s Fire III*

    Two players will be tethered together with a fire (red) symbol on top. When this tether is broken, both players will take AoE damage that must be shared by two other players. All players damaged will receive a Magic Vulnerability Up debuff.

    Hemitheos’s Aero III

    Two players with be tethered together with a air (teal) symbol on top. When this tether is broken, both players will instantly die. If allowed to time out, both players will dodge this instant kill.

    Hemitheos’s Dark IV

    One player will be tethered to a thorn with a dark (purple) symbol on top. When this tether is broken, all players will take heavy magic damage and be inflicted with a Magic Vulnerability Up debuff. In addition, this will trigger the tethered thorn’s Hemitheos’s Fire IV if applicable.

    Hemitheos’s Water III

    One player will be tethered to a thorn with a water (blue) symbol on top. When this tether is broken, there will be an AoE around the player that deals moderate damage and inflicts a Magic Vulnerability Up debuff. In addition, this will trigger the tethered thorn’s Hemitheos’s Thunder III.

    Hemitheos’s Water IV*

    This thorn will knockback from the center of the arena.

    Akanthai Acts

    Akanthai: Act 1

    Act 1 has two Fire IV thorns north and south, two Fire IV thorns east and west, and eight Thunder III thorns at intercardinals in and out.

    Akanthai: Act 2

    Act 2 has two Fire IV thorns north and south, two Fire IV thorns east and west, and four Thunder III thorns at cardinal edges, though all of these are slightly offset. In addition, one tank or one healer will be tethered with Dark IV, a healer and a tank will be tethered with Fire III, two DPS will be tethered with Fire III, and two DPS will be tethered with Aero III.

    Akanthai: Act 3

    Act 3 has four Thunder III thorns on one edge east or west, four Thunder III thorns on one edge on the opposite side, and one Water IV thorn in the middle of the arena.

    Akanthai: Act 4

    Act 4 has four Thunder III thorns at either cardinal or intercardinal edges and four Fire IV thorns at either intercardinal or cardinal edges. Four players will be tethered to the Thunder III thorns with Water III, while four players will be tethered to the Fire IV thorns with Dark IV.

    Akanthai: Finale

    The Finale has eight Thunder III thorns around the middle of the arena in a circle. In addition, there will be two thorns at opposite intercardinal edges which tethers four players of a role (tank/healer or DPS) with Aero III.

    Akanthai: Curtain Call

    The Curtain Call has eight Dark IV thorns at cardinal and intercardinal edges that tether to one player each.

    General Mechanics

    Searing Stream

    A heavy raidwide AoE that deals magic damage.

    Dark Design

    AoEs will appear on the ground under all players. Bait these together and dodge.

    Ultimate Impulse

    A catastrophic raidwide AoE that deals magic damage.

    Nearsight and Farsight

    An AoE tank buster on two targets chosen by promixity to the boss.

    • Nearsight will target the two closest players. The two tanks should be inside the boss’s hitbox and all other players should be max melee range or further.
    • Farsight will target the two furthest players. The two tanks should be outside the boss’s hitbox at max melee range and all other players should be in the center of the boss’s hitbox.

    Demigod’s Double

    A devastating tank buster on the main tank in an AoE around them. This must be shared with the off tank and mitigated, or invulned by themselves.

    Heart Stake

    A heavy tank buster on the two players with the highest enmity. This will inflict an uncleansable bleed DoT for 15 seconds.

    Kothornos Kick

    Hesperos jumps to the furthest player, knocking back all other players that are caught in the radius. This deals moderate magic damage to the player jumped to and inflicts a Magic Vulnerability Up debuff.

    Kothornos Quake

    Hesperos will shoot three unmarked conal AoEs at the closest three players, dealing light damage and inflicting a Magic Vulnerability Up debuff.

    Fleeting Impulse

    Hesperos turns to each player in order and does an AoE around them, dealing moderate magic damage and inflicting a Magic Vulnerability Up debuff.

    Hell’s Sting

    Hesperos will shoot marked conal AoEs. After this ability is cast, he will shoot unmarked conal AoEs into the areas he did not before. Move into the marked conal AoEs to dodge. Getting hit will deal moderate damage and inflict a ~42% damage down debuff.

    Fight Strategy

    Akanthai: Act 1

    • The fight starts off with a heavy hitting AoE, so pre-shield and mitigate.

    • Players can generally ignore the actual cast of the Akanthai mechanic, and instead base their positioning when the boss casts Wreath of Thorns.

    • For the first Act, players need to dodge two large AoE explosions at north/south or east/west, each soak a tower, and then move into the final safe spot at east/west or north/south. Here is a Toolbox Diagram explaining how to do the mechanic.

    • Look at which thorns Wreath of Thorns tethers to first. If Hesperos tethers to north and south, players will be starting east and west. If Hesperos tethers to east and west, players will be starting north and south. Light party 1 should go north, and light party 2 should go south.

      • First, dodge the explosions - max melee range is safe.
      • Next, each player needs to go soak their pre-assigned towers. Healers and ranged DPS will be getting the outer four, and tanks and melee DPS will be getting the inner four. Tanks and healers go clockwise, DPS go counterclockwise.
      • Finally, move to the safe spot by rotating further to east/west or north/south.
    • Immediately after, tanks will need to do Farsight or Nearsight. All other players should be either inside the boss’s hitbox or outside the boss’s hitbox to ensure they are not hit.

    Ability Order

    Searing Stream
     Akanthai: Act 1
     Searing Stream
     Wreath of Thorns
    diff --git a/guide/becoming-a-better-tank/index.html b/guide/becoming-a-better-tank/index.html
    index 77dd199fba..b9fb490479 100644
    --- a/guide/becoming-a-better-tank/index.html
    +++ b/guide/becoming-a-better-tank/index.html
    @@ -64,6 +64,6 @@
     Dark Knight Guide: [Currently Unavailable, will be updated when available]
     Paladin Guide: Vigilamus Pro Te
     Warrior Guide: How to Fell Cleave


    Mindset

    Why Attitude and Approach is Important

    The way a tank mentally approaches content and group interactions significantly affects personal performance as well as party cohesion. There are many important aspects of a positive mentality for tanking (or any role really).

    The first aspect is being open to communication. It is impossible to work out issues with a person who simply refuses to cooperate and communicate. Be open to feedback among your group, whether that is feedback regarding boss positioning, or mitigation, etc. Remember this is a team game, and great tanks will do their best to be a team player in every regard. This includes being open to criticism about your gameplay. If you think you know a better way to handle a mechanic, mitigation plans, etc., communicate it! Openness to communication will go a long way in helping you and your group be better.

    Second, be open to trying new things. Sometimes your group will ask you to try something that you aren’t necessarily comfortable with, or that sounds like something you wouldn’t normally want to do. Be open to trying it. If it doesn’t work out, you can always go back to doing what you were doing before, or you or your group may get new ideas for how to approach your specific situation. Being blatantly stubborn about something will only frustrate the group which can hinder group performance.

    Third, drop the mindset of a set Main Tank (MT) and Off Tank (OT). Fights in FFXIV are generally structured so that both of the tanks will spend at least some time “main tanking” the fight, even if it’s short. It is often more valuable to think of the other tank in your party as your “co-tank” rather than your MT or OT. Some mechanics can be resolved differently depending on how you and your co-tank want to approach it. Sometimes it may even be useful to have a tank swap at certain places to make boss movement, mitigation, etc. easier for your co-tank. This will be discussed more in depth in the mitigation section, as a significant part of mitigation optimization is making effective use of your co-tank’s cooldowns as well.


    Mitigation

    Why We Don’t Just Push Rampart on Cooldown

    Mitigation at high level gameplay is as integral a part of a tank’s gameplay as doing their -damage rotation. Optimal mitigation usage will vary fight to fight as well as vary with group compositions. However, two things will always remain constant: optimal mitigation use will always aim to:

    1. cover as much damage as possible under each cooldown, and
    2. maximize the number of uses of each cooldown (where applicable).

    Covering the most damage possible under your cooldowns can make a world of difference for your healers. For example: if a fight has a long string of auto attacks (autos) leading into a tank buster, then no damage for ~10s after the tank buster, optimal mitigation usage would be to pop your mitigation early to cover the auto attacks and the buster. Popping your mitigation right before the tank buster would waste at least 10 seconds of the cooldown where the tank is taking no damage after the buster in this example. Mitigating the string of autos leading into the tank buster could be the difference between needing a GCD heal from your healers to survive or not.

    Invulns (Hallowed Ground, Superbolide, Living Dead, and Holmgang) for party share mechanics are a great example of this as well. One example is the Morn Afahs in E8S. The party can either stack together and share the damage, or one tank can just invuln the mechanic, keeping the party from taking any damage. Whether using your invulns in this way is worth it is up to the party and whether or not it saves healer GCDs. The less your healers have to GCD heal, the more damage they can do.

    Maximizing the number of uses of each cooldown is also an extremely important part of optimizing your mitigation. For example: let’s look at a fight like Shiva Savage (E8S). At a very basic level, you only need to use mitigation for the tank busters (two Double Slaps, the knockback mirrors, and Banish III during Icelit), as almost all other damage comes from raid wide attacks and autos. However, Shiva autos hit very hard, and you have many “free” uses of your cooldowns before you need them for the busters. To maximize your uses, you would use your mitigations at these “free” spots. Having mitigation active for long strings of autos with some raid wides sprinkled in will reduce your damage taken significantly, which means you will need less healing, and in turn has a high chance of reducing or eliminating healer GCDs. A healer that doesn’t need to GCD heal is a happy healer.

    Remember that you are not the only tank in an instance (outside of dungeon content). Managing your cooldowns in tandem with your co-tank is very important. Tank swapping so that you can make use of your co-tank’s mitigation tools can be very beneficial for helping your healers to heal as little as possible. This is going to vary drastically from fight to fight as well as static to static. Work with your team to see how you can take advantage of this, especially if your co-tank is sitting on mitigation for a long time because they don’t need it.

    Mitigating As The Off Tank

    If you are the Off Tank (OT, also known as Secondary Tank or ST in some regions), remember to use Heart of Stone, Aurora, Intervention, The Blackest Night, or Nascent Flash as often possible on your Main Tank (MT), or for specific places where your co-tank is taking a lot of damage (i.e. tank busters). Specific uses will be fight dependent. (Note: Using The Blackest Night on cooldown is often not the best use for it, as doing so would hinder the ability to put damage under raid buffs Please consult DRK specific resources for TBN optimizations.) Additionally, it can be extremely beneficial for the healers if a tank uses their kit to help recover after someone messes up. For example: let’s assume a DPS stood in a mechanic and got a vuln stack and is lower health than normal, and there is a strong raid wide damage cast coming. A tank using Nascent/TBN/HoS/Intervention may save the DPS’s life without the healers having to specifically focus on the DPS. The same is true if anyone messes up. This is, of course situational, but it is something that great tanks should always keep in mind.

    Party Mitigation

    Tanks also have tools to reduce damage taken on the entire party (Heart of Light, Dark Missionary, Divine Veil, Passage of Arms, Shake It Off, and Reprisal). Most of the time these tools are best used on raid-wide damage, rather than on personal damage, since reducing damage on everyone at once is more valuable than reducing damage only on yourself. Work with your party to see where the best places to use your tools are, as other party mitigation exists and having multiple on one source of damage could be less valuable than having them spread out over multiple sources. Likewise, stacking several for one big source could be more valuable than spreading them out over multiple sources. This will vary among fights and party compositions.

    Dungeon Mitigation

    For dungeons, mitigation is a bit of a different animal. Ideally, we want to be pulling as many mobs as possible and stack them up to be mowed down by party AoE. Mitigation is hugely important for this because properly using mitigation will let the healer also contribute to the AoE. Healers, especially WHM, are AoE monsters if they don’t have to constantly stop casting to heal the tank. The ideal way to handle mitigation in these pulls is to mitigate proportional to how many mobs are alive/present. Typically, you’ll start with stronger mitigation first (i.e. your 30% cooldown), then rotate to weaker ones as the pull goes on. Remember that Arm’s Length is a very strong dungeon cooldown as it puts a 20% slow debuff on your targets, essentially making them hit you 20% less. The specifics of what you use and what order will vary dungeon to dungeon, and may even need to be adjusted based on the party damage/if the healer is just being a healbot or not. You almost never need mitigation for the dungeon bosses themselves, so the only considerations that you need to keep in mind is if there is another pack of mobs before the next boss. If so, you’ll want to try to keep some mitigation for that pack.


    Facilitating Party Uptime

    How to Help Your Party Get the Most Damage Possible

    A tank’s job goes beyond just mitigating their own damage taken and holding aggro on the enemies. Your job as a tank is to do what you can to maximize the party’s damage in any way you can. An extremely important facet of this is helping your party get maximum uptime. More uptime = more damage. There are a few ways that tanks can do this: boss positioning, mechanical execution, and use of their mitigation toolkit.

    Boss positioning is by far one of the biggest complaints melee DPS make about tanks who don’t know what they are doing. Melee DPS have positional requirements on many of their skills, meaning if the boss is positioned in a way that they can’t meet these requirements, they lose damage. Specific positioning is going to vary fight to fight, but the important thing is to always make sure the rear and flank of the boss is accessible to melee DPS where possible. Yes, melee have access to True North stacks, but that is not an excuse for making the rear and flank inaccessible.

    Boss Positioning

    Furthermore, keeping the boss in range, not only of the melees, but the whole party is important. Some mechanics may require specific players to move away from the boss. It is important for the tank to understand where they can keep the boss so that these players are still in range to hit the boss. For keeping melee range, this may mean moving the boss closer to where the melee will resolve their mechanic, if possible, so that they can continue to hit the boss while doing so. This also includes the tank executing their mechanics so that the boss moves as little as possible, or the boss moves into a favorable position for everyone.

    Tanks should also be mindful not just of where they move the boss, but how they move the boss. Moving a boss in a way that allows you as a tank to keep uptime, but costs melee DPS GCDs is practicing bad tanking habits. An experienced tank should always look for a way to compromise so that everyone can keep full uptime. If worse comes to worst, melee DPS GCDs are almost always worth more than tank GCDs. As with everything else, each fight will have specific movements and positionings for these things.

    In the previous section, we talked about using mitigation to allow healers to heal less and DPS more. Another important use of our mitigation toolkit is using it to allow the party to keep uptime. This may be as simple as just using Reprisal+raidwide mitigation to allow the party to stay in one spot for a mechanic, or as nuanced as needing to use Heart of Stone/Nascent/Intervention/TBN on a specific person at a specific time to let them keep uptime by doing something that would normally be fatal, like standing in an AoE that would normally force them away from the boss. A great example of this is in E6S: for the first Vacuum Wave mechanic, a PLD can use Cover on a melee DPS to prevent them from getting sucked in, as well as making the DPS not have to move out of the AoE explosions. For some classes that have a very strict rotation (like SAM), this can be a huge damage gain.


    Damage

    Why Parses Aren’t the Only Measure of a Tank’s Ability

    A tank’s damage is one of the biggest things that tends to be focused on. A lot of people place a lot of stock in how someone stacks up in FFLogs rankings. However, people who think that tank DPS is the most important aspect of tanking are incorrect. A tank parsing purple, but is consistent with mechanics, mitigation, and positioning, is often a better tank overall than someone who is extremely inconsistent or chases parses at the expense of the party. Having 99th percentile parses mean nothing if you are actively hurting your party to get them. That being said: tank DPS is a very important factor. Individually, and in a group of high damage players, high damage tanks account for about 10% of total party damage. There are three core factors to being a high damage tank: uptime, rotational execution, and buff contribution.

    Almost every job guide you will find in The Balance includes a section that says something similar to “Always Be Casting, The ABCs of FFXIV.” Uptime refers to how often your GCD is rolling throughout the fight. This guide assumes you have at least a basic knowledge of what uptime is. Please see the relevant job guide or ask in the appropriate questions channel of The Balance for clarity. It is often more overall damage to be doing the wrong thing, but keep high uptime, than to do the right thing with huge gaps between skills.

    Personal uptime is one of the most critical factors to keeping your damage high. Part of keeping uptime is by doing what is commonly known as Greeding mechanics. Greeding refers to staying at the boss to keep your GCD rolling as long as possible before breaking off to resolve a mechanic. The goal is to minimize downtime (not having your GCD rolling) as much as possible. Sometimes this means losing one GCD instead of leaving earlier and losing three. Sometimes this means you keep your GCD rolling through the whole mechanic. Sometimes this may even mean using your ranged skill (Lightning Shot, Shield Lob, Tomahawk, or Unmend) while you are away, but this is often a last resort and is typically only used in periods of extended downtime (unless you are not mid-combo).

    Note: Greeding during prog is often okay to do to an extent. If you are likely to cause a wipe, or you are inconsistent with greeding a mechanic, it is often significantly better to play a little safer and get the clear first, then later you can work on improving your greed.

    Rotational execution is the next key factor in keeping your damage high. For tanks this means do your combos and don’t break them, and keep your skills on cooldown. Broken combos cause you to lose potency as well as the additional gauge/mana/healing (if applicable) that a completed combo would provide. Continuously breaking your primary combo will eventually cause you to lose uses of your gauge spenders (or dot ticks/atonement uses for PLD), which will be a significant damage loss. Keeping your skills on cooldown ensures you get maximum uses of them during a fight, which means you get the maximum damage from them. Delaying skills outside of acceptable situations can cause you to miss raid buffs, miss dot ticks, or completely miss casts/uses of the skill, all of which are a direct damage loss.

    Furthermore, another facet of rotational execution is to avoid clipping as much as possible. This refers to delaying your GCD by using another skill late into the GCD clock and the animation lock preventing your GCD from rolling immediately. Constantly clipping can cause you to lose GCDs under buffs (for example, getting eight GCDs in No Mercy on GNB, or only getting four Bloodspillers in Delirium on DRK) which can result in massive potency losses. If you play on high ping, double weaving at all may cause clipping, and sometimes it is better to single weave only to avoid clipping. Please consult your relevant tank’s resources and questions channels for more information.

    Finally, playing into raid buffs is an important aspect of optimizing tank damage. Some people think that because rDPS exists in FFLogs, and is the default metric for rankings, that playing into raid buffs is not important since rDPS gives the extra damage that you did under raid buffs to the person providing the buff anyway. rDPS is a terrible metric for tanks because we do not provide buffs. Tanks who want to optimize their gameplay should play in raid buffs as much as possible. aDPS is a better metric to judge tank DPS by because it better reflects how well you play into buffs, however it is not perfect.

    Regardless, great tanks will try to get their high damage abilities under buffs where possible. This may mean pooling resources to put them in specific buffs (without overcapping on resources). Damage buffs interact multiplicatively, meaning the more that are present, the stronger they each are. For example: two 5% damage buffs provide a 10.25% damage buff combined, rather than 10%. This makes it especially important to get big hits under as many raid buffs as possible. Each tank has different ways in which they play into buffs optimally, please consult your respective job resources for how to do this.


    Consistency and Adaptability

    Do It the Same Every Time as Much as Possible

    Consistency is probably the most important facet of being a great tank. A tank should be able to do things as close to the same way as possible every time. That being said, we are human, we do make mistakes. The important part is to try to keep it the same as much as possible. This counts for everything that has been covered in this guide. If mitigation is inconsistent, healers may struggle to keep you alive without having to give up their damage to fix your mistake. DPS that have a tank that is consistent in the way they move/position the boss will be able to plan their own movement and positionals to maximize their damage. Furthermore, having an inconsistent player can be incredibly demoralizing for a group. No one wants to be the person that wiped the group again because they forgot mitigation or failed a mechanic. Consistency is a skill like anything else. If you actively work on being more consistent, you will become more consistent over time.

    Great tanks also should be adaptable to a situation. This means not being a one trick pony. Great tanks will be able to help fix group mistakes by covering for mechanics or using their mitigation to keep someone alive. This is not always possible! Some mechanics if they get messed up, the only option is to wipe. Sometimes it is impossible to cover a mechanic as a tank because you would wipe the group by doing so. The important part is to understand what is going on in the fight and be able to change things on the fly to save the group. This also means being able to cover the responsibilities of both the MT and OT. Many players seem to have a mindset of “I only OT so I don’t need to learn how to resolve this and move the boss,” but it is important to learn both roles. You never know if your co-tank is going to die and now you suddenly have to cover their mechanic.


    Closing Thoughts

    While not exclusive to all aspects that can help a tank be a great tank, the ideas covered in this guide are some of the most important. It is important to remember that tanking, like most things, is a skill that can be learned and improved upon. Continuously working to improve each of the facets mentioned in this guide will eventually produce results. Keep your head up, everyone starts somewhere. Work hard, ask questions if you don’t understand, and keep improving. With time, you too can become a great tank.

    Special Thanks

    • Athunin Tried for editing and providing ideas and feedback for this doc.
    • Rin Karigani, Ariane Sephaine, Mox Xinmagar, & Shar Himaa: fellow Balance tank mentors who provided their insight and feedback for this doc.

    Changelog

    Version NumberChange Log
    v1.0Guide Created for release for FFXIV Patch 5.4
    +damage rotation. Optimal mitigation usage will vary fight to fight as well as vary with group compositions. However, two things will always remain constant: optimal mitigation use will always aim to:

    1. cover as much damage as possible under each cooldown, and
    2. maximize the number of uses of each cooldown (where applicable).

    Covering the most damage possible under your cooldowns can make a world of difference for your healers. For example: if a fight has a long string of auto attacks (autos) leading into a tank buster, then no damage for ~10s after the tank buster, optimal mitigation usage would be to pop your mitigation early to cover the auto attacks and the buster. Popping your mitigation right before the tank buster would waste at least 10 seconds of the cooldown where the tank is taking no damage after the buster in this example. Mitigating the string of autos leading into the tank buster could be the difference between needing a GCD heal from your healers to survive or not.

    Invulns (Hallowed Ground, Superbolide, Living Dead, and Holmgang) for party share mechanics are a great example of this as well. One example is the Morn Afahs in E8S. The party can either stack together and share the damage, or one tank can just invuln the mechanic, keeping the party from taking any damage. Whether using your invulns in this way is worth it is up to the party and whether or not it saves healer GCDs. The less your healers have to GCD heal, the more damage they can do.

    Maximizing the number of uses of each cooldown is also an extremely important part of optimizing your mitigation. For example: let’s look at a fight like Shiva Savage (E8S). At a very basic level, you only need to use mitigation for the tank busters (two Double Slaps, the knockback mirrors, and Banish III during Icelit), as almost all other damage comes from raid wide attacks and autos. However, Shiva autos hit very hard, and you have many “free” uses of your cooldowns before you need them for the busters. To maximize your uses, you would use your mitigations at these “free” spots. Having mitigation active for long strings of autos with some raid wides sprinkled in will reduce your damage taken significantly, which means you will need less healing, and in turn has a high chance of reducing or eliminating healer GCDs. A healer that doesn’t need to GCD heal is a happy healer.

    Remember that you are not the only tank in an instance (outside of dungeon content). Managing your cooldowns in tandem with your co-tank is very important. Tank swapping so that you can make use of your co-tank’s mitigation tools can be very beneficial for helping your healers to heal as little as possible. This is going to vary drastically from fight to fight as well as static to static. Work with your team to see how you can take advantage of this, especially if your co-tank is sitting on mitigation for a long time because they don’t need it.

    Mitigating As The Off Tank

    If you are the Off Tank (OT, also known as Secondary Tank or ST in some regions), remember to use Heart of Stone, Aurora, Intervention, The Blackest Night, or Nascent Flash as often possible on your Main Tank (MT), or for specific places where your co-tank is taking a lot of damage (i.e. tank busters). Specific uses will be fight dependent. (Note: Using The Blackest Night on cooldown is often not the best use for it, as doing so would hinder the ability to put damage under raid buffs Please consult DRK specific resources for TBN optimizations.) Additionally, it can be extremely beneficial for the healers if a tank uses their kit to help recover after someone messes up. For example: let’s assume a DPS stood in a mechanic and got a vuln stack and is lower health than normal, and there is a strong raid wide damage cast coming. A tank using Nascent/TBN/HoS/Intervention may save the DPS’s life without the healers having to specifically focus on the DPS. The same is true if anyone messes up. This is, of course situational, but it is something that great tanks should always keep in mind.

    Party Mitigation

    Tanks also have tools to reduce damage taken on the entire party (Heart of Light, Dark Missionary, Divine Veil, Passage of Arms, Shake It Off, and Reprisal). Most of the time these tools are best used on raid-wide damage, rather than on personal damage, since reducing damage on everyone at once is more valuable than reducing damage only on yourself. Work with your party to see where the best places to use your tools are, as other party mitigation exists and having multiple on one source of damage could be less valuable than having them spread out over multiple sources. Likewise, stacking several for one big source could be more valuable than spreading them out over multiple sources. This will vary among fights and party compositions.

    Dungeon Mitigation

    For dungeons, mitigation is a bit of a different animal. Ideally, we want to be pulling as many mobs as possible and stack them up to be mowed down by party AoE. Mitigation is hugely important for this because properly using mitigation will let the healer also contribute to the AoE. Healers, especially WHM, are AoE monsters if they don’t have to constantly stop casting to heal the tank. The ideal way to handle mitigation in these pulls is to mitigate proportional to how many mobs are alive/present. Typically, you’ll start with stronger mitigation first (i.e. your 30% cooldown), then rotate to weaker ones as the pull goes on. Remember that Arm’s Length is a very strong dungeon cooldown as it puts a 20% slow debuff on your targets, essentially making them hit you 20% less. The specifics of what you use and what order will vary dungeon to dungeon, and may even need to be adjusted based on the party damage/if the healer is just being a healbot or not. You almost never need mitigation for the dungeon bosses themselves, so the only considerations that you need to keep in mind is if there is another pack of mobs before the next boss. If so, you’ll want to try to keep some mitigation for that pack.


    Facilitating Party Uptime

    How to Help Your Party Get the Most Damage Possible

    A tank’s job goes beyond just mitigating their own damage taken and holding aggro on the enemies. Your job as a tank is to do what you can to maximize the party’s damage in any way you can. An extremely important facet of this is helping your party get maximum uptime. More uptime = more damage. There are a few ways that tanks can do this: boss positioning, mechanical execution, and use of their mitigation toolkit.

    Boss positioning is by far one of the biggest complaints melee DPS make about tanks who don’t know what they are doing. Melee DPS have positional requirements on many of their skills, meaning if the boss is positioned in a way that they can’t meet these requirements, they lose damage. Specific positioning is going to vary fight to fight, but the important thing is to always make sure the rear and flank of the boss is accessible to melee DPS where possible. Yes, melee have access to True North stacks, but that is not an excuse for making the rear and flank inaccessible.

    Boss Positioning

    Furthermore, keeping the boss in range, not only of the melees, but the whole party is important. Some mechanics may require specific players to move away from the boss. It is important for the tank to understand where they can keep the boss so that these players are still in range to hit the boss. For keeping melee range, this may mean moving the boss closer to where the melee will resolve their mechanic, if possible, so that they can continue to hit the boss while doing so. This also includes the tank executing their mechanics so that the boss moves as little as possible, or the boss moves into a favorable position for everyone.

    Tanks should also be mindful not just of where they move the boss, but how they move the boss. Moving a boss in a way that allows you as a tank to keep uptime, but costs melee DPS GCDs is practicing bad tanking habits. An experienced tank should always look for a way to compromise so that everyone can keep full uptime. If worse comes to worst, melee DPS GCDs are almost always worth more than tank GCDs. As with everything else, each fight will have specific movements and positionings for these things.

    In the previous section, we talked about using mitigation to allow healers to heal less and DPS more. Another important use of our mitigation toolkit is using it to allow the party to keep uptime. This may be as simple as just using Reprisal+raidwide mitigation to allow the party to stay in one spot for a mechanic, or as nuanced as needing to use Heart of Stone/Nascent/Intervention/TBN on a specific person at a specific time to let them keep uptime by doing something that would normally be fatal, like standing in an AoE that would normally force them away from the boss. A great example of this is in E6S: for the first Vacuum Wave mechanic, a PLD can use Cover on a melee DPS to prevent them from getting sucked in, as well as making the DPS not have to move out of the AoE explosions. For some classes that have a very strict rotation (like SAM), this can be a huge damage gain.


    Damage

    Why Parses Aren’t the Only Measure of a Tank’s Ability

    A tank’s damage is one of the biggest things that tends to be focused on. A lot of people place a lot of stock in how someone stacks up in FFLogs rankings. However, people who think that tank DPS is the most important aspect of tanking are incorrect. A tank parsing purple, but is consistent with mechanics, mitigation, and positioning, is often a better tank overall than someone who is extremely inconsistent or chases parses at the expense of the party. Having 99th percentile parses mean nothing if you are actively hurting your party to get them. That being said: tank DPS is a very important factor. Individually, and in a group of high damage players, high damage tanks account for about 10% of total party damage. There are three core factors to being a high damage tank: uptime, rotational execution, and buff contribution.

    Almost every job guide you will find in The Balance includes a section that says something similar to “Always Be Casting, The ABCs of FFXIV.” Uptime refers to how often your GCD is rolling throughout the fight. This guide assumes you have at least a basic knowledge of what uptime is. Please see the relevant job guide or ask in the appropriate questions channel of The Balance for clarity. It is often more overall damage to be doing the wrong thing, but keep high uptime, than to do the right thing with huge gaps between skills.

    Personal uptime is one of the most critical factors to keeping your damage high. Part of keeping uptime is by doing what is commonly known as Greeding mechanics. Greeding refers to staying at the boss to keep your GCD rolling as long as possible before breaking off to resolve a mechanic. The goal is to minimize downtime (not having your GCD rolling) as much as possible. Sometimes this means losing one GCD instead of leaving earlier and losing three. Sometimes this means you keep your GCD rolling through the whole mechanic. Sometimes this may even mean using your ranged skill (Lightning Shot, Shield Lob, Tomahawk, or Unmend) while you are away, but this is often a last resort and is typically only used in periods of extended downtime (unless you are not mid-combo).

    Note: Greeding during prog is often okay to do to an extent. If you are likely to cause a wipe, or you are inconsistent with greeding a mechanic, it is often significantly better to play a little safer and get the clear first, then later you can work on improving your greed.

    Rotational execution is the next key factor in keeping your damage high. For tanks this means do your combos and don’t break them, and keep your skills on cooldown. Broken combos cause you to lose potency as well as the additional gauge/mana/healing (if applicable) that a completed combo would provide. Continuously breaking your primary combo will eventually cause you to lose uses of your gauge spenders (or dot ticks/atonement uses for PLD), which will be a significant damage loss. Keeping your skills on cooldown ensures you get maximum uses of them during a fight, which means you get the maximum damage from them. Delaying skills outside of acceptable situations can cause you to miss raid buffs, miss dot ticks, or completely miss casts/uses of the skill, all of which are a direct damage loss.

    Furthermore, another facet of rotational execution is to avoid clipping as much as possible. This refers to delaying your GCD by using another skill late into the GCD clock and the animation lock preventing your GCD from rolling immediately. Constantly clipping can cause you to lose GCDs under buffs (for example, getting eight GCDs in No Mercy on GNB, or only getting four Bloodspillers in Delirium on DRK) which can result in massive potency losses. If you play on high ping, double weaving at all may cause clipping, and sometimes it is better to single weave only to avoid clipping. Please consult your relevant tank’s resources and questions channels for more information.

    Finally, playing into raid buffs is an important aspect of optimizing tank damage. Some people think that because rDPS exists in FFLogs, and is the default metric for rankings, that playing into raid buffs is not important since rDPS gives the extra damage that you did under raid buffs to the person providing the buff anyway. rDPS is a terrible metric for tanks because we do not provide buffs. Tanks who want to optimize their gameplay should play in raid buffs as much as possible. aDPS is a better metric to judge tank DPS by because it better reflects how well you play into buffs, however it is not perfect.

    Regardless, great tanks will try to get their high damage abilities under buffs where possible. This may mean pooling resources to put them in specific buffs (without overcapping on resources). Damage buffs interact multiplicatively, meaning the more that are present, the stronger they each are. For example: two 5% damage buffs provide a 10.25% damage buff combined, rather than 10%. This makes it especially important to get big hits under as many raid buffs as possible. Each tank has different ways in which they play into buffs optimally, please consult your respective job resources for how to do this.


    Consistency and Adaptability

    Do It the Same Every Time as Much as Possible

    Consistency is probably the most important facet of being a great tank. A tank should be able to do things as close to the same way as possible every time. That being said, we are human, we do make mistakes. The important part is to try to keep it the same as much as possible. This counts for everything that has been covered in this guide. If mitigation is inconsistent, healers may struggle to keep you alive without having to give up their damage to fix your mistake. DPS that have a tank that is consistent in the way they move/position the boss will be able to plan their own movement and positionals to maximize their damage. Furthermore, having an inconsistent player can be incredibly demoralizing for a group. No one wants to be the person that wiped the group again because they forgot mitigation or failed a mechanic. Consistency is a skill like anything else. If you actively work on being more consistent, you will become more consistent over time.

    Great tanks also should be adaptable to a situation. This means not being a one trick pony. Great tanks will be able to help fix group mistakes by covering for mechanics or using their mitigation to keep someone alive. This is not always possible! Some mechanics if they get messed up, the only option is to wipe. Sometimes it is impossible to cover a mechanic as a tank because you would wipe the group by doing so. The important part is to understand what is going on in the fight and be able to change things on the fly to save the group. This also means being able to cover the responsibilities of both the MT and OT. Many players seem to have a mindset of “I only OT so I don’t need to learn how to resolve this and move the boss,” but it is important to learn both roles. You never know if your co-tank is going to die and now you suddenly have to cover their mechanic.


    Closing Thoughts

    While not exclusive to all aspects that can help a tank be a great tank, the ideas covered in this guide are some of the most important. It is important to remember that tanking, like most things, is a skill that can be learned and improved upon. Continuously working to improve each of the facets mentioned in this guide will eventually produce results. Keep your head up, everyone starts somewhere. Work hard, ask questions if you don’t understand, and keep improving. With time, you too can become a great tank.

    Special Thanks

    • Athunin Tried for editing and providing ideas and feedback for this doc.
    • Rin Karigani, Ariane Sephaine, Mox Xinmagar, & Shar Himaa: fellow Balance tank mentors who provided their insight and feedback for this doc.

    Changelog

    Version NumberChange Log
    v1.0Guide Created for release for FFXIV Patch 5.4
    \ No newline at end of file diff --git a/guide/guide-to-leveling-reaper-and-sage-immediately-in-endwalker/index.html b/guide/guide-to-leveling-reaper-and-sage-immediately-in-endwalker/index.html index ff3f4130a7..edfdd6fd34 100644 --- a/guide/guide-to-leveling-reaper-and-sage-immediately-in-endwalker/index.html +++ b/guide/guide-to-leveling-reaper-and-sage-immediately-in-endwalker/index.html @@ -46,6 +46,6 @@ Gunbreaker Paladin Warrior
  • Newsfeed
  • Written by: Ringabel Dim (DNC Mentor in The Balance)

    On November 19th - Early Access of Endwalker, many players may be interested in leveling either Reaper or Sage as their first job in the new expansion. This guide provides info on what to prepare and how to optimize your time to level from 70 to 80 as quick as possible.

    EXP Sources to Prepare Before Endwalker is Released:

    • Wondrous Tails (roughly 50%): Pick up Wondrous Tails in Idyllshire on the week of Tuesday, November 9th. Complete nine seals but DO NOT turn it in. Make sure you have nine Second Chance points as well.
    • The Hunt (roughly 33%): Pick up daily One-Star / Two-Star / Three-Star Veteran Clan Mark Bills from Crystarium / Eulmore. These can be picked up whenever since they do not expire. If playing a new job with someone else also playing a new job, you can coordinate and sync your first set of One-Star / Two-Star / Three-Star logs by checking daily the new Hunt Logs (there are only about 8-10 different combinations of hunt monsters for each hunt log level). You can also create a map for the path you want to travel to kill them all using a tool such as FFXIVHuntPaths. You can also prep the logs by killing all but one of the number of monsters you need to kill for each log prior to the release of Endwalker.

      If doing this, be careful not to accidentally pull more mobs than you need, and to be one short. I would strongly recommend you don’t participate in Shadowbringers Hunts once they are prepared, as some stray monsters can sometimes be tagged by party members which happen to be a monster needed for the Hunt Log.
    • Challenge Logs (Depends on which ones you do, but roughly 30% total): Prepare Challenge Logs (i.e. Prepare 2/3 dungeons via Duty Roulette, 4/5 dungeons, 4/5 player commendations, complete 4/5 FATEs). These can be prepared starting Tuesday, November 16th. It is recommended to complete four FATEs in open world zones, queue for two dungeons via Duty Roulette (while commending people), then Normal Raid / Trial to give two more commendations, and complete two undersized dungeons to get to 4/5 dungeons so the first dungeon you queue will give you several Challenge Log bonuses and first FATE you do will give you a Challenge Log bonus on Friday, November 19th.
    • Bloodsworn Pixie Beast Tribe (roughly 30%): While you will be unable to prepare a set to turn in ahead of time, being higher ranked gives you more EXP per quest so you should start ranking up now if you have not already. Bloodsworn takes 30 days worth of daily beast tribe quests to obtain from just starting the Pixie Beast Tribe.
    • Menphina’s Earring (30% bonus EXP): Use the Menphina Earrings (Endwalker pre-order reward), which gives +30% extra experience up to level 80.
    • The Heat of Battle (10% [II]/15% [III] bonus combat EXP): Make sure you have Heat of Battle III buffs prepared. If your FC does not have them, you can acquire them through the GC Squadron system.
    • Leveling Food (3% bonus combat EXP): Any food will do! Ideally you will be using Shadowbringers food, as it has 10% VIT. (Smoked Chicken is the recommended food for both level 70 Reaper and Sage).

    Gear Sources to Prepare Before Endwalker is Released:

    • Ensure you are capped on Poetics, Allegory, and Revelation so you can buy level 70 Tomestone weapon from Rhalgr’s Reach (Augmented weapon is 600 Poetics). Allegory and Revelation will become obsolete when 6.0 launches, but they can be traded in for Poetics.

    • NOTE: This step is somewhat optional if you plan on leveling mostly through Bozja content. -You should still have a starting Level 70 set for leveling from 70-71 before you enter Bozja.

      Have all crafted gear made ahead of time and dungeon gear (from Qitana Ravel, Malikah’s Well, and Mt. Gulg) acquired for the best gear at each possible level between 70-80 with melds. Having all of the dungeon drops (including the earrings) in your inventory / armory chest will ensure the Reaper/Sage weapon will be guaranteed to drop into your inventory at the end of the dungeon. Have mats ready for the new craftable leveling weapons for the new jobs (i.e level 74/76/78 crafted weapons). Taking a look at current BSM/GSM/ALC crafts at these levels, here is a list of materials to stock up on in preparation for these new crafts.

      • Level 70 Starting Gear sets - best item options between 400 Scaevan / 400 Omega / 390 Yama Upgraded Crafted / 390 Hydatos gear pieces are highlighted with other suitable replacements also featured. If the Scaevan item is the best item for level 70, it will be the only option displayed.

        1. For ease of visibility, check the ‘Show Marked Items Only’ box at the top left corner of the Ariyala Gearset: 

        2. Reaper Level 70 Starter Set

        3. Sage Level 70 Starter Set

          • NOTE: if using solely the highlighted items, the only Piety you get is from the Pants and Menphina’s Earring. Consider trading items for items with Piety if you so choose.
        4. These gearsets do not include belts because of belt removal. They also don’t include earrings because you will be using the Menphina’s Earring.

    • For level 80+ content, you’ll want to have a set of level 80 Maiming/Healing gear prepared (ideally the current 5.5 BiS for Dragoon / Healers, look in the Balance for lists) as well as either a weapon coffer from Eden’s Promise: Eternity (e12s) or 8 pages (ilvl 535 weapon) or enough Poetics for an Augmented Tomestone of Revelation Weapon (ilvl 530 weapon).

    • Set up macros for setting new hotbars once skill names are known. 

      • Macro text is: /hotbar action “Feint” 1 2         

        • For each line where the “1” represents the hot bar and “2” represents the slot on that hot bar and “Feint” is an example of an action that would be placed there.
    • Log off in Rhalgr’s Reach before maintenance so you can immediately buy a new ilvl 400 weapon with Poetics.

    Things to do Once Servers Go Live When 6.0 Launches:

    • Buy the tomestone weapon for the new job you wish to level at Rhalgr’s Reach.
    • Teleport to whichever city the new job you want to play is in and unlock the job and complete any job quests that may involve a quest instance.

    Reaper: Ul’dah
    Sage: Limsa Lominsa

    • QUEUE based on the “Order of things to queue” below (and while waiting for queue to pop:)**
    • Travel to Idyllshire and turn in Wondrous Tails from the week of November 9th with x9 seals marked off. Pick up Wondrous Tails from the week of November 16th.
    • Travel to Il Mheg - Lydha Lran and complete Daily Pixie Beast Tribe Quests**
    • Kill all of the hunts in your One-Star / Two-Star / Three-Star Veteran Clan Mark Bills**
    • Complete FATEs in the open world.

    **Time sensitive: these must be completed before the daily reset - 10 AM EST (or 11 AM EST?) - in order to acquire the next set of Pixie Beast Tribe Quests and Hunt Bills and queue for refreshed Roulette rewards.

    Order of Things to Queue:

    1. Duty Roulette: Leveling (roughly 30% EXP, 1.93% / min)
    2. Duty Roulette: Frontline (roughly 40% EXP, 2.44% / min)
    3. Duty Roulette: Main Scenario (cringe, can skip if you want to actually enjoy the new job)
    4. Duty Roulette: Trial (roughly 10% EXP, 1.71% / min)
    5. Duty Roulette: Alliance Raid (gimp iLvl to that of > Syrcus Tower but < World of Darkness, currently this is between ilvls 70-89 but this could change in 6.0 if ilvls on gear changes and/or instances have different ilvl requirements) (roughly 20% EXP, 1.11% / min)
    6. Queue for all leveling dungeons between level 71-79 that are available to you.

    Wondrous Tails Double Dip

    • Since the Wondrous Tails book (from week of Nov. 9th) was prepared before Endwalker early access begins, you can immediately turn that in for experience on Reaper / Sage and then immediately pick up a new book (from week of Nov. 16th).
    • Look at the Duties that are available in your new Wondrous Tails book. Some of them you may naturally clear just by queueing for Duty Roulette: Leveling / Frontline / Alliance Raid. If “Dungeons (Lv. 71-79)” is featured as a Duty to complete, you can complete that as you queue for the Shadowbringers leveling dungeons and then you can use your Wondrous Tails second chance points to retry that specific type of Duty. Before doing this, you should clear any and all easily soloable / quickly clearable with a light party Extreme Trials (especially the ARR Extreme Trials). NOTE: You don’t have to be on Reaper/Sage when you are doing the Wondrous Tails duties, just be careful of your challenge logs if you are doing a Dungeon Duty.
    • If the Duties in your new Wondrous Tails book look like they’ll be too out of the way or too time consuming, don’t sweat completing it and instead just focus on either dungeon queueing or Bozja grinding.

    Bozjan Alternative (No Queues or Pre-Made Group):

    • If you are not interested in waiting for dungeon queues and farming FATEs, you can also do The Bozjan Southern Front or Zadnor zones. It may be more efficient to switch to Bozja once you have completed all of the Hunt Bills and Pixie Beast Tribes and done at the very least Duty Roulette: Leveling and Duty Roulette: Frontline.

    • These zones have the added benefit of not consuming rested EXP, allowing you to save it for the Endwalker MSQ.

    • You can queue for either The Bozjan Southern Front OR Zadnor since they both will give the same amount of character experience for different sections of the zone per this chart (NOTE: actual experience numbers are based off of old Shadowbringers EXP values and will be different in Endwalker). Table courtesy of Veisper!

    • Only do Skirmishes and Critical Engagements while in the zone since Castrum and Dalriada do not give enough experience to be worth the time to complete those battles.

    • Do Skirmishes and CEs in a party to help ensure full credit on FATEs. Try to prioritize Skirmishes in Zone 3 if possible since they give slightly more experience, otherwise if there is no Skirmish up in that Zone you can move to Zone 2 > Zone 1.

    • Ensure everyone in your party has Bozjan Clusters for Priority Deployment buffs to help ensure your party’s spot in Critical Engagements.

    • It is recommended that you cap on as many of the Proof of Mettle buffs (i.e. Ray of Fortitude / Valor / Succor) before the start of Endwalker to increase the damage you do and your survivability in the Skirmishes and CEs.

    • It is recommended to bring the following Lost Actions and Essences to help with the speed at which you complete these FATEs and CEs:

      • Both:

        • Have plenty of Potion/Ether Kits, Reraisers, and Elixirs holstered.
        • Get plenty of Forgotten Fragment of History (Lodestone) - this teleports you to starting camp in the instance.
      • Sage:

        • Deep Essence of the Aetherweaver OR Deep Essence of the Profane.
        • Lost Chainspell, Lost Font of Magic, and Lost Seraph Strike are the strongest DPS actions.
        • Have plenty of Ether Kits, Reraisers, and Elixirs holstered.
        • Lost Full Cure may be helpful for survivability.
      • Reaper:

        • Deep Essence of the Skirmisher / Deep Essence of the Beast.
        • If using Deep Essence of the Beast, make sure you have Lost Assassinate. It is recommended to use Beast due to higher survivability compared to Skirmisher.
        • Lost Font of Power, Banner of Noble Ends, and Banner of Honored Sacrifice are the strongest DPS actions.
        • Lost Excellence may be helpful for survivability.

    Dungeon Queue Method vs. Bozja Method

    When comparing these two methods for leveling, several assumptions had to be made with regard to the rate of experience gain.

    Dungeon Queue Method

    • While waiting for the queue for a leveling dungeon, you can complete open world FATEs in the Shadowbringers zones. FATE completion rate was estimated to be approximately 1 Fate every 3 minutes. You do not get rewards from FATE completion if you go inside your duty.
    • The rate of the completion of the dungeon itself was variable and based on the skill of the people in your duty finder queue (or your pre-made party).

    Bozja Method

    • Skirmishes in Bozja are estimated to take approximately three minutes per Skirmish and CEs are estimated to take approximately 5 minutes (this includes travel time etc.)
    • In terms of how much experience you would get per fate, it was estimated that you would be completing 60% of your Skirmishes in Zone 3, 30% in Zone 2, and 10% in Zone 1 if prioritizing Zone 3 > Zone 2 > Zone 1. These percentages were included in the experience rate estimates.
    • Estimates in terms of rate of Experience can also be affected by what percent of the time you are actively participating in a Critical Engagement vs. Skirmishes.

    Estimate experience rates for both these methods was calculated using this experience rate calculator. Some example results of the table calculator can be seen below.

    (NOTE: This table comes from some crude estimates from the information stated above).

    +You should still have a starting Level 70 set for leveling from 70-71 before you enter Bozja.

    Have all crafted gear made ahead of time and dungeon gear (from Qitana Ravel, Malikah’s Well, and Mt. Gulg) acquired for the best gear at each possible level between 70-80 with melds. Having all of the dungeon drops (including the earrings) in your inventory / armory chest will ensure the Reaper/Sage weapon will be guaranteed to drop into your inventory at the end of the dungeon. Have mats ready for the new craftable leveling weapons for the new jobs (i.e level 74/76/78 crafted weapons). Taking a look at current BSM/GSM/ALC crafts at these levels, here is a list of materials to stock up on in preparation for these new crafts.

    • Level 70 Starting Gear sets - best item options between 400 Scaevan / 400 Omega / 390 Yama Upgraded Crafted / 390 Hydatos gear pieces are highlighted with other suitable replacements also featured. If the Scaevan item is the best item for level 70, it will be the only option displayed.

      1. For ease of visibility, check the ‘Show Marked Items Only’ box at the top left corner of the Ariyala Gearset: 

      2. Reaper Level 70 Starter Set

      3. Sage Level 70 Starter Set

        • NOTE: if using solely the highlighted items, the only Piety you get is from the Pants and Menphina’s Earring. Consider trading items for items with Piety if you so choose.
      4. These gearsets do not include belts because of belt removal. They also don’t include earrings because you will be using the Menphina’s Earring.

  • For level 80+ content, you’ll want to have a set of level 80 Maiming/Healing gear prepared (ideally the current 5.5 BiS for Dragoon / Healers, look in the Balance for lists) as well as either a weapon coffer from Eden’s Promise: Eternity (e12s) or 8 pages (ilvl 535 weapon) or enough Poetics for an Augmented Tomestone of Revelation Weapon (ilvl 530 weapon).

  • Set up macros for setting new hotbars once skill names are known. 

    • Macro text is: /hotbar action “Feint” 1 2         

      • For each line where the “1” represents the hot bar and “2” represents the slot on that hot bar and “Feint” is an example of an action that would be placed there.
  • Log off in Rhalgr’s Reach before maintenance so you can immediately buy a new ilvl 400 weapon with Poetics.

  • Things to do Once Servers Go Live When 6.0 Launches:

    • Buy the tomestone weapon for the new job you wish to level at Rhalgr’s Reach.
    • Teleport to whichever city the new job you want to play is in and unlock the job and complete any job quests that may involve a quest instance.

    Reaper: Ul’dah
    Sage: Limsa Lominsa

    • QUEUE based on the “Order of things to queue” below (and while waiting for queue to pop:)**
    • Travel to Idyllshire and turn in Wondrous Tails from the week of November 9th with x9 seals marked off. Pick up Wondrous Tails from the week of November 16th.
    • Travel to Il Mheg - Lydha Lran and complete Daily Pixie Beast Tribe Quests**
    • Kill all of the hunts in your One-Star / Two-Star / Three-Star Veteran Clan Mark Bills**
    • Complete FATEs in the open world.

    **Time sensitive: these must be completed before the daily reset - 10 AM EST (or 11 AM EST?) - in order to acquire the next set of Pixie Beast Tribe Quests and Hunt Bills and queue for refreshed Roulette rewards.

    Order of Things to Queue:

    1. Duty Roulette: Leveling (roughly 30% EXP, 1.93% / min)
    2. Duty Roulette: Frontline (roughly 40% EXP, 2.44% / min)
    3. Duty Roulette: Main Scenario (cringe, can skip if you want to actually enjoy the new job)
    4. Duty Roulette: Trial (roughly 10% EXP, 1.71% / min)
    5. Duty Roulette: Alliance Raid (gimp iLvl to that of > Syrcus Tower but < World of Darkness, currently this is between ilvls 70-89 but this could change in 6.0 if ilvls on gear changes and/or instances have different ilvl requirements) (roughly 20% EXP, 1.11% / min)
    6. Queue for all leveling dungeons between level 71-79 that are available to you.

    Wondrous Tails Double Dip

    • Since the Wondrous Tails book (from week of Nov. 9th) was prepared before Endwalker early access begins, you can immediately turn that in for experience on Reaper / Sage and then immediately pick up a new book (from week of Nov. 16th).
    • Look at the Duties that are available in your new Wondrous Tails book. Some of them you may naturally clear just by queueing for Duty Roulette: Leveling / Frontline / Alliance Raid. If “Dungeons (Lv. 71-79)” is featured as a Duty to complete, you can complete that as you queue for the Shadowbringers leveling dungeons and then you can use your Wondrous Tails second chance points to retry that specific type of Duty. Before doing this, you should clear any and all easily soloable / quickly clearable with a light party Extreme Trials (especially the ARR Extreme Trials). NOTE: You don’t have to be on Reaper/Sage when you are doing the Wondrous Tails duties, just be careful of your challenge logs if you are doing a Dungeon Duty.
    • If the Duties in your new Wondrous Tails book look like they’ll be too out of the way or too time consuming, don’t sweat completing it and instead just focus on either dungeon queueing or Bozja grinding.

    Bozjan Alternative (No Queues or Pre-Made Group):

    • If you are not interested in waiting for dungeon queues and farming FATEs, you can also do The Bozjan Southern Front or Zadnor zones. It may be more efficient to switch to Bozja once you have completed all of the Hunt Bills and Pixie Beast Tribes and done at the very least Duty Roulette: Leveling and Duty Roulette: Frontline.

    • These zones have the added benefit of not consuming rested EXP, allowing you to save it for the Endwalker MSQ.

    • You can queue for either The Bozjan Southern Front OR Zadnor since they both will give the same amount of character experience for different sections of the zone per this chart (NOTE: actual experience numbers are based off of old Shadowbringers EXP values and will be different in Endwalker). Table courtesy of Veisper!

    • Only do Skirmishes and Critical Engagements while in the zone since Castrum and Dalriada do not give enough experience to be worth the time to complete those battles.

    • Do Skirmishes and CEs in a party to help ensure full credit on FATEs. Try to prioritize Skirmishes in Zone 3 if possible since they give slightly more experience, otherwise if there is no Skirmish up in that Zone you can move to Zone 2 > Zone 1.

    • Ensure everyone in your party has Bozjan Clusters for Priority Deployment buffs to help ensure your party’s spot in Critical Engagements.

    • It is recommended that you cap on as many of the Proof of Mettle buffs (i.e. Ray of Fortitude / Valor / Succor) before the start of Endwalker to increase the damage you do and your survivability in the Skirmishes and CEs.

    • It is recommended to bring the following Lost Actions and Essences to help with the speed at which you complete these FATEs and CEs:

      • Both:

        • Have plenty of Potion/Ether Kits, Reraisers, and Elixirs holstered.
        • Get plenty of Forgotten Fragment of History (Lodestone) - this teleports you to starting camp in the instance.
      • Sage:

        • Deep Essence of the Aetherweaver OR Deep Essence of the Profane.
        • Lost Chainspell, Lost Font of Magic, and Lost Seraph Strike are the strongest DPS actions.
        • Have plenty of Ether Kits, Reraisers, and Elixirs holstered.
        • Lost Full Cure may be helpful for survivability.
      • Reaper:

        • Deep Essence of the Skirmisher / Deep Essence of the Beast.
        • If using Deep Essence of the Beast, make sure you have Lost Assassinate. It is recommended to use Beast due to higher survivability compared to Skirmisher.
        • Lost Font of Power, Banner of Noble Ends, and Banner of Honored Sacrifice are the strongest DPS actions.
        • Lost Excellence may be helpful for survivability.

    Dungeon Queue Method vs. Bozja Method

    When comparing these two methods for leveling, several assumptions had to be made with regard to the rate of experience gain.

    Dungeon Queue Method

    • While waiting for the queue for a leveling dungeon, you can complete open world FATEs in the Shadowbringers zones. FATE completion rate was estimated to be approximately 1 Fate every 3 minutes. You do not get rewards from FATE completion if you go inside your duty.
    • The rate of the completion of the dungeon itself was variable and based on the skill of the people in your duty finder queue (or your pre-made party).

    Bozja Method

    • Skirmishes in Bozja are estimated to take approximately three minutes per Skirmish and CEs are estimated to take approximately 5 minutes (this includes travel time etc.)
    • In terms of how much experience you would get per fate, it was estimated that you would be completing 60% of your Skirmishes in Zone 3, 30% in Zone 2, and 10% in Zone 1 if prioritizing Zone 3 > Zone 2 > Zone 1. These percentages were included in the experience rate estimates.
    • Estimates in terms of rate of Experience can also be affected by what percent of the time you are actively participating in a Critical Engagement vs. Skirmishes.

    Estimate experience rates for both these methods was calculated using this experience rate calculator. Some example results of the table calculator can be seen below.

    (NOTE: This table comes from some crude estimates from the information stated above).

    \ No newline at end of file diff --git a/guide/tanking-faq/index.html b/guide/tanking-faq/index.html index e8e3cca369..a7535a37e4 100644 --- a/guide/tanking-faq/index.html +++ b/guide/tanking-faq/index.html @@ -51,7 +51,7 @@ Helpful on occasion and can save your life, but not enough to warrant continuous, future use.

    The gain of Tenacity is not in reducing healer load. The gain is in the “insurance policy.” Tenacity could be useful. It could save your life. But you won’t see tangible benefit from Tenacity until that moment where you almost die.

    -Theoryjerks Discord / Emiin

    What does Tenacity do for my party?

    Tenacity allows the whole party to make some mistakes in raid progression.

    Missed a Feint or Addle? Shields? Cooldown dropped a second too early? -Tenacity’s got it.

    E4S shared buster sends its regards
    https://youtu.be/TLSc5QiCQMs?t=309

    Buster

    How do cooldowns stack up?

    Multiplicatively.

    Using two 20% cooldowns: +Tenacity’s got it.

    E4S shared buster sends its regards
    https://youtu.be/TLSc5QiCQMs?t=309

    Buster

    How do cooldowns stack up?

    Multiplicatively.

    Using two 20% cooldowns: Incoming Damage x (1 - (%)) x (1 - (%))
    = 1 x (1 - (0.2)) x ( 1 - (0.2))
    = 1 x (0.8) x (0.8)
    = 1 x 0.64
    = 36% mitigation

    Which tank is the best?

    How do the tanks stack up?

    Is X tank bad?

    Tank balance has never been better. Everyone can do everything and the only differences are like a 1-2% DPS disparity and each tanks individual mitigation specialties.

    No tank is bad and you should just play what you like and have fun with.

    Here’s Mox’s WAR-biased writeup:

    • Warrior: My personal one-trick job. Very little double-weaves, pretty straight-forward gameplay. Bursts every 90 seconds for 10~12 seconds by pressing one button for the most part, does very sleepy damage between bursts. Gameplay is mostly “keep this one buff up and maximize Gauge gains”. Has pretty strong mitigation and self-healing tools and is known as the third healer of the party. Invulnerability skill could be better (targeting makes it awkward) but if it was any better, the job would be overpowered.

    • Gunbreaker: My next choice of tanks. Bursts every 60 seconds and a bit more after 30 seconds, but has quite a few double-weaves to keep maximum efficiency. One main combo, one combo for bursts. A bit less well-off when it comes to self-heals and cooldowns, and the invulnerability skill puts your health to 1, which makes healers shit their pants.

    • Dark Knight: Comfy-but-double-weavy. You have to manage two resources, Gauge and Mana, without overcapping either of them. If you do overcap, your efficiency drops a bit but it’s not the end of the world. One combo to build your resources, some off-global skills to keep your buffs up. Bursts every 90 and 60 seconds when played well. Invulnerability skill lasts the longest but also requires healers’ help to stay alive.

    • Paladin: Very comfy and static. Two combos, two bigger damage buffs, a couple of bigger damage buttons. The only (damage) resource is mana, which hits the 10000 cap if you do your rotation right. The actual Gauge is used for party mitigation. Lacks a self-cooldown compared to the other tanks but makes up for it by having an extra party mitigation tool.

    If I had to order the tanks in terms of “Easy to pick up”, I’d list them WAR > PLD > DRK > GNB

    And to order them in terms of “Hardest to optimize”, I’d go for PLD > GNB > DRK > WAR

    (Unless you do speedruns. In which case you did not need to read this.)

    diff --git a/guide/zyrks-bullshit-guide-to-the-principles-of-healing/index.html b/guide/zyrks-bullshit-guide-to-the-principles-of-healing/index.html index 037eb7c3a8..d25bed372f 100644 --- a/guide/zyrks-bullshit-guide-to-the-principles-of-healing/index.html +++ b/guide/zyrks-bullshit-guide-to-the-principles-of-healing/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Zyrk’s FFXIV Shadowbringers Healing Guide

    Learn how to hate your party, the game, and yourself

    About the Author

    Hi, I’m Zyrkhan Dar’locke. My name is blue on The Balance, and that’s basically all I have to say for myself. You may also know me as “what?” and “literally who.” I’m here to talk about healing and stuff, because I guess I like it or something, mostly because I don’t respect myself. If you also would like to learn about healing, or just hate yourself enough to listen to me ramble about it for the next 48 pages, here’s a thing I guess.

    Are you prepared to suffer?

    Credits

    “healing is a… complikcated jogo”

    -Kendy

    Special thanks to:

    The Balance Discord as a whole for helping to shape me into the player I am today, and for providing me with a place where I will never stop learning.

    My fellow mods and the mentors on The Balance, for making sure I don’t say anything stupid here and make a fool of myself. You guys are great.

    The healer channels of The Balance that are mostly not completely full of degenerates, for inspiring the creation of a general healing guide in the first place.

    (Dialace, you pretty much brought up the idea and then I went and wrote it, so I guess I stole your thunder kinda I’m sorry.)

    Allagan Studies for all the work they’ve done with the Stat Intervals spreadsheet and all kinds of other math witchcraft.

    Favorite Mentor™ Ahri for providing a ton of consultation and proofreading throughout the project.

    Orinx for his excellent work on the healer DH thread.


    Changelog - Translators look here

    • 1/9/18, patch 4.18 - released

    • 12/8/18, patch 4.45 - updated

      • Updated Combined Healer Kit section to reflect changes to Divine Benison
      • Various updates to reflect AST’s newly not-laughable pDPS
      • Added section on Lucid Dreaming usage
      • Added explanation of single target GCD macros being situationally permissible
      • Added xivanalysis under Identifying Areas for Improvement
      • Added explanation of how to check damage types in ACT/FFLogs
      • Added section on Damage/Healing Variance
    • 12/17/20, patch 5.4 - updated

      • Holy shit he actually updated the guide
      • All it took was nine months of quarantine during a global pandemic
      • Too bad we’re like two patches away from an expansion

    To-Do

    • Working with your co-healer: awareness, consistency, communication
    • Working with your tanks: awareness, consistency, communication

    Table of Contents

    (for you PDF nerds)


    The Scope of this Guide

    I’ve said before that I feel like it’s difficult to adequately present a concise job guide for a healer, because any single topic would require an extensive explanation of caveats, edge cases, and exceptions in order to be much more than a general guideline. And many people may misconstrue that guideline because they don’t understand the reasoning behind it, and therefore don’t understand what situations would necessitate a deviation from said guideline.

    It is with this in mind that I wanted to undertake the construction of a resource that would attempt to set people up with an understanding of the fundamental principles of healing, the thought processes that lead us to arrive at a given conclusion, the tools to think through problems or questions on their own, the ability to apply their knowledge to any variety of unique and unfamiliar situations and adapt to them, and the foundation and perspective to analyze and scrutinize information to determine sound or flawed reasoning.

    There are very few absolute rules in healing. Be wary of anyone who tells you something is ALWAYS this way, or you should ALWAYS do that. There are almost always legitimate exceptions. Open minded skepticism is healthy, and the truth welcomes it. If they’re telling you the truth, they should be able to back it up. It is my hope that I’ll be able to foster that open minded skepticism, which may in turn lead to confidence in your understanding of healing and the good sense to learn, adapt, and improve when presented with new information that stands up to scrutiny.

    A lot of guides want to teach you to pick out the correct answer in a multiple choice test, and that’s great as a crash course intro to a job. But, knowing what your skills do isn’t enough to make you a great healer. Where some guides want to teach you to memorize a bunch of correct answers, I want to teach you why. And that’s not to knock any of the amazing guides we have out there at all. On the contrary, I want to provide the context and background knowledge to appreciate and understand those guides even better.

    I’ve attempted to write a TL;DR at the beginning of most sections to make it more palatable, but the guide was written mostly as a continuous piece, so I can’t promise they’ll help. The point of the guide is to go in depth, so if you want brevity, I think you’re in the wrong place, friendo.

    Without further ado… Let’s teach a man to fish.


    Core Concepts and Mechanics

    There’s a lot going on behind the scenes in this game that many players may be partially or even completely unaware of. Some things are more apparent, while others are virtually undetectable through normal gameplay. A lot of guides mention some of these mechanics where they are relevant to healing, but I wanted to compile an explanation of them here, as it’s important to understand them.

    GCDs/Spells

    TL;DR - GCDs are actions that activate the global base recast timer of 2.5s, and scale with skill/spell speed and attack speed buffs. GCD heals are affected by healing buffs and debuffs.

    A GCD is a Global Cooldown. It’s the recast time on all your normal actions. The base GCD is 2.5s, and this is reduced by attack speed buffs, as well as skill/spell speed. All spells display a cast and recast time. These times may or may not be the same. For instance, Esuna has a cast time of 1.5s, and it is a GCD spell, which means it has a base recast of 2.5s. You are finished casting the spell after the cast time is finished, but cannot cast another GCD spell until after the recast timer is finished. Some spells (like Raises) have a longer cast time than the GCD.

    Understanding the difference between spells and abilities is important, because outgoing healing buffs only affect spells, which specifically refers to actions that are on the GCD. So, buffs like Temperance, Fey Illumination, and Dissipation that buff outgoing healing only affect spells like Cure, Medica, Medica II and Regen’s HoT effects, etc. In the tooltip, an outgoing healing buff will use the wording, “increases healing magic potency…”

    (Embrace and Seraphic Veil are also considered spells, even though they’re not tied to your own GCD, but Aetherpact, Whispering Dawn, Angel’s Whisper, and Consolation are considered abilities rather than spells, and are therefore not affected by outgoing healing buffs.)

    oGCDs/Abilities

    TL;DR - oGCDs are abilities that do not activate the global base recast timer of 2.5s. They are actions that typically have cooldowns, and oGCD heals are not affected by healing buffs and debuffs.

    Actions that are not tied to the GCD are referred to as oGCDs (off Global Cooldown), and these are generally classified as abilities. These include actions such as Tetragrammaton, Lustrate, Essential Dignity, Assize, Indomitability, Earthly Star, etc. These are not affected by outgoing healing buffs, because they are abilities, not spells. That said, they are also not affected by healing debuffs like Infirmity, and will heal for their full value even when the target is receiving reduced healing.

    However, they are affected by incoming healing buffs like Mantra, Nature’s Minne, and Asylum, which work on all healing, including abilities. In the tooltip, an incoming healing buff will use the wording, “increases HP recovery via healing actions…”

    Both spells and abilities are affected by your stats, which means they will scale with your gear, are affected by stat buffs such as Mind potions, and are affected by Weakness and Brink of Death.

    GCD Clipping/Animation Lock

    TL;DR - Executing any action has an animation lock. oGCD animation locks can eat into your GCD uptime and reduce your total output. To avoid this, you can use oGCDs after an instant GCD.

    Every action has an animation lock, including GCDs. The animation lock on GCDs is typically not too important, because the GCD recast timer is much longer than the animation lock. However, this becomes important when using instant oGCDs, because they can cut into your next GCD, reducing the amount of time you spend actually casting spells, thereby reducing your total output. This is called clipping. It seems like a small difference, but it adds up very quickly. For instance, if you’re casting Glare back to back, and you use Tetragrammaton between casts, you inserted a delay between your casts. Do that enough times, and it quickly adds up to many lost casts over the course of a fight.

    The way we address this is by trying to use oGCDs during the remaining recast timer after using an instant GCD, such as Regen, Aero 2, etc. This allows us to use those oGCDs without sacrificing GCD uptime, because the oGCD was used during the GCD timer, instead of between two GCD timers. This is called weaving. +Warrior

  • Newsfeed
  • Zyrk’s FFXIV Shadowbringers Healing Guide

    Learn how to hate your party, the game, and yourself

    About the Author

    Hi, I’m Zyrkhan Dar’locke. My name is blue on The Balance, and that’s basically all I have to say for myself. You may also know me as “what?” and “literally who.” I’m here to talk about healing and stuff, because I guess I like it or something, mostly because I don’t respect myself. If you also would like to learn about healing, or just hate yourself enough to listen to me ramble about it for the next 48 pages, here’s a thing I guess.

    Are you prepared to suffer?

    Credits

    “healing is a… complikcated jogo”

    -Kendy

    Special thanks to:

    The Balance Discord as a whole for helping to shape me into the player I am today, and for providing me with a place where I will never stop learning.

    My fellow mods and the mentors on The Balance, for making sure I don’t say anything stupid here and make a fool of myself. You guys are great.

    The healer channels of The Balance that are mostly not completely full of degenerates, for inspiring the creation of a general healing guide in the first place.

    (Dialace, you pretty much brought up the idea and then I went and wrote it, so I guess I stole your thunder kinda I’m sorry.)

    Allagan Studies for all the work they’ve done with the Stat Intervals spreadsheet and all kinds of other math witchcraft.

    Favorite Mentor™ Ahri for providing a ton of consultation and proofreading throughout the project.

    Orinx for his excellent work on the healer DH thread.


    Changelog - Translators look here

    • 1/9/18, patch 4.18 - released

    • 12/8/18, patch 4.45 - updated

      • Updated Combined Healer Kit section to reflect changes to Divine Benison
      • Various updates to reflect AST’s newly not-laughable pDPS
      • Added section on Lucid Dreaming usage
      • Added explanation of single target GCD macros being situationally permissible
      • Added xivanalysis under Identifying Areas for Improvement
      • Added explanation of how to check damage types in ACT/FFLogs
      • Added section on Damage/Healing Variance
    • 12/17/20, patch 5.4 - updated

      • Holy shit he actually updated the guide
      • All it took was nine months of quarantine during a global pandemic
      • Too bad we’re like two patches away from an expansion

    To-Do

    • Working with your co-healer: awareness, consistency, communication
    • Working with your tanks: awareness, consistency, communication

    Table of Contents

    (for you PDF nerds)


    The Scope of this Guide

    I’ve said before that I feel like it’s difficult to adequately present a concise job guide for a healer, because any single topic would require an extensive explanation of caveats, edge cases, and exceptions in order to be much more than a general guideline. And many people may misconstrue that guideline because they don’t understand the reasoning behind it, and therefore don’t understand what situations would necessitate a deviation from said guideline.

    It is with this in mind that I wanted to undertake the construction of a resource that would attempt to set people up with an understanding of the fundamental principles of healing, the thought processes that lead us to arrive at a given conclusion, the tools to think through problems or questions on their own, the ability to apply their knowledge to any variety of unique and unfamiliar situations and adapt to them, and the foundation and perspective to analyze and scrutinize information to determine sound or flawed reasoning.

    There are very few absolute rules in healing. Be wary of anyone who tells you something is ALWAYS this way, or you should ALWAYS do that. There are almost always legitimate exceptions. Open minded skepticism is healthy, and the truth welcomes it. If they’re telling you the truth, they should be able to back it up. It is my hope that I’ll be able to foster that open minded skepticism, which may in turn lead to confidence in your understanding of healing and the good sense to learn, adapt, and improve when presented with new information that stands up to scrutiny.

    A lot of guides want to teach you to pick out the correct answer in a multiple choice test, and that’s great as a crash course intro to a job. But, knowing what your skills do isn’t enough to make you a great healer. Where some guides want to teach you to memorize a bunch of correct answers, I want to teach you why. And that’s not to knock any of the amazing guides we have out there at all. On the contrary, I want to provide the context and background knowledge to appreciate and understand those guides even better.

    I’ve attempted to write a TL;DR at the beginning of most sections to make it more palatable, but the guide was written mostly as a continuous piece, so I can’t promise they’ll help. The point of the guide is to go in depth, so if you want brevity, I think you’re in the wrong place, friendo.

    Without further ado… Let’s teach a man to fish.


    Core Concepts and Mechanics

    There’s a lot going on behind the scenes in this game that many players may be partially or even completely unaware of. Some things are more apparent, while others are virtually undetectable through normal gameplay. A lot of guides mention some of these mechanics where they are relevant to healing, but I wanted to compile an explanation of them here, as it’s important to understand them.

    GCDs/Spells

    TL;DR - GCDs are actions that activate the global base recast timer of 2.5s, and scale with skill/spell speed and attack speed buffs. GCD heals are affected by healing buffs and debuffs.

    A GCD is a Global Cooldown. It’s the recast time on all your normal actions. The base GCD is 2.5s, and this is reduced by attack speed buffs, as well as skill/spell speed. All spells display a cast and recast time. These times may or may not be the same. For instance, Esuna has a cast time of 1.5s, and it is a GCD spell, which means it has a base recast of 2.5s. You are finished casting the spell after the cast time is finished, but cannot cast another GCD spell until after the recast timer is finished. Some spells (like Raises) have a longer cast time than the GCD.

    Understanding the difference between spells and abilities is important, because outgoing healing buffs only affect spells, which specifically refers to actions that are on the GCD. So, buffs like Temperance, Fey Illumination, and Dissipation that buff outgoing healing only affect spells like Cure, Medica, Medica II and Regen’s HoT effects, etc. In the tooltip, an outgoing healing buff will use the wording, “increases healing magic potency…”

    (Embrace and Seraphic Veil are also considered spells, even though they’re not tied to your own GCD, but Aetherpact, Whispering Dawn, Angel’s Whisper, and Consolation are considered abilities rather than spells, and are therefore not affected by outgoing healing buffs.)

    oGCDs/Abilities

    TL;DR - oGCDs are abilities that do not activate the global base recast timer of 2.5s. They are actions that typically have cooldowns, and oGCD heals are not affected by healing buffs and debuffs.

    Actions that are not tied to the GCD are referred to as oGCDs (off Global Cooldown), and these are generally classified as abilities. These include actions such as Tetragrammaton, Lustrate, Essential Dignity, Assize, Indomitability, Earthly Star, etc. These are not affected by outgoing healing buffs, because they are abilities, not spells. That said, they are also not affected by healing debuffs like Infirmity, and will heal for their full value even when the target is receiving reduced healing.

    However, they are affected by incoming healing buffs like Mantra, Nature’s Minne, and Asylum, which work on all healing, including abilities. In the tooltip, an incoming healing buff will use the wording, “increases HP recovery via healing actions…”

    Both spells and abilities are affected by your stats, which means they will scale with your gear, are affected by stat buffs such as Mind potions, and are affected by Weakness and Brink of Death.

    GCD Clipping/Animation Lock

    TL;DR - Executing any action has an animation lock. oGCD animation locks can eat into your GCD uptime and reduce your total output. To avoid this, you can use oGCDs after an instant GCD.

    Every action has an animation lock, including GCDs. The animation lock on GCDs is typically not too important, because the GCD recast timer is much longer than the animation lock. However, this becomes important when using instant oGCDs, because they can cut into your next GCD, reducing the amount of time you spend actually casting spells, thereby reducing your total output. This is called clipping. It seems like a small difference, but it adds up very quickly. For instance, if you’re casting Glare back to back, and you use Tetragrammaton between casts, you inserted a delay between your casts. Do that enough times, and it quickly adds up to many lost casts over the course of a fight.

    The way we address this is by trying to use oGCDs during the remaining recast timer after using an instant GCD, such as Regen, Aero 2, etc. This allows us to use those oGCDs without sacrificing GCD uptime, because the oGCD was used during the GCD timer, instead of between two GCD timers. This is called weaving. The animation lock on most actions is roughly .65s, and this is not affected by attack speed buffs or skill/spell speed. This is also true for GCDs. For instance, if you cast Regen, the animation lock of the GCD itself is .65s. After that animation lock is finished, you can use an oGCD like Tetragrammaton, which is another .65s animation lock. Depending on how fast or slow your GCD timer is (as in how much skill/spell speed you have, and attack speed buffs), you should be able to use a second oGCD before your GCD is up again, while clipping into your next GCD very little, if at all.

    Utilizing these instant cast windows to weave oGCDs is very important for maximizing your throughput, and most job guides should address the specifics of this as it applies to each healer. To simplify, you can look at it as each time you clip your GCD with an oGCD, you lost ~33% of the potency of your DPS filler, because you lost ~33% of a GCD worth of uptime. Some amount of clipping may be unavoidable, but it is something to be mindful of.

    Caster Tax

    TL;DR - Any spell with a cast time equal to or greater than its recast time has an unwritten ~0.12s animation between perfectly chained casts. If the cast is shorter than the recast, this does not apply.

    Spells with full cast times, meaning the cast time is equal to or greater than the recast (GCD), are subject to an unwritten animation lock that takes up roughly a flat 120ms. For example, if your GCD is the full 2.5s and you’re chain casting Glare, which has a full 2.5s cast time, it’s actually about 2.62s between casts because of that extra animation lock that occurs after the spell completes.

    However, with a spell that has a shorter cast time than the GCD, like any instant cast or spell with a fast cast time like Esuna or Malefic IV (1.5s), that short animation lock is eaten by the recast time, so you would have the true 2.5s between casts if you were chain casting spells like that.

    This is mostly relevant for Astrologian, because their main damage spell has a shorter cast time than the GCD, so they are virtually completely exempt from the caster tax, which can add up to several extra casts over a full fight (and slightly more MP spent, by extension).

    Heal Delay

    TL;DR - There’s a small delay between the end of a cast and the application of damage or healing. AoE effects also roll on one target at a time, making that delay more pronounced on some targets. Keep this delay in mind and play accordingly.

    This is a pesky mechanic of the game, but one that can be accounted for and even used to your advantage, to a degree. I’m sure everyone knows the Benediction meme about how it’s “instant” except it isn’t. We’ve all been there, whether it’s Benediction, or Cure II, or whatever, where you see the pretty green numbers pop up above your tank’s corpse even though you finished the cast before he died. That’s just the way it is. Nothing to be done about it, so get familiar with it, get used to it, and learn to work around it. As you learn to predict damage, and familiarize yourself with the timings, you can do all sorts of neat things like casting Benediction right before someone takes damage, only to have Benediction actually heal them immediately after the damage goes through.

    This delay also applies to buffs, as any tank will tell you. There is an animation delay before the buff shows up on the target’s buff bar, and then yet another small delay before the game actually registers the effects of the buff. The way the game calculates damage also factors into this delay, but suffice it to say that it’s very possible for tanks to die with Hallowed Ground on their buff bar, or take damage while they have a shield up. Buffs, including shields, need to be used slightly more in advance than it may appear.

    The real kicker here is that there’s a much more significant delay on AoE heals (and damage). If you’ve ever cast Holy, you’ve probably noticed that there can be a pretty large gap between when the first enemy gets stunned and when the last enemy gets stunned. This is because AoEs roll on one target at a time. This can lead to situations where an AoE heal rolls on some targets too late, and they don’t get healed in time for raid damage, so you’ll want to account for that when timing your heals.

    Server/Entity Ticks

    TL;DR - DoTs and HoTs “tick” every three seconds. Most ground effects also tick every three seconds for the purpose of applying the effects of the ground AoE, so for position-based buff effects like Sacred Soil, Collective Unconscious, and Passage of Arms, you may need to use the skill up to three seconds before damage is calculated in order for the effect to apply in time.

    While we’re on the subject of delays, let’s talk about server/entity ticks. It’s a phenomenon commonly referred to as server ticks, but the more accurate term may be entity ticks. Many aspects of the game operate in intervals of three seconds, most notably HoTs and DoTs, as well as passive HP and MP regeneration, which “tick” every 3s. The timing of the entity tick is determined when each entity is spawned in, which is why everyone’s ticks usually line up in an instance, since every entity should be created simultaneously.

    The part where this becomes quite significant is when you look at persistent ground effects. Asylum, Collective Unconscious, and Sacred Soil (and Shadow Flare) are all persistent ground effects. Previously, these effects could take up to three seconds after being placed before their effect would trigger, as they worked on an independent server tick. As of patch 4.4, ground effects such as these apply their effect immediately upon being placed.

    The first “tick” on the initial cast is entirely independent from the actual three second tick intervals, so the first two “ticks” can be anywhere from 0-3 seconds apart. The remaining ticks will happen in 3s intervals following the second tick. The important thing here is that they still only refresh their effects in three second intervals, so if someone isn’t within the effect when it’s placed, they will not receive the buff as soon as they walk into the area. They can only receive the buff on a refresh “tick.”

    This means that, if you want the damage reduction from Collective Unconscious or Sacred Soil, you need to use the ability before the incoming damage is calculated. And damage is calculated at a different time for lots of different abilities. Usually, the calculation is made right at or just before the end of the cast of the ability, which is typically shortly before the damage hits. However, there are some instances where the damage is calculated long before you take the damage. Susano’s phase transition comes to mind, where the damage is calculated almost right when you destroy the sword, and if you put up shields after that, the damage of his phase transition will go right through them.

    The change in patch 4.4 actually caused Asylum to have one additional tick, because its first tick occurs immediately upon placement. It may be important to note that Collective Unconscious doesn’t benefit in the same way. The distinction is that Asylum is a ground effect that heals, so its ticks are calculated as a ground effect. Collective Unconscious is a ground effect that applies a HoT (and damage reduction). The HoT still functions the same as a normal HoT, with its ticks falling on the independent server/entity tick.

    eHP/Mitigation

    TL;DR - Everyone needs to use their mitigation tools. Coordinate mitigation with your group if possible, Reprisal is not an optional role skill. Addle is not for your Wyrmwave if it can be used to save a healer GCD instead.

    First and foremost, mitigation is a group effort. We don’t have Virus or Disable anymore, and they redistributed our wealth of on-demand mitigation to other roles. The upside is that we now have more total mitigation potential across the whole party than ever before. Tanks have a flat 10% reduction every 60s from Reprisal. Each ranged physical DPS has 10% reduction every 120s. Melee and casters have Feint and Addle for 10% physical or magic damage reduction, respectively. The mitigation potential is insane. Use it.

    eHP (effective Hit Points) is a term used to describe, well… a person’s effective hit points. This accounts for current or max HP, shields, and damage reduction buffs and debuffs. Not typically discussed as a hard number, but as a concept that you need to make sure the party has enough eHP to survive the incoming damage. You only need enough eHP to consistently survive the incoming damage, so you don’t necessarily need to overmitigate, but you do want to make the most of your available mitigation tools. If you don’t need to mitigate something else before the mitigation tool would come back off cooldown, use it. If you’ll get more value by using it for something else, you may want to hold it for that. Plan your mitigation and discuss it as a group if at all possible.

    Something to note is that damage reduction works multiplicatively. If the unmitigated damage is 10,000, using Reprisal will take it down to 9,000. Using Addle/Feint on top of that would reduce it by 10% again, which would take it down to 8,100. Say you use Sacred Soil, then it becomes 7,290. If you threw in Collective Unconscious, then it’s 6,561. The first cooldown used reduces the damage by 1,000. We’ll call that 100% efficacy of the mitigation. The fourth cooldown only reduced it by an additional 729, compared to the 10,000 unmitigated base. You could think of that as being 72.9% efficacy. Stacking mitigation can be incredibly powerful, but stacking too much can be less efficient if it costs you something, like an opportunity to use one of those cooldowns at full strength on something else, or an Aetherflow stack in the case of SCH.

    Buff/Debuff Snapshotting

    TL;DR - Damage is calculated for each attack at a specific instant, usually slightly before the damage occurs. For the purposes of damage modifiers, the buff/debuff needs to be in place when the damage is calculated. For DoTs and HoTs, all buffs and debuffs on the target the instant the DoT/HoT is applied affect the entire duration of the DoT/HoT.

    While talking about server/entity ticks, I mentioned “when the damage is calculated.” That ties into this. Snapshotting refers to how an action’s effect is calculated at one particular instant before the action’s effect applies. This has a special interaction with DoT and HoT effects. The entire duration of the DoT/HoT is affected by whatever buffs and debuffs were in effect when the DoT/HoT was applied. This means that if you apply a DoT right before Trick Attack wears off, every tick for the entire duration of the DoT will be dealing extra damage, because the DoT was snapshot under Trick Attack. HoT effects (spells only, remember) also interact the same way with healing buffs. This means that you can use Temperance, cast Regen on the tank, and then refresh Regen right before Temperance wears off, and you’ll get a lot of buffed Regen time.

    The exception to this is persistent ground effects. These DoTs/HoTs snapshot buffs on the player, but calculate each tick individually against targets and do not snapshot enemy debuffs (except Collective Unconscious, because the field applies a persistent HoT buff, which snapshots).

    Enmity/Threat

    TL;DR - Damage generates enmity equal to 100% of damage dealt. Healing any target that is in combat generates enmity equal to 50% of healing done, divided evenly between all enemies the target is in combat with. Overhealing does generate enmity, but not at an increased rate.

    Enmity/threat isn’t something we usually have to pay too much attention to as healers, because the game just isn’t designed for it to be our problem, for the most part. However, it’s still important to understand how it works for the situations where it is our problem due to fight mechanics or other extraneous circumstances.

    Healing a target that is in combat generates enmity against all enemies the recipient of the healing is in combat with. This enmity is equal to 50% of the amount of HP restored, including overhealing, and that enmity is divided evenly between all enemies in combat with the recipient of the heal (200 healing = 100 enmity, if there are two enemies, that’s 50 enmity each). Overhealing does not generate enmity at an increased rate, but does still generate the normal amount of enmity. Normal enmity generation is simply a 100% conversion of the amount of damage dealt, with tanks having various enmity multipliers on their tank stances and certain skills, which causes them to generate enmity equal to several times the amount of damage they deal.

    Applying buffs also generates a small, superficial amount of enmity, so if your tank has facepulled mobs in a dungeon without actually generating any enmity against them, they’ll turn and run after you if you place a buff on the tank, even if the buff doesn’t do damage or restore HP. Tanks can’t always tag every enemy they run past while they’re pulling in a dungeon, so it’s important to be mindful of this. In a more severe form, having a HoT effect active on the tank while he’s pulling mobs will likely cause the mobs to aggro onto you before he even has a chance to hit them, so be mindful of your regens, and try not to refresh them right before the current pull dies, or right before your tank makes another pull.

    Not using HoTs before/during dungeon pulls is a general guideline and a courtesy thing, but it is potentially a gain. Every tank will feel differently about it, though, and unless you know your tank and know they’re okay with it, chances are good that most pug tanks will simply find it annoying, which is more trouble than it’s worth. You could explain to the tank that the regens are intentional and that you know you’re not in any danger by taking a few hits in the process when you bring the stragglers to the tanks at the end of the pull so he can pick them up. But, any time you lose by explaining this or having the tank slow down to question it or complain is going to be far more time than you could ever save by saving one GCD here and there over the whole dungeon.

    The exception to this is on pulls with only a single target, as the first thing that’s going to happen is your tank hitting that target, which will generate far more threat than a single tick of your HoT. Some fights even benefit from having an AoE HoT up before you pull if there is raidwide damage very early in the fight, but this applies more to AST, since their sects offer a permanent 25% reduced enmity generated. It should likely be discussed with your tank ahead of time, and if it requires the tank to do an additional threat combo, it is generally not worth it. If you have a NIN for Shadewalker/Smokescreen, it should be a complete nonissue.

    Macros and Skill Queueing

    TL;DR - Macros insert a small delay between actions because they do not use the skill queueing system, so they’re subject to input delay and latency. This decreases your output, so macros for commonly used GCDs are highly discouraged. Some oGCD macros are more acceptable, but they will still create delays, so you should understand the cost and benefit and have a good justification for them.

    Skill queueing is the system that allows you to queue your next skill before your current action is entirely finished. When you give the command to execute an action within a little less than one second of the end of your current action, the game will queue up that action to start immediately when your current action finishes. This mitigates input and latency delays between your actions in order to allow for smoother gameplay.

    Macros, however, are unable to use the skill queueing system. They will not begin executing the action until after the first time you press the key after your current action is finished. Even if you spam the key at inhuman speeds and issue the command the exact moment your current action is finished, you’re still subject to latency delay while the game receives that command. This causes a small delay between actions whenever you’re using macros, which can add up very quickly to a lot of lost time over the course of a fight. Ultimately, macros reduce your total output the more you use them, which should be avoided whenever possible.

    Macros for your GCDs are the most egregious offenders, especially commonly used GCDs. Macros for oGCDs aren’t nearly as bad, and can situationally be quite helpful, but they will likely still result in additional clipping. GCD macros are highly discouraged, as you have plenty of time between GCDs to change to your next target. You already have to decide your next cast in the span of one GCD, so it shouldn’t require any additional thought to decide what you should be targeting as well. There is a case for mouseover macros for instant oGCD heals, because those are sometimes used as emergency spot heals, where you cannot pre-select your target and are forced to react as quickly as possible, but do yourself a favor and avoid GCD macros like the plague and get used to targeting manually.

    The other exception to this lies in the phrase “commonly used GCDs.” Some healers strongly prefer using targeting macros for single target GCD heals (Cure II, Regen, and equivalents), including some of the most talented and successful healers at the highest levels of play. The thing is, at those high levels of play, they can “get away with it,” you could say, because their healing is so optimized that they might cast a single digit number of those spells in an entire fight, so the total effect of that small delay is minimized to the point of being entirely negligible.

    The bottom line remains, however. It’s fundamentally, principally less efficient. There is still a delay, and that can matter, even if it doesn’t result in any lost GCDs over the fight. Even the smallest delay increases the amount of time over which you are dealing damage, and even though you are doing the same amount of damage, if it takes you 0.5s longer to deal that damage, you have increased the S portion of DPS, thereby reducing your DPS. Macros such as these are permissible when you are playing efficiently enough that you cast very few single target heals, but they should be off limits for anyone who finds themselves leaning heavily on these single target GCD heals, and I aim to encourage building the best habits from the start.

    Stat Tiers

    TL;DR - All stats in the game operate in discrete tiers. You will gain no benefit from a stat point unless that stat point pushes you to the next tier. Check the stat tiers here.

    Stat tiers are probably the most obfuscated thing in the entire game. Everything in the game is tiered off at set intervals. Your GCD is tiered every .01s, your crit chance is tiered every .1%, your increased damage and healing from determination is tiered every .1%. Your physical and magic defense are tiered. Your main stat is tiered. Your attack power and magic attack power are tiered. Everything. Is. Tiered. (Check the stat tiers here)

    For example, skill/spell speed tiers are over 60 points apart. 715 spell speed is a GCD of 2.44s. Your GCD does not change at all until you get to the next tier at 782 spell speed. You could have 781 spell speed and your GCD would be exactly the same as if you had 715. Your GCD is the only easily observable example of this, and the tiers are very far apart for skill/spell speed, so the potential for wasting stats is the highest for that stat. If you’re worried about your secondary stats, that should be one of the first things you look at. Don’t waste stats.

    Other secondary stats are also tiered, but their tiers are much closer together, so the maximum amount of points you can waste in those stats is much smaller, but it’s still something to consider. No point in melding an extra Savage Might V in your crafted accessory if the determination tiers are 17 points apart and you won’t hit the next tier with that +12.

    Damage/Healing Variance

    TL;DR - All damage and healing with a potency value is subject to the game’s potency variance of a uniformly distributed +/-5%. Pay attention and don’t cut things too close.

    All potency-based damage and healing (as opposed to percent-based) is subject to the game’s potency variance of a uniformly distributed +/-5%. This means that non-percent-based damage and healing can roll for as low as 95% of the listed potency and as high as 105% of the listed potency, and it is equally likely to roll any number within that range.

    Sometimes, a tank will get high-rolled on several incoming hits in a row and take noticeably more damage than usual, or your heals might roll low, which could leave them too low for upcoming damage if you don’t take notice and compensate for it. Or if people are just barely surviving raid damage, it’s very possible that a high roll could kill them. Just because no one has died yet, that doesn’t mean your current setup is sufficient.

    You don’t want to cut it too close and risk having random deaths due to standard variance. Sometimes, you just get unlucky. Your HoTs don’t crit, the ticks roll low, damage rolls high, and suddenly you’ve got a tank who’s missing 20% more HP than usual before a tank buster.


    The Purpose of a Healer

    Keeping the Party Alive

    TL;DR - We heal to keep the party alive so we can kill the boss. But the objective is ultimately to maximize the effectiveness of the party to give the party the best chance at success. This means we do a lot more than just heal.

    Simple, right? The healer’s job is to heal, to keep the party alive. On the surface, this is true. As most of you are aware, that’s not all we do as healers, but we’ll get to that. First, I want to briefly explore this idea. We keep the party alive. We respond to whatever the fight throws at us in order to get the party through the entire encounter so that we can kill the boss. This is our most important function, and is always priority #1. That’s why we need healers. That’s why we keep the party alive. To kill the boss. It shouldn’t require an explanation, but you’d be surprised. The takeaway here is that the goal is to kill the boss. We need people alive so they can deal damage. It doesn’t matter if they’re at 100% HP or 5% HP, as long as they’re not going to die. That’s where the next bit comes in.

    Dealing Damage

    TL;DR - DPS is just as much a part of our job as healing. We contribute as much as we can to the success of the party. Optimizing our play means optimizing healing and damage. Optimizing healing serves no purpose if it doesn’t result in an overall damage gain in some way.

    The point of healing the party is that we need them to deal damage in order to kill the boss. Conveniently, we also have a pretty decent damage kit as healers. The goal is to kill the boss, you have to do damage to kill the boss, we can do damage. Simple concept. Whenever we don’t need to be healing, we can and should be doing damage. This is not a debate, it is not a conversation, it is not a suggestion. It is a fact. DPSing isn’t something you start doing when there’s nothing for you to heal. It should be something you stop doing when the fight requires you to heal. There may be times when you legitimately do need to do so much healing that you have almost no opportunities to DPS, but I can promise you that those situations are much rarer than most people think.

    Much of optimizing healing in this game revolves around optimizing damage. Optimizing healing means healing as efficiently as possible in order to give yourself as much time as possible to do damage. Your DPS is far from the only measure of a good healer, but it is a vital part of the picture. If this is a fact that you refuse to accept, I encourage you to reconsider, but I’m going to proceed under the assumption that we’re on the same page, here. I’m not going to try to teach a man to fish when he insists on starving himself to death.


    Healer Identities and Their Roles in the Meta

    The Forced Dichotomy of Healer Design

    TL;DR - Shields are inherently less efficient on their own than equivalent upfront heals and/or regens, because shields are able to do something unique, which is increase the party’s maximum eHP. If you don’t need shields to prevent lethal damage, don’t be afraid to use Diurnal Sect if you’re partied with a WHM. It’s the more efficient Sect. You don’t need the shields just for the sake of themselves.

    SE currently has this strange obsession with this healing dichotomy. It seems they’ve designed themselves into a corner, and now every healer has to have regens or shields. With that in mind, it’s important to understand how they’ve designed regens and shields. Regens are extremely GCD and MP efficient. They’re very potent because the entire effect isn’t instantaneous. Shields have a very powerful upfront effect, and have the ability to increase eHP and prevent otherwise lethal damage. Shields ease HP checks. SE has factored this heavily into the power budget of shields, generally giving shields high MP costs and lower total potency than upfront heals, because they can be used to increase the party’s maximum eHP.

    By nature, because shields are generally less GCD and MP efficient than upfront heals and regens, it is almost always more efficient to heal up the damage than to prevent it with shields. The only time you need shields is when you are preventing someone from dying from full HP. That isn’t to say you won’t cast shields, because you will often do so whenever you do not have alternatives. For a Nocturnal AST, Aspected Helios is simply more potent than Helios as long as the shield is consumed before it falls off. For SCH, if you don’t have Indomitability or Whispering Dawn to handle the AoE healing, you’ll cast Succor. But, when you’re choosing between the two, it’s almost always better to heal the damage afterward than to expend more resources to mitigate it.

    Most notably, as an AST, you’ll choose between Diurnal Sect (regens) and Nocturnal Sect (shields). Unless you absolutely need shields to prevent deaths, regens are inherently much more efficient. Don’t be afraid of running double regens if you’re WHM+AST and there are no mechanics that require shields. You’ll spend less MP and fewer GCDs running double regens than running regens + shields just because people think you have to have one of each. Diurnal Sect’s regens are inherently more potent. It’s simply the better sect, unless the fight forces you to have shields.

    All this said… in the Shadowbringers expansion, SE pivoted heavily on healer design. The regen/shield dichotomy still exists, but it’s significantly diminished due to the increased accessibility to both kinds of tools even “outside of the job’s role.” WHM has limited access to mitigation (though not a shield) through Temperance. AST has limited access to the opposite sect’s effects with Celestial Intersection and Neutral Sect. SCH got new raw healing and regen abilities like Consolation and Sacred Soil getting a powerful HoT effect.

    In addition to that, ranged physical DPS have all been given access to raidwide mitigation, and tanks have been given more tools to improve the survivability of the rest of the party across the board. Together, these changes reduce the game’s focus on whether each healer primarily has access to regens or shields, because everyone has a little of everything. So the dichotomy exists, it’s just much less important.

    WHM

    TL;DR - WHM has excellent on demand and sustained healing, providing superior brute force healing and recovery potential, as well as brute force DPS, and it has a solid spot in many groups because of this, especially during progression.

    White Mage boasts the most powerful sustained AoE healing of the three healers in the form of Cure III. It’s incredibly potent and MP efficient as an AoE heal. Honestly, this is half the reason you would want a WHM in your group. It’s an amazing tool for brute forcing AoE healing, picking up slack in an emergency, and recovering from HP deficits very quickly. WHM also has an impressive suite of oGCD heals, which offer a lot of value without having to lean heavily on GCD heals, as well as additional burst healing and recovery potential. WHM also has ridiculously good MP economy between Lucid Dreaming, Thin Air, Assize, and Lily spells. These factors combine to make it an excellent choice for progression or in less coordinated play in general.

    In addition to its healing kit, WHM has the highest potency DPS filler. This is important to consider when coordinating healing GCDs, because the WHM’s DPS GCD is more valuable than AST’s or SCH’s.

    SCH

    TL;DR - SCH is the king of oGCD healing and on demand mitigation. They reign supreme in the sheer number of oGCDs they have access to, which allows them to fulfill their job fantasy of being the battlefield tactician with a tool for every job and a contingency for every possible scenario.

    Disclaimer: in this section, I’m going to use some questionable terminology. This terminology does not necessarily reflect the common uses of these terms and does not necessarily transfer perfectly to common lingo. However, within the confines of this guide, it is important for the sake of clarity that I’m able to clearly refer to different portions of a healer’s DPS contribution as separate entities. These terms are as follows:

    • pDPS - Personal DPS. This is how much DPS you do directly with your damaging spells and abilities.
    • rDPS - Raid DPS. In this context, I’m using this to describe how much DPS you contribute by increasing the DPS of the rest of the raid through buffs and debuffs (card buffs, Chain Stratagem).
    • tDPS- Total DPS. pDPS + rDPS. I’m going to use this to refer to all the DPS you’re contributing to the group with your entire kit.

    Scholar is the king of oGCD healing. It boasts several of the most powerful oGCD abilities in the entire game, as well as a fairy that contributes quite frankly a disgusting amount of healing and utility to the party. SCH has, at the time of this writing (Patch 5.4), less personal DPS (pDPS) than WHM but more than AST, and they bring a very nice raid DPS (rDPS) cooldown in the form of Chain Stratagem. From patch to patch, the balance of the healers’ total DPS (tDPS) can shift frequently. Currently, SCH is in a somewhat awkward place because so much of its contribution to the party is in the form of highly efficient oGCD heals, which has the potential to enable significantly increased co-healer DPS in the right situation.

    However, this isn’t always the case in practice, because that amount of healing doesn’t enable any additional co-healer DPS if the group already has enough free healing that you can’t create additional DPS opportunities by bringing a SCH. For that reason, a good SCH can be absolutely incredible in progression and less optimized play because of the raw numerical power of its kit, but the job can fall in and out of favor in speedruns depending on the exact balance of the other healers’ kits and the healing requirements in any given encounter.

    Notice that I haven’t even mentioned shields. That’s because SCH’s strength, its identity, is not its shields. Once upon a time, that was its identity. That time has long since passed. SCH has shields, but that’s more of a formality at this point. Sometimes, they’re necessary to get the party through HP checks. To that end, SCH and AST have the capacity to shield the party. But this simply is not the core design focus of either job, nor should it be.

    AST

    TL;DR - AST has a full suite of very powerful tools, and its overall DPS contribution to a party makes it virtually always competitive at the highest levels of play. Primarily, the ceiling on its potential DPS contribution is quite high. Because of that, it’s usually the go-to choice for speedkills, and its baseline power is high enough that it’s a desirable healer for general play as well.

    Astrologian’s identity is perhaps a bit confused at the moment. To be perfectly honest, it seems like SE isn’t sure how to address the corner they’ve designed themselves into with healers, and AST has become the victim of that uncertainty. As discussed earlier, they’ve been maintaining this dichotomous design that dictates the only healing mechanics as regens or shields, with the rest of the healing kit being basically identical. Because of the way HP checks exist in the game, shields are either mandatory or largely pointless. As a result, they needed to give AST shields in order to avoid SCH being mandatory (as opposed to simply optimal or preferred) as the only healer who can meet HP checks for the party, and they also needed to give it the capacity to heal effectively alongside a SCH to avoid making WHM mandatory. As a result, AST attempts to fulfill both roles and compete with both slots, which is… troublesome to balance, to say the least.

    AST boasts some very strong GCD heals, good potential rDPS contribution through cards, and a handful of very powerful abilities. Essential Dignity is very potent and has two charges on a low cooldown, making it very abusable. Celestial Intersection is incredibly potent and spammable for tank upkeep. Earthly Star is also the highest potency AoE heal in the game by a longshot, and it’s only on a 60s cooldown. Neutral Sect is hands down the single most powerful healing cooldown in the entire game. If Benediction is the healer’s equivalent to Hallowed Ground, Neutral Sect is the healer’s equivalent to tank LB3. It is a button that allows you to Just Say No™ to damage for about 15 seconds. Quite frankly, it’s overkill for basically every normal situation.

    That’s all very well, but AST’s identity is not actually about healing. It’s about providing rDPS through cards, and its pDPS is comparatively quite low in exchange, placing a strong emphasis on optimizing the use of your raid buffs to improve your contribution.

    After the card system rework in Shadowbringers, the thing that truly sets AST apart is the focus on paying attention to how best to use your cards. Between uses of Divination (your raidwide damage buff on a two minute cooldown), you manipulate cards to set up your job gauge for Divination, and you carefully decide exactly how and when to distribute them, and to whom, to get the most damage out of them. Optimally, this means taking notice of when each party member is doing the most damage in their own rotation, so that you can buff their highest damage spikes instead of their low damage valleys. At the highest levels of play, your gameplay largely revolves around paying attention to these kinds of details to maximize your damage contribution.


    Encounter Design

    What the Encounter is Asking of You

    TL;DR - In order to determine the best course of action, you should often closely examine exactly what the encounter is asking of you. What are the requirements of this mechanic, and why? How did the devs intend you to handle it when they designed the encounter, and are there other solutions? If you’re ever lost or confused, try considering these questions.

    As healers, it’s critical that we understand the ins and outs of an encounter, because the encounter is primarily what determines what we do and how we play. We observe and understand an encounter in order to formulate a plan of action and respond to its healing, mitigation, and damage requirements. To that end, we must ask ourselves what the encounter is asking of us. What did the devs want me to do when they designed this fight? FFXIV raiding is a dance, and as healers, we have to reverse engineer our half of the dance by observing our dance partner and adapting our steps to match.

    On the surface level, it’s simple. The boss deals 40,000 raid damage, the encounter wants me to heal 40,000 raid damage. But sometimes there are additional restrictions or components to our dance steps. Maybe the boss does 40,000 raid damage one time and then doesn’t do any more raid damage for 30 seconds. The encounter is asking me to heal 40,000 raid damage, but it’s not asking me to do it right this second. A Medica II will suffice by itself. Maybe the boss is going to do 130,000 raid damage, while my party’s max HP is 100,000. The encounter is asking me to shield and mitigate that damage enough for the party to live. A basic AoE shield and two sources of 10% mitigation should be enough.

    Perhaps the boss is dealing 50,000 raid damage four times in a row, roughly five seconds apart. Well, my party only has 100,000 max HP. The encounter is asking me to heal consecutively. However, it’s not asking me to heal the 4th AoE immediately. I just need to heal up the damage from the first three AoEs and make sure the party has over 50,000 eHP when the last AoE hits, and then I can let regens do the rest.

    Asking yourself what the encounter does and doesn’t require from you is both how you learn to heal a fight and how you optimize your healing. Focus on doing everything it asks first, and then you can worry more about what it isn’t asking. Clean up those dance steps. Eliminate unnecessary, messy steps so it looks nice. Okay, the dancing metaphor has gone on long enough.

    Damage Sources

    TL;DR - Paying attention to when damage is happening and where it’s coming from will better inform your decisions on how to efficiently respond to the damage.

    A big part of understanding an encounter is understanding where the damage is coming from. It comes from the boss, right? Well, usually, sure. But you need to understand how much damage is coming from different parts of the fight, from different abilities and mechanics. In some fights, the boss’s regular auto attacks hit like a truck. In others, they may barely even be noticeable, or the boss might not even have auto attacks. Some bosses do almost all of their damage with tank busters, some are mostly raid damage. Understanding where the damage is coming from will allow you to make more informed decisions about how you’re going to heal an encounter.

    For instance, if I know that the boss’s auto attacks hurt a lot, that means that I’m going to have to pay more attention to the tank during portions of the fight where the boss is auto attacking freely. If the boss doesn’t auto attack at all, I may well ignore the tank after a tank buster that drops him to 10% HP, because he’s not going to take any more damage. Most bosses also auto attack while they’re in the middle of a cast bar, which can result in tanks taking a very surprising amount of damage during what appears to just be raid damage.

    It’s also important to understand where the damage is coming from in a more literal sense. Historically, there have been some times where damage originates from an entity that is separate from the boss. It should be obvious, but that means your debuffs on the boss don’t affect the attack that’s being cast by something else. And that something else might not be targetable. In some fights, there were a few instances where an untargetable entity cast attacks that rendered our debuff mitigation tools useless (skills like Reprisal or Addle), forcing us to rely entirely on shields and player buffs (like Temperance) to mitigate them.

    Damage Types

    TL;DR - Knowing whether an attack deals physical, magic, or darkness damage will help inform your decisions on how to mitigate that attack. Damage types can be seen using ACT or FFLogs.

    Damage types are difficult to see, but can be relevant to us (damage types can be readily identified in ACT and FFLogs, but observing it in the heat of battle is impractical at best). Primarily, there’s physical damage and magic damage. The distinction between the two is relevant for varied physical and magic defense between jobs, and for some abilities that only reduce physical or magic damage, like Feint and Addle.

    However, there also exists a third type of damage, typically referred to as darkness damage. This damage is not reduced by your physical or magic defense, and it is not reduced by stat debuffs such as the old Feint or Addle, which reduced STR/DEX and INT/MND, respectively. (Players do not currently have access to any kind of stat reduction debuffs.) Only percent reductions like Reprisal, Dismantle, Passage of Arms, Sacred Soil, and Collective Unconscious work on darkness damage.

    There’s also another type of damage which has shown up a few times: HP removal. The examples that come to mind are Folio in O3S (deals exactly 55% of your max HP) and critical HP mechanics like Charybdis and Hell Wind (reduces HP to 1), but there have been plenty more since then. These are unaffected by any buffs or debuffs, and this damage goes through shields (ignores, bypasses shields, leaving the shield still on even though you take damage).

    In ACT, viewing an attack under Incoming Damage or Outgoing Damage should display its damage type as Magic, Piercing, Slashing, or Blunt. It will also sometimes display the elemental aspect of damage, but this is rarely relevant (just in the case of mechanics that involve a buff or debuff relating to an element, and these mechanics are self explanatory, so there’s not really a need to look it up). Both physical and magical damage can have an elemental aspect.

    In FFLogs, the names of all attacks are color coded; Physical damage is orange. Magical damage is blue. Darkness damage is purple. There is also another color for special cases where ACT/FFLogs is unable to read the damage type data from the skill. To my knowledge, this is only the case with incoming DoTs, because they do not technically have a damage type due to the roundabout way they’re coded. Incoming DoT effects are still mitigated by mitigating the initial hit, however, and since they snapshot buffs and debuffs just like everything else, they usually function as though they were the same damage type as the attack that applied the DoT for the purposes of mitigation.

    DoTs are basically spaghetti code in this game, so there’s plenty of potential for weird interactions when it comes to incoming DoTs and mitigation. We may never perfectly understand the way they function, so don’t be too surprised if certain instances don’t align with expectations.

    Healing Practices

    Here, I wanted to mention several key practices for healing, good habits to build, and general gameplay tips to form the foundation that applies to healing universally.

    Always. Be. Casting.

    TL;DR - Always be doing something. Always be contributing. Don’t just stand there. This is probably the single most important concept in the entire game.

    This right here is the single most important rule. You should always be doing something. When you need to heal, you should be healing, and when you don’t, you should be doing damage. Any amount of time you spend not casting something useful is lost value, even if it’s just a fraction of a second of delay between your casts while you think, or a delay because you’re not skill queueing properly. Those delays add up fast. Either it’s lost damage, which is bad, or it’s lost healing. Even if that healing isn’t the most efficient thing to do, even if it’s not entirely necessary, it’s better than doing nothing as long as you’re actually restoring someone’s missing HP. At least if you’re healing unnecessarily instead of sitting on your hands, you’re potentially enabling your co-healer to DPS more, even if it’s not the best use of your time.

    Nobody would stand for it if the tank just spammed Flash until he had threat on all the enemies and then took his hands off the keyboard until someone was about to rip threat off of him. Nobody would stand for a DPS just not hitting the enemies, just absentmindedly dodging attacks without contributing anything. It’s not any different for us just because our icons are green.

    Being Prepared

    TL;DR - As a healer, you need to familiarize yourself with the fight most of all. It’s important to be prepared for damage ahead of time so you’re never caught off guard and scrambling to catch up.

    As healers, we’re very directly responsible for the survival of the party and the success of the duty. As discussed earlier, it’s important for us to be familiar with the fight in order to do what the fight requires from us to keep the party alive. Healers can very easily become the limiting factor on a group’s rate of progression or the group’s success as a whole. Healer deaths are much more difficult to recover from, and healer mistakes can easily result in deaths or wipes. That’s why it’s even more important for healers to know the fight inside and out. If we forget about a mechanic, or we forget to prepare the party for raid damage, or we forget to prepare the tank for a tank buster, everything is likely to go downhill very quickly.

    Triage

    TL;DR - Being prepared for upcoming damage and understanding the immediate requirements for survival will allow you to prioritize your heals efficiently. It’s never as simple as “who’s the lowest HP?” You have to choose who to heal based on the threat at hand.

    Triage refers to assigning a degree of urgency to several problems being presented at once. It’s important to keep a level head so that you can address these problems in the correct order. We’ve already touched on this a couple times, but it’s a concept that bears stating explicitly. Depending on what’s going on, you’ll have a different priority system for who needs to be healed the most urgently. In its simplest form, you have to prioritize the survival of the most crucial party members. Usually, that’s yourself, followed by the tank, followed by everyone else. Some circumstances may dictate that the survival of a DPS is momentarily more vital to the success of the party than your own survival or that of the tank, like a long enrage cast where the boss isn’t doing damage and you need to meet the DPS check. Maybe you’ll prioritize the other healer’s survival because they have far more MP than you right now, and if they live, they’re more able to stabilize the party and recover than you are.

    To take it a step farther, you have to consider not only the importance of each party member’s survival, but what is happening in the fight, and what is about to happen. For instance, in O1S, the boss reduces everyone to 1 HP by casting Charybdis. Then, he follows up with either raid damage or a split tank buster. It always happens at the same points in the fight, in the same order. Knowing what he’s going to do next allows you to address the most immediate concern. If he’s going to do raid damage, you need to be AoE healing and/or mitigating. If he’s going to do the split tank buster, you can safely leave the rest of the party at 1 HP until after you’ve healed up both tanks for the buster.

    To bring up regens again, if you know you have time for regens to heal the party before you take more raid damage, you should be using regens because they’re more efficient. Efficient use of regens is a huge factor in efficient healing, and it relies on your ability to assess the current situation and your knowledge of when damage is going to happen in a fight to determine when the party doesn’t need to be healed up immediately.

    Choosing the Right Tool for the Job

    TL;DR - Just like you have to choose who to heal based on the threat at hand, you have to choose the best heal to respond to a given threat. Consider where you specifically need burst healing or instant healing, and when you can rely on regens.

    As a healer, you have a variety of spells and abilities that make up your healing toolkit. It’s important to be able to identify the best tool for your current situation. The best tool depends on the urgency of the healing, as well as several things we’ll expand upon later, such as MP efficiency, GCD efficiency, and opportunity cost. You want to consider these factors when deciding what spells and abilities to use for any given situation.

    As a general rule, you want to prioritize using oGCD abilities first, because they don’t take an entire GCD and they cost no MP, making them by far the most efficient part of your kit. In addition to that, you want to prioritize using HoTs over upfront heals, because they are far more GCD and MP efficient. And lastly, you want to only use upfront GCD heals whenever they’re absolutely necessary, because they are both the simplest and the least efficient tools in your kit.

    Of course, there are times when the healing has to be immediate, so HoTs won’t cut it. There are times when you specifically need an instant heal for a mechanic, because maybe you’re moving, or maybe you can’t heal until the last second because the fight forces everyone to be spread out, so maybe it’s more efficient to hold one of your oGCDs for that. It’s important to understand and recognize these scenarios and adapt to the situation at hand.

    Healing Preemptively

    TL;DR - There’s no such thing as a reactive healer. If you’re ever reacting to damage, you’re already behind on responding to it. Try to know ahead of time when damage is happening and how you’re going to respond to it.

    It’s commonly said that shield healers (SCH and Noct AST) are preemptive healers, while non-shield healers (WHM and Diurnal AST) are reactive. This is a very misleading way of wording it, because you should never be healing reactively. It’s true, in a way, that they are “reactive” in that you can’t heal damage until it’s been done, but you shouldn’t be reacting to the damage in the traditional sense. You should already know the damage is coming ahead of time. When, from where, how much, and what kind. Outside of progression, you should never be caught by surprise and have to react to scripted damage. And even in progression, one of the most important things for you to do is learn to predict the damage. All damage is predictable, including people getting hit by things they shouldn’t. Getting familiar with a fight isn’t just memorizing the scripted damage. It’s also understanding everything else that’s going on so that you can be prepared to a degree for various ways things could go wrong, finding a balance between preventing those possibilities to whatever degree is reasonable, and being prepared to quickly address various problems, should they arise. Your contingencies have contingencies.

    If you wait until after damage has happened to even start addressing it, you’re going to suffer through a lot of wipes that you could have prevented. Precast your heals to land just after damage occurs to minimize the amount of time people spend at low HP, and thus the risk of them dying to any additional damage. Especially the tank, since he can take auto attacks during and immediately after hard hitting attacks. This game’s healing isn’t whack-a-mole. It’s not just filling people’s HP bars after they take damage. Healing in FFXIV is about preparing your party for what is about to happen. The party doesn’t always have to be full HP. If the party has full HP for the vast majority of the fight, you’re probably not getting as much value out of regens as you could be, which means you’re overusing less efficient heals and spending more MP and GCDs on healing than you need to.

    Your job is not to keep everyone’s HP at or near 100%, it’s to get the party through the fight. Sometimes, that means everyone needs to be topped off. Most of the time, it doesn’t. If you’ll excuse another shitty metaphor, healing is a lot like a strategy game. Risk, for example. In Risk, you bolster your defenses in key strategic locations that can be attacked and require defending. You don’t amass an army and keep them all in a territory that can’t even be attacked. You’d just be wasting resources doing nothing. You also wouldn’t want to wait until someone starts attacking you to even begin defending yourself. In Risk, you set up your defenses in preparation for what is going to happen. You’re setting yourself up to weather whatever the other players may throw at you.

    Similarly, in FFXIV, you are setting your party up to survive whatever is going to happen next. You are putting your party in a position to succeed, not wasting resources trying to keep every single territory equally defended at all times. If you spread yourself too thin that way, at best, you’re being inefficient and costing your party DPS. At worst, your defenses will buckle and you’ll wipe because you didn’t have enough resources available for the key points the boss is attacking.

    Proper Usage of Lucid Dreaming

    TL;DR - Use Lucid Dreaming as early as possible without it overflowing your MP. Lucid Dreaming will restore 35% of your max MP over 21 seconds, but because you are constantly spending MP, you should use it long before you are missing 35% of your MP.

    Lucid Dreaming gets its own special section because it’s an exceptionally important skill. It is your primary tool for MP management, and it is vital to your success. Lucid Dreaming restores 500 MP per tick, and ticks seven times in its 21s duration, for a total of 3,500 MP. That’s 35% of your max MP every minute. It’s very important that you understand how to use this efficiently so that you can maximize your available resources.

    Here’s the thing: Lucid Dreaming restores a big chunk of your max MP, but it does so over 21 seconds, not all at once. You don’t need to wait until you’re missing 35% of your MP before you use it. Depending on what’s going on in the fight and what you’re casting, you could use it when you’re missing 20%, or even less in some cases. While Lucid Dreaming is restoring your MP, you’re still spending it.

    You should have time for around eight GCDs over the duration of Lucid Dreaming, so for instance, a WHM casting Glare will spend 400 MP every ~2.5s, while Lucid Dreaming restores 500 MP every 3s. During that time, they cast eight Glares and get seven ticks of Lucid Dreaming, for a net gain of 300 MP before natural regen. They could have used Lucid Dreaming when they were missing more like 2k MP (to account for natural MP regen) and not wasted any MP regen whatsoever. Factor in casting any expensive AoE heals in that time, and they could have theoretically used it even earlier.

    Because healers are generally MP-negative (we spend far more MP than we can generate on our own), our MP tends to significantly deplete between each usage of Lucid Dreaming, and then Lucid Dreaming pulls us back up. We almost always use Lucid Dreaming as soon as it’s available (the exception being extraneous circumstances like extended downtime, a fight mechanic that restores MP, etc).

    For this reason, you want to use Lucid Dreaming as early in the fight as possible without overflowing your MP, so that it comes back up earlier. Don’t hold it until you’re missing the entire amount of MP it restores, and definitely don’t hold it until you’re super low on MP. It’s not an emergency tool. It’s a maintenance tool.

    It’s not a 401k. You’re not going to retire on it, it’s not accruing interest. It’s more like money on a conveyor belt being dumped into an active volcano. Take it while you can or you’re never going to see it again.


    Maximizing Efficiency

    Healing efficiency can be summarized as contributing as much to the party as you can. This boils down to ensuring the safety of the party as efficiently as possible, in order to give yourself as much room as you can to contribute other things to the party. Namely damage. It seems counterintuitive, but the name of the game is finding how to do the bare minimum amount of healing required for the safety of the party in order to spend as much time as possible contributing damage.

    The “Cost” of an Action

    TL;DR - All actions have an opportunity cost. A healing GCD could have been a damaging GCD. An Energy Drain could have been a GCD-saving heal + a higher potency damaging GCD in its place. Understanding efficiency involves weighing the value of an action against its opportunity cost.

    Every action has a cost. MP is the most obvious cost. But things get much more interesting when you consider the other costs of an action. They also have a time cost. In the case of a GCD, the time cost is equal to the GCD length. In the case of an oGCD, the time cost is the animation lock, which can cause clipping. And even for oGCDs, there is yet another cost. An opportunity cost. Opportunity cost is a way to say that taking a certain action costs you a certain opportunity. It shuts some doors to potential courses of action that are mutually exclusive with the action in question. You can’t eat your cake and have it, too.

    If you use Benediction right now, the opportunity cost is that you won’t be able to use it for several minutes while it’s on cooldown. The actual value of that opportunity depends on the context. Maybe you want to use Benediction right now, but that means it won’t be available to heal the DRK’s Living Dead in two minutes when he uses it for a tank buster, so you’ll have to devote several GCDs to healing it up manually. That’s a significant opportunity cost, so you’d better have a very good reason for using Benediction right now, like saving someone’s life.

    SCH’s Aetherflow mechanic is also an excellent example of opportunity cost, because Aetherflow stacks have an inherent opportunity cost. If you use one stack on Energy Drain, it has an opportunity cost of one potential Aetherflow ability. That Energy Drain could have been an Indomitability or Sacred Soil at best, or simply a Lustrate at worst. But even Lustrate has a higher value than an Energy Drain (Lustrate + Broil III is better than Adlo + Energy Drain if you’re going to have to heal), so this opportunity cost is something that SCHs have to be very aware of.

    GCD Efficiency

    TL;DR - GCDs are your most valuable resource for doing damage. Try to only use healing GCDs when you absolutely have to. Prioritize your oGCDs, then your most efficient GCDs like HoTs, and resort to upfront GCD heals like Cure II/Medica when you’re out of better options.

    GCD efficiency is an important metric, because the best way to get more damage is to spend more GCDs dealing damage. This means you need to spend fewer GCDs on healing in order to free up GCDs for damage. As discussed earlier, oGCDs are obviously the most GCD efficient because they’re not even on the GCD. They’re as free as it gets. Use and abuse them. Looking at GCDs, HoTs are allowed to be more GCD efficient because they’re not immediate. Then we have upfront GCDs. Cure II is more GCD efficient than Cure. Cure III is more GCD efficient than Medica. When possible, use the most efficient tools before you resort to less efficient tools.

    Of course, there are circumstances that alter the importance of GCD efficiency. When the boss is untargetable, the value of GCD efficiency during that time changes. You don’t have to worry about freeing up GCDs to DPS while the boss is untargetable, so your GCD efficiency only matters in relation to the task at hand. For instance, the boss may be untargetable while several instances of raid damage happen. Even though you have instant oGCD heals available, you’re not actually getting the proper value out of them by using them while the boss is untargetable.

    The biggest reason oGCDs are so efficient is because they prevent you from having to use a GCD heal, which allows you to spend that GCD doing damage. You’re currently unable to do damage to the boss, so using that oGCD heal is much less valuable. You would be better off covering the healing with GCD heals because you’re currently not punished for using GCD heals, since you’re not losing DPS by doing so. That way, you have the oGCD heals available when the boss is targetable, so that you can use them to save GCDs when it actually matters. In this example, the opportunity cost of having those oGCDs on cooldown outweighs the diminished benefit you would get from using them when saving GCDs doesn’t matter.

    MP Efficiency

    TL;DR - Properly utilizing your most efficient tools like oGCDs and regens will improve your MP longevity significantly.

    MP efficiency is quite simple. oGCDs are free, which means they save you quite a bit of MP by replacing their costly GCD counterparts. Utilizing free oGCDs is a vital part of managing your MP. This is part of why some of SCH’s MP costs are higher than the other healers’. Much of SCH’s power budget is packed into its oGCDs and the fairy. In order for it to not be an issue that some of SCH’s MP costs are slightly higher, a SCH needs to properly leverage the core of their kit. SCH has some higher MP costs, but they need to cast far fewer GCD heals.

    Regens are very MP efficient. Cure III is more MP efficient and more potent than Medica, and your basic tier one heal (Cure, Benefic, Physick) is more MP efficient than your tier two heal (Cure II, Benefic II, Adloquium), but less GCD efficient. MP management is not nearly as big of an issue as it used to be, especially if you properly utilize oGCDs, but there are still times that you’ll have to pay attention to your MP. GCD efficiency is almost always more important than MP efficiency, except sometimes during downtime (when you can’t hit the boss), and when you’re in serious danger of running out of MP.

    Making the Most of Your Kit

    TL;DR - Pay attention to every tool in your kit, and understand their uses. Leveraging every available asset is essential for maximizing your contribution to the party. Don’t just ignore half of your kit, and don’t let free cooldowns sit unused if you can get value out of them.

    Your kit has an awful lot of buttons, and I promise you that nearly all of them have a use (not Repose though, don’t know why this still exists… Eureka I guess). There’s a ton of value spread around through all your different tools, and playing efficiently means wringing every last drop of value out of your entire kit. Can you get through a duty casting nothing but Cure II, Regen, and Medica? Probably. But the rest of your kit has so much value that will allow you to contribute more to your group.

    Don’t sit on your abilities. Make use of them. Don’t hold Tetragrammaton, Assize, etc. “just in case.” These abilities are on fairly short cooldowns, and you should abuse all that free value. As a SCH, don’t sit on your Aetherflow stacks. Aetherflow should always be on cooldown. You get three stacks every minute. You can save them for a little while, but they’d better all be spent by the time Aetherflow comes back up. As an AST, don’t sit on Essential Dignity. It’s very powerful, with a very short cooldown, and it will save you loads of GCDs when you use it frequently. Damage in this game isn’t so unpredictable that you need to always have it available “just in case.”

    Particularly with oGCDs, most of those abilities have only the opportunity cost of putting them on cooldown, and if you’re just holding them “just in case” to begin with, that opportunity cost is irrelevant because you weren’t using it most of the time in the first place. Default to using these abilities as much as possible, and then if you run into a situation where you realize that you need it more somewhere else, you can go from there. But don’t just let them sit there, untouched.

    Working With Your Co-healer

    It’s a group effort

    TL;DR - The main heal/off heal mentality is incredibly inefficient and you’ll both contribute more to the party if you learn to work together, leveraging the strongest parts of both kits.

    Before I delve into this topic, let’s clear something up. There is no such thing as a “main healer” or “off healer.” There are two co-healers. You work together to leverage the best parts of both of your kits in order to maximize your combined contribution to the party. One healer should not be defaulting to healing, and one healer should not be defaulting to DPSing. Both healers should be defaulting to using their most efficient tools in conjunction with one another in order to minimize the amount that either healer has to fall back on less efficient tools like upfront GCD heals.

    Yes, every fight can be solo healed by any of the three healers while the other one strictly DPSes. But the solo healer is going to have a lot of gaps to fill in between their efficient tools, and without the cooperation of a co-healer, they’re going to have to fill those gaps with the least efficient parts of their kit, instead of filling them with the most efficient parts of the co-healer’s kit.

    Disclaimer: Yes, I know some people just use “main healer” and “off healer” to refer to “regen healer” and “shield healer.” But, as I said earlier, this is a false dichotomy. You don’t have to have one of each, and it’s a huge misconception that you do. It encourages a narrow minded, unadaptive mindset. The actual main heal/off heal mentality is alive and well in some dark corners of the game, and the phrasing isn’t doing the community any favors. It’s archaic, and it hasn’t been true since ARR. Do the community a favor and delete these words from your vocabulary.

    You Have One Combined Healing Kit

    TL;DR - It’s important to understand how your heals stack up to each other so that you can choose the most efficient tool for the job from your combined healing kit. This can save you a lot of GCDs overall and significantly improve your contribution.

    So far, I’ve made several comparisons of spells and abilities within each healer’s individual kit. However, in a raid, there are two healers. So you have to consider not only what’s efficient for you, but also what’s efficient for your co-healer, and how the efficiency of your various tools compares to each other. For instance, Tetragrammaton and Essential Dignity are more efficient than Lustrate/Excogitation, because those cost an Aetherflow stack. Once you have already used Tetragrammaton or Essential Dignity, if you need more healing, you should prioritize using the SCH’s Aetherflow abilities before resorting to GCD heals.

    If you need to use a GCD heal because you’ve exhausted your oGCDs and your regens are already up, Benefic II and Cure II are slightly more potent than Adloquium.

    If you need to do ~500 potency of AoE healing and you don’t have oGCDs to do it, it’s much better for the WHM to cast Medica II or Cure III and cover it in a single GCD than it is for both healers to cast Medica/Helios/Succor/Aspected Helios and spend two GCDs in total, so the WHM should cover it if possible.

    You Have One Combined Damage Kit

    TL;DR - You also have to consider how the opportunity cost of a GCD compares between you and your co-healer so you understand whose damage GCD is more valuable when both healers have equally efficient responses to damage.

    This concept extends to dealing damage, as well. When resorting to GCD heals, you also have to factor in the opportunity cost of that GCD. For instance, Cure II might be more potent than Adloquium, but a WHM loses out on more damage by casting a heal than a SCH does. WHM’s filler is 300 potency, SCH’s is 290, and AST’s is 250. It may not seem like a big difference, but I’m sure you’re noticing a pattern: it adds up. If both healers could sufficiently cover the healing in the same amount of GCDs, you’re better off having the healer with the lower potency DPS filler do the healing.

    The same goes for SCH’s Aetherflow. The opportunity cost of using an Aetherflow stack on a heal is a 150 potency Energy Drain, so it’s a much lower opportunity cost than any GCD heal, but if the healing can be covered by non-Aetherflow oGCDs, you should usually do so.


    Healing Mentality

    Context is everything

    TL;DR - All this knowledge is great, but you have to know how to apply it based on the context in which you’re playing.

    These concepts are all well and good, but healing is about balance and flexibility as much as it is about efficiency and optimization. The way we approach healing and the way we apply these concepts depend on the context of the group and the content, just like our heals depend on what the fight is throwing at us. At the end of the day, as much as we do want to optimize and play efficiently, our primary function is getting the party through the encounter. That requires varying degrees of safety and margins for error. If you play like you’re in a coordinated speedkill group while you’re in a random PF group, you’re going to be disappointed, and you probably won’t even be playing very well in the context of that group.

    Progression

    TL;DR - When you’re unable to predict where damage is going to happen, you have to play much more conservatively in order to be prepared to cover damage as it happens, allowing your group to see more of the fight. Focus on familiarizing yourself with the fight so that you can recognize the windows you have for DPS to contribute as much as you can to the party.

    In a way, there are two types of progression. The first type is blind progression. This is when the content is very new, and there isn’t much readily available information about the fights, or if your group is explicitly doing blind progression for fun/challenge. There’s no way for you to know what’s going to happen next, so you need to play much more cautiously when you’re seeing things for the first time and have no way to specifically prepare for them. There are still opportunities to DPS, but you’ll be much more conservative about doing so. You’ll use your game sense to anticipate when it seems like something should be happening soon, but aside from that, you just need to be ready to respond to the best of your ability to a wide variety of events.

    When the fight is no longer new, when you can research the encounter and familiarize yourself with what’s going to happen, and when you’re in parts of the fight you’ve seen before but maybe haven’t executed correctly, this is simply normal progression. You’ll be constantly optimizing and planning, because you’re familiar with parts you’ve seen before, and you can be prepared for parts you haven’t gotten to, because you’ve done your research.

    You don’t have to be nearly as conservative with your play, but you may still want to leave a little more room for error, since everyone will be much more prone to making mistakes, which you will have to fix. You don’t want to heal unnecessarily, but you don’t want to play it risky, either. You might want the party topped off before certain avoidable damage if they can survive it with full HP. Even though they’re not supposed to get hit by it, they still might, and if you can prevent that death by playing it a little safe, it’s often worth it to do so while you’re still progressing.

    Farm

    TL;DR - It’s not your job to hold everyone’s hand anymore. You’re not expecting everyone to make silly mistakes all the time that you’ll have to cover for, nor should you be. If someone makes a mistake, then address it, but you typically shouldn’t need to play ultra safe (unless your group is ultra special). Be efficient within reason, but don’t be scared.

    If a group can clear the content reliably, and has the fight “on farm,” you shouldn’t need to play too cautiously. You don’t need to keep everyone at full HP all the time “just in case they mess up,” because they really shouldn’t be messing up, and even if they do, the rest of the group should be solid enough that it doesn’t snowball into a wipe after a single random death. In this type of group, everyone should be performing to a reasonable standard, so you shouldn’t need to hold their hands. If they do need you to play ultra conservatively and hold their hands in order to clear the fight, I’m afraid that means you’re not in a farm party, but a carry party.

    This is the setting where most of the optimization and efficiency concerns truly become relevant. We’re not making exceptions due to people’s unfamiliarity with the fight, and we’re not coddling anyone. We’re trying to play as efficiently as we can, within reason.

    Speedkill

    TL;DR - This is where you test the limits. You play somewhat risky to see exactly what you can get away with. This is not representative of most groups or most play.

    This is where the hardcore optimization happens. This type of party is where you truly test the boundaries of playing efficiently “within reason.” This is where you find out exactly how little healing you can get away with. This is where you probably wipe a lot to testing the bare minimum healing required. If farm parties are where you play efficiently within reason, speedkill parties are where you play downright risky. Because it doesn’t really matter how many times you fail. You only have to succeed once.

    I encourage people who are skeptical of how little healing is actually required to examine speedkill logs and videos. Many of the fastest kills on FFLogs for any given fight will have a single digit number of GCD heals cast between both healers combined, sometimes even zero on low damage fights. These parties are where you push everything to their absolute limits. Razor thin HP margins, zero room for mistakes.


    An Overview of Stats

    TL;DR - Secondaries make a really small difference for healers compared to how drastically even small changes in your play can affect your output. Don’t sweat them too much if you’re not into it or if you just have a personal preference for one stat. It barely matters at all.

    To preface this section, I’d like to explain that secondary stats on healers make such a small difference in your overall output that you would have to intentionally choose the worst possible secondary stat spread in order to measure a significant difference when compared to a well thought out BiS (Best in Slot). We’re talking a few percent difference at most, assuming similar amounts of piety between sets. A small enough difference that it’s massively eclipsed by much more important areas for optimization, namely playing better.

    If you would like to directly compare gearsets and gear swaps, the Relative Damage Calculator spreadsheets can be used to make direct comparisons of your expected output with different stats (these are the main sheets used for healers on The Balance, and they’re updated every patch):

    • AST
    • WHM
    • SCH

    Magic Damage and Main Stat

    TL;DR - Your weapon and main stat are, like, really important. Sometimes, gaining a large amount of secondaries can make a lower ilvl piece better than a higher ilvl piece with very poor secondaries (usually excess piety).

    The absolute most important factors for your output as a healer are the Magic Damage on your weapon, and your main stat, Mind (MND). Magic Damage far outweighs MND, and MND outweighs secondaries. This means that the weapon upgrade almost always outweighs any other upgrade, unless it’s a small jump in ilvl on the weapon compared to a very large jump in ilvl on another large piece like the chest or pants. It’s also possible that a lower ilvl weapon could potentially be better than a higher ilvl weapon with one more Magic Damage, if the lower ilvl weapon in question did not have piety, and the higher ilvl weapon did have piety. If you were looking to drop piety and couldn’t drop it from any other piece of gear, it might theoretically be worth using the lower ilvl weapon.

    Similarly, though MND is worth many times more than any secondary stat, large sums of secondaries can make up for this if you are using a lower ilvl piece of gear that does not have piety, compared to a higher ilvl piece of gear that does have unwanted piety, and/or if you are using a pentamelded crafted accessory.

    Piety

    TL;DR - This is a moving target. You need enough to get through the fight safely, but anything extra does nothing for you. Dropping unnecessary piety to gain other secondaries has a much larger effect than basically any other change you can make with your secondaries.

    Piety is the role stat for healers. Base MP regen 200 per tick (every three seconds). Every ~22 points of piety (beyond the base piety) increases our natural MP regen by one per tick. Over the course of a fight, ~220 additional piety works out to 200 extra MP per minute, or an extra damage spell every two minutes. It’s really not impressive or exciting, but it’s a necessity.

    Piety is arguably the single most important stat for healers, because you can’t do your job at all if you run out of MP. Raises, extra GCD heals for safety during progression, and even just high DPS uptime can tax your MP quite a bit. It’s absolutely critical that you have enough piety to perform your job and maintain uptime, and that piety threshold is going to vary wildly based on your job, your group, and what fight you’re doing. It’s a moving target, which makes it impossible to give it a simple answer. As of Patch 5.4, all three healers can function on similar amounts of piety, and the amount that is required is fairly low outside of progression.

    The thing about piety is that if you have too little, your performance will suffer massively, and if you have too much, you’re wasting all those stats on piety when you could have more of a stat that will increase your throughput. The more accident prone a group is, the larger MP cushion you probably want for Raises. Even more so if you don’t have a SMN or RDM to cover some of the raises.

    Suffice it to say, if you’re maintaining your uptime properly and you’re still finding yourself never getting low on MP, you have more piety than you need, and you could increase your throughput by changing some of your gear out to have less piety and more crit/det/spell speed. Gaining those stats by cutting excess piety will have a much larger effect on your throughput than changing between crit/det/spell speed/direct hit.

    Relative Value

    TL;DR - the actual value of a stat changes based on all your current stats, and this is an important concept to consider when choosing how you prioritize your stats.

    Relative value is a concept that I need to explain in order for any of the nitty gritty details of secondaries to make sense. It’s a concept that’s often overlooked and widely misunderstood, and it’s absolutely integral to how we think of secondary stats. When we talk about the value of secondary stats, we are usually referencing their relative value. That refers to their effect on your output relative to current output with your current stat totals, or as a comparison to other stats you could have in place of the stat in question.

    If you’re interested in the math behind the explanations and assertions that I’m going to make in the next few sections about substats, the rest of this section is for you. If numbers don’t get your rocks off, feel free to skip ahead to the next section.

    To examine these relative values and compare them to one another, we can convert each stat into an expected value, which is a representation of the percent increase a certain amount of a stat should give us. The formula we use is as follows:

    1 + (chance * multiplier) = expected value

    Using this formula, we can assign expected values to any stat simply by plugging in the numbers from the stat tier page (yes I’m plugging it again, it’s important, dammit). In fact, the page already does this for us, but I’ll demonstrate it here for the sake of explanation.

    Determination’s expected value simplifies to 1 + x, where x = the percentage increase of your current determination tier, expressed as a decimal. For every tier, you gain .001.

    Direct hit’s expected value can be expressed as 1 + (x * .25), where x = your chance to direct hit at your current tier, and .25 is the DH multiplier.

    Crit’s expected value can be expressed as 1 + (x * y), where x = your crit chance, and y = your crit multiplier. It’s also important to note that you have a base crit chance and multiplier, unlike with other stats.

    As you can see, det and DH have one scaling variable. Crit, on the other hand, has two variables that increase simultaneously as you go up in tiers, which is why it scales harder past certain values, even though it starts at a lower point on the graph, so to speak. It just needs some numbers pumped into it in order to really get going.

    Now, we can use these expected values to get a clearer picture of relative values by comparing the expected value of the next tier to the total expected value of the previous tier, and adjusting that for how many points it took to reach that tier to find a point-for-point representation of the relative value of a stat at a given stat total.

    Using determination as an example for simplicity’s sake, if determination tiers are 26 points apart (they’re not exactly, but this will suffice for the demonstration), 26 bonus determination beyond your base amount is worth .001 / 26 = .0000385 per point. The previous tier is simply one (no bonus det), so the relative value is equal to the expected value when we compare it to the previous tier. As we go up in tiers, the relative value per point will diminish as we compare the expected value of one tier to the previous.

    If you had 1524 bonus det, your expected value for that tier would be 1.06. We’ve already calculated that the expected value per point is .0000385. But now we have to compare this to our current output, which is the expected value of the tier we’re already at. This is .0000385 / 1.06 = .0000363 per point. The relative value has diminished somewhat significantly.

    To give a more straightforward example, if you’re doing 1,000 DPS with no determination from gear or food, and you add ~260 determination, that’s a 1% increase, which is a ten DPS gain. Purely for demonstration, let’s say you have so much determination that you’re doing double your base DPS, so you’re doing 2,000 DPS. Adding another ~260 determination is still a “1%” increase (expected value), but it’s 1% of your base damage, which means it’s still +10 DPS, which is only a 0.5% increase relative to your current output (relative value).

    We apply this method to find a relative point value of each stat at each tier, and then compare the relative values of each stat to each other to determine their efficacy at a given amount in relation to one another.

    Critical Hit

    TL;DR - Crit scales better than det and DH in large amounts, increases the mileage you get from crit buffs like Battle Litany, Chain Stratagem, and BRD songs, and crit heals can free up healing GCDs to be spent on damage. To get the most of it, you should stack as much as you can to take advantage of the way it scales.

    Crit scales both crit chance and crit multiplier. Because of this, it scales quadratically, which is essentially to say that every point of crit is worth more than the last. It scales better the more you have. Crit starts outperforming other stats quite significantly when you stack large enough amounts of it. The threshold where the relative value of crit surpasses an equal amount of det is fairly low, because det has linear scaling, and its relative value per point therefore decreases as you get more of it.

    Because crit scales this way, it’s a good idea to stack as much of it as possible. If you don’t get enough of it, crit isn’t doing much for you compared to other stats, so the common approach is to go all in on crit to take advantage of its excellent scaling. In addition to having excellent throughput scaling on its own, crit has excellent synergy with raid buffs that increase crit rate, like Battle Litany and Chain Stratagem. If you have more crit, your crit multiplier will be higher, which increases the value of those buffs even further.

    Another consideration is that crit affects everything you do unconditionally, and it also has the benefit of interacting with our healing in a way that other stats don’t. Quite simply, crit heals have a lot of potential to free up more GCDs for DPS. Crit regen ticks will help maintain the tank’s HP passively just like det or spell speed might, and critting something like Tetragrammaton, Essential Dignity, Excogitation, or Lustrate (or even an Adlo) can immediately free up additional time for you and your co-healer to DPS.

    Some people will argue that crit heals will just result in overhealing and won’t be useful, but that shouldn’t be the case the vast majority of the time, because your tank will likely be missing more HP than a crit heal. Unless you’re topping him off for an upcoming tankbuster, you should usually be aiming for your heal to put the tank at around 80% HP, so as not to waste any ticks on the regen that he has, or waste the healing if you crit. If the tank is missing so little HP that a crit heal would go to waste, you likely shouldn’t be healing him right now.

    Crit heals are just a bonus in the first place, because you don’t plan your heals around crits. Worst case scenario, the heal crits and overheals and has no effect beyond exactly what you planned on it doing.

    Determination

    TL;DR - Det is a simple 0.1% increase to everything every ~26 points. Its relative value decreases as you get more of it, so it’s not advised as a primary focus, but it makes a good stat to fill in gear where you can’t get more crit.

    Determination is quite simple. It increases all your healing and damage. It has linear scaling, so it’s not as good as other stats in large amounts. It’s another unconditional bonus that affects everything you do, but without the RNG aspect of crit. Because it’s reliable and unconditional, it’s still an attractive stat to focus on wherever you can’t get any more crit. It’s good to meld when a piece of gear is already capped on crit, and it’s a decent stat to take on a piece of gear if there’s no crit option for that gear slot.

    Spell Speed

    TL;DR - Spell speed looks good on paper, but the gains can be difficult to replicate in real fights, and it comes at the cost of increased MP consumption. The relative value also scales better the more you have like crit, but it’s not generally recommended as a primary focus due to its conditional nature and increased MP consumption, resulting in a “piety tax.”

    Spell speed reduces your GCD timer and scales your DoT and HoT effects. Its scaling improves the more you stack, like crit, because the actual numerical scaling is linear. The tiers are the same distance apart, but .01s is a larger portion of your GCD the faster your GCD is, which means it’s a larger relative increase. It’s a reliable increase in that it’s not random, but it is also unreliable in that its effect on your throughput is conditional. In order for spell speed to do much, you need to be chaining casts very consistently for extended periods of time. This is all well and good on a training dummy, and in fact, spell speed can sometimes actually outperform crit on a dummy with infinite MP. However, replicating this level of success in a real fight is challenging at best, and downright unrealistic at worst.

    Spell speed is sort of all or nothing, unfortunately. Either you gained an entire extra cast compared to a non-spell speed build, or you didn’t get the extra cast, and your spell speed didn’t gain you anything. The more casts you chain consecutively, the more likely you are to have gained a GCD over the non-spell speed build when interrupted, all the way up until you’ve chained enough casts to gain an entire guaranteed GCD. And the larger the spell speed difference between the builds, the fewer casts it will take to build that lead. Fight interruptions can happen at any point during your GCD, so it’s possible for you to gain a GCD even without building a large lead, but it’s entirely dependent on your exact GCD alignment relative to the interruptions of a specific encounter.

    It’s theoretically possible to fine tune your exact GCD speed based on each individual fight, taking into account your exact sequence of casts and the exact timing of each interruption, but this is only even remotely possible in the context of a perfect run. Unless you really know what you’re doing, the benefits of spell speed are unlikely to measure up to the benefits of other stats. Suffice it to say, accurately modeling the effects of spell speed in real fights gets very complicated.

    There are also a number of other drawbacks to spell speed compared to other secondaries, and it’s quite close to crit on a dummy, so it is generally accepted to be the less optimal choice as a primary focus for healers. Spell speed’s bonus is reliant on chaining casts properly, which means it will do practically nothing for a healer who’s dropping a lot of casts or pausing between casts. You have to play well in this regard for it to do anything. It also increases MP consumption to fuel your extra casts, which can result in you needing more piety at the expense of other stats, while other stats don’t have a cost attached to them.

    It’s also commonly said that spell speed lets you get out your heals sooner, but this is largely irrelevant. As stated previously, you shouldn’t be waiting until after damage has happened and then reacting to heal it. You should already know the damage is coming and you should be precasting and timing your heals appropriately. The speed of your cast should make no difference unless you’re reacting to something, which should not be the case with GCD heals.

    So, that’s why we don’t usually focus on spell speed as our highest priority. But, you speed demons will be happy to hear, that’s not the end of the story. When a healing job has an excellent MP economy, spell speed gains another dimension. When MP is tight, spell speed can be a liability because it comes with a “piety tax,” but when you have more than enough MP, it becomes an incredibly attractive option to leverage that excess MP and turn it into a damage gain. That’s why you will sometimes see best in slot lists with quite a lot of spell speed, depending on the job and the patch. If a healer literally has more MP than it knows what to do with, it usually ends up being leveraged to take advantage of the excellent scaling that spell speed offers on paper.

    As I said before, the difference between these stats is incredibly small, so don’t feel bad if you prefer spell speed. There’s honest to goodness nothing wrong with that. If you like going fast and you strive to play around your faster GCD to maximize your extra casts, more power to you. The most important thing about spell speed is to pay attention to your spell speed tier. Check the spell speed tiers and try to configure your gear to hit a GCD tier while wasting as few stats as possible. The tiers are very far apart, so it’s easy to waste significant amounts of stats in spell speed if you’re not paying attention to the tiers.

    Direct Hit

    TL;DR - DH doesn’t affect healing, and is an incredibly miniscule gain over det for damage (less than auto attacking on SCH, seriously, it’s miniscule). If you’re going for the top parse on FFLogs or looking to get a lucky run, go for it, but there are a ton of better ways to optimize your damage that don’t come at the cost of healing potency.

    Direct hit increases your chance to score direct hits, which have a flat 25% damage increase. Basically a mini crit. Heals cannot direct hit. The multiplier does not scale like crit multiplier does. Because of that, DH’s point for point value relative to other stats decreases as you get more DH. This means that DH is technically worth more per point when you have less of it. This statement has been propagated and misconstrued into the idea that since healers have no DH on their gear, they should meld DH, because it’s worth the most when you have none. However, just because it’s worth more when you have smaller amounts, that doesn’t mean it’s worth more than other stats. Stacking crit in particular already outweighs DH even in a vacuum where you only DPS, and crit has the benefit of sometimes saving GCDs through crit heals. Even if you do meld DH, it should still only be melded where you can’t meld crit, from a purely mathematical standpoint.

    That leaves us with the comparison of DH to other non-crit filler stats like det. There’s a lot of math involved, but as of Patch 5.4, the difference between melding det and DH can be anywhere from +0.31% DPS for the cost of -1.85% healing, to +0.53% DPS for -3.14% healing, depending on the amount of det/DH swing. That amount of healing won’t realistically change what heals you cast or save you a GCD, but it is still a marginal amount of a safety net for the party’s eHP. It’s not impressive, but it’s not nothing. People live with less than 2-3% of their max HP now and then, and 2-3% healing can be worth even more than that amount of their HP depending on the circumstances, so it can occasionally prevent deaths or wipes by very small margins.

    DH is an extremely miniscule damage boost over det (literally less than the occasional SCH auto attack), and 2-3% healing is a small extra safety net that has a chance to prevent a death here and there in your healing career. It’s up to you which one you value more, but DH is far from some kind of god stat for healers.

    For more details on the math behind this, and an exploration of additional DH heavy setups, you can take a look at this reddit post.


    Common Pitfalls

    I’d like to dedicate a section to pointing out bad habits, traps that new healers often fall into, and common mistakes to be aware of and avoid.

    Dropping Casts

    TL;DR - You can’t contribute if you’re not doing anything. Press your buttons.

    Standing around not casting something is the single worst mistake you can make. It’s the fastest way to tank your contribution to the party. Any time you’re not casting something useful, you’re bleeding value. Just pissing it away. Don’t do that. Cast something. Standing around casting a Cure II every 30s is not a “playstyle choice,” it’s non-participation. Should be obvious, but you should play the game. Press your buttons. Do stuff. Please.

    That’s an extreme example, but the principle extends to any time you spend doing nothing without a very good reason. Even if you’re just spamming Cure nonstop, that’s at least better than being AFK for 90% of the fight. All that extra healing will at least occasionally have value. A broken clock is right twice a day…

    Unnecessary Healing

    TL;DR - Most people think they need to do way more healing than is actually necessary. Pay attention to that, but especially don’t be the guy who spams nothing but heals all the time.

    A lot of healers are under the mistaken impression that they need to keep everyone at 100% HP all the time. As we’ve discussed thoroughly, this is simply not the case. It doesn’t leave room for you to utilize your most efficient tools like HoTs. When a regen will cover the damage, don’t waste your time casting Medica on top of it. You don’t need to be Curebot Heal’spam, the honest healer with an addiction to casting Cure. Don’t panic, heal what needs to be healed, and don’t overdo it.

    Unnecessary Shielding

    TL;DR - Don’t pre-shield for every bit of damage just because you can. It’s very often inefficient. Ask yourself if you need the shields, and if you’re getting value out of the initial heal as well.

    This is very similar to unnecessary healing, some healers are under the impression that you should pre-shield for everything. Just because you can, that doesn’t mean you should. Because oGCDs and regens are so powerful compared to shields, it is always better to heal the damage after it’s been done than to shield beforehand (this refers to GCD shields, not free oGCD shields like Divine Veil and Shake it Off).

    You don’t need to shield everything, or even most things. The only time you need to shield is to prevent lethal damage, whether it’s a buffer for consecutive hits, or a single big hit. Otherwise, you have more efficient tools between the two healers to heal the damage afterward. When pre-shielding, the party is also likely already at full HP, which means you’re not getting value from the healing portion of Succor or Nocturnal Aspected Helios, making it even less efficient.

    Playing Scared

    TL;DR - Don’t play like you’re constantly in fear of the worst case scenario. There’s no point in worrying that the Earth is going to be spontaneously hit by a massive gamma-ray burst from thousands of light years away and planning your whole life around some minute possibility. Don’t be the healing equivalent of a doomsday prepper.

    There’s a difference between being cautious and playing scared. The former is wisdom, while the latter is cowardice. You don’t usually want to play it fast and loose. You don’t want to gamble with the party’s survival. But you also don’t want to live your entire life in fear of the worst case scenario. You can’t play ultra conservatively all the time just in case some crazy thing comes up. Quite frankly, it’s not your job to be able to fix everything.

    You want to be prepared for minor mistakes during progression, but there’s a point where you shouldn’t need to limit yourself in order to plan for every little possibility. It’s like refusing to go outside because of the tiny possibility that you could be struck by lightning or hit by a bus. You can’t sacrifice your normal play just so you can be more prepared for that one run once in a blue moon where everything goes tits up. There comes a time when it’s not your job to wipe everyone’s ass anymore.

    Misplacing Blame

    TL;DR - It’s important to examine a lot of contributing factors when you’re trying to determine what went wrong. Learning to identify and recognize when the blame does or doesn’t lie with you can allow you to have both confidence and humility, and can help you tremendously on your path of improvement. Don’t just point fingers at whatever might seem obvious.

    Expanding on the last topic, you are not responsible for everyone’s mistakes. A lot of wipes often look like a lack of healing, and sometimes that’s genuinely the case. But not always. Say your party needs about 80,000 HP to survive the incoming raid damage, because you’re mitigating it with Reprisal and Addle. You’ve prepared the party for the damage by healing everyone up to just over 80,000 HP, and HoTs are ticking on them to continue topping them off and to heal up the damage afterward. The party dies because someone didn’t use Reprisal or Addle.

    A lot of people in this situation will say that the wipe was your fault because you didn’t top the party off, but it was actually the fault of the person who failed to mitigate it like they were supposed to. You held up your end of the bargain, you made sure the party had enough HP to survive the amount of damage they were supposed to take, and you took more damage than you were supposed to, through no fault of your own. You were just doing your job efficiently.

    Could you have theoretically prevented this wipe by being psychic and predicting that someone was going to fail to do their job? Sure. Is that a reasonable expectation, and should you hold that against yourself and feel personally at fault? No. There are a lot of situations like this, where you will have to ask yourself if something was your fault. The first thing I ask myself after a wipe is “What could I have done better? Could I have prevented that?” Sometimes, you conclude that there was something you could’ve done differently within reason to safeguard against that problem. But sometimes, you have to understand that you’d have to go too far out of your way for the sake of one possible way things could go wrong among a billion possibilities. You’re a healer, not a miracle worker.

    It’s also somewhat common for healers to blame other healers when misinterpreting the situation. A lot of healers will become irritated with their co-healer because they feel like they’re doing all the healing while their co-healer just DPSes. But, there is a strong tendency among less experienced healers to heal very inefficiently, and heal far more than necessary. And if one healer is already healing far more than is necessary, there’s no point in the other healer adding even more healing on top of it. Perhaps the other healer wants to use their most efficient tools like Medica II, or maybe Indomitability. But a healer who’s already taking it upon themselves to spam Medica and Cure II to inefficiently keep the party topped off at all times doesn’t leave any room for an efficient Medica II or Indomitability from the co-healer. A lot of times, when one healer seems to be healing very little compared to the other healer, it’s because they’re trying to be efficient and the other healer isn’t leaving them anything to heal because they’re healing inefficiently.

    This is both a warning against being too judgmental and a warning that you may find yourself feeling like you’re not doing any healing if you’re trying to be efficient. Don’t worry. It’s simply the natural conclusion you’ll arrive at if you’re trying not to do unnecessary healing and your co-healer seems to have taped down their Medica hotkey. If you do find yourself annoyed that a co-healer isn’t healing much, I encourage you to consider whether or not you’re leaving them anything to heal.

    Failing to Adapt

    TL;DR - Don’t be too rigid. You might want to play a certain way, but sometimes the success of the party dictates that you just need to bite the bullet and play it safe. It might even require that you play a little riskier because the group needs the extra DPS. Your purpose is to facilitate the success of the party at the end of the day (within reason), even if it’s not always pretty.

    On the other side of the coin, sometimes you need to adapt your play to compensate for things that aren’t your fault. One size does not fit all. Some groups are better or more reliable at mitigation. Some groups can’t even remember that they have mitigation. It’s not efficient, but it’s also not necessarily within your control. And at the end of the day, it’s your job to try to get the party through the encounter. Sometimes, that means playing safer. Maybe it means putting up shields that are usually unnecessary, maybe it means putting on more piety gear to compensate for having to cast a lot of Raises. You’re still a healer, and you should still try your best to perform to the best of your ability in whatever environment you find yourself in. Don’t be that guy who just keeps saying “Well, this is how we do it in my group and it’s fine!” This isn’t that group. Suck it up. Adaptability is the mark of a great healer.


    Learning and Improvement

    Learning is an ongoing process. It is neverending. If you ever think you have nothing left to learn, you’re wrong, full stop. The game is always changing, and we must grow and change with it. You should never stop learning, because as a healer, there is almost always something you can do better, regardless of your level of play. You can always improve.

    Learning Tools

    Advanced Combat Tracker (ACT) is a parser. It reads the information your game client is sending and receiving and spits it all out to you in a way that you can easily read. Most people simply use it to measure DPS, but it contains a huge wealth of information beyond that.

    FFLogs is a website to which people can upload ACT logs. FFLogs further organizes the data from ACT and gives you all kinds of freedom and tools to delve into combat logs in a much more user friendly and accessible way. It can be used to easily check all kinds of important information. Basically anything you can think of, you can see it on FFLogs. FFLogs also has DPS and clear time leaderboards, but that’s another matter entirely. The true beauty of FFLogs is in making data accessible. It’s an excellent learning tool. Trying to learn and improve without all this information is like trying to teach yourself to paint without ever looking at the canvas.

    Identifying Areas for Improvement

    One of the most helpful things you can do with FFLogs is examine other people’s logs. If you’re uncertain about how to handle a certain part of a fight, you can simply go look at other people’s logs to see how they handled it. Find a good clear with the same healer comp as your group, and look at what they did to get an idea of how you can handle it. This is also great for optimization, because you can compare your own methods to other people’s methods. In that case, you’ll either decide that their method is more efficient and you’ll have a new, more efficient way of doing something, or you’ll decide that you prefer your own method for your group, and you can be more confident that you’re doing the right thing after having considered the alternatives.

    Another incredible learning tool is xivanalysis. When provided with an FFLogs URL, this tool goes through it and attempts to identify mistakes, pointing out things like incorrect oGCD weaving, Aetherflow stack management, cooldown usage, DoT uptime, etc. It’s not perfect, and may never be, but it’s an amazing tool that can instantly give you a lot of information about your play, from big picture mistakes to small optimizations. It’s always undergoing changes and development to make its analysis even more robust, and I highly recommend that you try it out.


    Interpreting FFLogs Data

    Seriously, context is everything

    TL;DR - If you’re examining healer logs, you’ve really got to dive deep to get the full picture.

    Delving further into your own logs, you can closely examine your own play and potentially identify things you could be doing better. Here, I’ll outline how to properly inspect and interpret logs to identify areas for improvement or potential problems. It might seem like overkill, but healer logs can be very easy to misinterpret, because you have to look at so many different things to see enough of the picture to make a sound judgment.

    Summary

    TL;DR - The Summary tab doesn’t really say anything meaningful on its own. We have to go deeper.

    On the Summary tab, you’ll see a brief, simplified overview of some key information. It’ll display every party member’s damage dealt and healing done, the total damage taken by the group by each ability, and a list of deaths with timestamps. On its own, this page says very little. It’s good for seeing DPS and taking note of any deaths in the run, but the healing metric on its own doesn’t mean much at all.

    Casts

    TL;DR - Check the Casts tab to see if it sets off any alarms that imply the healer might be spending a lot of time doing nothing (sub 20 CPM is definitely a red flag for most fights). Also see if it looks like they’re casting a huge amount of GCD heals or underusing oGCDs. But this still doesn’t tell us everything. We have to go deeper.

    On the Casts tab, you’ll find a very important metric. This page displays everyone’s number of casts, active time (as a percentage), and CPM (casts per minute). When inspecting someone’s logs, this is usually the first page I check, because standing around not casting is one of the most common and worst offenders when it comes to poor healing performance. A “good” CPM varies by fight and circumstances, but you can compare your CPM to other healers with fast clear times or high DPS rankings to get an idea of what you should be aiming for under ideal circumstances.

    Again, this isn’t a hard rule, but it’s something to look at. If there’s a small disparity in CPM, it’s probably nothing worth noting, but if it’s a large disparity, it can be a red flag. If the top parses have 30 CPM on a fight and you’re at 27, don’t sweat it. Sure, there’s probably optimization you could do, but there always is. If the top parses have 30 CPM and your log shows less than 20 CPM, that’s more of a concern. Additionally, higher CPM isn’t always necessarily better. A SCH who overuses Emergency Tactics may have an inflated CPM, and different fight strategies may measurably alter healer CPM while still both being perfectly good strategies. As always, you can’t simply look at one thing.

    On the Casts tab, you’ll also see some dropdown menus. By selecting the healer in question from the dropdown menu that’s set to “All Friendlies” by default and selecting “Cast By Spell” from the menu set to “Cast By Source” by default, you can see how many times that healer cast each spell. By examining this page and comparing your number of casts of certain spells to another healer’s log, you can get an idea as to where you may be casting more heals than necessary, or not using certain oGCDs and cooldowns enough times.

    By selecting “Timelines” at the top, you can also view an exact timeline of someone’s actions to see the exact sequence of their casts, or you can select “Events” to see it listed chronologically in a text format with more details and exact timestamps.

    Overheal

    TL;DR - You can look at Overheal and Overheal by Ability to check for big red flags like massive overheal % (>50% or something crazy) or high overheal on GCD heals that might be unnecessary casts. This can point you in the right direction to look at other things, but isn’t a good metric on its own. We have to go deeper.

    The basic Healing tab says more about your healing than the Summary tab, but it still doesn’t tell you a whole lot. It displays your total effective healing (not counting overhealing, unless you check “Raw Healing” above the graph), how much of that was shields, your HPS, your active time spent healing (as a percentage), and what percentage of your total healing was overhealing. It’s a start, but it doesn’t give the full picture.

    Overheal on its own isn’t a very useful metric at all. If it’s some crazy figure like over 50% overheal, that’s a red flag, but it has to be pretty crazy in order to mean anything at a glance. There are many times when overhealing is a result of efficient play. For example, AST can do a lot of overhealing with Earthly Star, because sometimes you’re just using it for damage, or for the tank, because there’s no raid damage for you to use it for. WHM can do the same with Assize, and SCH can sometimes do it with Whispering Dawn used just for the tank. These heals are free, so as long as you’re getting some value out of them and you don’t need them for something else, it’s efficient to use them, which may inflate your overheal stat.

    Even with GCD heals, there are times when you’ll have to put up shields while the party is already topped off, which may be an efficient thing to do in certain circumstances, but is overhealing on the initial heal. Maybe four targets need to be healed. It’s more efficient to use AoE heals to take care of that than to heal them individually, and those AoE heals can result in more overheal.

    What you’re really interested in is “Overheal by Ability.” Selecting “Done By Ability” from the dropdown menu will show you how much healing and overhealing was done by each ability. This still doesn’t tell the entire story, because as I said, sometimes overhealing is efficient. However, it’s a good place to check for red flags. If something stands out, it may bear further investigation. If you have a lot of overheal from things like Earthly Star, it’s probably not much cause for concern, but if you’ve got a lot of overheal from upfront GCD heals like Cure II or Medica, you should probably look into it, because you’re probably casting those more than you need to.

    Overhealing with single target heals is fairly straightforward, but In order to investigate something like overhealing from Medica, you’ll need to look a little deeper. If you select Events view at the top, you’ll be able to see how much healing each individual cast did on each individual target. You can also narrow it down by source player, target player, or ability with the other dropdown menus. This page will display healing line by line, formatted like so:

    Zyrkhan Dar’locke Helios Zyrkhan Dar’locke +6518 (O: 1321)

    The number displayed as +_ is the actual HP restored, and (O: ____) is the amount of overheal on top of that. To determine whether certain AoE heals are unnecessary, you can check to see whether the overheal is coming from efficient uses or if the whole cast is mostly overheal.

    Mitigation

    TL;DR - Check the casts or buffs/debuffs tabs to see if the party is properly utilizing their available mitigation, or if a lack of mitigation might be necessitating that the healer babysit the group at the cost of their own performance. You can also sometimes compare damage taken from an ability with another group’s logs to see if there’s a large gap in mitigation between the groups. Again, this doesn’t tell the whole story. You’ll probably HAVE TO GO DEE— sorry.

    A healer’s performance also depends quite heavily on how well their tanks mitigate incoming damage with efficient use of cooldowns and tank swaps, and how well the party as a whole mitigates incoming raid damage. By checking the Buffs tab and selecting the relevant tank(s) from the dropdown menu, you can determine whether the tanks are mitigating damage properly to enable their healers to contribute more. By selecting the Debuffs tab and selecting Enemies, you can also note how well mitigation debuffs like Reprisal, Tactician, Troubadour, Shield Samba, Feint, Addle, etc. were used.

    In addition to this, you can poke around in the Damage Taken tab and compare logs with other groups to examine damage taken per second and total damage taken by each attack, which may give you an idea of how well a group is mitigating damage from certain hard hitting attacks, or mitigating damage as a whole.

    Putting it All in Context

    TL;DR - Nothing tells the whole story on its own. You have to consider basically every part of the picture before you can hope to understand the reasons behind any one facet of a healer’s log, and it can be a bit of an investigative undertaking. But you can certainly check for red flags in a few places and make sure there aren’t any glaring problems that need addressing.

    In order to accurately gauge a healer’s performance, you have to consider aaaaaall these factors and more. There are a ton of different aspects of healing performance to improve and optimize, and FFLogs can empower you with all the numbers and information you could need to identify ways you can improve. It’s an endless wealth of knowledge, and if you’re thorough and you use that knowledge well, you’re well on your way to becoming an excellent healer and having an excellent understanding of the game. Just be mindful of the context, because the performance of a healer is directly influenced by a virtually immeasurable number of internal and external factors.


    That’s All, Folks

    That’s… that’s it. That’s all I’ve got right now. It’s finally over. If you somehow suffered through this monstrosity with me, I just want to say thank you. Thank you for caring enough to seek information, thank you for wanting to improve, thank you for being the best kind of player. You deserve a fucking medal. I hope this at least helps somebody. Because it sure didn’t help my RSI. Best of luck to you. Keep fighting the good fight. Keep seeking knowledge. There’s always something to learn.

    -Zyrk

    diff --git a/index.xml b/index.xml index bed893dc94..894ce2d7c9 100644 --- a/index.xml +++ b/index.xml @@ -15,7 +15,7 @@ Potion (Press this late into your GCD) &ndash; see note below for Potion Opt Arcane Circle &ndash; press this as late as you can without clipping your next GCD. Recommended .5s delay. Gluttony Executioner&rsquo;s Gibbet Executioner&rsquo;s Gallows Plentiful Harvest -This will clip if your GCD is faster than 2.Reaper Basic Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Sat, 16 Nov 2024 21:51:49 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Basic Reaper Guide Welcome to the Basic Guide for Reaper, which will cover everything you need to know to get started with becoming a Reaper! Included are an overview of the job’s playstyle, basic priority, abilities and core concepts. +This will clip if your GCD is faster than 2.Reaper Skill Overviewhttps://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Sat, 16 Nov 2024 21:52:17 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Single-Target Actions Icon Action Abbreviation Level Type Recast Description Slice - 1 Weaponskill 2.5 seconds The first action in your main combo. Delivers an attack with a potency of 420. Generates 10 Soul. Waxing Slice - 5 Weaponskill 2.5 seconds The second action in your main combo. Delivers an attack with a combo potency of 500. Generates 10 Soul. Infernal Slice - 30 Weaponskill 2.5 seconds The third action in your main combo.Reaper Basic Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Sat, 16 Nov 2024 21:51:49 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Basic Reaper Guide Welcome to the Basic Guide for Reaper, which will cover everything you need to know to get started with becoming a Reaper! Included are an overview of the job’s playstyle, basic priority, abilities and core concepts. Whether you’re a fresh level 100, a returning player, or just need a refresh, this guide will give you the tools you need to feel comfortable playing Reaper. This guide is intended to be relatively basic and doesn’t go into huge explanations of specific situations or small nuances.Reaper Leveling Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/leveling-guide/Sat, 16 Nov 2024 21:51:23 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/leveling-guide/This guide is targeted at players looking to play and understand Reaper as they level up. It will cover some basic priorities for each level tier and will also serve as a priority list for playing Reaper at lower levels (for ultimates and such). If you are level 100 and looking to explore other guides please visit the following links: Basic Guide @@ -69,7 +69,7 @@ Peloton -1s: Current Tincture of Dexterity Pull: Standard Finish Technical Step (Step, Step, Step, Step) -Technical Finish (Devilment) Tillana (Flourish) Dance of the Dawn (Fan Dance IV) Last Dance (Fan Dance III) Finishing Move Saber DanceDancer Changeshttps://www.thebalanceffxiv.com/jobs/ranged/dancer/job-changes/Mon, 05 Aug 2024 13:31:09 +0000https://www.thebalanceffxiv.com/jobs/ranged/dancer/job-changes/Dancer Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/ranged/dancer/best-in-slot/Mon, 05 Aug 2024 13:26:47 +0000https://www.thebalanceffxiv.com/jobs/ranged/dancer/best-in-slot/Dancer Stat Priorityhttps://www.thebalanceffxiv.com/jobs/ranged/dancer/stat-priority/Mon, 05 Aug 2024 13:25:31 +0000https://www.thebalanceffxiv.com/jobs/ranged/dancer/stat-priority/Warrior Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/tanks/warrior/best-in-slot/Sun, 04 Aug 2024 18:55:32 +0000https://www.thebalanceffxiv.com/jobs/tanks/warrior/best-in-slot/Dragoon Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/melee/dragoon/best-in-slot/Sat, 03 Aug 2024 21:36:22 +0000https://www.thebalanceffxiv.com/jobs/melee/dragoon/best-in-slot/Reaper Skill Overviewhttps://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Fri, 02 Aug 2024 15:58:53 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Single-Target Actions Icon Action Abbreviation Level Type Recast Description Slice - 1 Weaponskill 2.5 seconds The first action in your main combo. Delivers an attack with a potency of 420. Generates 10 Soul. Waxing Slice - 5 Weaponskill 2.5 seconds The second action in your main combo. Delivers an attack with a combo potency of 500. Generates 10 Soul. Infernal Slice - 30 Weaponskill 2.5 seconds The third action in your main combo.Red Mage Skills Overviewhttps://www.thebalanceffxiv.com/jobs/casters/red-mage/skills-overview/Fri, 02 Aug 2024 09:32:30 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/skills-overview/Red Mage Skill Overview All skills are listed with their level 100 effects and potencies. Offensive On Global Cool Down Abilities Jolt III A 360 potency Spell with a cast time of two seconds that increases both Black and White Mana by 2. Verthunder III A 440 potency Spell with a cast time of five seconds that increases Black Mana by 6. Has a 50% chance to proc Verfire Ready. Verfire A 380 potency Spell with a cast time of two seconds that increases Black Mana by 5.Red Mage FAQhttps://www.thebalanceffxiv.com/jobs/casters/red-mage/faq/Fri, 02 Aug 2024 04:26:31 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/faq/Red Mage Stat Priorityhttps://www.thebalanceffxiv.com/jobs/casters/red-mage/stat-priority/Fri, 02 Aug 2024 04:23:07 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/stat-priority/Red Mage Changeshttps://www.thebalanceffxiv.com/jobs/casters/red-mage/job-changes/Fri, 02 Aug 2024 04:22:09 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/job-changes/Red Mage Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/casters/red-mage/best-in-slot/Fri, 02 Aug 2024 04:19:10 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/best-in-slot/Pictomancer Best in Slothttps://www.thebalanceffxiv.com/jobs/casters/pictomancer/best-in-slot/Fri, 02 Aug 2024 04:18:28 +0000https://www.thebalanceffxiv.com/jobs/casters/pictomancer/best-in-slot/Summoner Skills Overviewhttps://www.thebalanceffxiv.com/jobs/casters/summoner/skills-overview/Fri, 02 Aug 2024 00:08:17 +0000https://www.thebalanceffxiv.com/jobs/casters/summoner/skills-overview/Actions Icon Action Level Type Casting Recast Description Summon Carbuncle 2 Spell 1.5s 2.5s Summons Carbuncle to your side. Radient Aegis 2 Ability Instant 60s Orders Carbuncle to execute Radiant Aegis. +Technical Finish (Devilment) Tillana (Flourish) Dance of the Dawn (Fan Dance IV) Last Dance (Fan Dance III) Finishing Move Saber DanceDancer Changeshttps://www.thebalanceffxiv.com/jobs/ranged/dancer/job-changes/Mon, 05 Aug 2024 13:31:09 +0000https://www.thebalanceffxiv.com/jobs/ranged/dancer/job-changes/Dancer Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/ranged/dancer/best-in-slot/Mon, 05 Aug 2024 13:26:47 +0000https://www.thebalanceffxiv.com/jobs/ranged/dancer/best-in-slot/Dancer Stat Priorityhttps://www.thebalanceffxiv.com/jobs/ranged/dancer/stat-priority/Mon, 05 Aug 2024 13:25:31 +0000https://www.thebalanceffxiv.com/jobs/ranged/dancer/stat-priority/Warrior Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/tanks/warrior/best-in-slot/Sun, 04 Aug 2024 18:55:32 +0000https://www.thebalanceffxiv.com/jobs/tanks/warrior/best-in-slot/Dragoon Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/melee/dragoon/best-in-slot/Sat, 03 Aug 2024 21:36:22 +0000https://www.thebalanceffxiv.com/jobs/melee/dragoon/best-in-slot/Red Mage Skills Overviewhttps://www.thebalanceffxiv.com/jobs/casters/red-mage/skills-overview/Fri, 02 Aug 2024 09:32:30 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/skills-overview/Red Mage Skill Overview All skills are listed with their level 100 effects and potencies. Offensive On Global Cool Down Abilities Jolt III A 360 potency Spell with a cast time of two seconds that increases both Black and White Mana by 2. Verthunder III A 440 potency Spell with a cast time of five seconds that increases Black Mana by 6. Has a 50% chance to proc Verfire Ready. Verfire A 380 potency Spell with a cast time of two seconds that increases Black Mana by 5.Red Mage FAQhttps://www.thebalanceffxiv.com/jobs/casters/red-mage/faq/Fri, 02 Aug 2024 04:26:31 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/faq/Red Mage Stat Priorityhttps://www.thebalanceffxiv.com/jobs/casters/red-mage/stat-priority/Fri, 02 Aug 2024 04:23:07 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/stat-priority/Red Mage Changeshttps://www.thebalanceffxiv.com/jobs/casters/red-mage/job-changes/Fri, 02 Aug 2024 04:22:09 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/job-changes/Red Mage Best in Slot (BiS)https://www.thebalanceffxiv.com/jobs/casters/red-mage/best-in-slot/Fri, 02 Aug 2024 04:19:10 +0000https://www.thebalanceffxiv.com/jobs/casters/red-mage/best-in-slot/Pictomancer Best in Slothttps://www.thebalanceffxiv.com/jobs/casters/pictomancer/best-in-slot/Fri, 02 Aug 2024 04:18:28 +0000https://www.thebalanceffxiv.com/jobs/casters/pictomancer/best-in-slot/Summoner Skills Overviewhttps://www.thebalanceffxiv.com/jobs/casters/summoner/skills-overview/Fri, 02 Aug 2024 00:08:17 +0000https://www.thebalanceffxiv.com/jobs/casters/summoner/skills-overview/Actions Icon Action Level Type Casting Recast Description Summon Carbuncle 2 Spell 1.5s 2.5s Summons Carbuncle to your side. Radient Aegis 2 Ability Instant 60s Orders Carbuncle to execute Radiant Aegis. Radiant Aegis Effect: Creates a barrier around self that absorbs damage totaling 20% of your maximum HP Duration: 30s Maximum Charges: 2 diff --git a/jobs/casters/black-mage/basic-guide/index.html b/jobs/casters/black-mage/basic-guide/index.html index 0dae25fba6..3e3c060fa5 100644 --- a/jobs/casters/black-mage/basic-guide/index.html +++ b/jobs/casters/black-mage/basic-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Black Mage Basic Guide
    Guide Info
    Last Updated: 9 Aug, 2024
    Patch Applicable: 7.05

    7.x Black Mage Guide

    By: Rika Vanih

    Job Overview

    Black Mage is a caster specializing in high, steady personal damage in place of providing party buffs. The job maintains a cyclical flow of expending MP via long, powerful casts in Astral Fire then swapping to refresh MP in Umbral Ice. While the rotation itself is somewhat simple, utilizing its movement tools and the flexibility built into its rotation to their fullest is key to maintaining uptime and maximizing damage as a Black Mage.

    Basic Concepts/Resources

    Astral Fire grants a damage bonus to all fire-aspected spells while doubling their MP cost. Ice-aspected spells have no MP cost in Astral Fire and deal less damage. At three stacks of Astral Fire, ice-aspected spell cast times are reduced by half. Astral Fire prevents MP regen, though things which grant MP directly like Manafont and Ethers still work.


    Umbral Ice
    decreases the damage of fire-aspected spells, and casting ice-aspected spells replenish MP depending on current number of stacks. While in Umbral Ice, ice-aspected spells have no MP cost, and at three stacks of Umbral Ice fire-aspected spell cast times are reduced by half.


    Unaspected Spells
    like Foul, Xenoglossy, Paradox, and Scathe do not count as fire-aspected or ice-aspected and so do not gain any damage bonus/penalty from either Astral Fire or Umbral Ice.

    Enochian provides a personal passive bonus to all damage dealt, and is active while in either Astral Fire or Umbral Ice. It also remains active while swapping between Astral Fire and Umbral ice (even via Transpose), and is only lost upon completely dropping Astral Fire or Umbral Ice.

    Umbral Hearts are a resource gained from casting Blizzard IV, Freeze (level 58+), or Umbral Soul. One Umbral Heart is consumed with each fire-aspected spell casted in Astral Fire (other than Flare and Despair), negating the increased MP cost. Flare instead will consume all current Umbral Hearts, and reduce the MP cost of the Flare by 1/3. This interaction is not present with Despair, which will use all remaining MP and not consume Umbral Hearts.

    Polyglot is a resource gained every 30 seconds that Enochian is active. At level 80+, a maximum of two polyglot stacks can be held at a time. At level 98+, a maximum of three polyglot stacks can be held at a time. If the polyglot timer completes while at maximum stacks, no additional polyglot stack is gained, and the timer restarts at zero again. If Enochian is dropped the polyglot stacks remain, but the timer is reset to 0.

    Paradox is a resource and spell available at level 90. When you have the resource, Paradox replaces both Fire and Blizzard on your hotbars. In Astral Fire, it replaces the Fire cast to refresh your Astral Fire timer, is instant-cast, and generates a guaranteed Firestarter proc. In Umbral ice, it is a strong instant-cast spell that refreshes your Umbral Ice timer and can be leveraged for weaving/movement. You gain a Paradox marker on your job gauge by transitioning from Umbral Ice III with three Umbral Hearts to Astral Fire, as well as from Astral Fire III to Umbral Ice.

    Astral Soul is a resource available at level 100. Successful casting of Fire IV generates one Astral Soul stack, casting Flare grants three Astral Soul stacks. Generating the maximum of 6 stacks of Astral Soul allows for the user to cast Flare Star. Stacks are consumed upon casting Flare Star, and expire upon leaving Astral Fire.

    Job Gauge

    1. Astral Fire/Umbral Ice stacks
    2. Duration of Astral Fire/Umbral Ice
    3. Umbral Hearts
    4. Polyglot stacks
    5. Polyglot timer
    6. Paradox marker
    7. Astral Soul Stacks


    General Gameplay

    In Astral Fire, the goal is to use all of your MP on Fire IV casts, and end in Despair followed by Flare Star. However, Fire IV does not refresh the Astral Fire timer, so Paradox is used once in between the Fire IV spam to maintain Astral Fire.

    In Umbral Ice, Blizzard IV is used to obtain three Umbral Hearts (as well as produce a Paradox marker when entering Astral Fire again), as well as refresh MP for the next Astral Fire cycle. The Paradox generated upon entering Umbral Ice from Astral Fire III is also used in this phase.

    In either stance, keeping the High Thunder DoT up is important, as well as utilizing polyglot stacks for Xenoglossy for movement/weaving/damage as needed.

    Opener

    Fire III Opener


    The standard opener for BLM. This opener has a rough bare minimum GCD (recast) of 2.45s, though most people will likely want some more Spell Speed than this for consistency in execution. If running a slower set and/or otherwise having issues with Astral Fire timing out, consider double weaving Ley Lines with the INT pot usage in the opener.

    The initial Fire III cast should start around 4 seconds prepull (to land at the same time the boss is pulled). The second Fire IV is hardcasted with the expectation of raid buffs landing just before the cast goes off.

    Additional notes:

    • Despite missing out on a second Flare Star usage by starting in Astral Fire, it is still generally a gain to do so rather than have to cast relatively weak Blizzard IV then Fire III in Umbral Ice III. Having a slower start with an Umbral Ice opener will likely also result in pushing some stronger spells out of buffs.

    Using Flare for the extra Astral Soul stacks to enable an additional Flare Star in the opener before the Manafont is not worthwhile. Even if the Flare is instant-cast, it is too weak of a spell to justify using it for single-target to use over Despair, particularly when considering the lost potency from Flare is during raid buffs and the extra Flare Star usage occurs after buffs expire.

    Single Target Rotation

    Rotation Overview


    The standard format for the single target rotation loop is as above, following directly after the second Despair in the opener. Both Xenoglossy and High Thunder have no set place in the rotation, and instead are used as needed. The guaranteed Firestarter proc from Paradox has some flexibility in use as well. All of these will be further explained in later sections.

    With Paradox now being instant-cast during Astral Fire as well in Dawntrail, it is recommended to default to having four Fire IV casts before Paradox. This provides similar leeway to Endwalker, allowing one extra cast on either half of the Astral Fire cycle. This can be used to shift Fire IV casts around and/or use Xenoglossy/High Thunder as needed anywhere in the cycle.

    As of Patch 7.05, Paradox is now available for use in Umbral Ice again. Since this is a strong spell, it should generally be used every Umbral Ice phase. Prioritize using it for movement/weaving as needed, or for refreshing your Umbral Ice timer if needed.

    When possible, it can be advantageous to frontload five Fire IV casts before the Paradox, giving you even more room in the second half. You will need a bit higher Spell Speed and/or leverage Triplecast/Swiftcast/Ley Lines in order to execute this without dropping Astral Fire. Here is a more extreme example of using two Xenoglossy and one High Thunder while still being able to complete the full Astral Fire cycle:

    High Thunder

    Replacing the previous Thunder/Thundercloud system in previous expansions is the new Thunderhead system. Thunderhead is granted from gaining Astral Fire or Umbral Ice from either neutral or swapping between the two. The Thunderhead buff lasts for 30 seconds, allowing the user to cast either their single target or AoE Thunder spell and consuming the buff in the process. At level 100, these spells are High Thunder and High Thunder II, respectively.

    In general, the goal for single target is to use High Thunder when the DoT is about to fall off (less than 3s remaining on the DoT timer). Since one cycle through Astral Fire and Umbral Ice is longer than 30 seconds, the refresh timing will not have a set place in your rotation, and instead will naturally drift.

    A few important notes:

    • A large portion of the damage from High Thunder comes from the DoT damage, with less on the initial hit compared to procs from last expansion. As a result, letting the DoT fall off for a while and losing DoT ticks or conversely having enough early refreshes to result in an extra refresh is fairly costly and should be generally avoided or otherwise accounted for when making situational decisions.
    • While a fresh Thunderhead buff is obtained from every transition between Astral Fire and Umbral Ice, other than potentially for two-target situations it is not expected to use every proc, and instead just focus on refreshing when the DoT is falling off.

    Xenoglossy

    Xenoglossy is a powerful instant-cast spell that can be leveraged for movement or weaving as needed, in Astral Fire and/or Umbral Ice. With the ability to hold a third polyglot stack, it is now even easier to be more flexible with uses, with the potential to save stacks to use with raid buffs. This can be generally good practice, but movement considerations take priority, as well as ensuring that your Astral Fire timer is not at risk due to using an excess of Xenoglossy at a given time.

    Firestarter

    Paradox now grants a guaranteed Firestarter proc upon execution in Astral Fire, which allows for a free instant-cast Fire III. There are two primary considerations for using Firestarter procs–extending your Astral Fire timer by using the proc in Astral Fire III, or using it to re-enter Astral Fire after the Umbral Ice phase.

    Astral Fire III

    Using your Firestarter proc in Astral Fire III, typically referred to as “AF3 F3P”, allows for extra flexibility in your Astral Fire timer, as well as extra mobility. Pictured below is a baseline version of using the proc for this purpose, allowing for the maximum leeway in your Astral Fire timer:


    This is just an example though–as needed, you can easily shift around any of the Fire IV/Paradox casts then use the Firestarter proc when your Astral Fire timer is getting low. Situationally, if you will not be able to complete all of your six Fire IV casts before Astral Fire drops, it will generally be the largest priority to use your Firestarter proc to refresh your timer. Guaranteeing the Flare Star is often going to be more important than other potential usage for the Firestarter proc.

    Astral Fire I

    Whenever possible, it is generally recommended to carry your Firestarter proc through Umbral Ice and use it when transitioning back into Astral Fire, typically referred to as “AF1 F3P”, as below:


    While using the Firestarter proc in Astral Fire III is still a reasonably strong spell, using the proc this way replaces a relatively weak Fire III casted in Umbral Ice III with one used in Astral Fire I and as a result provides more of a gain.

    Generally we can utilize Paradox in Umbral Ice to weave the Transpose for this use case as above. As needed, High Thunder or Xenoglossy can also be utilized for weaving here, or even (less ideally) have your Blizzard IV be instant-cast via Swiftcast/Triplecast.

    It is important to note that the Firestarter proc applies Astral Fire III sooner than a regular cast of Fire III would apply it, which will result in a slightly stricter Astral Fire timer to work with.

    AoE Rotation (3+ targets)

    Rotation Overview


    The AoE rotation has a fairly straightforward flow—High Blizzard II to enter Umbral Ice III and Freeze for 3 Umbral Hearts as well as refilling MP, then High Fire II to enter Astral Fire III. Due to the lowered potency compared to Endwalker, it is no longer worthwhile to use High Fire II any additional times, and instead use Flare twice followed by Flare Star.

    Foul can be used for movement, weaving oGCDs, or just generally as a strong AoE spell. High Thunder II should generally be refreshed when the DoT timer is low on the targets (less than 3s remaining), unless the mobs are going to die soon.

    Manafont can be used for an additional two Flare casts followed by another Flare Star. Using any ether that grants at least 800 MP can be used for an additional Flare in dungeons and can still be worthwhile even though it will not enable an additional Flare Star by itself. Leveraging Swiftcast/Triplecast to make Flare and/or Flare Star casts instant is very valuable due to their long base cast time.

    Transpose Optimization

    With the nerf to High Blizzard II and High Fire II, it is usually beneficial to use Transpose to skip them entirely.


    Even at the cost of having only the Astral Fire I bonus on the first Flare, it is more worthwhile to skip the High Fire II cast. The Freeze cast in Umbral Ice I grants enough MP to use both Flare casts in the following Astral Fire. The filler spells (Foul/High Thunder II) are used to weave Transpose, though if the Flare Star at the end of an Astral Fire cycle is instant via Swiftcast/Triplecast, the filler after it is unnecessary. Prioritize using High Thunder II for filler only when the DoT timer is lower to get the most value out of the DoT.

    In a situation where you are running out of filler spells, prioritize using Transpose to skip High Blizzard II over High Fire II, as the latter still provides a damage bonus to the first Flare. Clipping Transpose can still be a gain over using High Blizzard II/High Fire II, though note that due to the cooldown of Transpose it is not possible to clip twice without waiting or otherwise using a filler spell anyways in Umbral Ice.

    2-Target Situations

    For 2-target situations, use High Thunder II instead of High Thunder if you can hit both with it, otherwise DoT one with High Thunder and apply it to the other target when you swap between Astral Fire/Umbral Ice naturally in your rotation.

    oGCD Abilities

    Whenever possible, oGCD abilities should be weaved to avoid delays in casting. One oGCD ability can be used after Fire III/High Fire II from Umbral Ice III, and after Blizzard III/High Blizzard II from Astral Fire III. Up to two oGCD abilities can be weaved after instant-cast spells (Xenoglossy/Foul, Paradox, High Thunder/High Thunder II, Firestarter procs, or spells made instant via Swiftcast/Triplecast).

    In case of emergency to prevent deaths (using Addle, Manaward, or panic Aetherial Manipulation) or to keep uptime where it otherwise would not be possible, it situationally can still be good to use oGCD abilities even without weaving them. However, it is recommended to later figure out a better way to deal with the situation without relying on clipping oGCD abilities.


    Below are general recommendations for usage of various oGCD abilities for BLM.

    Ley Lines/Between the Lines/Retrace

    Standing within Ley Lines grants the user the buff Circle of Power, reducing both the cast time and recast time of all spells. Since Ley Lines affects all GCDs and lasts for 30s, it does not need to be specifically lined up for use in Astral Fire, but instead should generally be used off cooldown at the next available weaving window. Since the recast time is also reduced for spells used within Ley Lines, even instant-cast spells gain value.

    Fight-specific mechanics/timings may warrant specific positioning or potentially small delays in order to maximize overall uptime within Ley Lines. However, there are some options for flexibility for mechanics without having to delay usage:

    1. It can be beneficial to stand at one edge of your Ley Lines by default. Many AoEs or other targeted mechanics are not large enough to cover them entirely, so by standing on one edge you may be able to dodge to the opposite edge.
    2. If you need to leave your Ley Lines for a short time, consider using an instant cast spell within them, moving out to dodge/handle a mechanic, and then use Between the Lines to return to them. If you are able to return before your next cast starts, you do not lose any effective uptime.

    If you need to move out of your Ley Lines for a longer duration, such as a persistent ground AoE lingering where you had initially placed them, you can consider using Retrace to reposition them at your new location after moving away, once per Ley Lines duration.

    Triplecast/Swiftcast

    In general, the ideal is to get maximum uses out of Swiftcast, and especially Triplecast, in a fight. Note that these abilities are not used up on instant cast spells like Xenoglossy, Paradox, and High Thunder. There are a few options for usage of these abilities:

    Movement/Weaving

    The instant casts from Triplecast and Swiftcast are valuable for weaving other oGCD abilities, as well as continuing casting while moving for mechanics. With the ability to hold up to two charges of Triplecast, it can be very beneficial to hold onto one charge if it may be needed for movement, while still being able to avoid missing uses. Being able to keep casting in situations where it would be impossible otherwise provides much more benefit than any other option, and should be the primary consideration.

    Gaining Time

    Using Triplecast and Swiftcast on spells that are longer than base GCD (notably Fire IV, Despair, Flare Star and Flare) will instead make them instant, saving a small amount of time and eventually resulting in additional casts over the course of a fight. For example, on a Fire IV cast, instead of taking the ~2.8s before starting the following cast, it is instead subject to the base 2.5s GCD, saving ~0.3s. Saving time over the course of an encounter will result in additional casts that you would have not gotten otherwise.

    Instant Blizzard III

    An additional consideration for Swiftcast or Triplecast is usage along with Transpose to increase the damage of Blizzard III. When casted in Astral Fire III, Blizzard III takes a 30% damage penalty, so using Transpose to enter Umbral Ice before using it removes this penalty. The Triplecast/Swiftcast makes the Blizzard III instant so it is not subject to the otherwise slow cast time in Umbral Ice—without this, it is not worthwhile over just casting the spell in Astral Fire. Gaining time from making Despair and Flare Star instant is often more valuable than instant Blizzard III, but it’s a solid option especially if you need movement on that GCD, and can be especially valuable with a late weaved Triplecast:

    Manafont

    In Dawntrail, Manafont grants full MP and Umbral Hearts, refreshes your Astral Fire timer, and provides both a Thunderhead buff and a Paradox marker. Therefore, outside of the opener it should primarily be weaved at the tail end of an Astral Fire phase when it is available, in order to get full value of a second Astral Fire phase along with a second Flare Star.

    Due to the specific placement in the rotation, Manafont will rarely line up to be used strictly on cooldown, often incurring some (often significant) delay in usage. Since it is not a burst cooldown and does not have notable value in lining it up with raid buffs, this drift by itself is often not a large issue. However, if the collective drift over the course of a fight results in missing out on an entire usage, it may be worthwhile to look into options for shifting alignment to be able to get maximum uses out of Manafont. This will be expanded upon in the Additional Optimizations section, later likely moved to a separate advanced guide.

    Miscellaneous

    Amplifier: used roughly on cooldown, as long as it will not overcap the Polyglot gauge and waste a stack.

    Aetherial Manipulation: movement tool used when a party member is in a position to move to, in order to reposition for a mechanic or whatever else may be required. Mostly useful when the distance required to travel is larger than a slidecast or current available movement tools will allow for. Consider using a macro for focus target as listed in the Appendix.

    Manaward: solid personal shield which can be used proactively to help with mitigation, or reactively if needed to survive a mechanic.

    Transpose: used primarily when bosses become untargetable/die while in Astral Fire, in order to swap to Umbral Ice to allow use of Umbral Soul . Can also be used in the case of larger mistakes where Astral Fire will drop otherwise, to swap to Umbral Ice and maintain Enochian. Can also be used for some small optimizations for both single target and for AoE.

    Addle: used to lower damage dealt by the target, more effective on magic-based damage. Consider planning uses in a static environment, otherwise use when available to help mitigate raidwide damage.

    Surecast: used to nullify knockback/draw-in effects in order to help keep uptime.

    Lucid Dreaming: Astral Fire prevents MP refresh effects like Lucid Dreaming, and using an ice-aspected spell in Umbral Ice III grants full MP. As a result, this ability will generally not be used.

    Downtime and Recovery

    Inevitably when learning a fight (and the job itself), there will be situations where maintaining the rotation perfectly will not be possible, or otherwise interrupted by downtime. In these cases, learning how best to either maintain Astral Fire or what to do across the downtime is extremely beneficial.

    Maintaining Astral Fire

    With the introduction of Flare Star, it is even more important than ever to make sure you complete your entire Astral Fire cycle successfully. While some situations can make it much more difficult of a prospect, there are some good habits to keep in mind to set you up for the highest chance of success:

    1. Frontloading your Astral Fire cycle with four Fire IV casts before the Paradox by default, five if possible (usually facilitated via Ley Lines and/or Triplecast/Swiftcast) provides you much more leeway to work with particularly in the second half of your Astral Fire cycle.
    2. Particularly in situations where you need to fit in a Xenoglossy use or a High Thunder refresh, consider using Triplecast/Swiftcast wherever best suited to give yourself sufficient leeway on your Astral Fire timer wherever it may be tighter.
    3. As previously mentioned, using your Firestarter procs to re-enter Astral Fire is generally the most optimal usage. However, if you have no other options to complete your Astral Fire cycle without it, using the proc to extend your Astral Fire timer is more valuable if it means finishing your cycle off and getting a Flare Star where you would not otherwise.

    Recovery After Panic Transpose

    If you are unable to complete your Astral Fire phase properly, including leveraging your tools as above, it is generally preferable to Transpose out of Astral Fire instead of letting it drop entirely. In this situation we have a recommended recovery option, named after a nickname of one of the BLM Helpfuls “Geiji”: “Geiji Ice Recovery Line” (commonly referred to as GIRL):

    Using Transpose from Astral Fire grants Umbral Ice I, Paradox grants Umbral Ice II. The Blizzard cast provides the final stack of Umbral Ice to get back to Umbral Ice III, so we can cast Blizzard IV to get to full MP and three Umbral Hearts and resume the rotation as normal from there.

    There are additional potential use cases for this line, discussed later in the “Additional Optimizations” section.

    Handling Downtime and End of Fight

    Depending on the length and type of downtime, there are a few options to consider for prep before/after downtime.

    Before downtime/end of fight:

    1. Other than some rare situations, DoTs do not tick while enemies are untargetable (and of course will not deal damage after the target is dead). Unless the DoT ticks nearly fully, it is often less worthwhile to apply/refresh High Thunder before downtimes/end of fight/during short uptime phases.
    2. Ensure that you will not overcap on polyglot stacks during downtime, and that you use up all of your stacks before the end of a fight. Xenoglossy is the strongest BLM spell, so it is important to not miss any uses.
    3. Try to prioritize strong spells before downtime. For example, if you are unable to get both Despair and Flare Star off right before downtime, the Flare Star takes priority.
    4. An instant cast frontloads its damage at the start of the GCD, so it is good practice to plan to end on an instant cast before the downtime/end of fight. This can result in a last tap of damage where a normal cast would not have been able to finish otherwise.

    Continuing across/after downtime:

    1. For short downtime, try leveraging Triplecast/Swiftcast to help you finish the rest of your Astral Fire phase when you have uptime again. Otherwise, having a Firestarter proc to use to refresh your timer can have pretty large value in short downtimes.
    2. For moderate length downtimes, you will often be able to use Umbral Soul to get back to full MP with three Umbral Hearts. If you are going to end the uptime phase in Astral Fire, consider dumping the rest of your MP with Despair, then using Transpose to enter Umbral Ice before using Umbral Soul.
    3. For especially long downtime, a Thunderhead buff you may initially obtain may not last long enough. In these cases, you can consider using Transpose to head back into Astral Fire, then Transpose back into Umbral Ice, using Umbral Soul to build back up to Umbral Ice III with three Umbral Hearts before you have uptime again. You will generate a fresh Thunderhead buff with each transition, so you can time this to ensure the proc lasts long enough to reapply immediately when possible. You can also similarly generate a Paradox for Umbral Ice by building up to Umbral Ice III with three Umbral Hearts before the first Transpose.

    1. Of note, especially for downtime before AoE in dungeons, you can easily Transpose to Astral Fire after all the mobs are grouped together to apply High Thunder II before continuing on with your Flares/Flare Star.
    2. Downtime where you are stunned or are otherwise in a cutscene and unable to use Umbral Soul can be especially problematic, regardless of length. In most cases, try to end up in Umbral Ice for the downtime, via Transpose or otherwise to ensure you do not delay getting at least natural MP refresh from having to wait until your Astral Fire timer expires.

    Dropped Astral Fire/Umbral Ice

    Flare Star creates extra incentive for a full Astral Fire cycle, and the only way to get much MP back is from casting ice-aspected spells in Umbral Ice. Therefore, most of the time if you do end up dropping Astral Fire/Umbral Ice, your best course of action will be to cast Blizzard III (ideally using Swiftcast to avoid the long cast time), refresh/apply High Thunder if needed, then cast Blizzard IV and continue on with a normal Astral Fire cycle.

    Additional Optimizations

    These sections are more preliminary and will likely be added onto/adjusted with more details/options as time goes on. It is likely some if not all of this will be moved over into an advanced guide.

    Single Target Flare Usage

    Flare has the unique ability to generate three Astral Soul stacks with a single cast, where otherwise only one stack is generated per Fire IV cast for the single target rotation. While the spell itself is relatively weak for single target, there is room for some level of viability for it with regards to alignment as well as for end of fight considerations (to generate a Flare Star where you wouldn’t be able to otherwise).

    Early/Late High Thunder Refresh

    With most of the High Thunder damage on the DoT portion and less on the on-hit, it is generally important to try to aim to refresh when the DoT is falling off (less than 3 seconds remaining).

    Refreshing the DoT after it has fallen off, especially for a longer period of time, more directly loses damage that you would get from the DoT ticks otherwise. Refreshing the DoT slightly prematurely, however, really only starts to lose more damage if it causes you to have to spend an extra GCD refreshing the DoT to have the same uptime, or if you end up missing ticks before downtime/end of fight that you would have gotten with regular refresh timing.

    On average it will be better to refresh slightly early than let it drop off entirely. However, in either case, it is quite possible to have minimal to no loss from an early/late refresh. In an ideal environment and planned uptime lengths/killtimes/casting timeline, it is viable to quantify loss in alternative refresh timings compared to the gains they may facilitate for things like weaving for AF1 F3P, movement, or whatever else.

    In a less controlled environment, it can still situationally be worthwhile to refresh slightly early/late, particularly if it helps keep better uptime on the DoT overall or otherwise helps you from having to sacrifice your rotation later in order to refresh the DoT. To stress again, however, it is important to not overly rely on early/late High Thunder refreshes, and they should instead be more considered as a situational alternative to utilize when needed.

    Pre-Manafont Considerations

    With Manafont now granting full resources including a Paradox, normally we will end up with a spare Firestarter proc pre-Manafont that we need to burn in Astral Fire III before we generate a new one with the second Paradox. While the proc used in Astral Fire III is still fairly solid, it’s not as valuable as it would be otherwise since we cannot use it to enable AF1 F3P.

    This can lead way towards justifying an alternative setup pre-Manafont that does not generate this Firestarter proc since it is otherwise “wasted” in Astral Fire III, and can also potentially help adjust alignment for an earlier Manafont usage.

    Additional GIRL Applications

    Beyond simply a recovery option after a panic Transpose to prevent dropping Astral Fire, GIRL can be used in place of a regular Blizzard III cast. By itself, this is a small potency loss, but there are a few use cases for it which can result in a net gain (typically with a weaved Transpose usage):

    • Using Transpose at the tail end of an Astral Fire cycle grants Thunderhead a GCD earlier than after casting Blizzard III. If this results in gaining a DoT tick due to being able to reapply High Thunder a GCD earlier, it can end up being a gain. This situation most likely will come up if you refresh your High Thunder DoT at the start of an Astral Fire phase, since the DoT may fall off before you reenter Umbral Ice normally.
    • A Paradox in raid buffs is significantly stronger than a Blizzard III in buffs, particularly if casted in Astral Fire III. If you’re in a situation with one GCD left before raid buffs fall off, with the ability to weave Transpose at the tail end of an Astral Fire phase to use Paradox, it can be a good consideration.
    • Paradox provides an additional GCD of movement that Blizzard III would not grant by itself. While not a direct gain, this can be used to extend movement by an extra GCD for a small loss. If this results in uptime that you would not get otherwise, it can turn into a gain.

    Appendix

    Macros

    Since Sprint cannot be properly queued like regular oGCD actions, using a macro to spam the action can help with reliability, with no downside:

    /merror off
    +Warrior
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  • Black Mage Basic Guide
    Guide Info
    Last Updated: 9 Aug, 2024
    Patch Applicable: 7.05

    7.x Black Mage Guide

    By: Rika Vanih

    Job Overview

    Black Mage is a caster specializing in high, steady personal damage in place of providing party buffs. The job maintains a cyclical flow of expending MP via long, powerful casts in Astral Fire then swapping to refresh MP in Umbral Ice. While the rotation itself is somewhat simple, utilizing its movement tools and the flexibility built into its rotation to their fullest is key to maintaining uptime and maximizing damage as a Black Mage.

    Basic Concepts/Resources

    Astral Fire grants a damage bonus to all fire-aspected spells while doubling their MP cost. Ice-aspected spells have no MP cost in Astral Fire and deal less damage. At three stacks of Astral Fire, ice-aspected spell cast times are reduced by half. Astral Fire prevents MP regen, though things which grant MP directly like Manafont and Ethers still work.


    Umbral Ice
    decreases the damage of fire-aspected spells, and casting ice-aspected spells replenish MP depending on current number of stacks. While in Umbral Ice, ice-aspected spells have no MP cost, and at three stacks of Umbral Ice fire-aspected spell cast times are reduced by half.


    Unaspected Spells
    like Foul, Xenoglossy, Paradox, and Scathe do not count as fire-aspected or ice-aspected and so do not gain any damage bonus/penalty from either Astral Fire or Umbral Ice.

    Enochian provides a personal passive bonus to all damage dealt, and is active while in either Astral Fire or Umbral Ice. It also remains active while swapping between Astral Fire and Umbral ice (even via Transpose), and is only lost upon completely dropping Astral Fire or Umbral Ice.

    Umbral Hearts are a resource gained from casting Blizzard IV, Freeze (level 58+), or Umbral Soul. One Umbral Heart is consumed with each fire-aspected spell casted in Astral Fire (other than Flare and Despair), negating the increased MP cost. Flare instead will consume all current Umbral Hearts, and reduce the MP cost of the Flare by 1/3. This interaction is not present with Despair, which will use all remaining MP and not consume Umbral Hearts.

    Polyglot is a resource gained every 30 seconds that Enochian is active. At level 80+, a maximum of two polyglot stacks can be held at a time. At level 98+, a maximum of three polyglot stacks can be held at a time. If the polyglot timer completes while at maximum stacks, no additional polyglot stack is gained, and the timer restarts at zero again. If Enochian is dropped the polyglot stacks remain, but the timer is reset to 0.

    Paradox is a resource and spell available at level 90. When you have the resource, Paradox replaces both Fire and Blizzard on your hotbars. In Astral Fire, it replaces the Fire cast to refresh your Astral Fire timer, is instant-cast, and generates a guaranteed Firestarter proc. In Umbral ice, it is a strong instant-cast spell that refreshes your Umbral Ice timer and can be leveraged for weaving/movement. You gain a Paradox marker on your job gauge by transitioning from Umbral Ice III with three Umbral Hearts to Astral Fire, as well as from Astral Fire III to Umbral Ice.

    Astral Soul is a resource available at level 100. Successful casting of Fire IV generates one Astral Soul stack, casting Flare grants three Astral Soul stacks. Generating the maximum of 6 stacks of Astral Soul allows for the user to cast Flare Star. Stacks are consumed upon casting Flare Star, and expire upon leaving Astral Fire.

    Job Gauge

    1. Astral Fire/Umbral Ice stacks
    2. Duration of Astral Fire/Umbral Ice
    3. Umbral Hearts
    4. Polyglot stacks
    5. Polyglot timer
    6. Paradox marker
    7. Astral Soul Stacks


    General Gameplay

    In Astral Fire, the goal is to use all of your MP on Fire IV casts, and end in Despair followed by Flare Star. However, Fire IV does not refresh the Astral Fire timer, so Paradox is used once in between the Fire IV spam to maintain Astral Fire.

    In Umbral Ice, Blizzard IV is used to obtain three Umbral Hearts (as well as produce a Paradox marker when entering Astral Fire again), as well as refresh MP for the next Astral Fire cycle. The Paradox generated upon entering Umbral Ice from Astral Fire III is also used in this phase.

    In either stance, keeping the High Thunder DoT up is important, as well as utilizing polyglot stacks for Xenoglossy for movement/weaving/damage as needed.

    Opener

    Fire III Opener


    The standard opener for BLM. This opener has a rough bare minimum GCD (recast) of 2.45s, though most people will likely want some more Spell Speed than this for consistency in execution. If running a slower set and/or otherwise having issues with Astral Fire timing out, consider double weaving Ley Lines with the INT pot usage in the opener.

    The initial Fire III cast should start around 4 seconds prepull (to land at the same time the boss is pulled). The second Fire IV is hardcasted with the expectation of raid buffs landing just before the cast goes off.

    Additional notes:

    • Despite missing out on a second Flare Star usage by starting in Astral Fire, it is still generally a gain to do so rather than have to cast relatively weak Blizzard IV then Fire III in Umbral Ice III. Having a slower start with an Umbral Ice opener will likely also result in pushing some stronger spells out of buffs.

    Using Flare for the extra Astral Soul stacks to enable an additional Flare Star in the opener before the Manafont is not worthwhile. Even if the Flare is instant-cast, it is too weak of a spell to justify using it for single-target to use over Despair, particularly when considering the lost potency from Flare is during raid buffs and the extra Flare Star usage occurs after buffs expire.

    Single Target Rotation

    Rotation Overview


    The standard format for the single target rotation loop is as above, following directly after the second Despair in the opener. Both Xenoglossy and High Thunder have no set place in the rotation, and instead are used as needed. The guaranteed Firestarter proc from Paradox has some flexibility in use as well. All of these will be further explained in later sections.

    With Paradox now being instant-cast during Astral Fire as well in Dawntrail, it is recommended to default to having four Fire IV casts before Paradox. This provides similar leeway to Endwalker, allowing one extra cast on either half of the Astral Fire cycle. This can be used to shift Fire IV casts around and/or use Xenoglossy/High Thunder as needed anywhere in the cycle.

    As of Patch 7.05, Paradox is now available for use in Umbral Ice again. Since this is a strong spell, it should generally be used every Umbral Ice phase. Prioritize using it for movement/weaving as needed, or for refreshing your Umbral Ice timer if needed.

    When possible, it can be advantageous to frontload five Fire IV casts before the Paradox, giving you even more room in the second half. You will need a bit higher Spell Speed and/or leverage Triplecast/Swiftcast/Ley Lines in order to execute this without dropping Astral Fire. Here is a more extreme example of using two Xenoglossy and one High Thunder while still being able to complete the full Astral Fire cycle:

    High Thunder

    Replacing the previous Thunder/Thundercloud system in previous expansions is the new Thunderhead system. Thunderhead is granted from gaining Astral Fire or Umbral Ice from either neutral or swapping between the two. The Thunderhead buff lasts for 30 seconds, allowing the user to cast either their single target or AoE Thunder spell and consuming the buff in the process. At level 100, these spells are High Thunder and High Thunder II, respectively.

    In general, the goal for single target is to use High Thunder when the DoT is about to fall off (less than 3s remaining on the DoT timer). Since one cycle through Astral Fire and Umbral Ice is longer than 30 seconds, the refresh timing will not have a set place in your rotation, and instead will naturally drift.

    A few important notes:

    • A large portion of the damage from High Thunder comes from the DoT damage, with less on the initial hit compared to procs from last expansion. As a result, letting the DoT fall off for a while and losing DoT ticks or conversely having enough early refreshes to result in an extra refresh is fairly costly and should be generally avoided or otherwise accounted for when making situational decisions.
    • While a fresh Thunderhead buff is obtained from every transition between Astral Fire and Umbral Ice, other than potentially for two-target situations it is not expected to use every proc, and instead just focus on refreshing when the DoT is falling off.

    Xenoglossy

    Xenoglossy is a powerful instant-cast spell that can be leveraged for movement or weaving as needed, in Astral Fire and/or Umbral Ice. With the ability to hold a third polyglot stack, it is now even easier to be more flexible with uses, with the potential to save stacks to use with raid buffs. This can be generally good practice, but movement considerations take priority, as well as ensuring that your Astral Fire timer is not at risk due to using an excess of Xenoglossy at a given time.

    Firestarter

    Paradox now grants a guaranteed Firestarter proc upon execution in Astral Fire, which allows for a free instant-cast Fire III. There are two primary considerations for using Firestarter procs–extending your Astral Fire timer by using the proc in Astral Fire III, or using it to re-enter Astral Fire after the Umbral Ice phase.

    Astral Fire III

    Using your Firestarter proc in Astral Fire III, typically referred to as “AF3 F3P”, allows for extra flexibility in your Astral Fire timer, as well as extra mobility. Pictured below is a baseline version of using the proc for this purpose, allowing for the maximum leeway in your Astral Fire timer:


    This is just an example though–as needed, you can easily shift around any of the Fire IV/Paradox casts then use the Firestarter proc when your Astral Fire timer is getting low. Situationally, if you will not be able to complete all of your six Fire IV casts before Astral Fire drops, it will generally be the largest priority to use your Firestarter proc to refresh your timer. Guaranteeing the Flare Star is often going to be more important than other potential usage for the Firestarter proc.

    Astral Fire I

    Whenever possible, it is generally recommended to carry your Firestarter proc through Umbral Ice and use it when transitioning back into Astral Fire, typically referred to as “AF1 F3P”, as below:


    While using the Firestarter proc in Astral Fire III is still a reasonably strong spell, using the proc this way replaces a relatively weak Fire III casted in Umbral Ice III with one used in Astral Fire I and as a result provides more of a gain.

    Generally we can utilize Paradox in Umbral Ice to weave the Transpose for this use case as above. As needed, High Thunder or Xenoglossy can also be utilized for weaving here, or even (less ideally) have your Blizzard IV be instant-cast via Swiftcast/Triplecast.

    It is important to note that the Firestarter proc applies Astral Fire III sooner than a regular cast of Fire III would apply it, which will result in a slightly stricter Astral Fire timer to work with.

    AoE Rotation (3+ targets)

    Rotation Overview


    The AoE rotation has a fairly straightforward flow—High Blizzard II to enter Umbral Ice III and Freeze for 3 Umbral Hearts as well as refilling MP, then High Fire II to enter Astral Fire III. Due to the lowered potency compared to Endwalker, it is no longer worthwhile to use High Fire II any additional times, and instead use Flare twice followed by Flare Star.

    Foul can be used for movement, weaving oGCDs, or just generally as a strong AoE spell. High Thunder II should generally be refreshed when the DoT timer is low on the targets (less than 3s remaining), unless the mobs are going to die soon.

    Manafont can be used for an additional two Flare casts followed by another Flare Star. Using any ether that grants at least 800 MP can be used for an additional Flare in dungeons and can still be worthwhile even though it will not enable an additional Flare Star by itself. Leveraging Swiftcast/Triplecast to make Flare and/or Flare Star casts instant is very valuable due to their long base cast time.

    Transpose Optimization

    With the nerf to High Blizzard II and High Fire II, it is usually beneficial to use Transpose to skip them entirely.


    Even at the cost of having only the Astral Fire I bonus on the first Flare, it is more worthwhile to skip the High Fire II cast. The Freeze cast in Umbral Ice I grants enough MP to use both Flare casts in the following Astral Fire. The filler spells (Foul/High Thunder II) are used to weave Transpose, though if the Flare Star at the end of an Astral Fire cycle is instant via Swiftcast/Triplecast, the filler after it is unnecessary. Prioritize using High Thunder II for filler only when the DoT timer is lower to get the most value out of the DoT.

    In a situation where you are running out of filler spells, prioritize using Transpose to skip High Blizzard II over High Fire II, as the latter still provides a damage bonus to the first Flare. Clipping Transpose can still be a gain over using High Blizzard II/High Fire II, though note that due to the cooldown of Transpose it is not possible to clip twice without waiting or otherwise using a filler spell anyways in Umbral Ice.

    2-Target Situations

    For 2-target situations, use High Thunder II instead of High Thunder if you can hit both with it, otherwise DoT one with High Thunder and apply it to the other target when you swap between Astral Fire/Umbral Ice naturally in your rotation.

    oGCD Abilities

    Whenever possible, oGCD abilities should be weaved to avoid delays in casting. One oGCD ability can be used after Fire III/High Fire II from Umbral Ice III, and after Blizzard III/High Blizzard II from Astral Fire III. Up to two oGCD abilities can be weaved after instant-cast spells (Xenoglossy/Foul, Paradox, High Thunder/High Thunder II, Firestarter procs, or spells made instant via Swiftcast/Triplecast).

    In case of emergency to prevent deaths (using Addle, Manaward, or panic Aetherial Manipulation) or to keep uptime where it otherwise would not be possible, it situationally can still be good to use oGCD abilities even without weaving them. However, it is recommended to later figure out a better way to deal with the situation without relying on clipping oGCD abilities.


    Below are general recommendations for usage of various oGCD abilities for BLM.

    Ley Lines/Between the Lines/Retrace

    Standing within Ley Lines grants the user the buff Circle of Power, reducing both the cast time and recast time of all spells. Since Ley Lines affects all GCDs and lasts for 30s, it does not need to be specifically lined up for use in Astral Fire, but instead should generally be used off cooldown at the next available weaving window. Since the recast time is also reduced for spells used within Ley Lines, even instant-cast spells gain value.

    Fight-specific mechanics/timings may warrant specific positioning or potentially small delays in order to maximize overall uptime within Ley Lines. However, there are some options for flexibility for mechanics without having to delay usage:

    1. It can be beneficial to stand at one edge of your Ley Lines by default. Many AoEs or other targeted mechanics are not large enough to cover them entirely, so by standing on one edge you may be able to dodge to the opposite edge.
    2. If you need to leave your Ley Lines for a short time, consider using an instant cast spell within them, moving out to dodge/handle a mechanic, and then use Between the Lines to return to them. If you are able to return before your next cast starts, you do not lose any effective uptime.

    If you need to move out of your Ley Lines for a longer duration, such as a persistent ground AoE lingering where you had initially placed them, you can consider using Retrace to reposition them at your new location after moving away, once per Ley Lines duration.

    Triplecast/Swiftcast

    In general, the ideal is to get maximum uses out of Swiftcast, and especially Triplecast, in a fight. Note that these abilities are not used up on instant cast spells like Xenoglossy, Paradox, and High Thunder. There are a few options for usage of these abilities:

    Movement/Weaving

    The instant casts from Triplecast and Swiftcast are valuable for weaving other oGCD abilities, as well as continuing casting while moving for mechanics. With the ability to hold up to two charges of Triplecast, it can be very beneficial to hold onto one charge if it may be needed for movement, while still being able to avoid missing uses. Being able to keep casting in situations where it would be impossible otherwise provides much more benefit than any other option, and should be the primary consideration.

    Gaining Time

    Using Triplecast and Swiftcast on spells that are longer than base GCD (notably Fire IV, Despair, Flare Star and Flare) will instead make them instant, saving a small amount of time and eventually resulting in additional casts over the course of a fight. For example, on a Fire IV cast, instead of taking the ~2.8s before starting the following cast, it is instead subject to the base 2.5s GCD, saving ~0.3s. Saving time over the course of an encounter will result in additional casts that you would have not gotten otherwise.

    Instant Blizzard III

    An additional consideration for Swiftcast or Triplecast is usage along with Transpose to increase the damage of Blizzard III. When casted in Astral Fire III, Blizzard III takes a 30% damage penalty, so using Transpose to enter Umbral Ice before using it removes this penalty. The Triplecast/Swiftcast makes the Blizzard III instant so it is not subject to the otherwise slow cast time in Umbral Ice—without this, it is not worthwhile over just casting the spell in Astral Fire. Gaining time from making Despair and Flare Star instant is often more valuable than instant Blizzard III, but it’s a solid option especially if you need movement on that GCD, and can be especially valuable with a late weaved Triplecast:

    Manafont

    In Dawntrail, Manafont grants full MP and Umbral Hearts, refreshes your Astral Fire timer, and provides both a Thunderhead buff and a Paradox marker. Therefore, outside of the opener it should primarily be weaved at the tail end of an Astral Fire phase when it is available, in order to get full value of a second Astral Fire phase along with a second Flare Star.

    Due to the specific placement in the rotation, Manafont will rarely line up to be used strictly on cooldown, often incurring some (often significant) delay in usage. Since it is not a burst cooldown and does not have notable value in lining it up with raid buffs, this drift by itself is often not a large issue. However, if the collective drift over the course of a fight results in missing out on an entire usage, it may be worthwhile to look into options for shifting alignment to be able to get maximum uses out of Manafont. This will be expanded upon in the Additional Optimizations section, later likely moved to a separate advanced guide.

    Miscellaneous

    Amplifier: used roughly on cooldown, as long as it will not overcap the Polyglot gauge and waste a stack.

    Aetherial Manipulation: movement tool used when a party member is in a position to move to, in order to reposition for a mechanic or whatever else may be required. Mostly useful when the distance required to travel is larger than a slidecast or current available movement tools will allow for. Consider using a macro for focus target as listed in the Appendix.

    Manaward: solid personal shield which can be used proactively to help with mitigation, or reactively if needed to survive a mechanic.

    Transpose: used primarily when bosses become untargetable/die while in Astral Fire, in order to swap to Umbral Ice to allow use of Umbral Soul . Can also be used in the case of larger mistakes where Astral Fire will drop otherwise, to swap to Umbral Ice and maintain Enochian. Can also be used for some small optimizations for both single target and for AoE.

    Addle: used to lower damage dealt by the target, more effective on magic-based damage. Consider planning uses in a static environment, otherwise use when available to help mitigate raidwide damage.

    Surecast: used to nullify knockback/draw-in effects in order to help keep uptime.

    Lucid Dreaming: Astral Fire prevents MP refresh effects like Lucid Dreaming, and using an ice-aspected spell in Umbral Ice III grants full MP. As a result, this ability will generally not be used.

    Downtime and Recovery

    Inevitably when learning a fight (and the job itself), there will be situations where maintaining the rotation perfectly will not be possible, or otherwise interrupted by downtime. In these cases, learning how best to either maintain Astral Fire or what to do across the downtime is extremely beneficial.

    Maintaining Astral Fire

    With the introduction of Flare Star, it is even more important than ever to make sure you complete your entire Astral Fire cycle successfully. While some situations can make it much more difficult of a prospect, there are some good habits to keep in mind to set you up for the highest chance of success:

    1. Frontloading your Astral Fire cycle with four Fire IV casts before the Paradox by default, five if possible (usually facilitated via Ley Lines and/or Triplecast/Swiftcast) provides you much more leeway to work with particularly in the second half of your Astral Fire cycle.
    2. Particularly in situations where you need to fit in a Xenoglossy use or a High Thunder refresh, consider using Triplecast/Swiftcast wherever best suited to give yourself sufficient leeway on your Astral Fire timer wherever it may be tighter.
    3. As previously mentioned, using your Firestarter procs to re-enter Astral Fire is generally the most optimal usage. However, if you have no other options to complete your Astral Fire cycle without it, using the proc to extend your Astral Fire timer is more valuable if it means finishing your cycle off and getting a Flare Star where you would not otherwise.

    Recovery After Panic Transpose

    If you are unable to complete your Astral Fire phase properly, including leveraging your tools as above, it is generally preferable to Transpose out of Astral Fire instead of letting it drop entirely. In this situation we have a recommended recovery option, named after a nickname of one of the BLM Helpfuls “Geiji”: “Geiji Ice Recovery Line” (commonly referred to as GIRL):

    Using Transpose from Astral Fire grants Umbral Ice I, Paradox grants Umbral Ice II. The Blizzard cast provides the final stack of Umbral Ice to get back to Umbral Ice III, so we can cast Blizzard IV to get to full MP and three Umbral Hearts and resume the rotation as normal from there.

    There are additional potential use cases for this line, discussed later in the “Additional Optimizations” section.

    Handling Downtime and End of Fight

    Depending on the length and type of downtime, there are a few options to consider for prep before/after downtime.

    Before downtime/end of fight:

    1. Other than some rare situations, DoTs do not tick while enemies are untargetable (and of course will not deal damage after the target is dead). Unless the DoT ticks nearly fully, it is often less worthwhile to apply/refresh High Thunder before downtimes/end of fight/during short uptime phases.
    2. Ensure that you will not overcap on polyglot stacks during downtime, and that you use up all of your stacks before the end of a fight. Xenoglossy is the strongest BLM spell, so it is important to not miss any uses.
    3. Try to prioritize strong spells before downtime. For example, if you are unable to get both Despair and Flare Star off right before downtime, the Flare Star takes priority.
    4. An instant cast frontloads its damage at the start of the GCD, so it is good practice to plan to end on an instant cast before the downtime/end of fight. This can result in a last tap of damage where a normal cast would not have been able to finish otherwise.

    Continuing across/after downtime:

    1. For short downtime, try leveraging Triplecast/Swiftcast to help you finish the rest of your Astral Fire phase when you have uptime again. Otherwise, having a Firestarter proc to use to refresh your timer can have pretty large value in short downtimes.
    2. For moderate length downtimes, you will often be able to use Umbral Soul to get back to full MP with three Umbral Hearts. If you are going to end the uptime phase in Astral Fire, consider dumping the rest of your MP with Despair, then using Transpose to enter Umbral Ice before using Umbral Soul.
    3. For especially long downtime, a Thunderhead buff you may initially obtain may not last long enough. In these cases, you can consider using Transpose to head back into Astral Fire, then Transpose back into Umbral Ice, using Umbral Soul to build back up to Umbral Ice III with three Umbral Hearts before you have uptime again. You will generate a fresh Thunderhead buff with each transition, so you can time this to ensure the proc lasts long enough to reapply immediately when possible. You can also similarly generate a Paradox for Umbral Ice by building up to Umbral Ice III with three Umbral Hearts before the first Transpose.

    1. Of note, especially for downtime before AoE in dungeons, you can easily Transpose to Astral Fire after all the mobs are grouped together to apply High Thunder II before continuing on with your Flares/Flare Star.
    2. Downtime where you are stunned or are otherwise in a cutscene and unable to use Umbral Soul can be especially problematic, regardless of length. In most cases, try to end up in Umbral Ice for the downtime, via Transpose or otherwise to ensure you do not delay getting at least natural MP refresh from having to wait until your Astral Fire timer expires.

    Dropped Astral Fire/Umbral Ice

    Flare Star creates extra incentive for a full Astral Fire cycle, and the only way to get much MP back is from casting ice-aspected spells in Umbral Ice. Therefore, most of the time if you do end up dropping Astral Fire/Umbral Ice, your best course of action will be to cast Blizzard III (ideally using Swiftcast to avoid the long cast time), refresh/apply High Thunder if needed, then cast Blizzard IV and continue on with a normal Astral Fire cycle.

    Additional Optimizations

    These sections are more preliminary and will likely be added onto/adjusted with more details/options as time goes on. It is likely some if not all of this will be moved over into an advanced guide.

    Single Target Flare Usage

    Flare has the unique ability to generate three Astral Soul stacks with a single cast, where otherwise only one stack is generated per Fire IV cast for the single target rotation. While the spell itself is relatively weak for single target, there is room for some level of viability for it with regards to alignment as well as for end of fight considerations (to generate a Flare Star where you wouldn’t be able to otherwise).

    Early/Late High Thunder Refresh

    With most of the High Thunder damage on the DoT portion and less on the on-hit, it is generally important to try to aim to refresh when the DoT is falling off (less than 3 seconds remaining).

    Refreshing the DoT after it has fallen off, especially for a longer period of time, more directly loses damage that you would get from the DoT ticks otherwise. Refreshing the DoT slightly prematurely, however, really only starts to lose more damage if it causes you to have to spend an extra GCD refreshing the DoT to have the same uptime, or if you end up missing ticks before downtime/end of fight that you would have gotten with regular refresh timing.

    On average it will be better to refresh slightly early than let it drop off entirely. However, in either case, it is quite possible to have minimal to no loss from an early/late refresh. In an ideal environment and planned uptime lengths/killtimes/casting timeline, it is viable to quantify loss in alternative refresh timings compared to the gains they may facilitate for things like weaving for AF1 F3P, movement, or whatever else.

    In a less controlled environment, it can still situationally be worthwhile to refresh slightly early/late, particularly if it helps keep better uptime on the DoT overall or otherwise helps you from having to sacrifice your rotation later in order to refresh the DoT. To stress again, however, it is important to not overly rely on early/late High Thunder refreshes, and they should instead be more considered as a situational alternative to utilize when needed.

    Pre-Manafont Considerations

    With Manafont now granting full resources including a Paradox, normally we will end up with a spare Firestarter proc pre-Manafont that we need to burn in Astral Fire III before we generate a new one with the second Paradox. While the proc used in Astral Fire III is still fairly solid, it’s not as valuable as it would be otherwise since we cannot use it to enable AF1 F3P.

    This can lead way towards justifying an alternative setup pre-Manafont that does not generate this Firestarter proc since it is otherwise “wasted” in Astral Fire III, and can also potentially help adjust alignment for an earlier Manafont usage.

    Additional GIRL Applications

    Beyond simply a recovery option after a panic Transpose to prevent dropping Astral Fire, GIRL can be used in place of a regular Blizzard III cast. By itself, this is a small potency loss, but there are a few use cases for it which can result in a net gain (typically with a weaved Transpose usage):

    • Using Transpose at the tail end of an Astral Fire cycle grants Thunderhead a GCD earlier than after casting Blizzard III. If this results in gaining a DoT tick due to being able to reapply High Thunder a GCD earlier, it can end up being a gain. This situation most likely will come up if you refresh your High Thunder DoT at the start of an Astral Fire phase, since the DoT may fall off before you reenter Umbral Ice normally.
    • A Paradox in raid buffs is significantly stronger than a Blizzard III in buffs, particularly if casted in Astral Fire III. If you’re in a situation with one GCD left before raid buffs fall off, with the ability to weave Transpose at the tail end of an Astral Fire phase to use Paradox, it can be a good consideration.
    • Paradox provides an additional GCD of movement that Blizzard III would not grant by itself. While not a direct gain, this can be used to extend movement by an extra GCD for a small loss. If this results in uptime that you would not get otherwise, it can turn into a gain.

    Appendix

    Macros

    Since Sprint cannot be properly queued like regular oGCD actions, using a macro to spam the action can help with reliability, with no downside:

    /merror off
     /ac "Sprint"
     /ac "Sprint"
     /ac "Sprint"
    @@ -58,7 +58,7 @@
     /ac "Sprint"
     /ac "Sprint"
     /micon "Sprint"
    -

    Manually targeting to use Aetherial Manipulation can often result in minor delay due to needing to change targets multiple times. Therefore, a common alternative is to use a mouseover macro for the ability:

    /merror off
    +

    Manually targeting to use Aetherial Manipulation can often result in minor delay due to needing to change targets multiple times. Therefore, a common alternative is to use a mouseover macro for the ability:

    /merror off
     /ac "Aetherial Manipulation" <mo>
     /ac "Aetherial Manipulation" <mo>
     /ac "Aetherial Manipulation" <mo>
    @@ -72,7 +72,7 @@
     /ac "Aetherial Manipulation" <mo>
     /ac "Aetherial Manipulation" <mo>
     /micon "Aetherial Manipulation"
    -

    Hovering over the character model of a party member, or even their name in the party list, and then pressing the macro will use Aetherial Manipulation on them without changing target. If the flexibility for regular targeting is desired, the bottom or two can be replaced with . There is also the option to replace the with the number of the slot of a specified party member (i.e. <3>) that may be consistently in a good spot to use Aetherial Manipulation to (though in this case it is recommended to have a regular version of Aetherial Manipulation available for more manual targeting in case another target is situationally preferred).

    Common Abbreviations

    For this document, full names of spells, buffs, and abilities were used for clarity. However, these are frequently abbreviated in regular discussion. Below are the most common abbreviations for these:

    • F1, F2, F3, F4: Fire spells, the number designates the rank (i.e. F1 = Fire, F2 = Fire II, etc.)
    • B1, B2, B3, B4: Blizzard spells, the number designates the rank (i.e. B1 = Blizzard, B2 = Blizzard II, etc.)
    • T1, T2, T3, T4: Thunder spells, the number designates the rank (i.e. T1 = Thunder, T2 = Thunder II, etc.)
    • HT, HT2: High Thunder and High Thunder II, respectively
    • FS: Flare Star
    • HF2/HB2: High Fire II, High Blizzard II
    • AF1, AF2, AF3: Astral Fire, Astral Fire II, and Astral Fire III respectively
    • UI1, UI2, UI3: Umbral Ice, Umbral Ice II, Umbral Ice III respectively
    • Eno: Enochian
    • Xeno: Xenoglossy
    • Para: Paradox
    • Amp: Amplifier
    • LL: Ley Lines
    • Triple: Triplecast
    • Swift: Swiftcast
    • AM: Aetherial Manipulation
    • BtL: Between the Lines
    • Poly: Polyglot
    • MF: Manafont
    • Lucid: Lucid Dreaming
    • SpS/sps: Spell Speed
    • Pot: Main stat (Intelligence) potion, current strongest option is HQ Grade 2 Gemdraught of Intelligence
    • GIRL: Geiji Ice Recovery Line, a recovery option to get back into the regular rotation

    Acknowledgements

    Big thanks to my fellow mentors Fürst Blumier and Reina Leigh for their work and support, as well as all of the BLM Helpfuls.

    And also to all the various BLM players on the Balance–whether you’re one of the bigger names who help teach others or otherwise just hang out, one of the newer players asking questions to help learn and improve, or anyone in between, know that you’re very much appreciated <3

    +

    Hovering over the character model of a party member, or even their name in the party list, and then pressing the macro will use Aetherial Manipulation on them without changing target. If the flexibility for regular targeting is desired, the bottom or two can be replaced with . There is also the option to replace the with the number of the slot of a specified party member (i.e. <3>) that may be consistently in a good spot to use Aetherial Manipulation to (though in this case it is recommended to have a regular version of Aetherial Manipulation available for more manual targeting in case another target is situationally preferred).

    Common Abbreviations

    For this document, full names of spells, buffs, and abilities were used for clarity. However, these are frequently abbreviated in regular discussion. Below are the most common abbreviations for these:

    • F1, F2, F3, F4: Fire spells, the number designates the rank (i.e. F1 = Fire, F2 = Fire II, etc.)
    • B1, B2, B3, B4: Blizzard spells, the number designates the rank (i.e. B1 = Blizzard, B2 = Blizzard II, etc.)
    • T1, T2, T3, T4: Thunder spells, the number designates the rank (i.e. T1 = Thunder, T2 = Thunder II, etc.)
    • HT, HT2: High Thunder and High Thunder II, respectively
    • FS: Flare Star
    • HF2/HB2: High Fire II, High Blizzard II
    • AF1, AF2, AF3: Astral Fire, Astral Fire II, and Astral Fire III respectively
    • UI1, UI2, UI3: Umbral Ice, Umbral Ice II, Umbral Ice III respectively
    • Eno: Enochian
    • Xeno: Xenoglossy
    • Para: Paradox
    • Amp: Amplifier
    • LL: Ley Lines
    • Triple: Triplecast
    • Swift: Swiftcast
    • AM: Aetherial Manipulation
    • BtL: Between the Lines
    • Poly: Polyglot
    • MF: Manafont
    • Lucid: Lucid Dreaming
    • SpS/sps: Spell Speed
    • Pot: Main stat (Intelligence) potion, current strongest option is HQ Grade 2 Gemdraught of Intelligence
    • GIRL: Geiji Ice Recovery Line, a recovery option to get back into the regular rotation

    Acknowledgements

    Big thanks to my fellow mentors Fürst Blumier and Reina Leigh for their work and support, as well as all of the BLM Helpfuls.

    And also to all the various BLM players on the Balance–whether you’re one of the bigger names who help teach others or otherwise just hang out, one of the newer players asking questions to help learn and improve, or anyone in between, know that you’re very much appreciated <3

    • Have any questions?
      Authors
      Balance BLM Staff
      diff --git a/jobs/casters/black-mage/fight-tips/asphodelos/index.html b/jobs/casters/black-mage/fight-tips/asphodelos/index.html index e2c9a1d09e..2c686b03e1 100644 --- a/jobs/casters/black-mage/fight-tips/asphodelos/index.html +++ b/jobs/casters/black-mage/fight-tips/asphodelos/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Asphodelos Raid Guide
    Guide Info
    Last Updated: 23 Aug, 2022
    Patch Applicable: 6.18

    6.x BLM Raid Guide

    By: Rika Vanih

    Overview

    This document will go over various recommendations and information relevant to playing Black Mage for various endgame fights for Endwalker. Keep in mind that these are just generalized tips to be used as a starting point–there may be different strats, killtimes, or other personal optimizations which may require alternative planning that will deviate from the suggestions in this document. If you have any questions/comments or feel like something is missing that would be valuable to add, feel free to give your input over in the Black Mage channels in the Balance.

    Pandaemonium: Asphodelos (Savage)

    [P1S] Asphodelos: The First Circle (Savage)

    Overall, this fight does not require many extra considerations or adjustments. With extra resources and flexibility, it serves as both a sort of dummy fight, good for newer players to get their feet wet with savage, as well as a good training ground for starting to learn some nonstandard gameplay.

    Opener

    • Standard opener is sufficient, you should not have to save movement tools or adjust the opener for this fight.
    • Consider slidecasting/moving during the pot weave to place your Ley Lines closer to your assigned spot for chains.
    • If you need to move for chains, don’t move instantly as soon as the debuffs go out. Positioning doesn’t matter until the chains resolve so you can maintain more uptime in your Ley Lines. Just make sure your team knows you might be late to move.

    Ley Lines timings/positioning

    Overall Ley Lines should be used roughly on cooldown for this fight.

    1. Use as normal in opener, ideally close to your position for chains
    2. At the start of Intemperance, placed at an intersection between four squares. With this placement, you can move to the edge of your Ley Lines in whichever square you need to be in for the mechanic (example below)

    1. In the middle of Shining Cells, after the second Aetherflail. Place them between two adjacent tiles so you can stand on the required tile for Shackles of Time.
    2. Use at the end of the second Intemperance, when you get to your final position for the mechanic.
    3. Depends a bit on killtime. If kept strictly on cd, there’s a decent window after chains before the Aetherflails. With a killtime at enrage, there’s a good window after Aetherflails during the Warder’s Wrath spam -> enrage.

    Positioning/movement for mechanics

    • Chains

      • Ideally you have a set position and only have to move if you get the other debuff. For example, if you have NE for chains, you always have that spot unless you get purple chain and have to take an inner spot.
      • For Fourfold, if you are doing timer strat, try to preposition in the center of the arena to lower the distance required to get into position for your debuff.
    • Intemperance

      • Having a position W/E/SW/SE allows you to stay within your Ley Lines as you move between squares as needed to do the mechanic.
      • If you get stuck with a NW/NE position and can’t get anyone to swap with you, when the pattern comes up that you have to change your color South you will have to momentarily abandon your Ley Lines
    • Gaoler’s Flail

      • For the in/out variant, the border of the safe spots is shared. Standing near this border allows you to do the in → out or out → in movement with a small slidecast
      • For the left/right variant, you can stand in the center of the boss’ hitbox, one step to the safe side for the first cleave. This is sufficient to avoid the first cleave, and leaves just a small movement to avoid the second hit. Consider zooming your camera in for better visibility for the center of the hitbox (see here for reference).

    [P2S] Asphodelos: The Second Circle (Savage)

    Opener

    • Standard opener with prepull Ley Lines is generally recommended. Ley Lines ~4s prepull, F3 ~3s prepull

    Ley Lines timings/positioning

    1. Prepull ~4s before pull
    2. On cooldown as Shockwave is going off. With the first use being prepull, you can get full uptime with this use before potentially having to move for Spoken/Winged Cataract
    3. After Kampeos Harma, grouped up with party members for raid buffs
    4. If used properly on cd you should be able to get essentially a full usage before you have to move for Sewage Eruption. You may alternatively consider delaying until after Sewage Eruptions (especially if it will be slightly delayed and it won’t make you lose a use) but it is generally less recommended.
    5. The final use depends on killtime–if you are killing at enrage, using it when you get into position for the final Shockwave → stacks is best. Otherwise you may need to fit a use somewhere in the middle of Channeling Overflow 2 whenever you can get the most uptime in them.

    Positioning/movement for mechanics

    • For Sewage Deluge, it takes a while for the water to actually rise. Instead of standing on one edge and potentially having to run all the way to the opposite side, you can actually stand in the center of the arena when the cast goes out, shortening the distance you have to travel.
    • To prepare for Spoken/Winged Cataract, it can generally be beneficial to be near or at the square opposite the dirty one beforehand, so at most you will have to move one square of distance to dodge.
    • If you do end up on the opposite corner from the safe spot for Spoken/Winged Cataract, depending on orientation there is sometimes a small section of the grate right next to the dirty square that is safe that you can use. However, make sure that you/the party can be properly situated for Coherence (or other mechanics) afterwards.

    Additional notes

    • It is generally recommended to not attempt to use Aetherial Manipulation through the water. Like all movement skills, it is not a teleport but instead fast movement, and so there is a good chance that you will get dropsy if you AM through the water.
    • As a last resort, getting dropsy is better than outright dying. Try to alert your healers that you might get (or already have gotten) dropsy, use Manaward to have a better chance at survival, and try to avoid the situation next time
    • You can (and should) aim to nullify the knockback from Shockwave via Surecast. Since it is a long cast, make sure you don’t use it too early (around 50% into the cast or later is sufficient).

    [P3S] Asphodelos: The Third Circle (Savage)

    Opener

    • Standard opener is generally fine. Consider saving Swiftcast (using the second Triplecast in its place) to help with movement for the first Experimental Fireplume.

    Ley Lines timings/positioning

    1. Use as normal in opener

    2. Use at edge during Devouring Brand, after dodging the Searing Breeze AoEs. Ideally you can dodge Left/Right Cinderwing within them, stay at edge during Heat of Condemnation tethers, and only move to mid right before the Experimental Fireplume snapshot. If your party cannot adjust to allow you to get decent uptime with your Ley Lines at the edge like that, move to mid after Left/Right Cinderwing and then use them.

    3. After adds phase

    4. After stretching your bird’s tether during Fountain of Fire. Ideally the tanks/party can do the Heat of Condemnation tethers relative to where you are standing in your Ley Lines

    5. On cd at the tail end of tornado phase allows for a full usage if you don’t get targeted with a Fledgling Flight add, and a mostly full usage if you do. Make sure you are in range for healing/mitigation for the Scorched Exaltation.

      1. Alternatively, consider placing your Ley Lines directly on one of the Fledgling Flight adds. It is somewhat tight and you’ll want to stand on the edge of your LL for safety, but if the other ones are placed well, you can stand on the edge of your LL to fulfill the requirements of any of the Death’s Toll debuffs, as pictured below:

    1. Roughly on cd, making sure you don’t have to abandon them for Left/Right Cinderwing.

    Positioning/movement for mechanics

    • For the initial Experimental Fireplume, Xeno→AM will generally be able to handle the movement. Consider saving Swiftcast from the opener for an additional instant if needed. The F3P from the sharp Paradox can be used to help with getting into position for Darkened Fires

      • For the Shiva pattern, keep in mind that you do not need to go to the edge of the arena, just outside of the center circle to dodge the final hit.
    • For Fountain of Fire, ideally you can take the first or second set of baits so you can drop your LL after stretching your tether without delaying them or losing uptime in them.

    • Try to save a Triple to handle the movement for the Searing Breeze AoEs during tornado phase.

    • For the first set of Fledgling Flight adds, they do not all need to be positioned outside of the hitbox. If you get targeted, you can instead opt to slidecast out to place yours, instead of utilizing instants to place it further out like normal. Just make sure your party is aware that they may have to adjust slightly, that you don’t place yours too close to another party member’s add, and that you’re not preventing a melee player from doing positionals.

    Additional notes

    • For the Darkened Fire adds, unless the boss is moved closer to any fires, you can’t hit any of them while targeting the boss and casting Foul. You can, however, target one of the fires with Foul and hit the fire + boss for a small gain over using Xeno.

      • If you have to assist with killing the fires outside of Foul, try to use an instant cast if possible–the fires do not have much HP and ideally you don’t want to have a cast canceled due to someone killing it before your cast completes.
    • Adds phase damage is not counted on fflogs. While of course it is important that the adds die in time (and you should burn resources if needed to pass the phase), if your group has damage to spare you can make sure you have two polyglot stacks, prep a thundercloud proc and potentially spam Fire to have a firestarter proc ready for a reopener post-adds.

      • For efficiency on adds, Thunder is not worth it on the small adds but can be worth it on the big ones (sharp T3 → T3P on another add), especially if they take a bit longer to die.

    [P4S P1] Asphodelos: The Fourth Circle (Savage) Part 1

    Opener

    • Standard opener is sufficient, you should not have to save movement tools or adjust the opener for this fight.

    Ley Lines timings/positioning

    1. Regular timing in opener.
    2. At the end of the first Pinax at the edge (manaward the Bloodrake to make sure you survive)
    3. At the first tether spot/tower, should be over by the second tower. Alternatively (especially if you cannot use the second LL on the edge) you can also place them after the first tether/tower, partially overlapping the tower you may need to take.
    4. At the end of the second Pinax, or earlier if the boss will die sooner.

    With a faster killtimes, some groups will switch to 0/3/5 raid buff timings, which are comfortable as well to align Ley Lines with (regular timing in opener, before orbs, and near the end of the tower mechanic).

    Positioning/movement for mechanics

    • For the tethers during tether + rot and tether + towers, there is room to take a tether directly under the boss/between all four towers without clipping others. The tether AoE is around the size of the boss’ hitbox, so as long as others are a few steps away from his hitbox they should be safe. Make sure the party knows if you plan on doing this.
    • For the stack/spread at the end of Pinax 1, it is preferable to be able to stay at the edge near sword/cape so you can LL immediately and not have to move for the stack/spread.
    • Planning for triple use to help deal with Pinax and orb movements is generally recommended

    Additional notes

    • For Pinax, you can time Surecast to cover both the water knockback as well as the cape knockback if they occur together–the timing is when the water finishes spouting, which is around the 60% mark in the Cardinal Shift cast bar.

    [P4S P2] Asphodelos: The Fourth Circle (Savage) Part 2

    Opener

    • Standard opener is sufficient. You may consider saving Swiftcast to help with movement for Act 1, especially on a higher sps set

    Ley Lines timings/positioning

    1. Regular timing in opener
    2. Near mid after Act 2, ideally in between two potential towers if you’re soaking first towers in Act 3. Should be over by the time you have to move to soak your tower.
    3. Near the end of Act 4. There’s a lot of room to place them in the quadrant opposite 3rd and 4th tether break (assuming you don’t have to break the tether)
    4. At the start of Curtain Call, near mid on the side where you have to run out to break your tether. If it doesn’t cause you to lose uptime in them due to killtime, you may consider waiting to use them until after your tether break.

    With a very fast killtime, you may need to use the Act 4 LL earlier in the center of the arena to avoid missing value from the Curtain Call LL–it’s a bit tight, but you can dodge at the edge of your LL opposite each tether break and be out of range of it.

    With a killtime at enrage, an earlier 3rd LL can result in a partial extra usage at the end of the fight. However, since the center dodge for Act 4 can be a bit risky and the potential gain is minimal (and zero once you kill slightly faster and miss the use anyways), it’s generally recommended to slightly delay this usage in this situation.

    Positioning/movement for mechanics

    • With lower sps, a standard opener followed by a sharped AF Paradox allows you to handle movement for Act 1 with the standard AF1 F3P line. With higher sps, consider saving swift for the following F4, and potentially use Xeno to help adjust for Nearsight/Farsight if needed.
    • Being conservative with Triplecast usage, especially when newer to the fight, can help keep uptime during the mechanics. Having a use for Act 2 and one (or two) uses for Act 4 makes this very cozy.

    Additional notes

    • Manaward has very high value in prog/in pugs during Curtain Call when you step out to break your tether.
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  • Asphodelos Raid Guide
    Guide Info
    Last Updated: 23 Aug, 2022
    Patch Applicable: 6.18

    6.x BLM Raid Guide

    By: Rika Vanih

    Overview

    This document will go over various recommendations and information relevant to playing Black Mage for various endgame fights for Endwalker. Keep in mind that these are just generalized tips to be used as a starting point–there may be different strats, killtimes, or other personal optimizations which may require alternative planning that will deviate from the suggestions in this document. If you have any questions/comments or feel like something is missing that would be valuable to add, feel free to give your input over in the Black Mage channels in the Balance.

    Pandaemonium: Asphodelos (Savage)

    [P1S] Asphodelos: The First Circle (Savage)

    Overall, this fight does not require many extra considerations or adjustments. With extra resources and flexibility, it serves as both a sort of dummy fight, good for newer players to get their feet wet with savage, as well as a good training ground for starting to learn some nonstandard gameplay.

    Opener

    • Standard opener is sufficient, you should not have to save movement tools or adjust the opener for this fight.
    • Consider slidecasting/moving during the pot weave to place your Ley Lines closer to your assigned spot for chains.
    • If you need to move for chains, don’t move instantly as soon as the debuffs go out. Positioning doesn’t matter until the chains resolve so you can maintain more uptime in your Ley Lines. Just make sure your team knows you might be late to move.

    Ley Lines timings/positioning

    Overall Ley Lines should be used roughly on cooldown for this fight.

    1. Use as normal in opener, ideally close to your position for chains
    2. At the start of Intemperance, placed at an intersection between four squares. With this placement, you can move to the edge of your Ley Lines in whichever square you need to be in for the mechanic (example below)

    1. In the middle of Shining Cells, after the second Aetherflail. Place them between two adjacent tiles so you can stand on the required tile for Shackles of Time.
    2. Use at the end of the second Intemperance, when you get to your final position for the mechanic.
    3. Depends a bit on killtime. If kept strictly on cd, there’s a decent window after chains before the Aetherflails. With a killtime at enrage, there’s a good window after Aetherflails during the Warder’s Wrath spam -> enrage.

    Positioning/movement for mechanics

    • Chains

      • Ideally you have a set position and only have to move if you get the other debuff. For example, if you have NE for chains, you always have that spot unless you get purple chain and have to take an inner spot.
      • For Fourfold, if you are doing timer strat, try to preposition in the center of the arena to lower the distance required to get into position for your debuff.
    • Intemperance

      • Having a position W/E/SW/SE allows you to stay within your Ley Lines as you move between squares as needed to do the mechanic.
      • If you get stuck with a NW/NE position and can’t get anyone to swap with you, when the pattern comes up that you have to change your color South you will have to momentarily abandon your Ley Lines
    • Gaoler’s Flail

      • For the in/out variant, the border of the safe spots is shared. Standing near this border allows you to do the in → out or out → in movement with a small slidecast
      • For the left/right variant, you can stand in the center of the boss’ hitbox, one step to the safe side for the first cleave. This is sufficient to avoid the first cleave, and leaves just a small movement to avoid the second hit. Consider zooming your camera in for better visibility for the center of the hitbox (see here for reference).

    [P2S] Asphodelos: The Second Circle (Savage)

    Opener

    • Standard opener with prepull Ley Lines is generally recommended. Ley Lines ~4s prepull, F3 ~3s prepull

    Ley Lines timings/positioning

    1. Prepull ~4s before pull
    2. On cooldown as Shockwave is going off. With the first use being prepull, you can get full uptime with this use before potentially having to move for Spoken/Winged Cataract
    3. After Kampeos Harma, grouped up with party members for raid buffs
    4. If used properly on cd you should be able to get essentially a full usage before you have to move for Sewage Eruption. You may alternatively consider delaying until after Sewage Eruptions (especially if it will be slightly delayed and it won’t make you lose a use) but it is generally less recommended.
    5. The final use depends on killtime–if you are killing at enrage, using it when you get into position for the final Shockwave → stacks is best. Otherwise you may need to fit a use somewhere in the middle of Channeling Overflow 2 whenever you can get the most uptime in them.

    Positioning/movement for mechanics

    • For Sewage Deluge, it takes a while for the water to actually rise. Instead of standing on one edge and potentially having to run all the way to the opposite side, you can actually stand in the center of the arena when the cast goes out, shortening the distance you have to travel.
    • To prepare for Spoken/Winged Cataract, it can generally be beneficial to be near or at the square opposite the dirty one beforehand, so at most you will have to move one square of distance to dodge.
    • If you do end up on the opposite corner from the safe spot for Spoken/Winged Cataract, depending on orientation there is sometimes a small section of the grate right next to the dirty square that is safe that you can use. However, make sure that you/the party can be properly situated for Coherence (or other mechanics) afterwards.

    Additional notes

    • It is generally recommended to not attempt to use Aetherial Manipulation through the water. Like all movement skills, it is not a teleport but instead fast movement, and so there is a good chance that you will get dropsy if you AM through the water.
    • As a last resort, getting dropsy is better than outright dying. Try to alert your healers that you might get (or already have gotten) dropsy, use Manaward to have a better chance at survival, and try to avoid the situation next time
    • You can (and should) aim to nullify the knockback from Shockwave via Surecast. Since it is a long cast, make sure you don’t use it too early (around 50% into the cast or later is sufficient).

    [P3S] Asphodelos: The Third Circle (Savage)

    Opener

    • Standard opener is generally fine. Consider saving Swiftcast (using the second Triplecast in its place) to help with movement for the first Experimental Fireplume.

    Ley Lines timings/positioning

    1. Use as normal in opener

    2. Use at edge during Devouring Brand, after dodging the Searing Breeze AoEs. Ideally you can dodge Left/Right Cinderwing within them, stay at edge during Heat of Condemnation tethers, and only move to mid right before the Experimental Fireplume snapshot. If your party cannot adjust to allow you to get decent uptime with your Ley Lines at the edge like that, move to mid after Left/Right Cinderwing and then use them.

    3. After adds phase

    4. After stretching your bird’s tether during Fountain of Fire. Ideally the tanks/party can do the Heat of Condemnation tethers relative to where you are standing in your Ley Lines

    5. On cd at the tail end of tornado phase allows for a full usage if you don’t get targeted with a Fledgling Flight add, and a mostly full usage if you do. Make sure you are in range for healing/mitigation for the Scorched Exaltation.

      1. Alternatively, consider placing your Ley Lines directly on one of the Fledgling Flight adds. It is somewhat tight and you’ll want to stand on the edge of your LL for safety, but if the other ones are placed well, you can stand on the edge of your LL to fulfill the requirements of any of the Death’s Toll debuffs, as pictured below:

    1. Roughly on cd, making sure you don’t have to abandon them for Left/Right Cinderwing.

    Positioning/movement for mechanics

    • For the initial Experimental Fireplume, Xeno→AM will generally be able to handle the movement. Consider saving Swiftcast from the opener for an additional instant if needed. The F3P from the sharp Paradox can be used to help with getting into position for Darkened Fires

      • For the Shiva pattern, keep in mind that you do not need to go to the edge of the arena, just outside of the center circle to dodge the final hit.
    • For Fountain of Fire, ideally you can take the first or second set of baits so you can drop your LL after stretching your tether without delaying them or losing uptime in them.

    • Try to save a Triple to handle the movement for the Searing Breeze AoEs during tornado phase.

    • For the first set of Fledgling Flight adds, they do not all need to be positioned outside of the hitbox. If you get targeted, you can instead opt to slidecast out to place yours, instead of utilizing instants to place it further out like normal. Just make sure your party is aware that they may have to adjust slightly, that you don’t place yours too close to another party member’s add, and that you’re not preventing a melee player from doing positionals.

    Additional notes

    • For the Darkened Fire adds, unless the boss is moved closer to any fires, you can’t hit any of them while targeting the boss and casting Foul. You can, however, target one of the fires with Foul and hit the fire + boss for a small gain over using Xeno.

      • If you have to assist with killing the fires outside of Foul, try to use an instant cast if possible–the fires do not have much HP and ideally you don’t want to have a cast canceled due to someone killing it before your cast completes.
    • Adds phase damage is not counted on fflogs. While of course it is important that the adds die in time (and you should burn resources if needed to pass the phase), if your group has damage to spare you can make sure you have two polyglot stacks, prep a thundercloud proc and potentially spam Fire to have a firestarter proc ready for a reopener post-adds.

      • For efficiency on adds, Thunder is not worth it on the small adds but can be worth it on the big ones (sharp T3 → T3P on another add), especially if they take a bit longer to die.

    [P4S P1] Asphodelos: The Fourth Circle (Savage) Part 1

    Opener

    • Standard opener is sufficient, you should not have to save movement tools or adjust the opener for this fight.

    Ley Lines timings/positioning

    1. Regular timing in opener.
    2. At the end of the first Pinax at the edge (manaward the Bloodrake to make sure you survive)
    3. At the first tether spot/tower, should be over by the second tower. Alternatively (especially if you cannot use the second LL on the edge) you can also place them after the first tether/tower, partially overlapping the tower you may need to take.
    4. At the end of the second Pinax, or earlier if the boss will die sooner.

    With a faster killtimes, some groups will switch to 0/3/5 raid buff timings, which are comfortable as well to align Ley Lines with (regular timing in opener, before orbs, and near the end of the tower mechanic).

    Positioning/movement for mechanics

    • For the tethers during tether + rot and tether + towers, there is room to take a tether directly under the boss/between all four towers without clipping others. The tether AoE is around the size of the boss’ hitbox, so as long as others are a few steps away from his hitbox they should be safe. Make sure the party knows if you plan on doing this.
    • For the stack/spread at the end of Pinax 1, it is preferable to be able to stay at the edge near sword/cape so you can LL immediately and not have to move for the stack/spread.
    • Planning for triple use to help deal with Pinax and orb movements is generally recommended

    Additional notes

    • For Pinax, you can time Surecast to cover both the water knockback as well as the cape knockback if they occur together–the timing is when the water finishes spouting, which is around the 60% mark in the Cardinal Shift cast bar.

    [P4S P2] Asphodelos: The Fourth Circle (Savage) Part 2

    Opener

    • Standard opener is sufficient. You may consider saving Swiftcast to help with movement for Act 1, especially on a higher sps set

    Ley Lines timings/positioning

    1. Regular timing in opener
    2. Near mid after Act 2, ideally in between two potential towers if you’re soaking first towers in Act 3. Should be over by the time you have to move to soak your tower.
    3. Near the end of Act 4. There’s a lot of room to place them in the quadrant opposite 3rd and 4th tether break (assuming you don’t have to break the tether)
    4. At the start of Curtain Call, near mid on the side where you have to run out to break your tether. If it doesn’t cause you to lose uptime in them due to killtime, you may consider waiting to use them until after your tether break.

    With a very fast killtime, you may need to use the Act 4 LL earlier in the center of the arena to avoid missing value from the Curtain Call LL–it’s a bit tight, but you can dodge at the edge of your LL opposite each tether break and be out of range of it.

    With a killtime at enrage, an earlier 3rd LL can result in a partial extra usage at the end of the fight. However, since the center dodge for Act 4 can be a bit risky and the potential gain is minimal (and zero once you kill slightly faster and miss the use anyways), it’s generally recommended to slightly delay this usage in this situation.

    Positioning/movement for mechanics

    • With lower sps, a standard opener followed by a sharped AF Paradox allows you to handle movement for Act 1 with the standard AF1 F3P line. With higher sps, consider saving swift for the following F4, and potentially use Xeno to help adjust for Nearsight/Farsight if needed.
    • Being conservative with Triplecast usage, especially when newer to the fight, can help keep uptime during the mechanics. Having a use for Act 2 and one (or two) uses for Act 4 makes this very cozy.

    Additional notes

    • Manaward has very high value in prog/in pugs during Curtain Call when you step out to break your tether.
    • Have any questions?
      Authors
      Rika Vanih
      diff --git a/jobs/casters/black-mage/leveling-guide/index.html b/jobs/casters/black-mage/leveling-guide/index.html index da79c663c8..427cc798b5 100644 --- a/jobs/casters/black-mage/leveling-guide/index.html +++ b/jobs/casters/black-mage/leveling-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Black Mage Leveling Guide
    Guide Info
    Last Updated: 22 Jul, 2024
    Patch Applicable: 7.01

    Single Target Leveling Rotation

    Always keep your single-target Thunder on the target and only refresh it when it is about to fall off (less than three seconds), unless the target will die soon. This means that while you get a new Thunderhead buff each transition between Astral Fire and Umbral Ice, you will often end up ignoring/overwriting the buff until it is time to refresh the DoT.

    Sub Level 35

    Fire spam until low MP > Transpose > Blizzard until max MP > Transpose > repeat

    Levels 35-59

    Fire III and Blizzard III give you maximum stacks of their respective elements and replace the need to use Transpose to swap between Astral Fire and Umbral Ice.

    Blizzard III > Blizzard > Fire III > Fire spam until low MP > repeat

    Use your Firestarter procs as you get them, but don’t cancel or delay casts to do so. At 58+, replace Blizzard with Blizzard IV.

    Umbral Soul should be used during downtime when you do not have a target to get back to full MP, Umbral Ice III, and at level 58+ attain three Umbral Hearts.

    Levels 60-71

    At level 60, Fire IV becomes the main MP spender in Astral Fire, but does not refresh the Astral Firer timer. As a result, in the middle of Fire IV spam a Fire cast is necessary to refresh the timer.

    Blizzard III > Blizzard IV -> Fire III -> Fire IV x3 -> Fire -> Fire IV x3 > repeat

    At 70-79, use Foul whenever. It does not have a set place in the rotation, is not affected by Astral Fire/Umbral Ice, and can often just be used in Umbral Ice so it does not make the Astral Fire timer tighter, but should be used/not let overcap as it is a strong spell.

    If the Fire cast results in a Firestarter proc, it should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these.

    Levels 72-89

    Blizzard III > Blizzard IV > Fire III > Fire IV x3 > Fire > Fire IV x3 > Despair > repeat

    Foul should be used similarly as before, replaced by Xenoglossy in single-target at level 80+. Xenoglossy provides additional utility since it is instant-cast and can also be used for movement/weaving as needed, as well as improved single-target damage over Foul.

    If the Fire cast results in a Firestarter proc, it should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these. At 80+, consider saving the Firestarter proc through Umbral Ice, using Xenoglossy to weave a Transpose back to Astral Fire, then using the proc for a stronger reentry into your Astral Fire phase.

    Level 90-99

    Blizzard III > Blizzard IV -> Paradox -> Fire III > Fire IV x4 > Paradox > Fire IV x2 > Despair > repeat

    Paradox automatically replaces Fire and Blizzard on your hotbars when entering Astral Fire from Umbral Ice III with three Umbral hearts, as well as entering Umbral Ice from Astral Fire III which will happen naturally with the rotation. Note that if opening a fight with Blizzard III, the initial listed Paradox in Umbral Ice will not be available.

    Since Paradox is instant-cast, it is recommended to use four Fire IV casts before the Paradox in Astral Fire to allow for maximum leeway on the Astral Fire timer.

    Your Firestarter proc should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these. Consider saving the Firestarter proc through Umbral Ice, using Paradox to weave a Transpose back to Astral Fire, then using the proc for a stronger reentry into your Astral Fire phase.

    Level 100

    Blizzard III > Blizzard IV -> Paradox -> Fire III > Fire IV x4 > Paradox > Fire IV x2 > Despair > Flare Star > repeat

    Upon execution of all six Fire IV casts in a single Astral Fire phase, the Astral Gauge fills up and allows for the use of Flare Star. Since Flare Star does not cost any MP, does not refresh the Astral Fire timer, and Astral Soul stacks are lost upon exiting Astral Fire, it is recommended to cast Flare Star after the Despair.

    Note that if opening a fight with Blizzard III, the initial listed Paradox in Umbral Ice will not be available.

    Your Firestarter proc should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these. Consider saving the Firestarter proc through Umbral Ice, using Paradox to weave a Transpose back to Astral Fire, then using the proc for a stronger reentry into your Astral Fire phase.

    See the main guide for further details and recommendations on playing the job at level 100.


    AoE Leveling Rotation (3+ targets)

    Always keep your AoE Thunder on the target and only refresh it when it is about to fall off (less than three seconds), unless the target will die soon. This means that while you get a new Thunderhead buff each transition between Astral Fire and Umbral Ice, you will often end up ignoring/overwriting the buff until it is time to refresh the DoT.

    Levels 12-34

    Blizzard II until full MP > Transpose > Fire II x3 > Transpose > repeat

    Levels 35-40

    Fire II and Blizzard II give you maximum stacks of their respective elements and replace the need to use Transpose to swap between Astral Fire and Umbral Ice. Use Umbral Soul during downtime when you have nothing to hit to get MP back.

    Blizzard II x2 > Fire II x4 > repeat

    Levels 40-49

    Blizzard II > Freeze > Fire II x 4 > repeat

    Levels 50-57

    Blizzard II > Freeze > Fire II x 4 > Flare > repeat

    Levels 58-81

    At level 58, the Umbral Hearts attained from Freeze allow for casting two Flares in a single Astral Fire phase instead of just one.

    Blizzard II > Freeze > Fire II x 3 > Flare > Flare > repeat

    At 70+, use Foul as needed, it is strong AoE damage and at 80+ can also be used for movement/weaving. Skip a Fire II cast if things die quickly or you want to use Triplecast, prioritizing getting the Flares off in time.

    Levels 82-99

    High Blizzard II > Freeze > High Fire II x3 > Flare > Flare > repeat

    Continue to use Foul as previously mentioned.

    High Blizzard II and High Fire II automatically replace Blizzard II and Fire II on your hotbars at level 82, and have the same exact use. Skip a High Fire II cast if things die quickly or you want to use Triplecast, prioritizing getting the Flares off in time.

    You will generally ignore the Paradox generated each cycle unless you have a higher HP target to kill in a pack of mobs.

    Level 100

    High Blizzard II > Freeze > High Fire II > Flare > Flare > Flare Star > repeat

    Continue to use Foul as previously mentioned. The introduction of Flare Star makes it far more valuable to rush Flares to get Flare Star off instead of using additional High Fire II casts.

    There can be value in weaving Transpose to skip the High Fire II and especially the High Blizzard II as well See the AoE section of the main guide for a better explanation.

    Here also as little cheatsheet if you want to save it:

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  • Black Mage Leveling Guide
    Guide Info
    Last Updated: 22 Jul, 2024
    Patch Applicable: 7.01

    Single Target Leveling Rotation

    Always keep your single-target Thunder on the target and only refresh it when it is about to fall off (less than three seconds), unless the target will die soon. This means that while you get a new Thunderhead buff each transition between Astral Fire and Umbral Ice, you will often end up ignoring/overwriting the buff until it is time to refresh the DoT.

    Sub Level 35

    Fire spam until low MP > Transpose > Blizzard until max MP > Transpose > repeat

    Levels 35-59

    Fire III and Blizzard III give you maximum stacks of their respective elements and replace the need to use Transpose to swap between Astral Fire and Umbral Ice.

    Blizzard III > Blizzard > Fire III > Fire spam until low MP > repeat

    Use your Firestarter procs as you get them, but don’t cancel or delay casts to do so. At 58+, replace Blizzard with Blizzard IV.

    Umbral Soul should be used during downtime when you do not have a target to get back to full MP, Umbral Ice III, and at level 58+ attain three Umbral Hearts.

    Levels 60-71

    At level 60, Fire IV becomes the main MP spender in Astral Fire, but does not refresh the Astral Firer timer. As a result, in the middle of Fire IV spam a Fire cast is necessary to refresh the timer.

    Blizzard III > Blizzard IV -> Fire III -> Fire IV x3 -> Fire -> Fire IV x3 > repeat

    At 70-79, use Foul whenever. It does not have a set place in the rotation, is not affected by Astral Fire/Umbral Ice, and can often just be used in Umbral Ice so it does not make the Astral Fire timer tighter, but should be used/not let overcap as it is a strong spell.

    If the Fire cast results in a Firestarter proc, it should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these.

    Levels 72-89

    Blizzard III > Blizzard IV > Fire III > Fire IV x3 > Fire > Fire IV x3 > Despair > repeat

    Foul should be used similarly as before, replaced by Xenoglossy in single-target at level 80+. Xenoglossy provides additional utility since it is instant-cast and can also be used for movement/weaving as needed, as well as improved single-target damage over Foul.

    If the Fire cast results in a Firestarter proc, it should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these. At 80+, consider saving the Firestarter proc through Umbral Ice, using Xenoglossy to weave a Transpose back to Astral Fire, then using the proc for a stronger reentry into your Astral Fire phase.

    Level 90-99

    Blizzard III > Blizzard IV -> Paradox -> Fire III > Fire IV x4 > Paradox > Fire IV x2 > Despair > repeat

    Paradox automatically replaces Fire and Blizzard on your hotbars when entering Astral Fire from Umbral Ice III with three Umbral hearts, as well as entering Umbral Ice from Astral Fire III which will happen naturally with the rotation. Note that if opening a fight with Blizzard III, the initial listed Paradox in Umbral Ice will not be available.

    Since Paradox is instant-cast, it is recommended to use four Fire IV casts before the Paradox in Astral Fire to allow for maximum leeway on the Astral Fire timer.

    Your Firestarter proc should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these. Consider saving the Firestarter proc through Umbral Ice, using Paradox to weave a Transpose back to Astral Fire, then using the proc for a stronger reentry into your Astral Fire phase.

    Level 100

    Blizzard III > Blizzard IV -> Paradox -> Fire III > Fire IV x4 > Paradox > Fire IV x2 > Despair > Flare Star > repeat

    Upon execution of all six Fire IV casts in a single Astral Fire phase, the Astral Gauge fills up and allows for the use of Flare Star. Since Flare Star does not cost any MP, does not refresh the Astral Fire timer, and Astral Soul stacks are lost upon exiting Astral Fire, it is recommended to cast Flare Star after the Despair.

    Note that if opening a fight with Blizzard III, the initial listed Paradox in Umbral Ice will not be available.

    Your Firestarter proc should be used in Astral Fire primarily for movement/weaving/refreshing the Astral Firer timer, but should be used even if not necessary for any of these. Consider saving the Firestarter proc through Umbral Ice, using Paradox to weave a Transpose back to Astral Fire, then using the proc for a stronger reentry into your Astral Fire phase.

    See the main guide for further details and recommendations on playing the job at level 100.


    AoE Leveling Rotation (3+ targets)

    Always keep your AoE Thunder on the target and only refresh it when it is about to fall off (less than three seconds), unless the target will die soon. This means that while you get a new Thunderhead buff each transition between Astral Fire and Umbral Ice, you will often end up ignoring/overwriting the buff until it is time to refresh the DoT.

    Levels 12-34

    Blizzard II until full MP > Transpose > Fire II x3 > Transpose > repeat

    Levels 35-40

    Fire II and Blizzard II give you maximum stacks of their respective elements and replace the need to use Transpose to swap between Astral Fire and Umbral Ice. Use Umbral Soul during downtime when you have nothing to hit to get MP back.

    Blizzard II x2 > Fire II x4 > repeat

    Levels 40-49

    Blizzard II > Freeze > Fire II x 4 > repeat

    Levels 50-57

    Blizzard II > Freeze > Fire II x 4 > Flare > repeat

    Levels 58-81

    At level 58, the Umbral Hearts attained from Freeze allow for casting two Flares in a single Astral Fire phase instead of just one.

    Blizzard II > Freeze > Fire II x 3 > Flare > Flare > repeat

    At 70+, use Foul as needed, it is strong AoE damage and at 80+ can also be used for movement/weaving. Skip a Fire II cast if things die quickly or you want to use Triplecast, prioritizing getting the Flares off in time.

    Levels 82-99

    High Blizzard II > Freeze > High Fire II x3 > Flare > Flare > repeat

    Continue to use Foul as previously mentioned.

    High Blizzard II and High Fire II automatically replace Blizzard II and Fire II on your hotbars at level 82, and have the same exact use. Skip a High Fire II cast if things die quickly or you want to use Triplecast, prioritizing getting the Flares off in time.

    You will generally ignore the Paradox generated each cycle unless you have a higher HP target to kill in a pack of mobs.

    Level 100

    High Blizzard II > Freeze > High Fire II > Flare > Flare > Flare Star > repeat

    Continue to use Foul as previously mentioned. The introduction of Flare Star makes it far more valuable to rush Flares to get Flare Star off instead of using additional High Fire II casts.

    There can be value in weaving Transpose to skip the High Fire II and especially the High Blizzard II as well See the AoE section of the main guide for a better explanation.

    Here also as little cheatsheet if you want to save it:

    • Have any questions?
      Authors
      Fürst Blumier
      diff --git a/jobs/casters/black-mage/openers/index.html b/jobs/casters/black-mage/openers/index.html index 2f7d8a42b0..f26a9f6a64 100644 --- a/jobs/casters/black-mage/openers/index.html +++ b/jobs/casters/black-mage/openers/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Black Mage Openers
    Guide Info
    Last Updated: 9 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Openers

    Openers should put abilities on cooldown, fit strong spells within buff windows, and minimize clipping. All openers assume there is a pull countdown and the boss is pulled at zero. If your group pulls earlier, adjust them as necessary. Use the highest tier Potion of Intelligence available.

    Fire III Opener


    The standard opener for BLM. This opener has a rough bare minimum GCD (recast) of 2.45s, though most people will likely want some more Spell Speed than this for consistency in execution. If running a slower set and/or otherwise having issues with Astral Fire timing out, consider double weaving Ley Lines with the INT pot usage in the opener.

    The initial Fire III cast should start around 4 seconds prepull (to land at the same time the boss is pulled). The second Fire IV is hardcasted with the expectation of raid buffs landing just before the cast goes off.

    Additional notes:

    • Despite missing out on a second Flare Star usage by starting in Astral Fire, it is still generally a gain to do so rather than have to cast relatively weak Blizzard IV then Fire III in Umbral Ice III. Having a slower start with an Umbral Ice opener will likely also result in pushing some stronger spells out of buffs.
    • Using Flare for the extra Astral Soul stacks to enable an additional Flare Star in the opener before the Manafont is not worthwhile. Even if the Flare is instant-cast, it is too weak of a spell to justify using it for single-target to use over Despair, particularly when considering the lost potency from Flare is during raid buffs and the extra Flare Star usage occurs after buffs expire.
  • Newsfeed
  • Black Mage Openers
    Guide Info
    Last Updated: 9 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Openers

    Openers should put abilities on cooldown, fit strong spells within buff windows, and minimize clipping. All openers assume there is a pull countdown and the boss is pulled at zero. If your group pulls earlier, adjust them as necessary. Use the highest tier Potion of Intelligence available.

    Fire III Opener


    The standard opener for BLM. This opener has a rough bare minimum GCD (recast) of 2.45s, though most people will likely want some more Spell Speed than this for consistency in execution. If running a slower set and/or otherwise having issues with Astral Fire timing out, consider double weaving Ley Lines with the INT pot usage in the opener.

    The initial Fire III cast should start around 4 seconds prepull (to land at the same time the boss is pulled). The second Fire IV is hardcasted with the expectation of raid buffs landing just before the cast goes off.

    Additional notes:

    • Despite missing out on a second Flare Star usage by starting in Astral Fire, it is still generally a gain to do so rather than have to cast relatively weak Blizzard IV then Fire III in Umbral Ice III. Having a slower start with an Umbral Ice opener will likely also result in pushing some stronger spells out of buffs.
    • Using Flare for the extra Astral Soul stacks to enable an additional Flare Star in the opener before the Manafont is not worthwhile. Even if the Flare is instant-cast, it is too weak of a spell to justify using it for single-target to use over Despair, particularly when considering the lost potency from Flare is during raid buffs and the extra Flare Star usage occurs after buffs expire.
    • Have any questions?
      Authors
      Balance BLM Staff
      diff --git a/jobs/casters/black-mage/skills-overview/index.html b/jobs/casters/black-mage/skills-overview/index.html index b3ac65977f..2b6295ca59 100644 --- a/jobs/casters/black-mage/skills-overview/index.html +++ b/jobs/casters/black-mage/skills-overview/index.html @@ -53,7 +53,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Black Mage Skills Overview
    Guide Info
    Last Updated: 9 Aug, 2024
    Patch Applicable: 7.05

    Actions

    IconActionLevelTypeMPCastingRecastDescription
    Blizzard
    Blizzard1Spell4002.5s2.5sDeals ice damage with a potency of 180.
    Additional Effect: Grants Umbral Ice or Removes Astral Fire.
    Duration:15s.
    Fire
    Fire2Spell8002.5s2.5sDeals fire damage with a potency of 180.
    Additional Effect: Grants Astral Fire or removes Umbral Ice
    Duration: 15s
    Additional Effect: 40% chance to grant Firestarter
    Firestarter Effect: Next Fire III will cost no MP and have no cast time
    Duration: 30s.
    Transpose
    Transpose4Ability-Instant5sSwaps Astral Fire with a single Umbral Ice or Umbral Ice with a single Astral Fire.
    Thunder
    Thunder6Spell-2.5s2.5sDeals lightning damage with a potency of 100.
    Additional Effect: Deals lightning damage over time with a potency of 45 for 24s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Blizzard II
    Blizzard II12Spell8003s2.5sDeals ice damage with a potency of 80 to target and all enemies nearby it.
    Additional Effect: Grants Umbral Ice III and removes Astral Fire
    Duration:15s.
    Scathe
    Scathe15Spell800Instant2.5sDeals unaspected damage with a potency of 100.
    Additional Effect: 20% chance potency will double.
    Fire II
    Fire II18Spell1,5003s2.5sDeals fire damage with a potency of 80 to target and all enemies nearby it.
    Additional Effect: Grants Astral Fire III and removes Umbral Ice
    Duration: 15s
    Thunder II
    Thunder II26Spell-2.5s2.5sDeals lightning damage with a potency of 60 to target and all enemies near it.
    Additional Effect: Deals Lightning damage over time with a potency of 30 for 18s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Manaward
    Manaward30Ability-Instant120sCreates a barrier that nullifies damage totaling up to 30% of maximum HP.
    Duration: 20s.
    ManaFont
    Manafont30Ability-Instant120sFully restores MP.
    Additional Effect: Grants Astral Fire III
    Duration: 15s
    Additional Effect: Grants 3 Umbral Hearts
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for fire spells
    Additional Effect: Grants Paradox
    Can only be executed while under the effect of Astral Fire.
    Fire III
    Fire III35Spell2,0003.5s2.5sDeals fire damage with a potency of 280.
    Additional Effect: Grants Astral Fire III and remove Umbral Ice
    Duration:15s
    Blizzard III
    Blizzard III35Spell8003.5s2.5sDeals ice damage with a potency of 280.
    Additional Effect: Grants Umbral Ice III and removes Astral Fire
    Duration: 15s
    Umbral Soul
    Umbral Soul76Spell-Instant2.5sGrants Umbral Ice and 1 Umbral Heart.
    Additional Effect: Halts the expiration of Umbral Ice.
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for Fire spells and reduces MP cost for Flare by one-third
    Additional Effect: Restores an amount of MP commensurate with your stacks of Umbral Ice
    Umbral Ice I: 2,500 MP
    Umbral Ice II: 5,000 MP
    Umbral Ice III: 10,000 MP
    Grants Umbral Ice III, 3 Umbral Hearts, and 10,000 MP when used out of Combat.
    Can only be executed while under the effect of Umbral ice.
    Freeze
    Freeze40Spell1,0002.5s2.5sDeals ice damage with a potency of 120 to target and all enemies near it.
    Additional Effect: Grants 3 Umbral Hearts
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for Fire spells and reduces MP cost for Flare by one-third
    Can only be executed while under the effect of Umbral Ice.
    Thunder III
    Thunder III45Spell-2.5s2.5sDeals lightning damage with a potency of 120.
    Additional Effect: Deals lightning damage over time with a potency of 50 for 27s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Aetherial Manipulation
    Aetherial Manipulation50Ability-Instant10sRush to a target party member’s side.
    Unable to cast if bound.
    Flare
    Flare50SpellAll4s2.5sDeals fire damage to a target and all enemies near it with a potency of 240 for the first enemy, and 30% less for all remaining enemies.
    Additional Effect: Grants Astral Fire III
    Duration:15s
    Additional Effect: Grants 3 stacks of Astral Soul
    Effect ends when Astral Fire expires.
    Can only be executed while under the effect of Astral Fire.
    Ley Lines
    Ley Lines52Ability-Instant120sConnects with naturally occurring ley lines to create a circle of power which, while standing within it, reduces spell cast time, recast time and auto-attack delay by 15%
    Blizzard IV
    Blizzard IV58Spell8002.5s2.5sDeals ice damage with a potency of 320.
    Additional Effect: Grants 3 Umbral Hearts
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for Fire spells and reduces MP cost for Flare by one-third
    Can only be executed while under the effect of Umbral Ice.
    Fire IV
    Fire IV60Spell8002.8s2.5sDeals fire damage with a potency of 320.
    Additioanl Effect: Grants Astral Soul
    Effect ends when Astral Fire expires.
    Can only be executed while under the effect of Astral Fire.
    Between the Lines
    Between the Lines62Ability-Instant3sMove instantly to Ley Lines drawn by you.
    Cannot be executed while bound.
    Thunder IV
    Thunder IV64Spell4002.5s2.5sDeals lightning damage with a potency of 80 to target and all enemies near it.
    Additional Effect: Deals lightning damage over time with a potency of 35 for 21s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Triplecast
    Triplecast66Ability-Instant60sThe next three spells will require no cast time. Can hold up to two charges.
    Foul
    Foul70Spell-Instant2.5sDeals unaspected damage to target and all enemies near it with a potency of 600 for the first enemy, and 60% less for all remaining enemies. Polyglot Cost: 1
    Despair
    Despair72SpellAll3s2.5sDeals fire damage with a potency of 350.
    Additional Effect: Grants Astral Fire III
    Duration: 15s
    Can only be executed while under the effect of Astral Fire.
    Xenoglossy
    Xenoglossy80Spell-Instant2.5sDeals unaspected damage with a potency of 880. Polyglot Cost: 1
    High Fire II
    High Fire II82Spell15003s2.5sDeals fire damage with a potency of 100 to target and all enemies nearby.
    Additional Effect: Grants Astral Fire III and removes Umbral Ice
    Duration: 15s
    High Blizzard II
    High Blizzard II82Spell8003s2.5sDeals ice damage with a potency of 100 to target and all enemies nearby.
    Additional Effect: Grants Umbral Ice III and removes Astral Fire
    Duration: 15s
    Amplifier
    Amplifier86Ability-Instant120sGrants Polyglot. Can only be used under the effect of Astral Fire or Umbral Ice.
    Paradox
    Paradox90Spell1600Instant2.5sDeals unaspected damage with a potency of 520.
    Astral Fire Bonus: Grants Astral Fire
    Duration:15s
    Astral Fire Bonus: Grants Firestarter
    Firestarter Effect: Next Fire III will require no time to cast and cost no MP
    Duration: 30s
    Umbral Ice Bonus: Requires no MP to cast and grants Umbral Ice
    Duration:15s
    Can only be executed while under the effect of Paradox.

    This action cannot be assigned to a hotbar
    Fire and Blizzard change to Paradox when requirements for execution are met.
    High Thunder
    High Thunder92Spell-Instant2.5sDeals lightning damage with a potency of 150.
    Additional Effect: Deals lightning damage over time with a potency of 60 for 30s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    High Thunder II
    High Thunder II92Spell-Instant2.5sDeals lightning damage with a potency of 100 to target and all enemies near it.
    Additional Effect: Deals lightning damage over time with a potency of 40 for 24s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Retrace
    Retrace96Ability-Instant40sWeave ley lines anew, setting your circle of power at a new location.
    Can only be executed while under the effect of Ley Lines.
    Flare Star
    Flare Star100Spell-3s2.5sDeals fire damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 65% less for all remaining enemies.
    Can only be executed when the Astral Soul gauge is full.

    Magic Ranged DPS actions

    IconActionLevelTypeMPCastingRecastDescription
    Addle
    Addle8Ability-Instant90sLowers the target’s physical damage dealt by 5% and magic damage dealt by 10% for fifteen seconds.
    Sleep
    Sleep10Spell8002.5s2.5sPuts target and all enemies nearby to sleep for 30 seconds. Cancels any auto-attacks when cast.
    Lucid Dreaming
    Lucid Dreaming14Ability-Instant60sGradually restores own MP.
    Potency: 55 for 21s
    Swiftcast
    Swiftcast18Ability-Instant60sNext spell is cast immediately.
    Duration: 10s
    Surecast
    Surecast44Ability-Instant120sSpells can be cast without interruption. Nullifies most incoming knockback and draw-in effects for 6s.
  • Newsfeed
  • Black Mage Skills Overview
    Guide Info
    Last Updated: 9 Aug, 2024
    Patch Applicable: 7.05

    Actions

    IconActionLevelTypeMPCastingRecastDescription
    Blizzard
    Blizzard1Spell4002.5s2.5sDeals ice damage with a potency of 180.
    Additional Effect: Grants Umbral Ice or Removes Astral Fire.
    Duration:15s.
    Fire
    Fire2Spell8002.5s2.5sDeals fire damage with a potency of 180.
    Additional Effect: Grants Astral Fire or removes Umbral Ice
    Duration: 15s
    Additional Effect: 40% chance to grant Firestarter
    Firestarter Effect: Next Fire III will cost no MP and have no cast time
    Duration: 30s.
    Transpose
    Transpose4Ability-Instant5sSwaps Astral Fire with a single Umbral Ice or Umbral Ice with a single Astral Fire.
    Thunder
    Thunder6Spell-2.5s2.5sDeals lightning damage with a potency of 100.
    Additional Effect: Deals lightning damage over time with a potency of 45 for 24s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Blizzard II
    Blizzard II12Spell8003s2.5sDeals ice damage with a potency of 80 to target and all enemies nearby it.
    Additional Effect: Grants Umbral Ice III and removes Astral Fire
    Duration:15s.
    Scathe
    Scathe15Spell800Instant2.5sDeals unaspected damage with a potency of 100.
    Additional Effect: 20% chance potency will double.
    Fire II
    Fire II18Spell1,5003s2.5sDeals fire damage with a potency of 80 to target and all enemies nearby it.
    Additional Effect: Grants Astral Fire III and removes Umbral Ice
    Duration: 15s
    Thunder II
    Thunder II26Spell-2.5s2.5sDeals lightning damage with a potency of 60 to target and all enemies near it.
    Additional Effect: Deals Lightning damage over time with a potency of 30 for 18s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Manaward
    Manaward30Ability-Instant120sCreates a barrier that nullifies damage totaling up to 30% of maximum HP.
    Duration: 20s.
    ManaFont
    Manafont30Ability-Instant120sFully restores MP.
    Additional Effect: Grants Astral Fire III
    Duration: 15s
    Additional Effect: Grants 3 Umbral Hearts
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for fire spells
    Additional Effect: Grants Paradox
    Can only be executed while under the effect of Astral Fire.
    Fire III
    Fire III35Spell2,0003.5s2.5sDeals fire damage with a potency of 280.
    Additional Effect: Grants Astral Fire III and remove Umbral Ice
    Duration:15s
    Blizzard III
    Blizzard III35Spell8003.5s2.5sDeals ice damage with a potency of 280.
    Additional Effect: Grants Umbral Ice III and removes Astral Fire
    Duration: 15s
    Umbral Soul
    Umbral Soul76Spell-Instant2.5sGrants Umbral Ice and 1 Umbral Heart.
    Additional Effect: Halts the expiration of Umbral Ice.
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for Fire spells and reduces MP cost for Flare by one-third
    Additional Effect: Restores an amount of MP commensurate with your stacks of Umbral Ice
    Umbral Ice I: 2,500 MP
    Umbral Ice II: 5,000 MP
    Umbral Ice III: 10,000 MP
    Grants Umbral Ice III, 3 Umbral Hearts, and 10,000 MP when used out of Combat.
    Can only be executed while under the effect of Umbral ice.
    Freeze
    Freeze40Spell1,0002.5s2.5sDeals ice damage with a potency of 120 to target and all enemies near it.
    Additional Effect: Grants 3 Umbral Hearts
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for Fire spells and reduces MP cost for Flare by one-third
    Can only be executed while under the effect of Umbral Ice.
    Thunder III
    Thunder III45Spell-2.5s2.5sDeals lightning damage with a potency of 120.
    Additional Effect: Deals lightning damage over time with a potency of 50 for 27s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Aetherial Manipulation
    Aetherial Manipulation50Ability-Instant10sRush to a target party member’s side.
    Unable to cast if bound.
    Flare
    Flare50SpellAll4s2.5sDeals fire damage to a target and all enemies near it with a potency of 240 for the first enemy, and 30% less for all remaining enemies.
    Additional Effect: Grants Astral Fire III
    Duration:15s
    Additional Effect: Grants 3 stacks of Astral Soul
    Effect ends when Astral Fire expires.
    Can only be executed while under the effect of Astral Fire.
    Ley Lines
    Ley Lines52Ability-Instant120sConnects with naturally occurring ley lines to create a circle of power which, while standing within it, reduces spell cast time, recast time and auto-attack delay by 15%
    Blizzard IV
    Blizzard IV58Spell8002.5s2.5sDeals ice damage with a potency of 320.
    Additional Effect: Grants 3 Umbral Hearts
    Umbral Heart Bonus: Nullifies Astral Fire’s MP cost increase for Fire spells and reduces MP cost for Flare by one-third
    Can only be executed while under the effect of Umbral Ice.
    Fire IV
    Fire IV60Spell8002.8s2.5sDeals fire damage with a potency of 320.
    Additioanl Effect: Grants Astral Soul
    Effect ends when Astral Fire expires.
    Can only be executed while under the effect of Astral Fire.
    Between the Lines
    Between the Lines62Ability-Instant3sMove instantly to Ley Lines drawn by you.
    Cannot be executed while bound.
    Thunder IV
    Thunder IV64Spell4002.5s2.5sDeals lightning damage with a potency of 80 to target and all enemies near it.
    Additional Effect: Deals lightning damage over time with a potency of 35 for 21s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Triplecast
    Triplecast66Ability-Instant60sThe next three spells will require no cast time. Can hold up to two charges.
    Foul
    Foul70Spell-Instant2.5sDeals unaspected damage to target and all enemies near it with a potency of 600 for the first enemy, and 60% less for all remaining enemies. Polyglot Cost: 1
    Despair
    Despair72SpellAll3s2.5sDeals fire damage with a potency of 350.
    Additional Effect: Grants Astral Fire III
    Duration: 15s
    Can only be executed while under the effect of Astral Fire.
    Xenoglossy
    Xenoglossy80Spell-Instant2.5sDeals unaspected damage with a potency of 880. Polyglot Cost: 1
    High Fire II
    High Fire II82Spell15003s2.5sDeals fire damage with a potency of 100 to target and all enemies nearby.
    Additional Effect: Grants Astral Fire III and removes Umbral Ice
    Duration: 15s
    High Blizzard II
    High Blizzard II82Spell8003s2.5sDeals ice damage with a potency of 100 to target and all enemies nearby.
    Additional Effect: Grants Umbral Ice III and removes Astral Fire
    Duration: 15s
    Amplifier
    Amplifier86Ability-Instant120sGrants Polyglot. Can only be used under the effect of Astral Fire or Umbral Ice.
    Paradox
    Paradox90Spell1600Instant2.5sDeals unaspected damage with a potency of 520.
    Astral Fire Bonus: Grants Astral Fire
    Duration:15s
    Astral Fire Bonus: Grants Firestarter
    Firestarter Effect: Next Fire III will require no time to cast and cost no MP
    Duration: 30s
    Umbral Ice Bonus: Requires no MP to cast and grants Umbral Ice
    Duration:15s
    Can only be executed while under the effect of Paradox.

    This action cannot be assigned to a hotbar
    Fire and Blizzard change to Paradox when requirements for execution are met.
    High Thunder
    High Thunder92Spell-Instant2.5sDeals lightning damage with a potency of 150.
    Additional Effect: Deals lightning damage over time with a potency of 60 for 30s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    High Thunder II
    High Thunder II92Spell-Instant2.5sDeals lightning damage with a potency of 100 to target and all enemies near it.
    Additional Effect: Deals lightning damage over time with a potency of 40 for 24s.
    Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
    Thunderhead Duration: 30s
    Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.
    Retrace
    Retrace96Ability-Instant40sWeave ley lines anew, setting your circle of power at a new location.
    Can only be executed while under the effect of Ley Lines.
    Flare Star
    Flare Star100Spell-3s2.5sDeals fire damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 65% less for all remaining enemies.
    Can only be executed when the Astral Soul gauge is full.

    Magic Ranged DPS actions

    IconActionLevelTypeMPCastingRecastDescription
    Addle
    Addle8Ability-Instant90sLowers the target’s physical damage dealt by 5% and magic damage dealt by 10% for fifteen seconds.
    Sleep
    Sleep10Spell8002.5s2.5sPuts target and all enemies nearby to sleep for 30 seconds. Cancels any auto-attacks when cast.
    Lucid Dreaming
    Lucid Dreaming14Ability-Instant60sGradually restores own MP.
    Potency: 55 for 21s
    Swiftcast
    Swiftcast18Ability-Instant60sNext spell is cast immediately.
    Duration: 10s
    Surecast
    Surecast44Ability-Instant120sSpells can be cast without interruption. Nullifies most incoming knockback and draw-in effects for 6s.
    • Have any questions?
      Authors
      Balance BLM Staff
      diff --git a/jobs/casters/pictomancer/basic-guide/index.html b/jobs/casters/pictomancer/basic-guide/index.html index caedbfb3f6..7138ec2b88 100644 --- a/jobs/casters/pictomancer/basic-guide/index.html +++ b/jobs/casters/pictomancer/basic-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Pictomancer Basic Guide
    Guide Info
    Last Updated: 24 Jun, 2024
    Patch Applicable:

    Basic Overview

    Let’s go over how the individual pieces of the Pictomancer kit fit together. We can broadly group the job’s mechanics into these subsystems:

    • Basic Combos and Palette Gauge
    • Subtractive Palette
    • Creature Motifs
    • Weapon Motif
    • Landscape Motif

    Basic Combos and Palette Gauge

    Pictomancer has two primary combo foundations: “Palette” and “Motif”. The “Palette” foundation consists of actions that generate Palette Gauge and Paint Charges, whereas “Motif” paints multiple Motifs on Canvas to life as powerful Muses. Both foundations are used to deal damage as a Pictomancer.

    Let’s start with spell combos and the Palette Gauge of Pictomancer.



    Basic Combo

    Fire in RedAero in GreenWater in Blue


    Fire in Red > Aero in Green > Water in Blue is Pictomancer’s basic combo. The basic combo and its AoE counterpart generates 25 Palette Gauge and a White Paint charge. Palette Gauge is the main payoff for executing a basic combo and White Paint is used to cast Holy in White, the main resource used for movement.

    The Palette Gauge can hold a maximum of 100 Gauge and five Charges of White Paint.

    Let’s talk about the main payoff for executing the Basic Combo.

    Subtractive Palette

    Once you have 50 Palette Gauge you can execute Subtractive Palette and use an enhanced combo (that also generates White Paint).

    Subtractive will convert a stack of White Paint to Black Paint. If a charge of White Paint is not available, then the next one obtained will be automatically converted to Black Paint. Only one charge of Black Paint can be held at once and it occupies the same slot on the gauge as the White Paint it took the place of.

    Black Paint allows us to use Comet in Black, a significantly stronger spell than Holy in White. Comet in Black can also be used for movement in a similar way to Holy in White.

    Subtractive Combo

    Blizzard in CyanStone in YellowThunder in Magenta


    The Subtractive Combo is significantly stronger than the basic combo. However both the Subtractive Combo and Comet in Black have a longer recast time than normal GCDs. This gets reduced under the effect of Hyperphantasia during Starry Muse, but we will go over that later.

    Successfully executing the Subtractive Combo and its AoE counterpart won’t grant Palette Gauge, but it will grant a charge of White Paint.

    Motifs and Muses

    Next, let’s talk about the other foundation of Pictomancer gameplay: Motif and Muse.

    A Motif is a hardcast spell with a long cast time (three seconds) with an even longer recast time (four seconds) that prepares powerful effects called Muses. The Motif cast in itself does no damage and when the cast is stored on the Canvas, a special type of Gauge available to Pictomancer.

    Pictomancer has three slots on their Canvas which each store a unique type of Motif: the Creature Motif, Weapon Motif, and Landscape Motif.

    A Muse requires and consumes its related Motif to perform powerful off-global abilities. In the case of Creature Motifs, the next Creature Motif cannot be used until the previous Creature Motif has been consumed by its related Muse.

    Now, let’s talk about each type of Motif and its related Muse.

    Creature Motifs



    There are four Creature Motifs that must be used in the order of Pom > Wing > Claw > Maw. Creature Motifs grant the ability to use Living Muses.

    Creature Motif Order:

    Pom Motif grants Pom Muse

    Wing Motif grants Winged Muse which grants Mog of the Ages

    Claw Motif grants Clawed Muse

    Maw Motif grants Fanged Muse which grants Retribution of the Madeen

    Living Muses are all 1000 potency off-global damage abilities and share a 40 second charge cooldown with a maximum of three charges. The Wing and Maw Living Muses (second and fourth Muses) also grant the ability to use Portraits. A Portrait is an off-global ability with an even higher potency. Wing Muse grants the ability to use the Mog of the Ages, while Fanged Muse grants the ability to use Portrait of the Madeen.

    Weapon Motif



    Currently there is only one Weapon Motif: the Hammer Motif.

    Hammer Motif grants the ability to use Striking Muse.

    Striking Muse has a cooldown of 60 seconds with two charges. When used, it grants the ability to use what we’ll call the “Hammer Combo”.

    The Hammer Combo consists of three spells: Hammer Stamp > Hammer Brush > Polishing Hammer.

    Each Hammer Combo spell is a guaranteed critical direct hit.

    Landscape Motif


    Currently there is only one Landscape Motif: the Starry Sky Motif.

    Starry Sky Motif grants the ability to use Starry Muse.

    Starry Muse is our 2-minute buff. In addition to a 5% party-wide damage up, it also grants the player:

    • The ability to use Star Prism.
    • A free use of Subtractive Palette.
    • Five faster casts and recasts on spells affected by Hyperphantasia while within the bounds of the area drawn by Starry Muse.
    • After five of these casts have been made, the player gets an instant cast Rainbow Drip with reduced recast time, roughly equal to a standard 2.5s GCD.

    General Gameplay Flow

    So, how does this all play out? Pictomancer takes resource banking to the extreme.

    We want to prep our strong abilities like Muses and Portraits for 2-minute buff windows, while also finding efficient ways to spend our Palette Gauge and prep Motifs. As with all other jobs, our primary priorities should be maximizing GCD uptime, taking care not to lose cooldown usages or overcap on Palette Gauge.

    We want to use Motifs and the Subtractive Combo during periods of low movement, as they have long cast times.

    Going into a 2-minute buff window, we want to make sure Striking Muse and Starry Sky Muse are both prepared to be used. We also want either Wing or Maw Muse prepared as well. All of these Muse preparations require us to get our long casts out of the way during convenient times. For example, during times where low movement is required, or during downtime.

    There are a few caveats to remember which will grant us great flexibility in setting up sequences on Pictomancer:

    1. It is important to remember that our Basic Combo isn’t exactly a true combo. Because the Aetherhues buff lasts 30 seconds, we can interrupt the Basic Combo with other spells and still come back to it. For example, we can use Fire in Red > Pom Motif > Hammer Motif > Aero in Green > Starry Sky Motif > Water in Blue and it would still count as a valid Basic Combo.
    2. The Hammer Combo is also not a true combo, as we have no other combos with the special text “Combo Action” to interrupt it. This means that we can also use other spells in between Hammer spell casts. For example, we can use Hammer Stamp > Blizzard in Cyan > Stone in Yellow > Thunder in Magenta > Hammer Brush > Polishing Hammer if we so desired.
    3. Because the Subtractive Combo shares the same Aetherhues buff as the Basic Combo, we can also use Subtractive Palette in the middle of a Basic Combo. For example, we could use Fire in Red > Aero in Green > Subtractive Palette > Thunder in Magenta > Blizzard in Cyan > Stone in Yellow > Water in Blue as a valid sequence. Because we are not losing any subtractive combo casts, this is not a DPS loss.
    4. While the Starry Muse damage buff and buff windows in general only last 20 seconds, it is important to remember that the other buffs like Inspiration and Subtractive Spectrum, granted by Starry Muse, last 30 seconds. This means that we do not need to fulfill all buff conditions within the 20s buff window itself. This is important, as there are powerful sequences we can perform that cram additional potency into the buff window. This will also delay less important personal kit buffs and effects until after the 20s buff window is finished, leaving 10s of personal kit buffs remaining.
    5. Subtractive Palette technically grants the Monochrome Tones buff, which converts White Paint to Black Paint instead of a direct conversion. What this means is that if the player does not possess a White Paint charge, the next White Paint gained will automatically be converted to a Black Paint charge at that time.
    6. While a Black Paint charge is active, Holy in White cannot be used. This is an important limitation for buff window set-ups that rely on Comet in Black.
      For example, if Comet in Black must be cast as the first GCD in buffs, or if the set-up needs to use two Comet in Black casts in the 20s buff window.
    7. The buffs granted by Striking Muse last 30 seconds. This means a Hammer Combo does not need to be used immediately after Striking Muse is used. This grants us additional flexibility for buff windows to use Hammer Combo in buff windows without drifting the Striking Muse cooldown. Striking Muse cannot be used again until the previous hammer combo is finished.

    Movement

    As touched upon in the previous section, we want to use our long cast spells such as Motifs and Subtractive Combo spells during periods of low movement. Spell combos will grant us Holy in White and Comet in Black resources to use during periods of high movement.

    Preferably, the Hammer Combo and Comet in Black should be used over Holy in White in terms of instant casts for movement, assuming the fight has low enough allowable movement. This is because Holy in White is a very slight DPS loss, as it fills up space where we could have used the Basic or Subtractive Combo instead. However, this is often not possible when fights have more movement than those spells and our regular fast casts can cover. Do not sacrifice GCD uptime trying to minimize usage of Holy in White. This is something that should only be considered for extremely low movement fights.

    Outside of movement, the most important aspect of Holy in White usage is adjusting GCD timelines to get the ideal entrance into buff windows. Care should be taken not to overfocus on generic potency per second averages, and instead to examine specific sequence setups in optimized scenarios.

    We should aim to stretch our movement resources by trying to abuse Smudge as often as possible. If it will cause mechanical execution issues, do not use Smudge in an unsafe or unnecessary way. Because Smudge has such a low cooldown and has a movement speed buff attached to it, we have much greater mobility than our instant cast number would suggest.

    Downtime

    We want to aim to swiftcast Rainbow Drip on the last hit before phase transitions, or when the boss is about to die. The long recast time and long cast time are mitigated in these circumstances, making it a hefty gain over most GCDs.

    We also want to aim to use Motifs during downtime if possible. As the Motifs have no potency, preparing them will allow us to use Muses that can deal damage when we return to combat. For this reason, Pictomancer is very strong in fights with frequent downtime, such as Dragonsong’s Reprise (Ultimate).

    Defensive Utility

    This is a short overview on how Pictomancer’s unique defensive utilities work.

    Pictomancer has two shield abilities that share a cooldown: Tempera Coat and Tempera Grassa.


    Tempera Coat has a base cooldown of 120 seconds and grants a shield equal to 20% of your maximum HP. If this shield is broken, the cooldown is reduced by 60 seconds, effectively becoming a 60 second cooldown.


    Tempera Grassa will “spread” your shield, replacing your single target shield and granting the entire party a shield equal to 10% of their maximum HP. If this version of the shield is broken, its cooldown will be reduced by 30 seconds, effectively becoming a 90 second cooldown.

  • Newsfeed
  • Pictomancer Basic Guide
    Guide Info
    Last Updated: 24 Jun, 2024
    Patch Applicable:

    Basic Overview

    Let’s go over how the individual pieces of the Pictomancer kit fit together. We can broadly group the job’s mechanics into these subsystems:

    • Basic Combos and Palette Gauge
    • Subtractive Palette
    • Creature Motifs
    • Weapon Motif
    • Landscape Motif

    Basic Combos and Palette Gauge

    Pictomancer has two primary combo foundations: “Palette” and “Motif”. The “Palette” foundation consists of actions that generate Palette Gauge and Paint Charges, whereas “Motif” paints multiple Motifs on Canvas to life as powerful Muses. Both foundations are used to deal damage as a Pictomancer.

    Let’s start with spell combos and the Palette Gauge of Pictomancer.



    Basic Combo

    Fire in RedAero in GreenWater in Blue


    Fire in Red > Aero in Green > Water in Blue is Pictomancer’s basic combo. The basic combo and its AoE counterpart generates 25 Palette Gauge and a White Paint charge. Palette Gauge is the main payoff for executing a basic combo and White Paint is used to cast Holy in White, the main resource used for movement.

    The Palette Gauge can hold a maximum of 100 Gauge and five Charges of White Paint.

    Let’s talk about the main payoff for executing the Basic Combo.

    Subtractive Palette

    Once you have 50 Palette Gauge you can execute Subtractive Palette and use an enhanced combo (that also generates White Paint).

    Subtractive will convert a stack of White Paint to Black Paint. If a charge of White Paint is not available, then the next one obtained will be automatically converted to Black Paint. Only one charge of Black Paint can be held at once and it occupies the same slot on the gauge as the White Paint it took the place of.

    Black Paint allows us to use Comet in Black, a significantly stronger spell than Holy in White. Comet in Black can also be used for movement in a similar way to Holy in White.

    Subtractive Combo

    Blizzard in CyanStone in YellowThunder in Magenta


    The Subtractive Combo is significantly stronger than the basic combo. However both the Subtractive Combo and Comet in Black have a longer recast time than normal GCDs. This gets reduced under the effect of Hyperphantasia during Starry Muse, but we will go over that later.

    Successfully executing the Subtractive Combo and its AoE counterpart won’t grant Palette Gauge, but it will grant a charge of White Paint.

    Motifs and Muses

    Next, let’s talk about the other foundation of Pictomancer gameplay: Motif and Muse.

    A Motif is a hardcast spell with a long cast time (three seconds) with an even longer recast time (four seconds) that prepares powerful effects called Muses. The Motif cast in itself does no damage and when the cast is stored on the Canvas, a special type of Gauge available to Pictomancer.

    Pictomancer has three slots on their Canvas which each store a unique type of Motif: the Creature Motif, Weapon Motif, and Landscape Motif.

    A Muse requires and consumes its related Motif to perform powerful off-global abilities. In the case of Creature Motifs, the next Creature Motif cannot be used until the previous Creature Motif has been consumed by its related Muse.

    Now, let’s talk about each type of Motif and its related Muse.

    Creature Motifs



    There are four Creature Motifs that must be used in the order of Pom > Wing > Claw > Maw. Creature Motifs grant the ability to use Living Muses.

    Creature Motif Order:

    Pom Motif grants Pom Muse

    Wing Motif grants Winged Muse which grants Mog of the Ages

    Claw Motif grants Clawed Muse

    Maw Motif grants Fanged Muse which grants Retribution of the Madeen

    Living Muses are all 1000 potency off-global damage abilities and share a 40 second charge cooldown with a maximum of three charges. The Wing and Maw Living Muses (second and fourth Muses) also grant the ability to use Portraits. A Portrait is an off-global ability with an even higher potency. Wing Muse grants the ability to use the Mog of the Ages, while Fanged Muse grants the ability to use Portrait of the Madeen.

    Weapon Motif



    Currently there is only one Weapon Motif: the Hammer Motif.

    Hammer Motif grants the ability to use Striking Muse.

    Striking Muse has a cooldown of 60 seconds with two charges. When used, it grants the ability to use what we’ll call the “Hammer Combo”.

    The Hammer Combo consists of three spells: Hammer Stamp > Hammer Brush > Polishing Hammer.

    Each Hammer Combo spell is a guaranteed critical direct hit.

    Landscape Motif


    Currently there is only one Landscape Motif: the Starry Sky Motif.

    Starry Sky Motif grants the ability to use Starry Muse.

    Starry Muse is our 2-minute buff. In addition to a 5% party-wide damage up, it also grants the player:

    • The ability to use Star Prism.
    • A free use of Subtractive Palette.
    • Five faster casts and recasts on spells affected by Hyperphantasia while within the bounds of the area drawn by Starry Muse.
    • After five of these casts have been made, the player gets an instant cast Rainbow Drip with reduced recast time, roughly equal to a standard 2.5s GCD.

    General Gameplay Flow

    So, how does this all play out? Pictomancer takes resource banking to the extreme.

    We want to prep our strong abilities like Muses and Portraits for 2-minute buff windows, while also finding efficient ways to spend our Palette Gauge and prep Motifs. As with all other jobs, our primary priorities should be maximizing GCD uptime, taking care not to lose cooldown usages or overcap on Palette Gauge.

    We want to use Motifs and the Subtractive Combo during periods of low movement, as they have long cast times.

    Going into a 2-minute buff window, we want to make sure Striking Muse and Starry Sky Muse are both prepared to be used. We also want either Wing or Maw Muse prepared as well. All of these Muse preparations require us to get our long casts out of the way during convenient times. For example, during times where low movement is required, or during downtime.

    There are a few caveats to remember which will grant us great flexibility in setting up sequences on Pictomancer:

    1. It is important to remember that our Basic Combo isn’t exactly a true combo. Because the Aetherhues buff lasts 30 seconds, we can interrupt the Basic Combo with other spells and still come back to it. For example, we can use Fire in Red > Pom Motif > Hammer Motif > Aero in Green > Starry Sky Motif > Water in Blue and it would still count as a valid Basic Combo.
    2. The Hammer Combo is also not a true combo, as we have no other combos with the special text “Combo Action” to interrupt it. This means that we can also use other spells in between Hammer spell casts. For example, we can use Hammer Stamp > Blizzard in Cyan > Stone in Yellow > Thunder in Magenta > Hammer Brush > Polishing Hammer if we so desired.
    3. Because the Subtractive Combo shares the same Aetherhues buff as the Basic Combo, we can also use Subtractive Palette in the middle of a Basic Combo. For example, we could use Fire in Red > Aero in Green > Subtractive Palette > Thunder in Magenta > Blizzard in Cyan > Stone in Yellow > Water in Blue as a valid sequence. Because we are not losing any subtractive combo casts, this is not a DPS loss.
    4. While the Starry Muse damage buff and buff windows in general only last 20 seconds, it is important to remember that the other buffs like Inspiration and Subtractive Spectrum, granted by Starry Muse, last 30 seconds. This means that we do not need to fulfill all buff conditions within the 20s buff window itself. This is important, as there are powerful sequences we can perform that cram additional potency into the buff window. This will also delay less important personal kit buffs and effects until after the 20s buff window is finished, leaving 10s of personal kit buffs remaining.
    5. Subtractive Palette technically grants the Monochrome Tones buff, which converts White Paint to Black Paint instead of a direct conversion. What this means is that if the player does not possess a White Paint charge, the next White Paint gained will automatically be converted to a Black Paint charge at that time.
    6. While a Black Paint charge is active, Holy in White cannot be used. This is an important limitation for buff window set-ups that rely on Comet in Black.
      For example, if Comet in Black must be cast as the first GCD in buffs, or if the set-up needs to use two Comet in Black casts in the 20s buff window.
    7. The buffs granted by Striking Muse last 30 seconds. This means a Hammer Combo does not need to be used immediately after Striking Muse is used. This grants us additional flexibility for buff windows to use Hammer Combo in buff windows without drifting the Striking Muse cooldown. Striking Muse cannot be used again until the previous hammer combo is finished.

    Movement

    As touched upon in the previous section, we want to use our long cast spells such as Motifs and Subtractive Combo spells during periods of low movement. Spell combos will grant us Holy in White and Comet in Black resources to use during periods of high movement.

    Preferably, the Hammer Combo and Comet in Black should be used over Holy in White in terms of instant casts for movement, assuming the fight has low enough allowable movement. This is because Holy in White is a very slight DPS loss, as it fills up space where we could have used the Basic or Subtractive Combo instead. However, this is often not possible when fights have more movement than those spells and our regular fast casts can cover. Do not sacrifice GCD uptime trying to minimize usage of Holy in White. This is something that should only be considered for extremely low movement fights.

    Outside of movement, the most important aspect of Holy in White usage is adjusting GCD timelines to get the ideal entrance into buff windows. Care should be taken not to overfocus on generic potency per second averages, and instead to examine specific sequence setups in optimized scenarios.

    We should aim to stretch our movement resources by trying to abuse Smudge as often as possible. If it will cause mechanical execution issues, do not use Smudge in an unsafe or unnecessary way. Because Smudge has such a low cooldown and has a movement speed buff attached to it, we have much greater mobility than our instant cast number would suggest.

    Downtime

    We want to aim to swiftcast Rainbow Drip on the last hit before phase transitions, or when the boss is about to die. The long recast time and long cast time are mitigated in these circumstances, making it a hefty gain over most GCDs.

    We also want to aim to use Motifs during downtime if possible. As the Motifs have no potency, preparing them will allow us to use Muses that can deal damage when we return to combat. For this reason, Pictomancer is very strong in fights with frequent downtime, such as Dragonsong’s Reprise (Ultimate).

    Defensive Utility

    This is a short overview on how Pictomancer’s unique defensive utilities work.

    Pictomancer has two shield abilities that share a cooldown: Tempera Coat and Tempera Grassa.


    Tempera Coat has a base cooldown of 120 seconds and grants a shield equal to 20% of your maximum HP. If this shield is broken, the cooldown is reduced by 60 seconds, effectively becoming a 60 second cooldown.


    Tempera Grassa will “spread” your shield, replacing your single target shield and granting the entire party a shield equal to 10% of their maximum HP. If this version of the shield is broken, its cooldown will be reduced by 30 seconds, effectively becoming a 90 second cooldown.

    • Have any questions?
      Authors
    • 26 Jun, 2024
      Needs coloring on text. Unsure on how to do that.
    diff --git a/jobs/casters/pictomancer/openers/index.html b/jobs/casters/pictomancer/openers/index.html index de6dbcdd80..4cbe908981 100644 --- a/jobs/casters/pictomancer/openers/index.html +++ b/jobs/casters/pictomancer/openers/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Pictomancer Openers
    The Balance's openers page for Final Fantasy XIV (FF14) reviews the openers from our basic job guide, as well as burst setups for fights.
    Guide Info
    Last Updated: 23 Jun, 2024
    Patch Applicable: 7.0

    Openers

    The following are openers you can follow at the beginning of the fight to set up the rest of your rotation and burst windows. For more details about the opener, as well as the skills used within, please read the Basic Guide, by Eydis.

    Please note: the Creature Muse used before your Mog/Madeen use can be any of Pom/Wing/Claw/Maw, so long as you don’t overwrite the Mog/Madeen by using Wing/Maw before using the saved Mog/Madeen charge.

    9 Spell Single Muse Opener

    **Please note that you can do these skills in whatever order you please, so long as you fit all of them into the nine spell window. If a fight requires more movement, adjust your hammer and spell order accordingly.**


    Pictomancer 9 Spell Single Muse Opener


    Burst Windows

    The following are examples of burst setups for your two-minute windows. Please note that oGCDs used may vary depending on which portraits are available for each window. For more details about each, as well as their pros and cons, please view the Intermediate Guide (link to guide and relevant section forthcoming).

    9 Spell Single Muse Burst

    Pictomancer 9 Spell Single Muse Burst

    8 Spell Triple Muse Burst

    Pictomancer 8 Spell Triple Muse Burst

  • Newsfeed
  • Pictomancer Openers
    The Balance's openers page for Final Fantasy XIV (FF14) reviews the openers from our basic job guide, as well as burst setups for fights.
    Guide Info
    Last Updated: 23 Jun, 2024
    Patch Applicable: 7.0

    Openers

    The following are openers you can follow at the beginning of the fight to set up the rest of your rotation and burst windows. For more details about the opener, as well as the skills used within, please read the Basic Guide, by Eydis.

    Please note: the Creature Muse used before your Mog/Madeen use can be any of Pom/Wing/Claw/Maw, so long as you don’t overwrite the Mog/Madeen by using Wing/Maw before using the saved Mog/Madeen charge.

    9 Spell Single Muse Opener

    **Please note that you can do these skills in whatever order you please, so long as you fit all of them into the nine spell window. If a fight requires more movement, adjust your hammer and spell order accordingly.**


    Pictomancer 9 Spell Single Muse Opener


    Burst Windows

    The following are examples of burst setups for your two-minute windows. Please note that oGCDs used may vary depending on which portraits are available for each window. For more details about each, as well as their pros and cons, please view the Intermediate Guide (link to guide and relevant section forthcoming).

    9 Spell Single Muse Burst

    Pictomancer 9 Spell Single Muse Burst

    8 Spell Triple Muse Burst

    Pictomancer 8 Spell Triple Muse Burst

    diff --git a/jobs/casters/pictomancer/skills-overview/index.html b/jobs/casters/pictomancer/skills-overview/index.html index 779849802f..23299e966c 100644 --- a/jobs/casters/pictomancer/skills-overview/index.html +++ b/jobs/casters/pictomancer/skills-overview/index.html @@ -49,7 +49,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Pictomancer Skills Overview
    Guide Info
    Last Updated: 21 Jun, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Please note that all values in this table are values for a level 100 Pictomancer.

    Spells and Abilities

    IconAction NameLevelTypeCast/RecastMP CostRange/RadiusDescription
    Fire in Red1Spell1.5s / 2.5s200 MP25y / 0yDeals fire damage with a potency of 440.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    This action is affected by Hyperphantasia.
    Aero in Green5Spell1.5s / 2.5s200 MP25y / 0yDeals wind damage with a potency of 480.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Aetherhues.
    This action cannot be assigned to a hotbar. Fire in Red changes to Aero in Green when requirements for execution are met.
    Tempera Coat10AbilityInstant / 60sN/AN/ACreates a barrier around self that absorbs damage totaling 20% of maximum HP.
    Duration: 10s
    Reduces the recast time of Tempera Coat by 60 seconds when barrier is completely absorbed.
    Water in Blue15Spell1.5s / 2.5s200 MP25y / 0yDeals water damage with a potency of 520.
    Additional Effect: Increases Palette Gauge by 25
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Aetherhues II.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar.
    Aero in Green changes to Water in Blue when requirements for execution are met.
    Smudge20AbilityInstant / 20sN/AN/AQuickly dash 15 yalms forward.
    Additional Effect: Increases movement speed
    Duration: 5s
    Cannot be executed while bound.
    Fire II in Red25Spell1.5s / 2.5s300 MP25y / 5yDeals fire damage with a potency of 120 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    This action is affected by Hyperphantasia.
    Creature Motif30Spell3s / 4sN/AN/APaints a creature motif.
    This action changes when placed on the hotbar in order of Pom Motif, Wing Motif, Claw Motif, and Maw Motif when executed in succession.
    Cast immediately when used outside of combat.
    Living Muse30AbilityInstant / 40sN/AN/ARenders your depiction of a creature to life.
    Maximum Charges: 3
    Can only be executed when a Creature Motif is depicted on the Creature Canvas.
    Mog of the Ages30AbilityInstant / 30sN/A25y / 25yRender your moogle portrait to life, dealing unaspected damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 50% less for all remaining enemies.
    Can only be executed while Moogle Portrait is active.
    Pom Motif30Spell3s / 4sN/AN/APaints a pom.
    Cast immediately when used outside of combat.
    This action cannot be assigned to the hotbar. Creature Motif changes to Pom Motif when requirements for execution are met.
    Wing Motif30Spell3s / 4sN/AN/APaints a pair of wings.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Creature Motif changes to Wing Motif when requirements for execution are met.
    Pom Muse30AbilityInstant / 40sN/A25y / 5yRenders a rain of poms, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Pom to the Creature Canvas.
    Maximum Charges: 3
    Can only be executed while pom is painted on Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Pom Muse when requirements for execution are met.
    Winged Muse30AbilityInstant / 40sN/A25y / 5yRender a pair of windborne wings, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Wings to the Creature Canvas.
    Also paints a Moogle Portrait when Depiction of Pom and Depiction of Wings are rendered on the Creature Canvas.
    Maximum Charges: 3
    Can only be executed while a pair of wings is painted on the Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Winged Muse when requirements for execution are met.
    Aero II in Green35Spell1.5s / 2.5s300 MP25y / 5yDeals wind damage with a potency of 140 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Fire II in Red changes to Aero II in Green when requirements for execution are met.
    Water II in Blue45Spell1.5s / 2.5s300 MP25y / 5yDeals water damage with a potency of 160 to target and all enemies nearby it.
    Additional Effect: Increases Palette Gauge by 25
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Aetherhues II. This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Aero II in Green changes to Water II in Blue when requirements for execution are met.
    Weapon Motif50Spell3s / 4sN/AN/APaints a weapon motif.
    This action changes to Hammer Motif when placed on the hotbar.
    Cast immediately when used outside of combat.
    Steel Muse50AbilityInstant / 60sN/AN/ARender your depiction of a weapon to life.
    Maximum Charges: 2
    Can only be executed in combat and when a Weapon Motif is depicted on the Weapon Canvas.
    Hammer Stamp50SpellInstant / 2.5sN/A25y / 5yDeals unaspected damage as a critical direct hit with a potency of 560 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of Hammer Time.
    Hammer Motif50Spell3s / 4sN/AN/APaints a hammer.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar.
    Weapon Motif changes to Hammer Motif when requirements for execution are met.
    Striking Muse50AbilityInstant / 60sN/A25y / 0yRender a mighty hammer, granting three stacks of Hammer Time.
    Duration: 30s
    Maximum Charges: 2
    Can only be executed while in combat and when a hammer is painted on the Weapon Canvas.
    This action cannot be assigned to a hotbar. Steel Muse changes to Striking Muse when requirements for execution are met.
    Blizzard in Cyan60Spell2.3s / 3.3s300 MP25y / 0yDeals ice damage with a potency of 800.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    Blizzard II in Cyan60Spell2.3s / 3.3s400 MP25y / 5yDeals ice damage with a potency of 240 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette.
    This action is affected by Hyperphantasia.
    Subtractive Palette60AbilityInstant / 1sN/AN/AGrants 3 stacks of Subtractive Palette.
    Additional Effect: Grants Monochrome Tones
    Monochrome Tones Effect: Converts one stack of White Paint into Black Paint
    Palette Gauge Cost: 50
    Stone in Yellow60Spell2.3s / 3.3s300 MP25y / 0yDeals earth damage with a potency of 840.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Blizzard in Cyan changes to Stone in Yellow when requirements for execution are met.
    Stone II in Yellow60Spell2.3s / 3.3s400 MP25y / 5yDeals earth damage with a potency of 260 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Blizzard II in Cyan changes to Stone II in Yellow when requirements for execution are met.
    Thunder in Magenta60Spell2.3s / 3.3s300 MP25y / 0yDeals lightning damage with a potency of 880.
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Subtractive Palette and Aetherhues II.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Stone in Yellow changes to Thunder in Magenta when requirements for execution are met.
    Thunder II in Magenta60Spell2.3s / 3.3s400 MP25y / 5yDeals lightning damage with a potency of 280 to target and all enemies nearby it.
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Stone II in Yellow changes to Thunder II in Magenta when requirements for execution are met.
    Landscape Motif70Spell3s / 4sN/AN/APaints a landscape motif.
    This action changes to Starry Sky Motif when placed on the hotbar.
    Cast immediately when used outside of combat.
    Scenic Muse70AbilityInstant / 120sN/AN/ARender your depiction of a landscape to life.
    Can only be executed in combat and when a Landscape Motif is depicted on the Landscape Canvas.
    Starry Sky Motif70Spell3s / 4sN/AN/APaints a starry sky.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Landscape Motif changes to Starry Sky Motif when requirements for execution are met.
    Starry Muse70AbilityInstant / 120sN/A0y / 30yRender a star streaming sky over a magicked landscape, increasing damage dealt by self and nearby party members by 5%.
    Duration: 20s
    Additional Effect: Grants Subtractive Spectrum
    Duration: 30s
    Additional Effect: Grants Inspiration and 5 stacks of Hyperphantasia
    Duration: 30s
    Inspiration Effect: Reduces cast time and recast time of Star Prism and Aetherhue spells by 25% while standing within the bounds of the magicked landscape
    Effect expires when all stacks of Hyperphantasia are consumed.
    Additional Effect: Grants Rainbow Bright upon consuming all 5 stacks of Hyperphantasia
    Rainbow Bright Effect: Rainbow Drip can be cast immediately and has a reduced recast timer
    Additional Effect: Grants Starstruck
    Duration: 20s
    Can only be executed while a starry sky is painted on the Landscape Canvas.
    This action cannot be assigned to a hotbar. Scenic Muse changes to Starry Muse when requirements for execution are met.
    Holy in White80SpellInstant / 2.5s200 MP25y / 5yDeals unaspected damage to target and all enemies nearby it with a potency of 520 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of White Paint.
    This action is affected by Hyperphantasia.
    Hammer Brush86SpellInstant / 2.5sNN/A25y / 5yDeals unaspected damage as a critical direct hit with a potency of 620 for the first enemy, and 60% less for all remaining enemies.
    Combo Action: Hammer Stamp
    Can only be executed while under the effect of Hammer Time.
    This action cannot be assigned to a hotbar. Hammer Stamp changes to Hammer Brush when requirements for execution are met.
    Polishing Hammer86SpellInstant / 2.5sN/A25y / 5yDeals unaspected damage as a critical direct hit with a potency of 680 for the first enemy, and 60% less for all remaining enemies.
    Combo Action: Hammer Brush
    Can only be executed while under the effect of Hammer Time.
    This action cannot be assigned to a hotbar. Hammer Brush changes to Polishing Hammer when requirements for execution are met.
    Tempera Grassa88AbilityInstant / 1.5sN/A0y / 30yCreates a barrier around self and all nearby party members that absorbs damage totaling 10% of maximum HP.
    Duration: 10s
    Reduces the recast time of Tempera Coat by 30 seconds when barrier is completely absorbed.
    Can only be executed when under the effect of Tempura Coat.
    Comet in Black90SpellInstant / 3.3s300 MP25y / 5yDeals unaspected damage to target and all enemies nearby it with a potency of 880 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of Black Paint and Monochrome Tones.
    This action is affected by Hyperphantasia.
    Rainbow Drip92Spell4s / 6sN/A25y / 25yDeals unaspected damage to all enemies in a straight line before you with a potency of 1000 for the first enemy, and 85% less for all remaining enemies.
    Additional Effect: Grants White Paint
    When Rainbow Bright is active, Rainbow Drip can be cast immediately and its recast timer is reduced.
    Claw Motif96Spell3s / 4sN/AN/APaints a claw.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Creature Motif changes to Claw Motif when requirements for execution are met.
    Maw Motif96Spell3s / 4sN/AN/APaints a set of fangs.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Creature Motif changes to Maw Motif when requirements for execution are met.
    Clawed Muse96AbilityInstant / 40sN/A25y / 5yRender a sharpened claw, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Claw to the Creature Canvas
    Maximum Charges: 3
    Can only be executed while a claw is painted on the Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Clawed Muse when requirements for execution are met.
    Fanged Muse96AbilityInstant / 40sN/A25y / 5yRender a set of ferocious fangs, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Fangs to the Creature Canvas
    Also paints a Madeen Portrait when Depiction of Pom, Depiction of Wings, Depiction of Claw, and Depiction of Fangs are rendered on the Creature Canvas.
    All depictions are removed from the canvas upon execution.
    Maximum Charges: 3
    Can only be executed while fangs are painted on the Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Fanged Muse when requirements for execution are met.
    Retribution of the Madeen96AbilityInstant / 30sN/A25y / 5yRender your Madeen portrait to life, dealing unaspected damage to target and all enemies nearby it with a potency of 1,400 for the first enemy, and 50% less for all remaining enemies.
    Can only be executed while Madeen Portrait is active.
    This action cannot be assigned to a hotbar. Mog of the Ages changes to Retribution of the Madeen when requirements for execution are met.
    Star Prism100SpellInstant / 2.5sN/A25y / 5yDeals unaspected damage with a potency of 1,400 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Restores HP of all party members nearby target
    Cure Potency: 400
    Can only be executed while under the effect of Starstruck.
    This action is affected by Hyperphantasia.

    Traits

    IconAction NameLevelDescription
    Maim and Mend20Increases base action damage and HP restoration by 10%.
    Maim and Mend II40Increases base action damage and HP restoration by 30%.
    Palette Gauge60Allows for Palette Gauge accumulation upon landing Water in Blue and Water II in Blue.
    Enhanced Artistry I80Grants White Paint upon the landing of Water in Blue, Water II in Blue, Thunder in Magenta, and Thunder II in Magenta.
    Enhanced Pictomancy I82Grants 5 stacks of Hyperphantasia upon executing Starry Muse.
    Duration: 30s
    Enhanced Smudge84Increases movement speed after executing Smudge.
    Duration: 5s
    Enhanced Pictomancy II86Hammer Stamp changes to Hammer Brush upon execution, which in turn changes to Polishing Hammer upon execution.
    Additionally allows the accumulation of charges for consecutive uses of Striking Muse.
    Maximum Charges: 2
    Enhanced Tempera88Allows the execution of Tempera Grassa.
    Can only be executed while under the effect of Tempera Coat.
    Enhanced Palette90Grants Monochrome Tones upon executing Subtractive Palette.
    Monochrome Tones Effect: Converts one stack of White Paint into Black Paint
    Enhanced Pictomancy III92Grants Rainbow Bright upon consuming all stacks of Hyperphantasia. Stacks may be depleted by casting aetherhue spells.
    Duration: 30s
    Enhanced Swiftcast94Reduces Swiftcast recast time to 40 seconds.
    Pictomancy Mastery94Increases the potency of Fire in Red to 400, Aero in Green to 440, Water in Blue to 480, Hammer Stamp to 520, Blizzard in Cyan to 700, Stone in
    Yellow to 740, Thunder in Magenta to 780, Holy in White to 480, Hammer Brush to 580, Polishing Hammer to 640, and Comet in Black to 780.
    Enhanced Pictomancy IV96Allows a third charge of Living Muse. In addition, Claw Motif and Maw Motif may now be performed after executing Living Muse.
    Enhanced Addle98Extends the duration of Addle to 15 seconds.
    Enhanced Pictomancy V100Grants Starstruck upon executing Starry Muse.
    Duration: 20s
  • Newsfeed
  • Pictomancer Skills Overview
    Guide Info
    Last Updated: 21 Jun, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Please note that all values in this table are values for a level 100 Pictomancer.

    Spells and Abilities

    IconAction NameLevelTypeCast/RecastMP CostRange/RadiusDescription
    Fire in Red1Spell1.5s / 2.5s200 MP25y / 0yDeals fire damage with a potency of 440.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    This action is affected by Hyperphantasia.
    Aero in Green5Spell1.5s / 2.5s200 MP25y / 0yDeals wind damage with a potency of 480.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Aetherhues.
    This action cannot be assigned to a hotbar. Fire in Red changes to Aero in Green when requirements for execution are met.
    Tempera Coat10AbilityInstant / 60sN/AN/ACreates a barrier around self that absorbs damage totaling 20% of maximum HP.
    Duration: 10s
    Reduces the recast time of Tempera Coat by 60 seconds when barrier is completely absorbed.
    Water in Blue15Spell1.5s / 2.5s200 MP25y / 0yDeals water damage with a potency of 520.
    Additional Effect: Increases Palette Gauge by 25
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Aetherhues II.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar.
    Aero in Green changes to Water in Blue when requirements for execution are met.
    Smudge20AbilityInstant / 20sN/AN/AQuickly dash 15 yalms forward.
    Additional Effect: Increases movement speed
    Duration: 5s
    Cannot be executed while bound.
    Fire II in Red25Spell1.5s / 2.5s300 MP25y / 5yDeals fire damage with a potency of 120 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    This action is affected by Hyperphantasia.
    Creature Motif30Spell3s / 4sN/AN/APaints a creature motif.
    This action changes when placed on the hotbar in order of Pom Motif, Wing Motif, Claw Motif, and Maw Motif when executed in succession.
    Cast immediately when used outside of combat.
    Living Muse30AbilityInstant / 40sN/AN/ARenders your depiction of a creature to life.
    Maximum Charges: 3
    Can only be executed when a Creature Motif is depicted on the Creature Canvas.
    Mog of the Ages30AbilityInstant / 30sN/A25y / 25yRender your moogle portrait to life, dealing unaspected damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 50% less for all remaining enemies.
    Can only be executed while Moogle Portrait is active.
    Pom Motif30Spell3s / 4sN/AN/APaints a pom.
    Cast immediately when used outside of combat.
    This action cannot be assigned to the hotbar. Creature Motif changes to Pom Motif when requirements for execution are met.
    Wing Motif30Spell3s / 4sN/AN/APaints a pair of wings.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Creature Motif changes to Wing Motif when requirements for execution are met.
    Pom Muse30AbilityInstant / 40sN/A25y / 5yRenders a rain of poms, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Pom to the Creature Canvas.
    Maximum Charges: 3
    Can only be executed while pom is painted on Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Pom Muse when requirements for execution are met.
    Winged Muse30AbilityInstant / 40sN/A25y / 5yRender a pair of windborne wings, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Wings to the Creature Canvas.
    Also paints a Moogle Portrait when Depiction of Pom and Depiction of Wings are rendered on the Creature Canvas.
    Maximum Charges: 3
    Can only be executed while a pair of wings is painted on the Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Winged Muse when requirements for execution are met.
    Aero II in Green35Spell1.5s / 2.5s300 MP25y / 5yDeals wind damage with a potency of 140 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Fire II in Red changes to Aero II in Green when requirements for execution are met.
    Water II in Blue45Spell1.5s / 2.5s300 MP25y / 5yDeals water damage with a potency of 160 to target and all enemies nearby it.
    Additional Effect: Increases Palette Gauge by 25
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Aetherhues II. This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Aero II in Green changes to Water II in Blue when requirements for execution are met.
    Weapon Motif50Spell3s / 4sN/AN/APaints a weapon motif.
    This action changes to Hammer Motif when placed on the hotbar.
    Cast immediately when used outside of combat.
    Steel Muse50AbilityInstant / 60sN/AN/ARender your depiction of a weapon to life.
    Maximum Charges: 2
    Can only be executed in combat and when a Weapon Motif is depicted on the Weapon Canvas.
    Hammer Stamp50SpellInstant / 2.5sN/A25y / 5yDeals unaspected damage as a critical direct hit with a potency of 560 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of Hammer Time.
    Hammer Motif50Spell3s / 4sN/AN/APaints a hammer.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar.
    Weapon Motif changes to Hammer Motif when requirements for execution are met.
    Striking Muse50AbilityInstant / 60sN/A25y / 0yRender a mighty hammer, granting three stacks of Hammer Time.
    Duration: 30s
    Maximum Charges: 2
    Can only be executed while in combat and when a hammer is painted on the Weapon Canvas.
    This action cannot be assigned to a hotbar. Steel Muse changes to Striking Muse when requirements for execution are met.
    Blizzard in Cyan60Spell2.3s / 3.3s300 MP25y / 0yDeals ice damage with a potency of 800.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    Blizzard II in Cyan60Spell2.3s / 3.3s400 MP25y / 5yDeals ice damage with a potency of 240 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette.
    This action is affected by Hyperphantasia.
    Subtractive Palette60AbilityInstant / 1sN/AN/AGrants 3 stacks of Subtractive Palette.
    Additional Effect: Grants Monochrome Tones
    Monochrome Tones Effect: Converts one stack of White Paint into Black Paint
    Palette Gauge Cost: 50
    Stone in Yellow60Spell2.3s / 3.3s300 MP25y / 0yDeals earth damage with a potency of 840.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Blizzard in Cyan changes to Stone in Yellow when requirements for execution are met.
    Stone II in Yellow60Spell2.3s / 3.3s400 MP25y / 5yDeals earth damage with a potency of 260 to target and all enemies nearby it.
    Additional Effect: Grants Aetherhues II
    Duration: 30s
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Blizzard II in Cyan changes to Stone II in Yellow when requirements for execution are met.
    Thunder in Magenta60Spell2.3s / 3.3s300 MP25y / 0yDeals lightning damage with a potency of 880.
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Subtractive Palette and Aetherhues II.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Stone in Yellow changes to Thunder in Magenta when requirements for execution are met.
    Thunder II in Magenta60Spell2.3s / 3.3s400 MP25y / 5yDeals lightning damage with a potency of 280 to target and all enemies nearby it.
    Additional Effect: Grants White Paint
    Maximum Stacks: 5
    Can only be executed while under the effect of Subtractive Palette and Aetherhues.
    This action is affected by Hyperphantasia.
    This action cannot be assigned to a hotbar. Stone II in Yellow changes to Thunder II in Magenta when requirements for execution are met.
    Landscape Motif70Spell3s / 4sN/AN/APaints a landscape motif.
    This action changes to Starry Sky Motif when placed on the hotbar.
    Cast immediately when used outside of combat.
    Scenic Muse70AbilityInstant / 120sN/AN/ARender your depiction of a landscape to life.
    Can only be executed in combat and when a Landscape Motif is depicted on the Landscape Canvas.
    Starry Sky Motif70Spell3s / 4sN/AN/APaints a starry sky.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Landscape Motif changes to Starry Sky Motif when requirements for execution are met.
    Starry Muse70AbilityInstant / 120sN/A0y / 30yRender a star streaming sky over a magicked landscape, increasing damage dealt by self and nearby party members by 5%.
    Duration: 20s
    Additional Effect: Grants Subtractive Spectrum
    Duration: 30s
    Additional Effect: Grants Inspiration and 5 stacks of Hyperphantasia
    Duration: 30s
    Inspiration Effect: Reduces cast time and recast time of Star Prism and Aetherhue spells by 25% while standing within the bounds of the magicked landscape
    Effect expires when all stacks of Hyperphantasia are consumed.
    Additional Effect: Grants Rainbow Bright upon consuming all 5 stacks of Hyperphantasia
    Rainbow Bright Effect: Rainbow Drip can be cast immediately and has a reduced recast timer
    Additional Effect: Grants Starstruck
    Duration: 20s
    Can only be executed while a starry sky is painted on the Landscape Canvas.
    This action cannot be assigned to a hotbar. Scenic Muse changes to Starry Muse when requirements for execution are met.
    Holy in White80SpellInstant / 2.5s200 MP25y / 5yDeals unaspected damage to target and all enemies nearby it with a potency of 520 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of White Paint.
    This action is affected by Hyperphantasia.
    Hammer Brush86SpellInstant / 2.5sNN/A25y / 5yDeals unaspected damage as a critical direct hit with a potency of 620 for the first enemy, and 60% less for all remaining enemies.
    Combo Action: Hammer Stamp
    Can only be executed while under the effect of Hammer Time.
    This action cannot be assigned to a hotbar. Hammer Stamp changes to Hammer Brush when requirements for execution are met.
    Polishing Hammer86SpellInstant / 2.5sN/A25y / 5yDeals unaspected damage as a critical direct hit with a potency of 680 for the first enemy, and 60% less for all remaining enemies.
    Combo Action: Hammer Brush
    Can only be executed while under the effect of Hammer Time.
    This action cannot be assigned to a hotbar. Hammer Brush changes to Polishing Hammer when requirements for execution are met.
    Tempera Grassa88AbilityInstant / 1.5sN/A0y / 30yCreates a barrier around self and all nearby party members that absorbs damage totaling 10% of maximum HP.
    Duration: 10s
    Reduces the recast time of Tempera Coat by 30 seconds when barrier is completely absorbed.
    Can only be executed when under the effect of Tempura Coat.
    Comet in Black90SpellInstant / 3.3s300 MP25y / 5yDeals unaspected damage to target and all enemies nearby it with a potency of 880 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of Black Paint and Monochrome Tones.
    This action is affected by Hyperphantasia.
    Rainbow Drip92Spell4s / 6sN/A25y / 25yDeals unaspected damage to all enemies in a straight line before you with a potency of 1000 for the first enemy, and 85% less for all remaining enemies.
    Additional Effect: Grants White Paint
    When Rainbow Bright is active, Rainbow Drip can be cast immediately and its recast timer is reduced.
    Claw Motif96Spell3s / 4sN/AN/APaints a claw.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Creature Motif changes to Claw Motif when requirements for execution are met.
    Maw Motif96Spell3s / 4sN/AN/APaints a set of fangs.
    Cast immediately when used outside of combat.
    This action cannot be assigned to a hotbar. Creature Motif changes to Maw Motif when requirements for execution are met.
    Clawed Muse96AbilityInstant / 40sN/A25y / 5yRender a sharpened claw, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Claw to the Creature Canvas
    Maximum Charges: 3
    Can only be executed while a claw is painted on the Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Clawed Muse when requirements for execution are met.
    Fanged Muse96AbilityInstant / 40sN/A25y / 5yRender a set of ferocious fangs, dealing unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Adds Depiction of Fangs to the Creature Canvas
    Also paints a Madeen Portrait when Depiction of Pom, Depiction of Wings, Depiction of Claw, and Depiction of Fangs are rendered on the Creature Canvas.
    All depictions are removed from the canvas upon execution.
    Maximum Charges: 3
    Can only be executed while fangs are painted on the Creature Canvas.
    This action cannot be assigned to a hotbar. Living Muse changes to Fanged Muse when requirements for execution are met.
    Retribution of the Madeen96AbilityInstant / 30sN/A25y / 5yRender your Madeen portrait to life, dealing unaspected damage to target and all enemies nearby it with a potency of 1,400 for the first enemy, and 50% less for all remaining enemies.
    Can only be executed while Madeen Portrait is active.
    This action cannot be assigned to a hotbar. Mog of the Ages changes to Retribution of the Madeen when requirements for execution are met.
    Star Prism100SpellInstant / 2.5sN/A25y / 5yDeals unaspected damage with a potency of 1,400 for the first enemy, and 60% less for all remaining enemies.
    Additional Effect: Restores HP of all party members nearby target
    Cure Potency: 400
    Can only be executed while under the effect of Starstruck.
    This action is affected by Hyperphantasia.

    Traits

    IconAction NameLevelDescription
    Maim and Mend20Increases base action damage and HP restoration by 10%.
    Maim and Mend II40Increases base action damage and HP restoration by 30%.
    Palette Gauge60Allows for Palette Gauge accumulation upon landing Water in Blue and Water II in Blue.
    Enhanced Artistry I80Grants White Paint upon the landing of Water in Blue, Water II in Blue, Thunder in Magenta, and Thunder II in Magenta.
    Enhanced Pictomancy I82Grants 5 stacks of Hyperphantasia upon executing Starry Muse.
    Duration: 30s
    Enhanced Smudge84Increases movement speed after executing Smudge.
    Duration: 5s
    Enhanced Pictomancy II86Hammer Stamp changes to Hammer Brush upon execution, which in turn changes to Polishing Hammer upon execution.
    Additionally allows the accumulation of charges for consecutive uses of Striking Muse.
    Maximum Charges: 2
    Enhanced Tempera88Allows the execution of Tempera Grassa.
    Can only be executed while under the effect of Tempera Coat.
    Enhanced Palette90Grants Monochrome Tones upon executing Subtractive Palette.
    Monochrome Tones Effect: Converts one stack of White Paint into Black Paint
    Enhanced Pictomancy III92Grants Rainbow Bright upon consuming all stacks of Hyperphantasia. Stacks may be depleted by casting aetherhue spells.
    Duration: 30s
    Enhanced Swiftcast94Reduces Swiftcast recast time to 40 seconds.
    Pictomancy Mastery94Increases the potency of Fire in Red to 400, Aero in Green to 440, Water in Blue to 480, Hammer Stamp to 520, Blizzard in Cyan to 700, Stone in
    Yellow to 740, Thunder in Magenta to 780, Holy in White to 480, Hammer Brush to 580, Polishing Hammer to 640, and Comet in Black to 780.
    Enhanced Pictomancy IV96Allows a third charge of Living Muse. In addition, Claw Motif and Maw Motif may now be performed after executing Living Muse.
    Enhanced Addle98Extends the duration of Addle to 15 seconds.
    Enhanced Pictomancy V100Grants Starstruck upon executing Starry Muse.
    Duration: 20s
    • Have any questions?
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      diff --git a/jobs/casters/red-mage/advanced-guide/index.html b/jobs/casters/red-mage/advanced-guide/index.html index edeccd3d78..f0740624a3 100644 --- a/jobs/casters/red-mage/advanced-guide/index.html +++ b/jobs/casters/red-mage/advanced-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Red Mage Advanced Guide
    Guide Info
    Last Updated: 10 Jun, 2023
    Patch Applicable: 6.55

    6.X Red Mage Advanced Optimization Guide

    This guide will cover some Endwalker Red Mage optimization concepts and principles that aren’t fully covered in the basic job guide. The intended audience includes:

    • Red Mage players who have the fundamentals mostly down and are familiar with all the concepts in the basic job guide, but are trying to improve.
    • High performing Red Mage players who get good logs through good GCD uptime, intuitive sense and repetition but wish to augment their theoretical understanding.
    • Players who have experience optimizing other jobs but are trying out Red Mage.

    Some of the content here will cover concepts that are obvious to people who have experience playing other jobs at a high level. Other aspects will be unique to Red Mage.

    Introduction

    Endwalker changes have provided Red Mage more freedom with its rotation and movements. While revamped Manafication, nerfed Displacement and slower Enchanted Reprise have removed some unique and strict forms of optimization from Shadowbringers, we gained more freedom and decision-making complexity instead.

    In Endwalker, most of our optimization follows more “standard” FFXIV concepts like managing our resources to burst under raid buffs with GCD-level precision, planning oGCDs, and adjusting our rotation for certain killtimes. However, the complexity of Endwalker Red Mage comes in how all of our abilities can interact and throw things off, e.g. doing something that is comfortable for movement may cause us to misalign our oGCDs, or perfectly aligning our oGCDs may cause us to have a slightly weaker burst window under buffs. The difficulty of “perfecting” Red Mage is lining everything up perfectly without affecting anything else. To do this, you may need to continuously track multiple cooldown timers to the second and be very strict in your gameplay.

    Note that very advanced and niche optimizations have a chance of being discovered later through the expansion, so it’s likely that this guide will be updated as more information becomes available and more optimizations are tested and verified.

    Casting Uptime

    The most basic of all. With how Dualcast works, we will spend just under half of the fight standing still casting spells.

    In a perfect uptime scenario with consistent play, you will eventually know if a mechanic comes up mid-cast or during your free movement timing. Situations like early pulling, slightly inconsistent boss mechanic timings (e.g. boss turning shenanigans) or spell speed differences (e.g. 2.48 vs 2.50 in E8S) can often change this.

    For optimization, you will want a fight-specific rotation that works for you. Therefore, one of your first steps is to identify where you will need Acceleration, Swiftcast, or delayed melee combos for movement on your BiS spell speed, and to ensure you hold it for that mechanic in future. More notably, you will also have to weigh your Acceleration and Swiftcast usages with your ongoing Fleche and Contre Sixte alignment (as well as other oGCDs, potentially).

    Melee combo movement planning

    As we are no longer forced to melee combo almost immediately after accumulating enough Mana for fear of overcapping, we can now take much greater advantage of our melee combo for movement in a fight, such as in this example.

    We generally aim to fit a double melee combo under each two minute buff window, and with the rate at which we build Black and White Mana, this means we are left with one flexible melee combo between which can be used freely for movement.

    Mapping out your melee combo timings on a per-fight basis will allow you to get the most use out of your combo and lower the amount of Swiftcasts and Accelerations you will need to use to keep uptime. The melee part of our combo is 5.2s which is followed by ~7.5s of finishers, leaving us with ~12.7s of movement without cast times. If a movement-heavy mechanic requires you to move out of melee range, such as in the clip above, it is important to time your combo so that your finishers align with any movement required outside of melee range.

    There is one situation where your extra combo between two-minute windows is not fully flexible, which is if an Astrologian card is applied to you in between buff windows, during which you should use your combo. This exception is not necessarily guaranteed every minute if an Astrologian is in the party. However, this still will leave Red Mage with far less mobility, placing a greater importance on Swiftcast and Acceleration planning.

    Swiftcast and Acceleration

    With Acceleration now acting as a second Swiftcast and having two charges, this hypothetically means we have three Swiftcasts to work with in our rotation. While this may seem to leave us with a lot of freedom, actual usage of these abilities is far more nuanced due to the uneven number of finishers in our melee combo and the nature of our passive, Dualcast. As mentioned in the basic guide, the most important use of these abilities aside from movement will be for keeping our oGCDs aligned. When fully optimizing a fight, things can still get deeper than this.

    Understanding Swiftcast/Acceleration damage gains in a vacuum

    In a vacuum and assuming an ideal situation, a Swiftcasted Verthunder III or Veraero III can be a 50 potency gain if used in place of a Verfire or Verstone, and a 70 potency gain if used in place of a Jolt II. Acceleration is an additional 20 potency gained if taking advantage of the guaranteed proc.

    In addition to this, Swiftcast is a 1 Mana gain when replacing a proc and a 2 Mana gain when replacing a Jolt. Acceleration is an additional 1 Mana gain when including the guaranteed proc.

    However, please note that whether an odd number of Swiftcast/Acceleration uses is a gain will depend on the GCD the phase or fight ends on. That’s because it takes two uses of these instant cast abilities to fully “replace” a Jolt II/Verfire/Verstone on our timeline. For simplicity’s sake let’s pretend the boss dies in four GCDs vs five GCDs:

    4 GCDs

    Jolt > Thunder > Jolt > Thunder (No Swift/Accel)

    Jolt > Thunder > Thunder > Jolt (one Swift/Accel: no gain, only shifted downwards)

    Jolt > Thunder > Thunder > Aero (two Swift/Accel: gain)

    5 GCDs

    Jolt > Thunder > Jolt > Thunder > Jolt (No Swift/Accel)

    Jolt > Thunder > Jolt > Thunder > Thunder (one Swift/Accel, gain)

    Jolt > Thunder > Thunder > Aero > Jolt (two Swift/Accel, no additional gain from one use)

    As you can see, in a vacuum, maximizing your usage of these skills is a considerable DPS gain. In practice, however, using these abilities for a gain is not as simple.

    As covered in the basic guide, using one of these abilities can cause you to drift your Fleche or Contre Sixte, which can result in a lost usage down the line. This will cause a net potency loss as maximizing your Fleche and Contre Sixte uptime is far more important than any direct gains from Swiftcast or Acceleration. Therefore, using Swiftcast and Acceleration on cooldown will not necessarily mean a net potency gain.

    Swiftcast/Acceleration usage and flexibility with procs

    Using Swiftcast and Acceleration for oGCD alignment is an important concept explained in the basic guide along with the rule of thumb, “one Swiftcast/Acceleration per melee combo.” However, many people misunderstand this rule by thinking that you must use a Swiftcast/Acceleration immediately after your melee combo while disregarding procs.

    In reality, you can use Swiftcast and Acceleration for both oGCD alignment and procs. You only need to use an instant cast to shift your Dualcast windows sometime before your next oGCD comes off cooldown, which often does not happen immediately after a melee combo. If you finish a melee combo and your Fleche still has some time left on its cooldown, you do not have to rush your Swiftcast or Acceleration if you already have both procs available.

    Some situations will arise where your proc luck leaves you with both procs by the time your next oGCD is available, in which case you should forgo the proc in favor of oGCD alignment. Outside of those situations, Swiftcast and Acceleration should ideally be used both for procs and movement/oGCD alignment. An example of this is shown below:

    When optimizing a fight and knowing a general timeline, it is possible to benefit from these abilities when used for the sole purpose of getting an instant cast GCD, or fishing for a proc.

    Back-to-back Swiftcast and/or Acceleration uses to avoid “overcapping”

    Sometimes we may find ourselves with Swiftcast and two Acceleration charges available without needing them for either movement or oGCD alignment. While not a major DPS loss, we can minimize the time spent sitting on those abilities by using a Swiftcast and an Acceleration back-to-back, or weaving one Acceleration followed by a second in the following GCD.

    Similar to fixing alignment after a melee combo, these abilities do not have to be used back-to-back as long as you realign your Dualcast windows before the next time your oGCD comes off cooldown. Rather than leaving free potency on the table by sitting on Swiftcast and two charges of Acceleration, using two instant-casted GCDs together can allow us to benefit from these abilities while still avoiding any oGCD drift. An example timeline of this being done can be seen here:

    While it may be a potency gain in a vacuum, it is important to consider how this will affect our rotation down the line. Specifically, Swiftcast and Acceleration should not be used back-to-back for the sole purpose of avoiding overcapping if it jeopardizes our oGCD alignment after a future combo, or our ability to maintain uptime for an upcoming mechanic.

    It is a bit tricky to determine whether or not it’s safe to use back-to-back instants due to variable combo timings and Mana values at different points in each encounter. But here are some numbers that may help with planning:

    • Swiftcast and Acceleration cooldown timers are 60 and 55 seconds, respectively.
    • A full melee combo is 12.64 seconds at 2.48 GCD.
    • It takes around 47 to 50 seconds to generate 50|50 Mana from 0|0.

    So at a minimum, using Swiftcast or Acceleration 37 seconds before our next single melee combo (accounting for a 12+ second combo itself and the fact that we are rarely ever actually at 0|0 Mana) should ensure that they are available for alignment purposes after the combo. If our next combo is part of a double combo, then that creates even more leeway to do this.

    Additionally, in niche optimization scenarios with a consistent killtime, it is possible to still gain from using these abilities on their own while causing drift. If drifting your oGCDs by a GCD or two will not cause a lost usage, it is generally not harmful to your rotation to use a Swiftcast or Acceleration. However, intentionally causing drift with Swiftcast and Acceleration should only be done when you are confident in your killtime and total possible oGCD usages.

    3. Embolden, Manafication and Potion Timings

    With how hard it is to overcap our Mana now, it has become viable to build up Mana so we can put as much potency from our melee combo under buffs as possible.

    Double melee combos and 20 second buff windows

    In theory, the ideal 20 second buff window will at least have this set of GCDs:

    In practice, however, it is hard to achieve this for every window without delaying Manafication at least once if buffs are used strictly on cooldown (mainly for the first two-minute window). It is occasionally possible to also catch an additional Enchanted Redoublement at the start, but it is not something that is realistic to align consistently.

    If delaying Manafication for the first two-minute Embolden, you start your melee combo five seconds before the first Embolden comes back up, and double weave Manafication and Embolden together. This means your Manafication will catch the three finishers under buff, and the subsequent melee hits.

    If using Manafication strictly on cooldown, it is almost impossible to “guarantee” this for the first two-minute buff window at 2.48 GCD, as we do not generate enough Mana to do so without excellent proc luck. We may need to use one more GCD between combos (ideally a Swiftcast or Acceleration Veraero/Verthunder III), which limits us to one Resolution under Embolden there.

    Triple melee combos under 30 second pot (and potentially Searing Light)

    While triple melee combos are only a minor gain over doubles, it is theoretically still optimal if you can line one up like below for your potion window:

    alt_text

    To accomplish this, you can start your first combo ~17-18 seconds before Embolden comes back off cooldown, and use your Tincture before the first Scorch. If you have a Summoner in your party (the only job with a 30 second raid buff), it is ideal to align our potion window with Searing Light if we can at no cost.

    Manafication on CD vs aligned with 120s buffs

    Part of putting together our optimal rotation for each raid is determining our Manafication timings. This chart shows how times will line up when both abilities are used strictly on cooldown in a full uptime scenario.

    alt_text

    The general rule of thumb to start with is:

    • If number of possible Manafications > number of possible Emboldens within that killtime, you will want to rush Manafication.
    • If number of possible Manafications = number of possible Emboldens within that killtime, you can align them.

    While many will think of this as a “rush Manafication vs 120s Manafication” dichotomy, the options are more nuanced when downtime or predictable killtimes are involved. For example, you can align the first two Manafications with buffs, then proceed to use them on cooldown after.

    To illustrate this point in a simple way, let’s say we align the first two with Embolden, then use them on cooldown for an 8:00 killtime. The timeline would look like this:

    alt_text

    So, you can see here that by partially delaying Manafication (align twice, then use on cooldown after), we can align it perfectly with Embolden twice while still not losing a use before 8:00, accounting also for the ~12.7 seconds a melee combo takes us.

    Planning cooldowns on a spreadsheet like this is fairly simple. The basic formula for Excel beginners is to input the number of seconds, then do the previous cell +110 or +120 each time. For the encounter timestamp (e.g. 02:05), apply the seconds to time conversion formula (=cell/86400) and format that column as custom: mm:ss. Then compare it to a mechanics timeline. There are undoubtedly more sophisticated timelines or possible tools for cooldown mapping, but this is something anyone can do in less than five minutes.

    *De-syncing Manafication, normal combos and buff alignment

    A common misconception among newer players is that misaligning Manafication with Embolden means we do not use melee combo under buffs. This is not the case. We can simply build up Mana above 50|50 and spend it when buffs come, as long as we don’t overcap by going beyond 100|100. The 5% self-buff from Manafication is decent, but only amounts to ~150 potency when applied to all six melee combo hits.

    In practice, outside of our buff windows, we accomplish this by using Manafication after Enchanted Redoublement, using our three finishers, then going back to Dualcast after. What this does is keep our Manafication cooldown running early, while “carrying over” our Mana prior to using Manafication.

    This allows us to continuously build up enough Mana to do two normal melee combos under buffs later, as shown below. Note the Manafication timing and “Gauges” tab showing Mana values at the top, and how much Mana there is for a double combo later:

    alt_text

    This also means Manafication will buff three normal spellcasting GCDs after the finishers. In terms of potency, three finishers + three normal casts is marginally higher than our melee hits (~1-8 potency difference for single target spells, depending which ones casted). However, three spells also take longer to use than our melee hits. Due to Manafication’s 15 second buff timer, you should either late weave Manafication here, or have your third spell be an instant cast to avoid the 5% damage buff from dropping off on our last cast.

    Standard 0-6 potions vs two-minute potions

    In most scenarios, our standard potion windows are the opener and the six-minute buff window. When using Manafication on cooldown, we can use Manafication after three melee hits at around 5:45, do the three finishers, then go back to Dualcasting to carry over the Mana to 6:00, where we then do two normal melee combos under pots and buffs (as covered above).

    However, due to our more flexible Mana resource pool, it can be optimal to do a two-minute potion instead of using one in the opener, because we will be able to put at least two melee combos under buffs and pots each time. This is only preferred within certain killtime ranges:

    • In longer fights where you can benefit from three potions (e.g. ~9:15 killtime or longer), triple potion will be better than only two.
    • We also want to be sure that our second potion aligns with raid buffs.
    • For a full uptime fight with no buff holds, you would want a killtime range between 8:30 and around 9:30, with a pot at around 2:00 and 8:00.

    Note, however, that mechanics can make our second pot align with buffs earlier. For the first tier in Endwalker, this conveniently applies to three separate raids: Zodiark EX, P2S, and P3S. Each of these raids create a forced delay for our four-minute buffs due to “downtime” mechanics: Astral Eclipse, Kampeos Harma (colloquially “Limit Cut”), and the entire P3S adds phase respectively.

    As such, we can use a potion at 2:00 and 6:30 and it will align with party burst and raid buffs.

    alt_text

    In other scenarios with shorter killtimes, we would default to doing our first potion in the opener, and the second one during the first available buff window after pots come off cooldown (this is often – but not always – the six minute buff window).

    Damage oGCD Optimization

    Fleche and Contre Sixte uses per phase

    Boss jumps and phasing add an additional layer of optimization to the job in many respects, but one that requires special attention is the number of Fleche and Contre Sixte uses we can get throughout an encounter. Melee combos, Acceleration and Swiftcast shift our Dualcast alignment around, so we at times have to be very strict in our planning to ensure we get the maximum number of uses. It is even possible that we have to change our opener.

    One prime example of this is The Minstrel’s Ballad: Hydaelyn’s Call. The first phase of this raid lasts for two minutes and ten seconds. In the Endwalker general purpose opener, Fleche is used just before ten seconds. When mapping out recast timers, however:

    alt_text

    The sixth use at 02:15 is when the boss is no longer targetable, which means a lost use (given the length of the phase transition). This means that if we are optimizing, we need to use our Fleche earlier in the opener at no later than four seconds. With low ping, one way to do this is clip a potion with Fleche, like so:

    alt_text

    As you can see on the timeline, the final Fleche is used just in time before the boss is untargetable, with the next use during adds phase at 2:35.

    alt_text

    Note that this can also occur with Contre Sixte, as was the case in Shadowbringers, where we had a custom opener for Eden’s Promise: Anamorphosis (Savage) that allowed for an extra Contre Sixte use as the last oGCD weave in the phase. To count the number of Fleche or Contre Sixte uses you get per phase, you can start with the timestamp for the first use in the opener, and just spreadsheet which times it will come up later. The formula for how to do this on Excel is written in the Manafication section.

    Contre Sixte and AOE: As a basic reminder, Contre Sixte doesn’t have any damage drop-off in AoE situations, so it’s worth it to hold it for multiple targets if it will not cost you a use (e.g. UWU opener). In a fight such as TEA, the decision of holding Contre Sixte for when Liquid Hand spawns will depend on whether your killtime costs you a use.

    Corps-a-Corps and Engagement into buffs

    Corps-a-corps (130 potency) and Engagement (180 potency) have two charges, and so can be a gain for the party if we delay some uses to occur under buffs. However, due to the 35 second timer, it isn’t always possible to put two uses under buffs every two minutes without substantially overcapping on charges. In a full uptime scenario, the recast timers align as follows:

    • Two minutes: One use of each under buffs only, otherwise you have to overcap for about ten seconds and it affects subsequent timings.
    • Four minutes: Two uses of each under buffs will line up naturally if held.
    • Six minutes: One use of each under buffs lines up, but two is possible if you overcap for about 10 seconds. Depending on killtime and pot timing, this could be optimal.
    • Eight minutes: Two uses of each will line up naturally under 20 second buffs, but the second use is likely to fall out of 15 second buffs.
    • Ten minutes: You will likely overcap around the same time buffs come up (forcing a GCD or two of delay if you want to put two under buffs).

    Downtime complicates this further. As a general rule of thumb, if you notice Corps-a-corps and Engagement go from 0 to 1 charge when there’s less than 30 seconds left on Embolden, that means you will be able to guarantee two uses under buffs.

    alt_text

    alt_text

    Since Embolden doesn’t buff our own oGCDs, be aware that there is no gain to doing this in the rare situation that nobody else has raid buffs, i.e. you’re in a party where the healers are White Mage/Sage and the other DPS are Black Mage/Samurai/Machinist.

    Niche and Highly Situational Optimizations

    There are various niche micro-optimizations you can do depending on the situation, which may be updated as more experimentation has taken place. There are no general rules here.

    Capitalizing on recast timers to gain an additional GCD or combo

    While we lost the ability to abuse Enchanted Reprise’s 2.2 second recast timer to gain an extra GCD by the end of a phase, there is potential to apply similar logic to new aspects of Red Mage’s rotation, partially due to the way our new melee combo stacks work.

    Spellspeed adjustments

    When working with very predictable killtimes, it could theoretically be optimal to equip a small amount of additional spellspeed to ensure we end the encounter on a melee combo. This is more viable in Endwalker than it was in past expansions due to our larger Mana pool and reduced risk of overcapping. Small amounts of spell speed can also help us gain a GCD in fights with phasing, as was the case when choosing between 2.48, 2.49 and 2.50 GCDs in the Eden’s Promise raid tier of Shadowbringers.

    Triple Enchanted Zwerchhau

    If at above 45|45 Mana but below 50|50 in the final seconds of an encounter, it is theoretically possible to triple Zwerchhau to get our finishers ready earlier. This is only a gain if the final GCD from doing this is Resolution:

    alt_text

    Enchanted Riposte into Double Enchanted Zwerchhau

    Due to Enchanted Zwerchhau’s shorter cooldown timer versus Enchanted Redoublement (1.5 vs 2.2 seconds), it is also theoretically possible to capitalize on the recast time difference (0.7 seconds) to gain an extra GCD at the end of a phase. People who optimized Enchanted Reprise in Shadowbringers may be familiar with this concept. However, the gain is very minor.

    alt_text

    If the GCD gained from doing so is a melee combo finisher, this would be more significant, but is difficult to plan for.

    Enchanted Reprise

    In Endwalker, Red Mage wants to avoid using Enchanted Reprise more than before due to its higher relative Mana cost – which can set a future normal melee combo back by around three casts – and 2.5 second recast timer. However, since it is considered a ranged weaponskill, it does not break any of our combos. As such, Enchanted Reprise can theoretically find use in niche situations where you want to use Manafication early, but also want to push a combo finisher under buffs. In the example below, observe how Enchanted Reprise after Scorch pushes Resolution into 22% more buffs than was previously available:

    • The value from putting Resolution into those buffs is an additional 165 potency. Verthunder/aero III would have been ~83 potency.
    • The gap between Enchanted Reprise and Verthunder/aero III is 50 potency.
    • In this simplified comparison, 50 + 83 = 133, which is still lower than 165.

    alt_text

    In practice, this is further complicated by variables like Mana cost, order of subsequent GCDs, and the number of 15 second vs 20 second raid buffs available. A better solution would usually exist via good Swiftcast/Acceleration planning. However, getting an additional Resolution under raid buffs is almost always better, so this technique can be something to keep in mind for niche or imperfect scenarios.

    Checklist: Putting Your Fight-Specific Rotation Together

    As a part of the review process for your fight-specific rotation, you can ask yourselves these questions:

    “Big picture” timeline planning:

    • Do I have a reasonable estimate of a raid’s killtime and buff timings for my group?
    • Am I rushing Manafication, aligning it with buffs, or a mixture of both (i.e. align early uses and rush later uses)?
    • What are the ideal potion timings for the killtime I am going for?
    • For any encounter with phasing, am I losing a use of Fleche or Contre Sixte? Do I need to change anything to guarantee I don’t lose a use?

    Execution planning/things to note:

    • Where in the fight do I need to pool Mana for melee combos or hold Swiftcast and Acceleration to keep full uptime?
    • Am I able to align any double or triple melee combos with buffs and potions without overcapping or drifting oGCDs?
    • Am I able to keep my Dualcast aligned with my oGCDs (primarily Fleche and Contre Sixte) throughout most of the fight, if not all of it?
    • How many Corps-a-corps and Engagements can I put under raid buffs without overcapping?
    • Am I “overcapping” on Swiftcast or Acceleration uses for long periods of time? Can I afford to use them back to back for damage at any point without hurting alignment or movement?

    Once you can address the above and reasonably replicate a clean rotation in raids, you can start considering niche optimizations or looking at minor things like adjusting for procs.

    Red Mage Damage Delay Chart

    Below is a chart showing the delay between when an action is used and when the damage is actually applied to a boss. This is helpful to note because some abilities, like Scorch, are more likely to ghost when a boss becomes untargetable. However, for the purposes of snapshotting an action under buffs, the delay doesn’t matter as the damage calculation is already done when you press the button (for instant casts) or near the end of your castbar (for hardcasted spells). Please note that due to the slight variance in damage application, these numbers have been rounded up to the second decimal.

    ActionDelay
    Jolt II0.76
    Veraero III0.76
    Verthunder III0.76
    Verstone0.80
    Verfire0.80
    Enchanted Riposte0.63
    Enchanted Zwerchhau0.63
    Enchanted Redoublement0.63
    Verholy1.43
    Verflare1.43
    Scorch1.83
    Resolution1.56
    Enchanted Reprise0.63
    Veraero II0.80
    Verthunder II0.80
    Impact0.76
    Enchanted Moulinet0.80
    Fleche1.16
    Contre Sixte1.16
    Corps-a-corps0.63
    Engagement0.58
    Displacement0.76
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  • Red Mage Advanced Guide
    Guide Info
    Last Updated: 10 Jun, 2023
    Patch Applicable: 6.55

    6.X Red Mage Advanced Optimization Guide

    This guide will cover some Endwalker Red Mage optimization concepts and principles that aren’t fully covered in the basic job guide. The intended audience includes:

    • Red Mage players who have the fundamentals mostly down and are familiar with all the concepts in the basic job guide, but are trying to improve.
    • High performing Red Mage players who get good logs through good GCD uptime, intuitive sense and repetition but wish to augment their theoretical understanding.
    • Players who have experience optimizing other jobs but are trying out Red Mage.

    Some of the content here will cover concepts that are obvious to people who have experience playing other jobs at a high level. Other aspects will be unique to Red Mage.

    Introduction

    Endwalker changes have provided Red Mage more freedom with its rotation and movements. While revamped Manafication, nerfed Displacement and slower Enchanted Reprise have removed some unique and strict forms of optimization from Shadowbringers, we gained more freedom and decision-making complexity instead.

    In Endwalker, most of our optimization follows more “standard” FFXIV concepts like managing our resources to burst under raid buffs with GCD-level precision, planning oGCDs, and adjusting our rotation for certain killtimes. However, the complexity of Endwalker Red Mage comes in how all of our abilities can interact and throw things off, e.g. doing something that is comfortable for movement may cause us to misalign our oGCDs, or perfectly aligning our oGCDs may cause us to have a slightly weaker burst window under buffs. The difficulty of “perfecting” Red Mage is lining everything up perfectly without affecting anything else. To do this, you may need to continuously track multiple cooldown timers to the second and be very strict in your gameplay.

    Note that very advanced and niche optimizations have a chance of being discovered later through the expansion, so it’s likely that this guide will be updated as more information becomes available and more optimizations are tested and verified.

    Casting Uptime

    The most basic of all. With how Dualcast works, we will spend just under half of the fight standing still casting spells.

    In a perfect uptime scenario with consistent play, you will eventually know if a mechanic comes up mid-cast or during your free movement timing. Situations like early pulling, slightly inconsistent boss mechanic timings (e.g. boss turning shenanigans) or spell speed differences (e.g. 2.48 vs 2.50 in E8S) can often change this.

    For optimization, you will want a fight-specific rotation that works for you. Therefore, one of your first steps is to identify where you will need Acceleration, Swiftcast, or delayed melee combos for movement on your BiS spell speed, and to ensure you hold it for that mechanic in future. More notably, you will also have to weigh your Acceleration and Swiftcast usages with your ongoing Fleche and Contre Sixte alignment (as well as other oGCDs, potentially).

    Melee combo movement planning

    As we are no longer forced to melee combo almost immediately after accumulating enough Mana for fear of overcapping, we can now take much greater advantage of our melee combo for movement in a fight, such as in this example.

    We generally aim to fit a double melee combo under each two minute buff window, and with the rate at which we build Black and White Mana, this means we are left with one flexible melee combo between which can be used freely for movement.

    Mapping out your melee combo timings on a per-fight basis will allow you to get the most use out of your combo and lower the amount of Swiftcasts and Accelerations you will need to use to keep uptime. The melee part of our combo is 5.2s which is followed by ~7.5s of finishers, leaving us with ~12.7s of movement without cast times. If a movement-heavy mechanic requires you to move out of melee range, such as in the clip above, it is important to time your combo so that your finishers align with any movement required outside of melee range.

    There is one situation where your extra combo between two-minute windows is not fully flexible, which is if an Astrologian card is applied to you in between buff windows, during which you should use your combo. This exception is not necessarily guaranteed every minute if an Astrologian is in the party. However, this still will leave Red Mage with far less mobility, placing a greater importance on Swiftcast and Acceleration planning.

    Swiftcast and Acceleration

    With Acceleration now acting as a second Swiftcast and having two charges, this hypothetically means we have three Swiftcasts to work with in our rotation. While this may seem to leave us with a lot of freedom, actual usage of these abilities is far more nuanced due to the uneven number of finishers in our melee combo and the nature of our passive, Dualcast. As mentioned in the basic guide, the most important use of these abilities aside from movement will be for keeping our oGCDs aligned. When fully optimizing a fight, things can still get deeper than this.

    Understanding Swiftcast/Acceleration damage gains in a vacuum

    In a vacuum and assuming an ideal situation, a Swiftcasted Verthunder III or Veraero III can be a 50 potency gain if used in place of a Verfire or Verstone, and a 70 potency gain if used in place of a Jolt II. Acceleration is an additional 20 potency gained if taking advantage of the guaranteed proc.

    In addition to this, Swiftcast is a 1 Mana gain when replacing a proc and a 2 Mana gain when replacing a Jolt. Acceleration is an additional 1 Mana gain when including the guaranteed proc.

    However, please note that whether an odd number of Swiftcast/Acceleration uses is a gain will depend on the GCD the phase or fight ends on. That’s because it takes two uses of these instant cast abilities to fully “replace” a Jolt II/Verfire/Verstone on our timeline. For simplicity’s sake let’s pretend the boss dies in four GCDs vs five GCDs:

    4 GCDs

    Jolt > Thunder > Jolt > Thunder (No Swift/Accel)

    Jolt > Thunder > Thunder > Jolt (one Swift/Accel: no gain, only shifted downwards)

    Jolt > Thunder > Thunder > Aero (two Swift/Accel: gain)

    5 GCDs

    Jolt > Thunder > Jolt > Thunder > Jolt (No Swift/Accel)

    Jolt > Thunder > Jolt > Thunder > Thunder (one Swift/Accel, gain)

    Jolt > Thunder > Thunder > Aero > Jolt (two Swift/Accel, no additional gain from one use)

    As you can see, in a vacuum, maximizing your usage of these skills is a considerable DPS gain. In practice, however, using these abilities for a gain is not as simple.

    As covered in the basic guide, using one of these abilities can cause you to drift your Fleche or Contre Sixte, which can result in a lost usage down the line. This will cause a net potency loss as maximizing your Fleche and Contre Sixte uptime is far more important than any direct gains from Swiftcast or Acceleration. Therefore, using Swiftcast and Acceleration on cooldown will not necessarily mean a net potency gain.

    Swiftcast/Acceleration usage and flexibility with procs

    Using Swiftcast and Acceleration for oGCD alignment is an important concept explained in the basic guide along with the rule of thumb, “one Swiftcast/Acceleration per melee combo.” However, many people misunderstand this rule by thinking that you must use a Swiftcast/Acceleration immediately after your melee combo while disregarding procs.

    In reality, you can use Swiftcast and Acceleration for both oGCD alignment and procs. You only need to use an instant cast to shift your Dualcast windows sometime before your next oGCD comes off cooldown, which often does not happen immediately after a melee combo. If you finish a melee combo and your Fleche still has some time left on its cooldown, you do not have to rush your Swiftcast or Acceleration if you already have both procs available.

    Some situations will arise where your proc luck leaves you with both procs by the time your next oGCD is available, in which case you should forgo the proc in favor of oGCD alignment. Outside of those situations, Swiftcast and Acceleration should ideally be used both for procs and movement/oGCD alignment. An example of this is shown below:

    When optimizing a fight and knowing a general timeline, it is possible to benefit from these abilities when used for the sole purpose of getting an instant cast GCD, or fishing for a proc.

    Back-to-back Swiftcast and/or Acceleration uses to avoid “overcapping”

    Sometimes we may find ourselves with Swiftcast and two Acceleration charges available without needing them for either movement or oGCD alignment. While not a major DPS loss, we can minimize the time spent sitting on those abilities by using a Swiftcast and an Acceleration back-to-back, or weaving one Acceleration followed by a second in the following GCD.

    Similar to fixing alignment after a melee combo, these abilities do not have to be used back-to-back as long as you realign your Dualcast windows before the next time your oGCD comes off cooldown. Rather than leaving free potency on the table by sitting on Swiftcast and two charges of Acceleration, using two instant-casted GCDs together can allow us to benefit from these abilities while still avoiding any oGCD drift. An example timeline of this being done can be seen here:

    While it may be a potency gain in a vacuum, it is important to consider how this will affect our rotation down the line. Specifically, Swiftcast and Acceleration should not be used back-to-back for the sole purpose of avoiding overcapping if it jeopardizes our oGCD alignment after a future combo, or our ability to maintain uptime for an upcoming mechanic.

    It is a bit tricky to determine whether or not it’s safe to use back-to-back instants due to variable combo timings and Mana values at different points in each encounter. But here are some numbers that may help with planning:

    • Swiftcast and Acceleration cooldown timers are 60 and 55 seconds, respectively.
    • A full melee combo is 12.64 seconds at 2.48 GCD.
    • It takes around 47 to 50 seconds to generate 50|50 Mana from 0|0.

    So at a minimum, using Swiftcast or Acceleration 37 seconds before our next single melee combo (accounting for a 12+ second combo itself and the fact that we are rarely ever actually at 0|0 Mana) should ensure that they are available for alignment purposes after the combo. If our next combo is part of a double combo, then that creates even more leeway to do this.

    Additionally, in niche optimization scenarios with a consistent killtime, it is possible to still gain from using these abilities on their own while causing drift. If drifting your oGCDs by a GCD or two will not cause a lost usage, it is generally not harmful to your rotation to use a Swiftcast or Acceleration. However, intentionally causing drift with Swiftcast and Acceleration should only be done when you are confident in your killtime and total possible oGCD usages.

    3. Embolden, Manafication and Potion Timings

    With how hard it is to overcap our Mana now, it has become viable to build up Mana so we can put as much potency from our melee combo under buffs as possible.

    Double melee combos and 20 second buff windows

    In theory, the ideal 20 second buff window will at least have this set of GCDs:

    In practice, however, it is hard to achieve this for every window without delaying Manafication at least once if buffs are used strictly on cooldown (mainly for the first two-minute window). It is occasionally possible to also catch an additional Enchanted Redoublement at the start, but it is not something that is realistic to align consistently.

    If delaying Manafication for the first two-minute Embolden, you start your melee combo five seconds before the first Embolden comes back up, and double weave Manafication and Embolden together. This means your Manafication will catch the three finishers under buff, and the subsequent melee hits.

    If using Manafication strictly on cooldown, it is almost impossible to “guarantee” this for the first two-minute buff window at 2.48 GCD, as we do not generate enough Mana to do so without excellent proc luck. We may need to use one more GCD between combos (ideally a Swiftcast or Acceleration Veraero/Verthunder III), which limits us to one Resolution under Embolden there.

    Triple melee combos under 30 second pot (and potentially Searing Light)

    While triple melee combos are only a minor gain over doubles, it is theoretically still optimal if you can line one up like below for your potion window:

    alt_text

    To accomplish this, you can start your first combo ~17-18 seconds before Embolden comes back off cooldown, and use your Tincture before the first Scorch. If you have a Summoner in your party (the only job with a 30 second raid buff), it is ideal to align our potion window with Searing Light if we can at no cost.

    Manafication on CD vs aligned with 120s buffs

    Part of putting together our optimal rotation for each raid is determining our Manafication timings. This chart shows how times will line up when both abilities are used strictly on cooldown in a full uptime scenario.

    alt_text

    The general rule of thumb to start with is:

    • If number of possible Manafications > number of possible Emboldens within that killtime, you will want to rush Manafication.
    • If number of possible Manafications = number of possible Emboldens within that killtime, you can align them.

    While many will think of this as a “rush Manafication vs 120s Manafication” dichotomy, the options are more nuanced when downtime or predictable killtimes are involved. For example, you can align the first two Manafications with buffs, then proceed to use them on cooldown after.

    To illustrate this point in a simple way, let’s say we align the first two with Embolden, then use them on cooldown for an 8:00 killtime. The timeline would look like this:

    alt_text

    So, you can see here that by partially delaying Manafication (align twice, then use on cooldown after), we can align it perfectly with Embolden twice while still not losing a use before 8:00, accounting also for the ~12.7 seconds a melee combo takes us.

    Planning cooldowns on a spreadsheet like this is fairly simple. The basic formula for Excel beginners is to input the number of seconds, then do the previous cell +110 or +120 each time. For the encounter timestamp (e.g. 02:05), apply the seconds to time conversion formula (=cell/86400) and format that column as custom: mm:ss. Then compare it to a mechanics timeline. There are undoubtedly more sophisticated timelines or possible tools for cooldown mapping, but this is something anyone can do in less than five minutes.

    *De-syncing Manafication, normal combos and buff alignment

    A common misconception among newer players is that misaligning Manafication with Embolden means we do not use melee combo under buffs. This is not the case. We can simply build up Mana above 50|50 and spend it when buffs come, as long as we don’t overcap by going beyond 100|100. The 5% self-buff from Manafication is decent, but only amounts to ~150 potency when applied to all six melee combo hits.

    In practice, outside of our buff windows, we accomplish this by using Manafication after Enchanted Redoublement, using our three finishers, then going back to Dualcast after. What this does is keep our Manafication cooldown running early, while “carrying over” our Mana prior to using Manafication.

    This allows us to continuously build up enough Mana to do two normal melee combos under buffs later, as shown below. Note the Manafication timing and “Gauges” tab showing Mana values at the top, and how much Mana there is for a double combo later:

    alt_text

    This also means Manafication will buff three normal spellcasting GCDs after the finishers. In terms of potency, three finishers + three normal casts is marginally higher than our melee hits (~1-8 potency difference for single target spells, depending which ones casted). However, three spells also take longer to use than our melee hits. Due to Manafication’s 15 second buff timer, you should either late weave Manafication here, or have your third spell be an instant cast to avoid the 5% damage buff from dropping off on our last cast.

    Standard 0-6 potions vs two-minute potions

    In most scenarios, our standard potion windows are the opener and the six-minute buff window. When using Manafication on cooldown, we can use Manafication after three melee hits at around 5:45, do the three finishers, then go back to Dualcasting to carry over the Mana to 6:00, where we then do two normal melee combos under pots and buffs (as covered above).

    However, due to our more flexible Mana resource pool, it can be optimal to do a two-minute potion instead of using one in the opener, because we will be able to put at least two melee combos under buffs and pots each time. This is only preferred within certain killtime ranges:

    • In longer fights where you can benefit from three potions (e.g. ~9:15 killtime or longer), triple potion will be better than only two.
    • We also want to be sure that our second potion aligns with raid buffs.
    • For a full uptime fight with no buff holds, you would want a killtime range between 8:30 and around 9:30, with a pot at around 2:00 and 8:00.

    Note, however, that mechanics can make our second pot align with buffs earlier. For the first tier in Endwalker, this conveniently applies to three separate raids: Zodiark EX, P2S, and P3S. Each of these raids create a forced delay for our four-minute buffs due to “downtime” mechanics: Astral Eclipse, Kampeos Harma (colloquially “Limit Cut”), and the entire P3S adds phase respectively.

    As such, we can use a potion at 2:00 and 6:30 and it will align with party burst and raid buffs.

    alt_text

    In other scenarios with shorter killtimes, we would default to doing our first potion in the opener, and the second one during the first available buff window after pots come off cooldown (this is often – but not always – the six minute buff window).

    Damage oGCD Optimization

    Fleche and Contre Sixte uses per phase

    Boss jumps and phasing add an additional layer of optimization to the job in many respects, but one that requires special attention is the number of Fleche and Contre Sixte uses we can get throughout an encounter. Melee combos, Acceleration and Swiftcast shift our Dualcast alignment around, so we at times have to be very strict in our planning to ensure we get the maximum number of uses. It is even possible that we have to change our opener.

    One prime example of this is The Minstrel’s Ballad: Hydaelyn’s Call. The first phase of this raid lasts for two minutes and ten seconds. In the Endwalker general purpose opener, Fleche is used just before ten seconds. When mapping out recast timers, however:

    alt_text

    The sixth use at 02:15 is when the boss is no longer targetable, which means a lost use (given the length of the phase transition). This means that if we are optimizing, we need to use our Fleche earlier in the opener at no later than four seconds. With low ping, one way to do this is clip a potion with Fleche, like so:

    alt_text

    As you can see on the timeline, the final Fleche is used just in time before the boss is untargetable, with the next use during adds phase at 2:35.

    alt_text

    Note that this can also occur with Contre Sixte, as was the case in Shadowbringers, where we had a custom opener for Eden’s Promise: Anamorphosis (Savage) that allowed for an extra Contre Sixte use as the last oGCD weave in the phase. To count the number of Fleche or Contre Sixte uses you get per phase, you can start with the timestamp for the first use in the opener, and just spreadsheet which times it will come up later. The formula for how to do this on Excel is written in the Manafication section.

    Contre Sixte and AOE: As a basic reminder, Contre Sixte doesn’t have any damage drop-off in AoE situations, so it’s worth it to hold it for multiple targets if it will not cost you a use (e.g. UWU opener). In a fight such as TEA, the decision of holding Contre Sixte for when Liquid Hand spawns will depend on whether your killtime costs you a use.

    Corps-a-Corps and Engagement into buffs

    Corps-a-corps (130 potency) and Engagement (180 potency) have two charges, and so can be a gain for the party if we delay some uses to occur under buffs. However, due to the 35 second timer, it isn’t always possible to put two uses under buffs every two minutes without substantially overcapping on charges. In a full uptime scenario, the recast timers align as follows:

    • Two minutes: One use of each under buffs only, otherwise you have to overcap for about ten seconds and it affects subsequent timings.
    • Four minutes: Two uses of each under buffs will line up naturally if held.
    • Six minutes: One use of each under buffs lines up, but two is possible if you overcap for about 10 seconds. Depending on killtime and pot timing, this could be optimal.
    • Eight minutes: Two uses of each will line up naturally under 20 second buffs, but the second use is likely to fall out of 15 second buffs.
    • Ten minutes: You will likely overcap around the same time buffs come up (forcing a GCD or two of delay if you want to put two under buffs).

    Downtime complicates this further. As a general rule of thumb, if you notice Corps-a-corps and Engagement go from 0 to 1 charge when there’s less than 30 seconds left on Embolden, that means you will be able to guarantee two uses under buffs.

    alt_text

    alt_text

    Since Embolden doesn’t buff our own oGCDs, be aware that there is no gain to doing this in the rare situation that nobody else has raid buffs, i.e. you’re in a party where the healers are White Mage/Sage and the other DPS are Black Mage/Samurai/Machinist.

    Niche and Highly Situational Optimizations

    There are various niche micro-optimizations you can do depending on the situation, which may be updated as more experimentation has taken place. There are no general rules here.

    Capitalizing on recast timers to gain an additional GCD or combo

    While we lost the ability to abuse Enchanted Reprise’s 2.2 second recast timer to gain an extra GCD by the end of a phase, there is potential to apply similar logic to new aspects of Red Mage’s rotation, partially due to the way our new melee combo stacks work.

    Spellspeed adjustments

    When working with very predictable killtimes, it could theoretically be optimal to equip a small amount of additional spellspeed to ensure we end the encounter on a melee combo. This is more viable in Endwalker than it was in past expansions due to our larger Mana pool and reduced risk of overcapping. Small amounts of spell speed can also help us gain a GCD in fights with phasing, as was the case when choosing between 2.48, 2.49 and 2.50 GCDs in the Eden’s Promise raid tier of Shadowbringers.

    Triple Enchanted Zwerchhau

    If at above 45|45 Mana but below 50|50 in the final seconds of an encounter, it is theoretically possible to triple Zwerchhau to get our finishers ready earlier. This is only a gain if the final GCD from doing this is Resolution:

    alt_text

    Enchanted Riposte into Double Enchanted Zwerchhau

    Due to Enchanted Zwerchhau’s shorter cooldown timer versus Enchanted Redoublement (1.5 vs 2.2 seconds), it is also theoretically possible to capitalize on the recast time difference (0.7 seconds) to gain an extra GCD at the end of a phase. People who optimized Enchanted Reprise in Shadowbringers may be familiar with this concept. However, the gain is very minor.

    alt_text

    If the GCD gained from doing so is a melee combo finisher, this would be more significant, but is difficult to plan for.

    Enchanted Reprise

    In Endwalker, Red Mage wants to avoid using Enchanted Reprise more than before due to its higher relative Mana cost – which can set a future normal melee combo back by around three casts – and 2.5 second recast timer. However, since it is considered a ranged weaponskill, it does not break any of our combos. As such, Enchanted Reprise can theoretically find use in niche situations where you want to use Manafication early, but also want to push a combo finisher under buffs. In the example below, observe how Enchanted Reprise after Scorch pushes Resolution into 22% more buffs than was previously available:

    • The value from putting Resolution into those buffs is an additional 165 potency. Verthunder/aero III would have been ~83 potency.
    • The gap between Enchanted Reprise and Verthunder/aero III is 50 potency.
    • In this simplified comparison, 50 + 83 = 133, which is still lower than 165.

    alt_text

    In practice, this is further complicated by variables like Mana cost, order of subsequent GCDs, and the number of 15 second vs 20 second raid buffs available. A better solution would usually exist via good Swiftcast/Acceleration planning. However, getting an additional Resolution under raid buffs is almost always better, so this technique can be something to keep in mind for niche or imperfect scenarios.

    Checklist: Putting Your Fight-Specific Rotation Together

    As a part of the review process for your fight-specific rotation, you can ask yourselves these questions:

    “Big picture” timeline planning:

    • Do I have a reasonable estimate of a raid’s killtime and buff timings for my group?
    • Am I rushing Manafication, aligning it with buffs, or a mixture of both (i.e. align early uses and rush later uses)?
    • What are the ideal potion timings for the killtime I am going for?
    • For any encounter with phasing, am I losing a use of Fleche or Contre Sixte? Do I need to change anything to guarantee I don’t lose a use?

    Execution planning/things to note:

    • Where in the fight do I need to pool Mana for melee combos or hold Swiftcast and Acceleration to keep full uptime?
    • Am I able to align any double or triple melee combos with buffs and potions without overcapping or drifting oGCDs?
    • Am I able to keep my Dualcast aligned with my oGCDs (primarily Fleche and Contre Sixte) throughout most of the fight, if not all of it?
    • How many Corps-a-corps and Engagements can I put under raid buffs without overcapping?
    • Am I “overcapping” on Swiftcast or Acceleration uses for long periods of time? Can I afford to use them back to back for damage at any point without hurting alignment or movement?

    Once you can address the above and reasonably replicate a clean rotation in raids, you can start considering niche optimizations or looking at minor things like adjusting for procs.

    Red Mage Damage Delay Chart

    Below is a chart showing the delay between when an action is used and when the damage is actually applied to a boss. This is helpful to note because some abilities, like Scorch, are more likely to ghost when a boss becomes untargetable. However, for the purposes of snapshotting an action under buffs, the delay doesn’t matter as the damage calculation is already done when you press the button (for instant casts) or near the end of your castbar (for hardcasted spells). Please note that due to the slight variance in damage application, these numbers have been rounded up to the second decimal.

    ActionDelay
    Jolt II0.76
    Veraero III0.76
    Verthunder III0.76
    Verstone0.80
    Verfire0.80
    Enchanted Riposte0.63
    Enchanted Zwerchhau0.63
    Enchanted Redoublement0.63
    Verholy1.43
    Verflare1.43
    Scorch1.83
    Resolution1.56
    Enchanted Reprise0.63
    Veraero II0.80
    Verthunder II0.80
    Impact0.76
    Enchanted Moulinet0.80
    Fleche1.16
    Contre Sixte1.16
    Corps-a-corps0.63
    Engagement0.58
    Displacement0.76
    • Have any questions?
      Authors
      Argen Yin
      diff --git a/jobs/casters/red-mage/basic-guide/index.html b/jobs/casters/red-mage/basic-guide/index.html index 3c8155a34b..6435f758d6 100644 --- a/jobs/casters/red-mage/basic-guide/index.html +++ b/jobs/casters/red-mage/basic-guide/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Red Mage Basic Guide
    Guide Info
    Last Updated: 18 Jul, 2024
    Patch Applicable: 7.05

    Red Mage Level 100 Guide for 7.x (Preliminary)

    Currently, this guide is in a preliminary state, which aims to concisely cover a basic overview of the Red Mage changes brought with Dawntrail along with an introduction to new rotation and opener concepts. A more detailed version of the guide will be updated closer to the release of Savage raids (7.05). If you have questions after reading the guide, feel free to ask in the #rdm_questions channel on The Balance server.

    TL;DR changes in playstyle from Endwalker for raiding

    This guide will not go over the changes and tooltips which can be read from the official FFXIV website: https://na.finalfantasyxiv.com/jobguide/redmage/. In terms of gameplay in raids:

    • The job mostly plays the same on a basic level (cast spells > maximize melee combos, in buffs if possible > maximize oGCD uses).
    • The new Acceleration effectively grants us two instant-cast GCDs. New Acceleration and Grand Impact have a lot of optimization potential, but the fundamental play is to avoid overcapping, save one charge for movement, and yes you can use it in downtime (ideally around 15 seconds before the boss is targetable).
    • oGCD alignment is trickier to manage due to Acceleration changes. We will primarily rely on the 40-second Swiftcast and stricter combo timings instead, though Acceleration can be used as a “temporary” fix for preventing oGCD drift.
    • Scorch and Resolution take priority over Grand Impact on our hotbar when all of these spells are up, but once they are used, Grand Impact will replace Jolt III again.
    • Grand Impact does not consume Dualcast, Swiftcast, or Acceleration’s instant-cast buff.
    • Manafication rush is even better than before because in addition to an extra combo, it now also means +1 use of Prefulgence (900 potency AOE oGCD). Most Prefulgence uses can be held for buffs, even when rushing Manafication.
    • Downtime Manafication, however, has been severely nerfed since it no longer grants mana by itself. It may still have very niche and situational use cases, but this will depend heavily on encounter design.
    • Our AOE Enchanted Moulinet combo now costs 50|50 mana.

    Basics

    Mana gauge

    Red Mage casts spells to build black and white mana gauges to 50|50 or higher (capped at 100|100), and then spends that to use a melee combo with powerful finisher spells. Red Mage’s job gauge, the Balance Gauge, displays the current black mana and white mana available. 

    • Verthunder III, Verfire, Verflare, and Verthunder II give black mana.
    • Veraero III, Verstone, Verholy, and Veraero II give white mana.
    • Jolt III, Impact, Grand Impact, Scorch, and Resolution give both at the same time (but at slightly lower amounts of each).

    In general, avoid overcapping mana (outside of some fight-specific scenarios in Ultimates or adds phases where we are saving resources for the next phase). Furthermore, the gap between black and white mana gauge numbers need to be kept smaller than 30. Otherwise, the Balance Gauge crystal will change color and the lower mana will accumulate mana at half the usual rate until it is rebalanced, which will delay a future melee combo and potentially result in a major DPS loss. 

    GCD spells and Dualcast

    Red Mage has two types of spells: what we refer to as short casts (2s cast time at base spell speed, slightly lower damage) and long casts (5s cast time at base spell speed, slightly higher damage, but much longer to cast). Both have 2.5 recast timers at base spell speed.

    • Short cast: Jolt III, Verfire, Verstone, Verthunder II, Veraero II, Vercure (utility)
    • Long cast: Verthunder III, Veraero III, Impact, Verraise (utility)

    A quick review of the Dualcast tooltip and a few minutes of in-game experimentation or doing the Red Mage job quests will likely be more effective than explaining it in text. Hard cast a spell, Dualcast buff is enabled, then the next spell will be instant cast (and consume the buff) assuming no other interferences.

    The key thing to understand here is that outside of pre-casting in the opener, we always hardcast our short cast damage spells, and use instant-cast buffs (Dualcast, Acceleration, or Swiftcast) on long cast spells to bypass the 5 second (or longer for Verraise) cast time. This is also where we weave up to two oGCDs to avoid clipping our GCD. 

    • 1-2 targets: Verfire or Verstone (Jolt III if neither available) > Verthunder III or Veraero III (whichever does not have a proc, or has lower mana)
    • 3+ targets: Verthunder II or Veraero II (whichever has lower mana) > Impact

    Note on 2 targets: Impact does the same potency on two targets (210 potency * 2 = 420) as Verthunder III or Veraero III does on a single target (420 potency) with the same total mana generation, but the added proc chance from Verthunder/aero III makes them theoretically very slightly better in a vacuum, though Impact can have situational use for HP balancing purposes. However, if Impact is boosted by Acceleration, it becomes 260 potency * 2.

    Enchanted melee combos

    Upon accumulating 50|50 mana, we are able to unleash a melee combo, the most powerful tool in our rotation. With sufficient mana, our weaponskills become enchanted weaponskills, which are significantly more powerful than their normal versions, deal magic damage, and generate mana stacks that allow us to access our hardest hitting finisher spell combos (Verflare/holy, Scorch, Resolution). The first part of our enchanted weaponskill combos for burst damage are:

    • 1 to 2 targets: Enchanted Riposte > Enchanted Zwercchau > Enchanted Redoublement
    • 3+ targets: Enchanted Moulinet > Enchanted Moulinet Deux > Enchanted Moulinet Trois

    Our Verflare/holy > Scorch > Resolution combo that follows directly after does more damage than other spells in our kit for both single target and AOE scenarios. As such, maximizing Red Mage’s damage starts with maximizing the number of melee combos we get per encounter, followed by putting as many as possible under buffs and/or potion(s).

    Enchanted Reprise

    In addition to our burst damage combos, we also have Enchanted Reprise, an instant-casted ranged weaponskill that consumes 5|5 mana. As of patch 7.05, it has three main uses:

    1. Emergency movement
    2. Last hitting a boss at the end of a fight
    3. Niche, advanced optimization for small potency gains

    That said, using Enchanted Reprise results in a mana loss, and delays a future melee combo by approximately 3 GCDs (~7.5 seconds): anywhere between 4-6 mana is lost from the opportunity cost of not casting a spell over the same 2.5 seconds, and an additional -10 mana is lost immediately from the skill itself. The more we use it, the more likely we are to misalign or lose a future melee combo, which is a major DPS loss. However, two uses of Enchanted Reprise results in a 20-40 potency gain over a standard Dualcast pair.

    • Jolt III Dualcast: 360 + 440 = 800p
    • Verfire/stone Dualcast: 380 + 440 = 820p
    • Two Enchanted Reprises: 420 + 420 = 840p

    This means that when you know you will no longer be able to gain an additional melee combo and have your mana levels planned out, a few additional uses of Enchanted Reprise is technically a gain over Dualcasting. This has interesting implications for advanced Red Mage optimization. Technically, it can also be used as a substitute to Swiftcast for oGCD alignment, but that is not recommended in standard play due to the terrible habits that could build, and it should not be used as a crutch (focus instead on mastering Swiftcast, melee combo timings, and temporary fixes via Acceleration). 

    For standard play, it is best to stick to the three main uses mentioned.

    Understanding our oGCD abilities: priorities, alignment, buffs

    Embolden and Vice of Thorns

    Embolden is Red Mage’s party-wide damage buff. Embolden has a recast timer of 120 seconds and buffs all damage done by party members by 5% for 20 seconds, while buffing our personal magic damage by 5% for 20 seconds. Embolden should be used on cooldown to align with all other two minute party buffs, unless a specific buff delay is agreed upon by the entire party. Do not delay using Embolden to align with your own rotation.

    At level 92, Embolden grants Thorned Flourish upon executing Embolden, which allows us to cast Vice of Thorns once within the next 30 seconds. In most scenarios, it is simply best to use it under buffs, though it can occasionally be saved for more AOE damage.

    Manafication and Prefulgence

    Manafication is an ability with a 110s cooldown that allows us to use a melee combo without consuming mana. Specifically, it grants three stacks of Magicked Swordplay, each stack allowing us to use a melee combo at no mana cost while the buff is up. The ability also gives us a 5% magic damage buff with six stacks that lasts 15 seconds, which buffs the next six GCDs by 5%. This damage buff should generally be used on our melee combo, as it is the strongest burst window Red Mage has. 

    At level 100, we also gain a new oGCD ability: Prefulgence, which is our hardest hitting oGCD at 900 potency for the first enemy, and 60% less for all remaining enemies. It is enabled after the sixth Manafication stack is consumed, which grants us the Prefulgence Ready buff for 30 seconds and replaces Manafication on our hotbar until used. 

    In general, Prefulgence should be used in buffs whenever possible. If you’re unsure about whether you can hold Prefulgence long enough for the next buff window, simply compare the timer with your Embolden cooldown timer, which should be aligned with the party: if Embolden is coming up in 15 seconds and the Prefulgence Ready buff has 25 seconds left on the timer, then it will easily be available for the upcoming buff window.

    The 110s cooldown on Manafication often causes confusion on whether it should be held for Embolden or used on cooldown, but in fights with unknown killtimes, using Manafication on cooldown is often the better choice from a risk vs reward perspective. That is because the cost of losing a full additional use is higher than misaligning it (due to the power of a full combo plus Prefulgence), and when rushing Manafication, we can still always do 1-2 normal melee combos (and usually Prefulgence) under buffs anyway.

    That said, saving Manafication for raid buffs is easier to execute. If you prefer an easier playstyle and are willing to gamble on losing a use of Manafication, you can do that if you wish as long as you are aware of the potential downside. Ultimately, the “optimal” choice depends on the encounter and killtime, so you should be prepared to learn both.

    Here is an image showing the gap between both cooldowns, and why the longer a fight goes, the higher the chance of gaining an additional use:

    In general, do not use Manafication during downtime. There is some theoretically niche optimization potential there to be further tested on certain encounters, but is unnecessary for standard play.

    Core damaging oGCDs: Fleche, Contre Sixte, Engagement, and Corps-a-corps

    Red Mage has several oGCD abilities that are simply used for extra damage. Maximize uses first, then consider putting them into raid buffs or potions second. Our main damaging oGCD abilities which have carried over from Endwalker are the following, in order of highest importance (most damage) to lowest (least damage):

    • Fleche
    • Contre Sixte
    • Engagement or Displacement (two charges)
    • Corps-a-corps (two charges)

    These abilities are simply to be used on cooldown according to the above priority. The more uses of them we get, the better. Because none of these abilities follow a 30 second cycle (Fleche’s cooldown is 25 seconds and the other three have 35 second cooldowns), raid buffs are a secondary consideration, and holding these abilities for too long risks lost uses. You can afford to hold a single charge of Engagement/Displacement and Corps-a-corps for buffs for a bit of bonus party damage, but make sure to never overcap on both charges.

    Engagement and Displacement share cooldowns. We primarily use Engagement in our rotation instead of Displacement due to the 15-yalm backflip being risky in a lot of raid scenarios or arenas. Corps-a-corps also has a gap closer effect, so be careful about using it at the wrong time to ensure you don’t accidentally dash into an AOE.

    Swiftcast and oGCD alignment

    Swiftcast ensures that the next spell we cast is instant, which helps with movement. We should generally only use this for Verthunder/aero III, Impact (for AOE), or if we need a slightly quicker Verraise to save a run. That said, its primary purpose in our rotation should be for keeping our oGCDs aligned and preventing drift: especially of Fleche, Contre Sixte, and Embolden. Using Manafication on time is also important but there is usually a few more seconds of leeway, even when rushing.

    For those that did not play Red Mage in Endwalker, here’s how it works: We typically weave oGCDs after our Dualcasted instant cast spell, which occurs every two casts (2.5 sec + 2.5 sec = 5 sec if no spell speed). Our oGCD cooldowns are in multiples of 5 (25 for Fleche, 35 for Contre Sixte, 120 for Embolden, and so on). This means if we stand there casting spells forever, our oGCDs will theoretically continue to come off cooldown during the instant cast part of our Dualcast, and not mid-hardcast.

    However, our melee combo swaps this Dualcast rhythm: at base spell speed, our three melee hits amount to 5.2 seconds (1.5 + 1.5 + 2.2), and the three combo finisher spells amount to 7.5 seconds. This adds up to 12.7. For purposes of simplifying oGCD alignment, you can even think of it as 12.5, which is nonetheless not even close to a multiple of 5. This means the next time our oGCDs become available, assuming full uptime, they will come up while we are hardcasting.

    There are further complexities such as weaving during melee combos (try to avoid weaving an important oGCD after Enchanted Zwercchau) and some spell speed considerations when in progression gear, but that’s the general idea. This is where Swiftcast comes in: it allows us to cast a spell like Verthunder/aero III instantly without having to prepare Dualcast. Add a single 2.5 spell to the ~12.5 melee combo, and we’re at 15: a multiple of 5.

    The more general rule of thumb is to use it before or after a single or triple combo (but not double combo). It can also be used for Verraise if urgent recovery is needed.

    This may seem complicated at first, but it’s fundamental to playing the job well because maximizing Fleche and Contre Sixte uses while keeping Embolden aligned with the group is key to optimizing Red Mage. Practice on a dummy on a 2.48 GCD or slower to get an idea, and eventually you should notice Fleche, Contre Sixte, or at times other oGCDs coming up inconveniently in the middle of a cast. The more this happens across a raid encounter, the more likely you are to throw away a significant amount of damage.

    Acceleration and Grand Impact

    In Dawntrail, Acceleration is an ability with a lot of features. The tooltip states:

    • Ensures the next Verthunder III, Veraero III, or Impact can be cast immediately. (Duration: 20s)
    • Additional Effect: Increases the potency of Impact by 50
    • Additional Effect: Ensures Verthunder III and Veraero III trigger Verfire Ready or Verstone Ready respectively
    • Additional Effect: Grants Grand Impact Ready (Duration: 30s)
    • Maximum Charges: 2

    Grand Impact Ready, a new effect we get from a level 96 trait (Enhanced Acceleration II), allows us to cast Grand Impact, another instant-cast GCD AOE spell that hits the first enemy for 600 potency and 60% less for all remaining enemies. It also increases both black mana and white Mana by 3. Grand Impact will also replace Jolt III and Impact on the hotbar until used. In short:

    • Do not overcap on charges. We now want to maximize uses because of the DPS gain from Grand Impact.
    • Save one charge for movement.
    • To avoid complicating oGCD alignment, we can default to using the instant-cast spell and Grand Impact back-to-back for movement. It can also be used as a temporary fix for oGCD alignment issues (keep the Fleche/Contre Sixte/Embolden cooldowns running) if Swiftcast and a melee combo are not available.
    • It can be worth using under buffs if we are only doing a single combo under buffs, but this is not a priority for fundamental play. Learn to maximize uses and keep full uptime with movement first.
    • Generally, we can use Acceleration during downtime as long as the boss will be targetable in 15 or so seconds (we can re-open with an Acceleration-boosted GCD, a Dualcasted GCD, and then Grand Impact for three instant casts in a row).

    Grand Impact has further intermediate and advanced potential for optimizing damage, managing oGCD alignment, or min maxing procs that will not be covered in this preliminary version of the guide.

    Party utility and recovery

    Addle and Magick Barrier

    These are free abilities used to reduce incoming damage to the party. Note that in raiding, these should not be considered optional. They are oGCDs that can significantly help the party’s survivability, being mandatory in Ultimates and at a lower item level in Savage.

    Magick Barrier provides 10% partywide magical mitigation and a 5% boost to healing actions (including oGCDs) for ten seconds. It’s particularly valuable in heal checks and in situations where the party is together but the boss is untargetable.

    Addle (role action) lowers the target’s physical damage dealt by 5% and magic damage dealt by 10% for 15 seconds at level 100. Since it targets the boss, it is particularly useful for when the party is spread out. While physical damage tends to be less common than magic damage, there may be instances that the physical damage reduction can be useful too (e.g. a magical tank buster followed by physical autos).

    Over the course of an encounter, we ultimately want to work with our party to maximize the value we gain from these abilities. Another important thing to note about mitigation is to always be consistent with application. Inconsistent mitigation can be worse than having no mitigation as it can cause unexpected deaths in early progression where health and damage margins are tight. If you’ve made a mistake and are unable to apply your mitigation at expected times, communicate with your party to see if the missing 10% can be made up with shielding or another form of % mitigation.

    Vercure

    Since Vercure is a GCD and comes at the expense of our DPS spells whenever the boss is targetable (which do damage and generate mana for our melee combos), we do not use this spell for sustained healing in active combat. The primary uses are:

    • Casting Vercure during downtime to proc Dualcast, which allows us to instantly cast Verthunder III or Veraero III when the boss returns.
    • Healing ourselves or party members when the boss is untargetable if needed (no DPS loss because there’s no tradeoff).
    • Vercure’s heal is potent enough to be useful during clutch moments, such as saving someone who is low HP from dying to a raidwide when the healers are busy healing AoE damage. This tends to take a high degree of raid awareness and reaction speed to pull off, and can be seen as a more advanced maneuver.

    Verraise

    A resurrection spell that can be instant cast via Dualcast or Swiftcast with a high MP cost (2,400), which is very useful for saving runs from wiping. Red Mage is often chosen in progression for this ability because you can raise multiple people back-to-back with Dualcast and Swiftcast. For priority:

    • Red Mage should res first in progression, because healer MP tends to be more valuable for healing while still learning the fight. Use Super-Ethers to support this.
    • In kill attempts or reclears where the damage starts to matter, it should be case by case. Healers should have their plans better settled with some reserve MP, and there are considerations like if we are doing melee combo, is it a burst window, does the healer need to Swiftcast a heal somewhere, etc.
    • In a static, communicate with and develop some chemistry with your healer. 
    • In party finder, default to raising if you need to save the run or the healers are handling heal checks, but consider allowing your healer to Swiftcast raise if they are able to and there is no immediate urgency.

    Other Role Actions

    Sleep

    This is unlikely to find much use in raids or dungeons. Raid bosses are generally immune to status effects, and hitting a sleeping normal mob will wake them up anyway. However, Sleep can have some niche uses disabling enemies in the overworld or certain types of instanced content, like in Eureka. This spell can proc and consume Dualcast, and can also be Swiftcast.

    Surecast

    Nullifies most knockback and draw-in abilities from enemies. Not only will this be useful for surviving mechanics, but it can also help us ensure our casts don’t get interrupted. Some mechanics explicitly ignore Surecast, but there is no good way of telling ahead of time.

    Lucid Dreaming

    RDM’s rotation is MP negative so Lucid Dreaming is necessary to keep our GCD rolling. An advisable time to press it is when you have around 70% MP remaining. Don’t wait until MP runs out, because we may suddenly need to Verraise people to save the party from wiping.

    Mana vs potency?

    “Potency per mana” is not a realistic or practical metric that can be used to make rotational decisions.

    It’s common to wonder whether mana can be understood as potency/damage, and many have attempted “potency per mana” calculations through some version of dividing a melee combo’s potency (or potency difference vs casting spells over the same period of time as an opportunity cost) by the mana cost. However, there are problems with this:

    • We do not have a reliable gauge spender with any kind of flexibility. We can only convert mana into damage at 50|50 mana (leaving aside much worse broken melee combos or Enchanted Reprise). Likewise, a combo at 75|75 mana does not do more damage than a combo at 50|50 mana.
    • Outside of Jolt III vs Verfire/stone in level 90 Ultimates or very situational two-target phases in older Ultimates, there are no situations where we even get to choose between a small potency gain vs a small mana gain in a way that has any value. There are too many other variables that would make even a theoretical infinite loop answer irrelevant.
    • Wrong conclusions can be easily drawn if lacking a more holistic understanding of the game and people take numbers like this at face value (e.g. fussing over optimizing procs for mana gain at the expense of other more important aspects of the rotation).

    While it might be a novel thought exercise, mana vs potency is an “interesting but somewhat impractical reference” at best, and “actively misleading” at worst for actually learning how to play the job, depending on who is reading it. This is in part due to Red Mage being a job that is at its best making dynamic adjustments based on encounter design and killtimes, as opposed to following a strict minute-based cycle and ruleset.

    For intermediate-advanced encounter planning on Red Mage, understanding mana gains/losses as a function of time (in the form of “spell casts until a future melee combo”) is probably more useful for assessing potential tradeoffs, i.e. about 5-6 mana will bring us 1 GCD closer to a future melee combo, on average (i.e. reaching the 50|50 threshold 1 cast earlier). 

    Whether that makes any difference at all depends on expected killtimes, expected number of combos throughout an encounter, buff alignment, mechanics timings, phasing, and more. This will be covered in depth in an advanced RDM guide in future.

    Rotation

    General rotation with infographic

    https://i.imgur.com/LGRfOzV.jpeg

    Our rotation is as follows:

    • Dualcast spells to build mana. Prioritize Verfire/stone procs over Jolt III if they’re up. 
    • Melee combo at 50|50+ mana. Use Verholy if white mana is lower than black mana, or vice versa for Verflare if 0 or 2 procs are up. If only 1 proc is up, use the other finisher provided it doesn’t imbalance your mana.
    • Base damaging oGCDs: Use on cooldown (priority: Fleche > Contre Sixte > Engagement > Corps-a-corps).
    • Vice of Thorns and Prefulgence: Prioritize using them under buffs, although it can be a DPS gain to hold them for AOE damage if the situation allows it. Never let them fall off.
    • Swiftcast: Use for oGCD alignment before or after a single or triple combo (but not double combo). Can be used for Verraise if urgent recovery is needed.
    • Acceleration: Use 1 charge on cooldown, and hold the 2nd for either movement or temporarily fixing oGCD alignment to avoid drifting Fleche, Contre Sixte, or Embolden (using Grand Impact and Verthunder/aero III back to back simplifies this). Grand impact in buffs is optional to accompany a single melee combo in buffs, but not a priority.
    • Manafication: Use on cooldown in unknown killtimes, but only when the boss is targetable. Align with Embolden only if you’re sure you won’t lose a use, or are willing to gamble on the DPS loss of doing so.
    • Burst windows: Always save enough mana for one melee combo under buffs. If possible, two is ideal, but not necessary.

    Openers

    Red Mage is somewhat flexible with its openers: often, prioritizing one thing comes at the expense of another (i.e. buff damage potency vs Fleche/Contre Sixte usage vs movement flexibility for mechanics), and what is actually optimal or most practical will depend on encounter design. If further discoveries are made or job changes occur, these openers will be adjusted for future versions of the guide, and readers can also expect fight-specific Savage and/or Ultimate openers to be made for encounters with more unique timelines. At time of writing, there are three general purpose openers that are viable for their own reasons:

    Standard opener (highest damage, strictest rotation)

    https://i.imgur.com/5TW44kN.png (update: fixed formatting on text in graphic)

    The standard opener puts the most damage under buffs with Contre Sixte and two Grand Impacts back-to-back, as well as optimized Swiftcast and proc usage. The drawback is that oGCD alignment from the opener until two minutes becomes very strict, with an Acceleration use required to double-weave Fleche and Contre Sixte at approximately the 78-second/1 minute 18 second mark, and an additional Swiftcast used to keep the Fleche cooldown rolling just before the triple combo for the 2-minute buff window (it will be back in time after the triple combo for oGCD alignment). This sequence and subsequent oGCD alignment is quite strict and may take some practice.

    Early C6 opener (more flexibility)

    https://i.imgur.com/FllnKZO.png (update: fixed formatting on text in graphic)

    This opener sacrifices a bit of buff damage and optimized Swiftcast usage for increased flexibility on movement, and an earlier use of Contre Sixte if needed for certain phases or killtimes. The last Swiftcast double weaved at the end with the Contre Sixte is technically flexible; that is simply the earliest point it can be used without resulting in drifting the second Contre Sixte (in general, do not use Swiftcast before that Contre Sixte). Also, using Grand Impact before Embolden here will have it buffed by jobs that send buffs earlier (2nd GCD).

    Single weave potion opener

    https://i.imgur.com/cqjimUe.png (update: fixed formatting on text in graphic)

    Patch 7.0 has shortened the animation lock for double weaving potions, though the queuing is still delayed. This opener is a slightly lower potency option for those who still can’t comfortably double weave potions with their latency to the server. Note that the last Contre Sixte will drift by one cast, similar to the Endwalker standard opener.

    Buff windows

    Triple comboing at two minutes is recommended with 73|73 or above mana (starting 15 seconds before Embolden comes up if rushing Manafication, or 17 for buff damage potency) regardless of whether we use potion in the opener or during the 2-minute window. One reason for this is because it makes oGCD alignment easier. Much like Endwalker:

    • Triple combo -17 or -15 seconds before buffs. If using potion here, use it after the first Verflare/holy to ensure three sets of Scorch/Resolution are caught under the potion buff (assuming 73|73 or higher mana to start).
    • Double combo -5 seconds before buffs (Embolden after first Verflare/holy) or -1 second (Embolden after first Enchanted Riposte). If using potion for a double combo, just use it anytime before starting the combos.
    • Single combos can be used at the start of buffs or even 1 GCD after they go off, as our combo lasts ~12.7 seconds, and all buffs now last for 20 seconds (technically 2 GCDs after buffs go off are possible too, but some jobs may send their buffs a bit earlier so it’s better to play it safe). 
    • Grand Impact into buffs to accompany single combos are worth consideration, but are best assessed on a fight-by-fight basis and not assumed as a default since there are other more important priorities for Acceleration.

    Buff windows from four minutes onwards tend to be more variable due to mechanics, downtime, higher chance of mistakes, mana lost from lost uptime or Verraising, or predictable killtime ranges. Double combo during these buff windows if you can (92|81 mana without Manafication), single combo otherwise. It should always be possible to get at least one combo under every buff window.

    Advanced or Niche Considerations

    There are several aspects to Dawntrail RDM that warrant further exploration and testing:

    • Encounter-specific openers, including pre-pull Acceleration for an additional Grand Impact (with or without right clicking the buff off for the instant GCD) to gain an extra use in predictable killtimes.
    • Downtime Manafication. If we gain an additional use of Manafication during uptime, it is a clear DPS gain due to +1 melee combo and +1 Prefulgence. But during downtime, more interestingly, we can Vercure ourselves six times (assuming no delay) to proc the Prefulgence Ready buff. If this results in an extra use of Manafication, that is still a gain (i.e. +0 melee combo and +1 Prefulgence is still an overall DPS gain in a vacuum).
    • Maximizing Swiftcast uses across an encounter with zero oGCD drift will require strict rotation and timeline planning. With Acceleration being usable as a temporary fix for oGCD weaving if Swiftcast is on cooldown (it does not shift alignment but it allows us to keep the cooldowns cycling if we shift alignment later), there are many possibilities.
    • Maximizing potency value of Acceleration and Grand Impact. In theory, Grand Impact is a gain over Verthunder/aero III during buff windows, but a loss if it comes at the expense of melee combo finishers. With strict Acceleration and Grand Impact planning, it is possible to plan encounters in such a way that we save Grand Impact for buffs without losing a use of Acceleration, assuming scenarios where we single combo under buffs (e.g. when rushing Manafication).
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  • Red Mage Basic Guide
    Guide Info
    Last Updated: 18 Jul, 2024
    Patch Applicable: 7.05

    Red Mage Level 100 Guide for 7.x (Preliminary)

    Currently, this guide is in a preliminary state, which aims to concisely cover a basic overview of the Red Mage changes brought with Dawntrail along with an introduction to new rotation and opener concepts. A more detailed version of the guide will be updated closer to the release of Savage raids (7.05). If you have questions after reading the guide, feel free to ask in the #rdm_questions channel on The Balance server.

    TL;DR changes in playstyle from Endwalker for raiding

    This guide will not go over the changes and tooltips which can be read from the official FFXIV website: https://na.finalfantasyxiv.com/jobguide/redmage/. In terms of gameplay in raids:

    • The job mostly plays the same on a basic level (cast spells > maximize melee combos, in buffs if possible > maximize oGCD uses).
    • The new Acceleration effectively grants us two instant-cast GCDs. New Acceleration and Grand Impact have a lot of optimization potential, but the fundamental play is to avoid overcapping, save one charge for movement, and yes you can use it in downtime (ideally around 15 seconds before the boss is targetable).
    • oGCD alignment is trickier to manage due to Acceleration changes. We will primarily rely on the 40-second Swiftcast and stricter combo timings instead, though Acceleration can be used as a “temporary” fix for preventing oGCD drift.
    • Scorch and Resolution take priority over Grand Impact on our hotbar when all of these spells are up, but once they are used, Grand Impact will replace Jolt III again.
    • Grand Impact does not consume Dualcast, Swiftcast, or Acceleration’s instant-cast buff.
    • Manafication rush is even better than before because in addition to an extra combo, it now also means +1 use of Prefulgence (900 potency AOE oGCD). Most Prefulgence uses can be held for buffs, even when rushing Manafication.
    • Downtime Manafication, however, has been severely nerfed since it no longer grants mana by itself. It may still have very niche and situational use cases, but this will depend heavily on encounter design.
    • Our AOE Enchanted Moulinet combo now costs 50|50 mana.

    Basics

    Mana gauge

    Red Mage casts spells to build black and white mana gauges to 50|50 or higher (capped at 100|100), and then spends that to use a melee combo with powerful finisher spells. Red Mage’s job gauge, the Balance Gauge, displays the current black mana and white mana available. 

    • Verthunder III, Verfire, Verflare, and Verthunder II give black mana.
    • Veraero III, Verstone, Verholy, and Veraero II give white mana.
    • Jolt III, Impact, Grand Impact, Scorch, and Resolution give both at the same time (but at slightly lower amounts of each).

    In general, avoid overcapping mana (outside of some fight-specific scenarios in Ultimates or adds phases where we are saving resources for the next phase). Furthermore, the gap between black and white mana gauge numbers need to be kept smaller than 30. Otherwise, the Balance Gauge crystal will change color and the lower mana will accumulate mana at half the usual rate until it is rebalanced, which will delay a future melee combo and potentially result in a major DPS loss. 

    GCD spells and Dualcast

    Red Mage has two types of spells: what we refer to as short casts (2s cast time at base spell speed, slightly lower damage) and long casts (5s cast time at base spell speed, slightly higher damage, but much longer to cast). Both have 2.5 recast timers at base spell speed.

    • Short cast: Jolt III, Verfire, Verstone, Verthunder II, Veraero II, Vercure (utility)
    • Long cast: Verthunder III, Veraero III, Impact, Verraise (utility)

    A quick review of the Dualcast tooltip and a few minutes of in-game experimentation or doing the Red Mage job quests will likely be more effective than explaining it in text. Hard cast a spell, Dualcast buff is enabled, then the next spell will be instant cast (and consume the buff) assuming no other interferences.

    The key thing to understand here is that outside of pre-casting in the opener, we always hardcast our short cast damage spells, and use instant-cast buffs (Dualcast, Acceleration, or Swiftcast) on long cast spells to bypass the 5 second (or longer for Verraise) cast time. This is also where we weave up to two oGCDs to avoid clipping our GCD. 

    • 1-2 targets: Verfire or Verstone (Jolt III if neither available) > Verthunder III or Veraero III (whichever does not have a proc, or has lower mana)
    • 3+ targets: Verthunder II or Veraero II (whichever has lower mana) > Impact

    Note on 2 targets: Impact does the same potency on two targets (210 potency * 2 = 420) as Verthunder III or Veraero III does on a single target (420 potency) with the same total mana generation, but the added proc chance from Verthunder/aero III makes them theoretically very slightly better in a vacuum, though Impact can have situational use for HP balancing purposes. However, if Impact is boosted by Acceleration, it becomes 260 potency * 2.

    Enchanted melee combos

    Upon accumulating 50|50 mana, we are able to unleash a melee combo, the most powerful tool in our rotation. With sufficient mana, our weaponskills become enchanted weaponskills, which are significantly more powerful than their normal versions, deal magic damage, and generate mana stacks that allow us to access our hardest hitting finisher spell combos (Verflare/holy, Scorch, Resolution). The first part of our enchanted weaponskill combos for burst damage are:

    • 1 to 2 targets: Enchanted Riposte > Enchanted Zwercchau > Enchanted Redoublement
    • 3+ targets: Enchanted Moulinet > Enchanted Moulinet Deux > Enchanted Moulinet Trois

    Our Verflare/holy > Scorch > Resolution combo that follows directly after does more damage than other spells in our kit for both single target and AOE scenarios. As such, maximizing Red Mage’s damage starts with maximizing the number of melee combos we get per encounter, followed by putting as many as possible under buffs and/or potion(s).

    Enchanted Reprise

    In addition to our burst damage combos, we also have Enchanted Reprise, an instant-casted ranged weaponskill that consumes 5|5 mana. As of patch 7.05, it has three main uses:

    1. Emergency movement
    2. Last hitting a boss at the end of a fight
    3. Niche, advanced optimization for small potency gains

    That said, using Enchanted Reprise results in a mana loss, and delays a future melee combo by approximately 3 GCDs (~7.5 seconds): anywhere between 4-6 mana is lost from the opportunity cost of not casting a spell over the same 2.5 seconds, and an additional -10 mana is lost immediately from the skill itself. The more we use it, the more likely we are to misalign or lose a future melee combo, which is a major DPS loss. However, two uses of Enchanted Reprise results in a 20-40 potency gain over a standard Dualcast pair.

    • Jolt III Dualcast: 360 + 440 = 800p
    • Verfire/stone Dualcast: 380 + 440 = 820p
    • Two Enchanted Reprises: 420 + 420 = 840p

    This means that when you know you will no longer be able to gain an additional melee combo and have your mana levels planned out, a few additional uses of Enchanted Reprise is technically a gain over Dualcasting. This has interesting implications for advanced Red Mage optimization. Technically, it can also be used as a substitute to Swiftcast for oGCD alignment, but that is not recommended in standard play due to the terrible habits that could build, and it should not be used as a crutch (focus instead on mastering Swiftcast, melee combo timings, and temporary fixes via Acceleration). 

    For standard play, it is best to stick to the three main uses mentioned.

    Understanding our oGCD abilities: priorities, alignment, buffs

    Embolden and Vice of Thorns

    Embolden is Red Mage’s party-wide damage buff. Embolden has a recast timer of 120 seconds and buffs all damage done by party members by 5% for 20 seconds, while buffing our personal magic damage by 5% for 20 seconds. Embolden should be used on cooldown to align with all other two minute party buffs, unless a specific buff delay is agreed upon by the entire party. Do not delay using Embolden to align with your own rotation.

    At level 92, Embolden grants Thorned Flourish upon executing Embolden, which allows us to cast Vice of Thorns once within the next 30 seconds. In most scenarios, it is simply best to use it under buffs, though it can occasionally be saved for more AOE damage.

    Manafication and Prefulgence

    Manafication is an ability with a 110s cooldown that allows us to use a melee combo without consuming mana. Specifically, it grants three stacks of Magicked Swordplay, each stack allowing us to use a melee combo at no mana cost while the buff is up. The ability also gives us a 5% magic damage buff with six stacks that lasts 15 seconds, which buffs the next six GCDs by 5%. This damage buff should generally be used on our melee combo, as it is the strongest burst window Red Mage has. 

    At level 100, we also gain a new oGCD ability: Prefulgence, which is our hardest hitting oGCD at 900 potency for the first enemy, and 60% less for all remaining enemies. It is enabled after the sixth Manafication stack is consumed, which grants us the Prefulgence Ready buff for 30 seconds and replaces Manafication on our hotbar until used. 

    In general, Prefulgence should be used in buffs whenever possible. If you’re unsure about whether you can hold Prefulgence long enough for the next buff window, simply compare the timer with your Embolden cooldown timer, which should be aligned with the party: if Embolden is coming up in 15 seconds and the Prefulgence Ready buff has 25 seconds left on the timer, then it will easily be available for the upcoming buff window.

    The 110s cooldown on Manafication often causes confusion on whether it should be held for Embolden or used on cooldown, but in fights with unknown killtimes, using Manafication on cooldown is often the better choice from a risk vs reward perspective. That is because the cost of losing a full additional use is higher than misaligning it (due to the power of a full combo plus Prefulgence), and when rushing Manafication, we can still always do 1-2 normal melee combos (and usually Prefulgence) under buffs anyway.

    That said, saving Manafication for raid buffs is easier to execute. If you prefer an easier playstyle and are willing to gamble on losing a use of Manafication, you can do that if you wish as long as you are aware of the potential downside. Ultimately, the “optimal” choice depends on the encounter and killtime, so you should be prepared to learn both.

    Here is an image showing the gap between both cooldowns, and why the longer a fight goes, the higher the chance of gaining an additional use:

    In general, do not use Manafication during downtime. There is some theoretically niche optimization potential there to be further tested on certain encounters, but is unnecessary for standard play.

    Core damaging oGCDs: Fleche, Contre Sixte, Engagement, and Corps-a-corps

    Red Mage has several oGCD abilities that are simply used for extra damage. Maximize uses first, then consider putting them into raid buffs or potions second. Our main damaging oGCD abilities which have carried over from Endwalker are the following, in order of highest importance (most damage) to lowest (least damage):

    • Fleche
    • Contre Sixte
    • Engagement or Displacement (two charges)
    • Corps-a-corps (two charges)

    These abilities are simply to be used on cooldown according to the above priority. The more uses of them we get, the better. Because none of these abilities follow a 30 second cycle (Fleche’s cooldown is 25 seconds and the other three have 35 second cooldowns), raid buffs are a secondary consideration, and holding these abilities for too long risks lost uses. You can afford to hold a single charge of Engagement/Displacement and Corps-a-corps for buffs for a bit of bonus party damage, but make sure to never overcap on both charges.

    Engagement and Displacement share cooldowns. We primarily use Engagement in our rotation instead of Displacement due to the 15-yalm backflip being risky in a lot of raid scenarios or arenas. Corps-a-corps also has a gap closer effect, so be careful about using it at the wrong time to ensure you don’t accidentally dash into an AOE.

    Swiftcast and oGCD alignment

    Swiftcast ensures that the next spell we cast is instant, which helps with movement. We should generally only use this for Verthunder/aero III, Impact (for AOE), or if we need a slightly quicker Verraise to save a run. That said, its primary purpose in our rotation should be for keeping our oGCDs aligned and preventing drift: especially of Fleche, Contre Sixte, and Embolden. Using Manafication on time is also important but there is usually a few more seconds of leeway, even when rushing.

    For those that did not play Red Mage in Endwalker, here’s how it works: We typically weave oGCDs after our Dualcasted instant cast spell, which occurs every two casts (2.5 sec + 2.5 sec = 5 sec if no spell speed). Our oGCD cooldowns are in multiples of 5 (25 for Fleche, 35 for Contre Sixte, 120 for Embolden, and so on). This means if we stand there casting spells forever, our oGCDs will theoretically continue to come off cooldown during the instant cast part of our Dualcast, and not mid-hardcast.

    However, our melee combo swaps this Dualcast rhythm: at base spell speed, our three melee hits amount to 5.2 seconds (1.5 + 1.5 + 2.2), and the three combo finisher spells amount to 7.5 seconds. This adds up to 12.7. For purposes of simplifying oGCD alignment, you can even think of it as 12.5, which is nonetheless not even close to a multiple of 5. This means the next time our oGCDs become available, assuming full uptime, they will come up while we are hardcasting.

    There are further complexities such as weaving during melee combos (try to avoid weaving an important oGCD after Enchanted Zwercchau) and some spell speed considerations when in progression gear, but that’s the general idea. This is where Swiftcast comes in: it allows us to cast a spell like Verthunder/aero III instantly without having to prepare Dualcast. Add a single 2.5 spell to the ~12.5 melee combo, and we’re at 15: a multiple of 5.

    The more general rule of thumb is to use it before or after a single or triple combo (but not double combo). It can also be used for Verraise if urgent recovery is needed.

    This may seem complicated at first, but it’s fundamental to playing the job well because maximizing Fleche and Contre Sixte uses while keeping Embolden aligned with the group is key to optimizing Red Mage. Practice on a dummy on a 2.48 GCD or slower to get an idea, and eventually you should notice Fleche, Contre Sixte, or at times other oGCDs coming up inconveniently in the middle of a cast. The more this happens across a raid encounter, the more likely you are to throw away a significant amount of damage.

    Acceleration and Grand Impact

    In Dawntrail, Acceleration is an ability with a lot of features. The tooltip states:

    • Ensures the next Verthunder III, Veraero III, or Impact can be cast immediately. (Duration: 20s)
    • Additional Effect: Increases the potency of Impact by 50
    • Additional Effect: Ensures Verthunder III and Veraero III trigger Verfire Ready or Verstone Ready respectively
    • Additional Effect: Grants Grand Impact Ready (Duration: 30s)
    • Maximum Charges: 2

    Grand Impact Ready, a new effect we get from a level 96 trait (Enhanced Acceleration II), allows us to cast Grand Impact, another instant-cast GCD AOE spell that hits the first enemy for 600 potency and 60% less for all remaining enemies. It also increases both black mana and white Mana by 3. Grand Impact will also replace Jolt III and Impact on the hotbar until used. In short:

    • Do not overcap on charges. We now want to maximize uses because of the DPS gain from Grand Impact.
    • Save one charge for movement.
    • To avoid complicating oGCD alignment, we can default to using the instant-cast spell and Grand Impact back-to-back for movement. It can also be used as a temporary fix for oGCD alignment issues (keep the Fleche/Contre Sixte/Embolden cooldowns running) if Swiftcast and a melee combo are not available.
    • It can be worth using under buffs if we are only doing a single combo under buffs, but this is not a priority for fundamental play. Learn to maximize uses and keep full uptime with movement first.
    • Generally, we can use Acceleration during downtime as long as the boss will be targetable in 15 or so seconds (we can re-open with an Acceleration-boosted GCD, a Dualcasted GCD, and then Grand Impact for three instant casts in a row).

    Grand Impact has further intermediate and advanced potential for optimizing damage, managing oGCD alignment, or min maxing procs that will not be covered in this preliminary version of the guide.

    Party utility and recovery

    Addle and Magick Barrier

    These are free abilities used to reduce incoming damage to the party. Note that in raiding, these should not be considered optional. They are oGCDs that can significantly help the party’s survivability, being mandatory in Ultimates and at a lower item level in Savage.

    Magick Barrier provides 10% partywide magical mitigation and a 5% boost to healing actions (including oGCDs) for ten seconds. It’s particularly valuable in heal checks and in situations where the party is together but the boss is untargetable.

    Addle (role action) lowers the target’s physical damage dealt by 5% and magic damage dealt by 10% for 15 seconds at level 100. Since it targets the boss, it is particularly useful for when the party is spread out. While physical damage tends to be less common than magic damage, there may be instances that the physical damage reduction can be useful too (e.g. a magical tank buster followed by physical autos).

    Over the course of an encounter, we ultimately want to work with our party to maximize the value we gain from these abilities. Another important thing to note about mitigation is to always be consistent with application. Inconsistent mitigation can be worse than having no mitigation as it can cause unexpected deaths in early progression where health and damage margins are tight. If you’ve made a mistake and are unable to apply your mitigation at expected times, communicate with your party to see if the missing 10% can be made up with shielding or another form of % mitigation.

    Vercure

    Since Vercure is a GCD and comes at the expense of our DPS spells whenever the boss is targetable (which do damage and generate mana for our melee combos), we do not use this spell for sustained healing in active combat. The primary uses are:

    • Casting Vercure during downtime to proc Dualcast, which allows us to instantly cast Verthunder III or Veraero III when the boss returns.
    • Healing ourselves or party members when the boss is untargetable if needed (no DPS loss because there’s no tradeoff).
    • Vercure’s heal is potent enough to be useful during clutch moments, such as saving someone who is low HP from dying to a raidwide when the healers are busy healing AoE damage. This tends to take a high degree of raid awareness and reaction speed to pull off, and can be seen as a more advanced maneuver.

    Verraise

    A resurrection spell that can be instant cast via Dualcast or Swiftcast with a high MP cost (2,400), which is very useful for saving runs from wiping. Red Mage is often chosen in progression for this ability because you can raise multiple people back-to-back with Dualcast and Swiftcast. For priority:

    • Red Mage should res first in progression, because healer MP tends to be more valuable for healing while still learning the fight. Use Super-Ethers to support this.
    • In kill attempts or reclears where the damage starts to matter, it should be case by case. Healers should have their plans better settled with some reserve MP, and there are considerations like if we are doing melee combo, is it a burst window, does the healer need to Swiftcast a heal somewhere, etc.
    • In a static, communicate with and develop some chemistry with your healer. 
    • In party finder, default to raising if you need to save the run or the healers are handling heal checks, but consider allowing your healer to Swiftcast raise if they are able to and there is no immediate urgency.

    Other Role Actions

    Sleep

    This is unlikely to find much use in raids or dungeons. Raid bosses are generally immune to status effects, and hitting a sleeping normal mob will wake them up anyway. However, Sleep can have some niche uses disabling enemies in the overworld or certain types of instanced content, like in Eureka. This spell can proc and consume Dualcast, and can also be Swiftcast.

    Surecast

    Nullifies most knockback and draw-in abilities from enemies. Not only will this be useful for surviving mechanics, but it can also help us ensure our casts don’t get interrupted. Some mechanics explicitly ignore Surecast, but there is no good way of telling ahead of time.

    Lucid Dreaming

    RDM’s rotation is MP negative so Lucid Dreaming is necessary to keep our GCD rolling. An advisable time to press it is when you have around 70% MP remaining. Don’t wait until MP runs out, because we may suddenly need to Verraise people to save the party from wiping.

    Mana vs potency?

    “Potency per mana” is not a realistic or practical metric that can be used to make rotational decisions.

    It’s common to wonder whether mana can be understood as potency/damage, and many have attempted “potency per mana” calculations through some version of dividing a melee combo’s potency (or potency difference vs casting spells over the same period of time as an opportunity cost) by the mana cost. However, there are problems with this:

    • We do not have a reliable gauge spender with any kind of flexibility. We can only convert mana into damage at 50|50 mana (leaving aside much worse broken melee combos or Enchanted Reprise). Likewise, a combo at 75|75 mana does not do more damage than a combo at 50|50 mana.
    • Outside of Jolt III vs Verfire/stone in level 90 Ultimates or very situational two-target phases in older Ultimates, there are no situations where we even get to choose between a small potency gain vs a small mana gain in a way that has any value. There are too many other variables that would make even a theoretical infinite loop answer irrelevant.
    • Wrong conclusions can be easily drawn if lacking a more holistic understanding of the game and people take numbers like this at face value (e.g. fussing over optimizing procs for mana gain at the expense of other more important aspects of the rotation).

    While it might be a novel thought exercise, mana vs potency is an “interesting but somewhat impractical reference” at best, and “actively misleading” at worst for actually learning how to play the job, depending on who is reading it. This is in part due to Red Mage being a job that is at its best making dynamic adjustments based on encounter design and killtimes, as opposed to following a strict minute-based cycle and ruleset.

    For intermediate-advanced encounter planning on Red Mage, understanding mana gains/losses as a function of time (in the form of “spell casts until a future melee combo”) is probably more useful for assessing potential tradeoffs, i.e. about 5-6 mana will bring us 1 GCD closer to a future melee combo, on average (i.e. reaching the 50|50 threshold 1 cast earlier). 

    Whether that makes any difference at all depends on expected killtimes, expected number of combos throughout an encounter, buff alignment, mechanics timings, phasing, and more. This will be covered in depth in an advanced RDM guide in future.

    Rotation

    General rotation with infographic

    https://i.imgur.com/LGRfOzV.jpeg

    Our rotation is as follows:

    • Dualcast spells to build mana. Prioritize Verfire/stone procs over Jolt III if they’re up. 
    • Melee combo at 50|50+ mana. Use Verholy if white mana is lower than black mana, or vice versa for Verflare if 0 or 2 procs are up. If only 1 proc is up, use the other finisher provided it doesn’t imbalance your mana.
    • Base damaging oGCDs: Use on cooldown (priority: Fleche > Contre Sixte > Engagement > Corps-a-corps).
    • Vice of Thorns and Prefulgence: Prioritize using them under buffs, although it can be a DPS gain to hold them for AOE damage if the situation allows it. Never let them fall off.
    • Swiftcast: Use for oGCD alignment before or after a single or triple combo (but not double combo). Can be used for Verraise if urgent recovery is needed.
    • Acceleration: Use 1 charge on cooldown, and hold the 2nd for either movement or temporarily fixing oGCD alignment to avoid drifting Fleche, Contre Sixte, or Embolden (using Grand Impact and Verthunder/aero III back to back simplifies this). Grand impact in buffs is optional to accompany a single melee combo in buffs, but not a priority.
    • Manafication: Use on cooldown in unknown killtimes, but only when the boss is targetable. Align with Embolden only if you’re sure you won’t lose a use, or are willing to gamble on the DPS loss of doing so.
    • Burst windows: Always save enough mana for one melee combo under buffs. If possible, two is ideal, but not necessary.

    Openers

    Red Mage is somewhat flexible with its openers: often, prioritizing one thing comes at the expense of another (i.e. buff damage potency vs Fleche/Contre Sixte usage vs movement flexibility for mechanics), and what is actually optimal or most practical will depend on encounter design. If further discoveries are made or job changes occur, these openers will be adjusted for future versions of the guide, and readers can also expect fight-specific Savage and/or Ultimate openers to be made for encounters with more unique timelines. At time of writing, there are three general purpose openers that are viable for their own reasons:

    Standard opener (highest damage, strictest rotation)

    https://i.imgur.com/5TW44kN.png (update: fixed formatting on text in graphic)

    The standard opener puts the most damage under buffs with Contre Sixte and two Grand Impacts back-to-back, as well as optimized Swiftcast and proc usage. The drawback is that oGCD alignment from the opener until two minutes becomes very strict, with an Acceleration use required to double-weave Fleche and Contre Sixte at approximately the 78-second/1 minute 18 second mark, and an additional Swiftcast used to keep the Fleche cooldown rolling just before the triple combo for the 2-minute buff window (it will be back in time after the triple combo for oGCD alignment). This sequence and subsequent oGCD alignment is quite strict and may take some practice.

    Early C6 opener (more flexibility)

    https://i.imgur.com/FllnKZO.png (update: fixed formatting on text in graphic)

    This opener sacrifices a bit of buff damage and optimized Swiftcast usage for increased flexibility on movement, and an earlier use of Contre Sixte if needed for certain phases or killtimes. The last Swiftcast double weaved at the end with the Contre Sixte is technically flexible; that is simply the earliest point it can be used without resulting in drifting the second Contre Sixte (in general, do not use Swiftcast before that Contre Sixte). Also, using Grand Impact before Embolden here will have it buffed by jobs that send buffs earlier (2nd GCD).

    Single weave potion opener

    https://i.imgur.com/cqjimUe.png (update: fixed formatting on text in graphic)

    Patch 7.0 has shortened the animation lock for double weaving potions, though the queuing is still delayed. This opener is a slightly lower potency option for those who still can’t comfortably double weave potions with their latency to the server. Note that the last Contre Sixte will drift by one cast, similar to the Endwalker standard opener.

    Buff windows

    Triple comboing at two minutes is recommended with 73|73 or above mana (starting 15 seconds before Embolden comes up if rushing Manafication, or 17 for buff damage potency) regardless of whether we use potion in the opener or during the 2-minute window. One reason for this is because it makes oGCD alignment easier. Much like Endwalker:

    • Triple combo -17 or -15 seconds before buffs. If using potion here, use it after the first Verflare/holy to ensure three sets of Scorch/Resolution are caught under the potion buff (assuming 73|73 or higher mana to start).
    • Double combo -5 seconds before buffs (Embolden after first Verflare/holy) or -1 second (Embolden after first Enchanted Riposte). If using potion for a double combo, just use it anytime before starting the combos.
    • Single combos can be used at the start of buffs or even 1 GCD after they go off, as our combo lasts ~12.7 seconds, and all buffs now last for 20 seconds (technically 2 GCDs after buffs go off are possible too, but some jobs may send their buffs a bit earlier so it’s better to play it safe). 
    • Grand Impact into buffs to accompany single combos are worth consideration, but are best assessed on a fight-by-fight basis and not assumed as a default since there are other more important priorities for Acceleration.

    Buff windows from four minutes onwards tend to be more variable due to mechanics, downtime, higher chance of mistakes, mana lost from lost uptime or Verraising, or predictable killtime ranges. Double combo during these buff windows if you can (92|81 mana without Manafication), single combo otherwise. It should always be possible to get at least one combo under every buff window.

    Advanced or Niche Considerations

    There are several aspects to Dawntrail RDM that warrant further exploration and testing:

    • Encounter-specific openers, including pre-pull Acceleration for an additional Grand Impact (with or without right clicking the buff off for the instant GCD) to gain an extra use in predictable killtimes.
    • Downtime Manafication. If we gain an additional use of Manafication during uptime, it is a clear DPS gain due to +1 melee combo and +1 Prefulgence. But during downtime, more interestingly, we can Vercure ourselves six times (assuming no delay) to proc the Prefulgence Ready buff. If this results in an extra use of Manafication, that is still a gain (i.e. +0 melee combo and +1 Prefulgence is still an overall DPS gain in a vacuum).
    • Maximizing Swiftcast uses across an encounter with zero oGCD drift will require strict rotation and timeline planning. With Acceleration being usable as a temporary fix for oGCD weaving if Swiftcast is on cooldown (it does not shift alignment but it allows us to keep the cooldowns cycling if we shift alignment later), there are many possibilities.
    • Maximizing potency value of Acceleration and Grand Impact. In theory, Grand Impact is a gain over Verthunder/aero III during buff windows, but a loss if it comes at the expense of melee combo finishers. With strict Acceleration and Grand Impact planning, it is possible to plan encounters in such a way that we save Grand Impact for buffs without losing a use of Acceleration, assuming scenarios where we single combo under buffs (e.g. when rushing Manafication).
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      Balance RDM Staff
      diff --git a/jobs/casters/red-mage/fight-tips/abyssos/index.html b/jobs/casters/red-mage/fight-tips/abyssos/index.html index 0f6b9cfb0b..8ef3bb4902 100644 --- a/jobs/casters/red-mage/fight-tips/abyssos/index.html +++ b/jobs/casters/red-mage/fight-tips/abyssos/index.html @@ -45,9 +45,9 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Abyssos
    Guide Info
    Last Updated: 19 Jan, 2023
    Patch Applicable: 6.3

    For information on Addle and Magick Barrier usage, see https://bit.ly/3AHEMxZ

    P5S

    Potion Usage

    Due to the fight being ten minutes long, using potion off cooldown for progression is recommended as that will get you three potions before enrage. However, it is fairly common for even undergeared parties to kill the boss before or around nine minutes, with kill times going as fast as near seven minutes now.

    With this in mind, it is usually better to use your first potion at two minutes with a triple combo. The downtime from Devour will naturally lead to most parties using the 4-minute buff window at 4:30 instead, which in turn makes the next buff window come up around 6:30 after Ruby 5, allowing you to use your second potion approximately off cooldown.

    Manafication Usage

    Most possible kill times here encourage rushing Manafication, especially due to the downtime from Devour and raid buffs typically being delayed. In this scenario, you may only get a single combo under potion and buff window at 6:30. Holding an earlier melee combo for this buff window will generally result in a small amount of overcap.

    For very optimized parties, it is possible to consistently kill the boss faster than ~7:30. Since you can’t get a clean fifth Manafication combo at this time, this is the only reliable kill time range where you would align Manafication with Embolden. The ~8:40 to ~9:15 approximate kill time range also technically allows for aligning, but is very narrow and unrealistic to replicate.

    Adjusted Opener: Fleche and Contre Sixte

    Due to 2-minute and 6:30 potion windows being the default recommendation, we have more space in the opener to weave Fleche and Contre Sixte early. This is useful because the standard opener will result in Fleche and Contre Sixte coming up early into the Devour mechanic, causing significant drift. Instead, you can use this opener:

    Example timeline of adjusted P5 opener.

    If you keep Fleche and Contre Sixte strictly on cooldown here, you can get a final use of these abilities before Devour. Doing this will allow around two seconds of leeway for drift for each ability, but any longer and you may ghost the abilities.

    First Two-Minute Buff Window

    Due to the Double Rush cast during this buff window, it is important to align things to avoid the risk of losing GCDs due to not being in melee range or ghosting Resolution. While the boss is dashing, using Resolution on him will risk it missing the boss and not dealing any damage. An option to deal with this is to begin your first melee combo when Embolden’s cooldown has 12 seconds on it, which will result in you using Verholy/Verflare and Scorch while the boss is dashing. This timing is especially useful if your group chooses to hold buffs until after the dash, as it allows you to still get two Resolutions under buffs.

    Demo clip: https://www.youtube.com/watch?v=7prkHAA5h_c

    Melee Combo for Movement

    Movement is not particularly hectic in this fight, but every sequence of Venom Squall and/or Surge mechanics are useful timings to hold a normal melee combo in advance, in case you do not have instants available. For the one that occurs in two quadrants after Ruby 5, remember to start the melee combo as the poison starts to expand before crossing into the safe quadrant.

    Another mechanic that may require fast movement is the memory game mechanic (Ruby 3). However, this comes shortly after a 2-minute burst window, and just before the first Venom Squall and/or Surge. As such, it is better we handle that mechanic with slidecasting, Acceleration and/or Swiftcast instead.

    P6S

    Potion and Manafication Usage

    While still progging or pushing enrage, you should use potions on cooldown as it is possible to get three potions. However, most groups will eventually begin killing the boss in less than nine minutes, making a two-minute potion followed by an eight-minute one optimal for this fight.

    The same applies to Manafication. It should be used on cooldown when progging or pushing enrage. But common killtimes for geared groups (early-mid eight minutes to early nine minutes) comfortably allow for Manafication to be more closely aligned with Embolden, with flexibility to rush the last use of Manafication if needed.

    Eight minute (e.g. ~8:0X) or faster killtimes are possible, which would potentially encourage rushing Manafication and adjusting potion timings to the opener and six minute window. But these times are not likely to be achieved outside of highly coordinated optimization groups.

    Melee Combo for Movement

    Depending on the strat you’re doing, Pathogenic Cells movement can be tighter to slidecast around. You can hold your second melee combo all the way until this mechanic occurs without overcapping, which will allow you to move in and out of your spot as required.

    A normal melee combo can also be useful for Cachexia 1 movement when party members have to take turns baiting Dual Predation, particularly if you are doing a strat that has people rotating their positions. Start this combo during the Dual Predation castbar. However, if you are aligning Manafication with raid buffs, this will require you to use Manafication around five seconds before the six minute raid buff window to do a clean double melee combo under buffs (i.e. two sets of finishers under 20 second buffs).

    Demo clip: https://www.youtube.com/watch?v=RH9NeGazhh4

    If you are rushing Manafication, a combo will naturally line up with this mechanic. The mechanic occurs from ~5:33 to 5:45, and you should have a use of Manafication come up around then.

    Displacement Dark Ashes

    These mechanics are a rare instance of Displacement lining up nicely with movement. While not a DPS gain in any way, it does give you more leeway to stay in range of heals or AOE mitigations before going to a corner tile. The arena’s size also makes it safe to do, with little to no risk of backflipping into a wall (note: be sure to use this ability while inside the boss hitbox).

    P7S

    Opener

    When doing the standard opener, our second use of Contre Sixte will come back up during the knock-up stun mechanic that occurs early into the fight, leading to a few seconds of drift. To address this, we can clip Contre Sixte with the potion in the opener. This ensures we can use our second Contre Sixte comfortably before the knock-up, while still getting two Fleche under potion and one under buffs.

    RDM P7S rotation under potion

    Demo clip: https://www.youtube.com/watch?v=P6QmA-O0SLA

    Potion, Manafication and Buff Timings

    The way this raid is designed leads to a number of viable buff and Manafication timings.

    Progression/Standard Reclears

    The fight lasts until around 11:13, which provides a lot of leeway to use three potions. There are multiple ways to handle this, but arguably the safest way is to use buffs close to on cooldown with potions used at 0-5-10. Potions should be used in the opener, on an unbuffed double combo around 5-minutes (Knockback Multicast into Blades of Attis, so it doubles as a useful movement tool), and for the final buff window at around 10 minutes.

    For the 5-minute potion window, remember to save one charge each of Engagement and Corps-a-corps from the prior Forbidden Fruit mechanic. Demo of 5-min potion window: https://www.youtube.com/watch?v=MhxiAyZJ6_0

    0-6-10:30 potions are also viable. It benefits the most by delaying 10 minute buffs, allowing both potions to align with buffs. However, the 6-minute buff window occurs just before Inviolate Purgation and also has a knock-up stun. Even if you hold buffs until after the knock-up (which could misalign some jobs’ burst windows), you may wish to hold a combo for movement there. All-in-all, the 6-minute buff window is not ideal for bursting under potion, which is why we prefer the 10-minute buff window instead, where nothing else is going on.

    It is safe to align Manafication with raid buffs in this scenario, as common progression and reclear kill times are 10 minutes or longer, allowing you to use Manafication every two minutes and use the last one 10 seconds earlier if the boss HP is very low by then. When used very strictly on cooldown, you can theoretically squeeze out a final use just after ~11:08, but that requires zero drift through the entire encounter and you will only get a partial combo before enrage at 11:13, which is very high effort for very negligible gain.

    Optimization

    Optimized parties tend to kill the boss faster than 10 minutes, with the fastest around the 9 minute mark. This puts common optimized kill times in an awkward space where triple potion is often possible, but you could end up not getting good value from the second and/or third potion when using everything on cooldown.

    • Some parties will do custom buff timings, such as 0-2-4-7-9. In this scenario, using a triple potion off cooldown is fine.
    • 2-minute and 8-minute potions (or 7-minute if people delay) are optimal for highly optimized parties that kill the boss into the early 9-minute mark.

    Another dilemma is that rushing Manafication here becomes optimal again when kill times fall under the mid to late 9-minute range (we get a ~9:18 use when rushing), but with the fastest parties killing the boss closer to 9:15 or faster, 2-minute alignment becomes better.

    Purgation Uptime

    With most groups now using the static position strategy for this mechanic, Red Mage movement is extremely manageable here and can be done by primarily slidecasting, as well as a melee combo or an instant when needed. If possible, try taking the spread position closest to the bridge for less movement between AOEs. If you need to do a longer movement, such as Stack -> Stack, a single instant will be more than enough to make the movement comfier. You should also have enough mana for a melee combo by the second set of AOEs, which can be used as needed for easier movement. Keep in mind you should try to stay within the range of heals for Light of Life casts, but this should generally not be an issue even when slidecasting.

    Demo clip: https://clips.twitch.tv/ConcernedIronicHamburgerBrokeBack-pPmIoHfgPsKv3J9J

    P8S Door

    Early Buff Opener

    Some groups may choose to use buffs earlier in the opener to account for the possibility of getting the Hippokampus pattern first. If you need to use Embolden early, you can handle this by weaving Embolden with Acceleration after your first GCD, and clipping Manafication with your potion after. This opener will allow your Resolution to be caught by 15 second buffs, making it a viable alternative for when you need to buff earlier.

    Example timeline of the P8S door boss variant opener

    ## Manafication Usage

    If progging to beat enrage or your group is having issues beating the DPS check, using Manafication very strictly on cooldown allows for a final use and additional combo at the very end of the fight. Since the DPS check was nerfed in week three and people have gotten more gear, however, it has become common to simply align Manafication with Embolden every time. This works with almost all killtimes outside of enrage while being significantly easier to execute.

    While progressing with a static, you can consider strictly rushing Manafication first in case your group may need it to beat enrage. If you clear and find you don’t need it, adjusting to a 2-minute aligned rotation should be simple and not introduce any new difficulties.

    ## Dealing with Snake Gazes

    In general, there is no absolutely guaranteed way to get full uptime with every snake mechanic or combination. Greeding that one GCD at the risk of wiping the raid is not worth the time it wastes in progression.

    However, there are still some safe uptime tricks we can use as a caster at no risk. For many camera settings, casting spells on the boss will make us face it directly. For the first set of snakes, this means you can slidecast your way into either A) having the snakes directly behind you if they are diagonal to each other, or B) having both snakes out of sight beside you if they are across each other. If doing this, ensure you are standing inside the boss hitbox. Examples:

    Diagrams of snake Line of Sight

    This does not work for the second set of snakes, but you can minimize loss by paying attention to timing. However, much like the first set, it is not worth wiping the raid over a GCD here, especially this late into the fight. Consider the Vercure tactic to cut your losses if needed.

    If you are resolving your gaze or poison puddle mechanic and you find that you need to start a hardcast (but it’s unsafe to do so), you can cut your losses by Vercuring yourself while facing outward to proc a Dualcast, so you can immediately use Verthunder/aero III once the gaze resolves. This is not so much an optimization min-maxing tactic, but a way to cut your losses while playing safely.

    Example with Gaze: https://youtu.be/xCqHY4eA6Uw

    Example with First Puddle: https://youtu.be/SKz3Cqsj8zU

    Manifold Flames Uptime

    How your melee mana and melee combo usage aligns for Manifold Flames will vary depending on what pattern you get, although how you approach movement for it will mostly be the same. Consider holding a charge of Corps-a-corps for Nest of Flamevipers if you need to move into the boss, although it is not necessary.

    For the Torch Flame following this, one option is to use a melee combo for easier movement to the safe spot. You can also handle this easily by standing in the center of the arena when the mechanic starts and slidecasting to the safe spot once the flames intersect at the southwest corner.

    Example: https://youtu.be/JBnsuHal8BU

    Fourfold Flames Uptime

    The set of Fourfold Flames movements can be tricky to keep full uptime. Since this mechanic happens at the end of 2-minute buff window, the general flow is to use:

    • Combo finishers from the 2-minute burst window for the first set of movements
    • Swiftcast and/or Acceleration with Sprint for the second set
    • A normal melee combo for the third set

    It is also important to note that you do not necessarily have to run all the way to the wall, with the exception of certain Octaflare spread positions (particularly if opposite corners are safe for the second set). Paying attention to where you can stand for the first and third set will help reduce your required travel distance.

    Demo clip (dog first): https://clips.twitch.tv/TubularOptimisticPrariedogOneHand-RjFCkmPE-IfxMFas -Demo clip (snake first): https://youtu.be/XpmTEVtlmEM?t=267

    P8S P2

    Adjusted Opener: Contre Sixte

    Similar to P7S, when using a standard opener, you will usually lose a Contre Sixte to downtime if it’s not shifted earlier in the opener (or lose a use of Corps-a-corps/Engagement). Due to this, you can consider double weaving Contre Sixte with your potion in the opener, or simply replacing the potion weave with Contre Sixte if opting to pot at a later point in the fight.

    Example of rotation under potion for P8S phase 2

    If you find that double weaving potion and an oGCD together causes you to noticeably clip, or you struggle to get the final GCD before High Concept 1, you can opt to run a 2.47s recast by using Garlean Pizza (Crit/SPS food) instead of Carrot Pudding.

    Less optimal alternatives without clipping include:

    * Standard opener but swapping the order of Fleche and Contre Sixte. This loses our second Fleche under potion and gives less leeway to drift Contre Sixte at all, but is still good if you get the final use of Contre Sixte. -* Pre-pull potion six seconds before pulling with a hardcasted Veraero/thunder III, then put Fleche and Contre Sixte where the potion usually is in the standard opener.

    • Pre-pull potion three seconds before pulling with Jolt II and put Fleche and Contre Sixte as your first double weave, allowing you to get the second Fleche and one more GCD under potion in exchange for the weaker pre-casted spell.

    The potency for any of these options are close enough to be a sidegrade depending on comfort and how much leeway you want for the Contre Sixte.

    Manafication Usage

    Most possible kill times in this phase encourage rushing Manafication, as holding it to align with raid buffs will cause a significant amount of drift due to buff holds forced by downtime mechanics. Rushing Manafication in this fight involves casting it during downtime twice, during both High Concept mechanics, throwing away the 5% self buff but moving it significantly further ahead in the timeline.

    It is imperative that you enter these downtime phases with less than 50|50 mana if you intend to rush Manafication as entering with mana above that value will cause overcap. When rushing you will only be able to get one combo under the ~4:40 buff window, but this is still preferable to losing a melee combo throughout the course of the fight.

    Melee Combo and oGCDs before High Concept 1

    At the end of the opening phase, you may find yourself having a lot of oGCDs to weave; using Addle on the High Concept cast is a common recommendation, and will be done at the same time as our final use of Fleche, Contre Sixte, Corps-a-corps and Engagement coming up.

    The way to handle this is to delay your last melee combo of the phase up until 15 seconds is left on the Manafication timer, and use Acceleration and Swiftcast mid-combo ahead of time. This will allow you to have a longer sequence of instant casts to use your oGCDs conveniently as they come up. If you try to Dualcast your way through the whole sequence, you may find yourself out of weave slots for the final use of Corps-a-corps and Engagement, or the boss disappears mid hard-cast.

    Demo clip: https://clips.twitch.tv/AbstemiousGiantScorpionPJSalt-6LD-NgXV3rYq48lL

    Potion Usage

    There are two options for potion usage in this fight depending on when your party is using buffs.

    Buffing immediately after cutscene

    If buffing immediately after the cutscene, around 6:50 into the fight, it is preferable to use a potion in your opener and during the last burst after the cutscene. In this scenario, it is preferable to do a full double combo immediately under raid buffs, potion, and the phoenix buff.

    Buffing around first Dominion towers

    If your group opts to hold buffs until ~7:15 around the start of Dominion 1, to compensate for later potion usages and using 60s buffs before the cutscene, it is ideal to use your first potion at 2:40 with the buff window after High Concept 1 (double combo), with your second potion coming off cooldown around the time your final burst will start (triple combo).

    An ideal 2:40 window will look like this, if you are able to enter High Concept 1 with 36|31 (becoming 86|81 after Manafication and 92|81 after your first GCD in the phase) or more mana.

    Rotation example for the 2:40 RDM Dominion burst

    If you entered High Concept 1 with less than the specified mana value due to a lost GCD or Verraise, you may have to Dualcast once between both combos. While this will result in a weaker raid buff combo window, you will still get two full combos under potion.

  • Newsfeed
  • Abyssos
    Guide Info
    Last Updated: 19 Jan, 2023
    Patch Applicable: 6.3

    For information on Addle and Magick Barrier usage, see https://bit.ly/3AHEMxZ

    P5S

    Potion Usage

    Due to the fight being ten minutes long, using potion off cooldown for progression is recommended as that will get you three potions before enrage. However, it is fairly common for even undergeared parties to kill the boss before or around nine minutes, with kill times going as fast as near seven minutes now.

    With this in mind, it is usually better to use your first potion at two minutes with a triple combo. The downtime from Devour will naturally lead to most parties using the 4-minute buff window at 4:30 instead, which in turn makes the next buff window come up around 6:30 after Ruby 5, allowing you to use your second potion approximately off cooldown.

    Manafication Usage

    Most possible kill times here encourage rushing Manafication, especially due to the downtime from Devour and raid buffs typically being delayed. In this scenario, you may only get a single combo under potion and buff window at 6:30. Holding an earlier melee combo for this buff window will generally result in a small amount of overcap.

    For very optimized parties, it is possible to consistently kill the boss faster than ~7:30. Since you can’t get a clean fifth Manafication combo at this time, this is the only reliable kill time range where you would align Manafication with Embolden. The ~8:40 to ~9:15 approximate kill time range also technically allows for aligning, but is very narrow and unrealistic to replicate.

    Adjusted Opener: Fleche and Contre Sixte

    Due to 2-minute and 6:30 potion windows being the default recommendation, we have more space in the opener to weave Fleche and Contre Sixte early. This is useful because the standard opener will result in Fleche and Contre Sixte coming up early into the Devour mechanic, causing significant drift. Instead, you can use this opener:

    Example timeline of adjusted P5 opener.

    If you keep Fleche and Contre Sixte strictly on cooldown here, you can get a final use of these abilities before Devour. Doing this will allow around two seconds of leeway for drift for each ability, but any longer and you may ghost the abilities.

    First Two-Minute Buff Window

    Due to the Double Rush cast during this buff window, it is important to align things to avoid the risk of losing GCDs due to not being in melee range or ghosting Resolution. While the boss is dashing, using Resolution on him will risk it missing the boss and not dealing any damage. An option to deal with this is to begin your first melee combo when Embolden’s cooldown has 12 seconds on it, which will result in you using Verholy/Verflare and Scorch while the boss is dashing. This timing is especially useful if your group chooses to hold buffs until after the dash, as it allows you to still get two Resolutions under buffs.

    Demo clip: https://www.youtube.com/watch?v=7prkHAA5h_c

    Melee Combo for Movement

    Movement is not particularly hectic in this fight, but every sequence of Venom Squall and/or Surge mechanics are useful timings to hold a normal melee combo in advance, in case you do not have instants available. For the one that occurs in two quadrants after Ruby 5, remember to start the melee combo as the poison starts to expand before crossing into the safe quadrant.

    Another mechanic that may require fast movement is the memory game mechanic (Ruby 3). However, this comes shortly after a 2-minute burst window, and just before the first Venom Squall and/or Surge. As such, it is better we handle that mechanic with slidecasting, Acceleration and/or Swiftcast instead.

    P6S

    Potion and Manafication Usage

    While still progging or pushing enrage, you should use potions on cooldown as it is possible to get three potions. However, most groups will eventually begin killing the boss in less than nine minutes, making a two-minute potion followed by an eight-minute one optimal for this fight.

    The same applies to Manafication. It should be used on cooldown when progging or pushing enrage. But common killtimes for geared groups (early-mid eight minutes to early nine minutes) comfortably allow for Manafication to be more closely aligned with Embolden, with flexibility to rush the last use of Manafication if needed.

    Eight minute (e.g. ~8:0X) or faster killtimes are possible, which would potentially encourage rushing Manafication and adjusting potion timings to the opener and six minute window. But these times are not likely to be achieved outside of highly coordinated optimization groups.

    Melee Combo for Movement

    Depending on the strat you’re doing, Pathogenic Cells movement can be tighter to slidecast around. You can hold your second melee combo all the way until this mechanic occurs without overcapping, which will allow you to move in and out of your spot as required.

    A normal melee combo can also be useful for Cachexia 1 movement when party members have to take turns baiting Dual Predation, particularly if you are doing a strat that has people rotating their positions. Start this combo during the Dual Predation castbar. However, if you are aligning Manafication with raid buffs, this will require you to use Manafication around five seconds before the six minute raid buff window to do a clean double melee combo under buffs (i.e. two sets of finishers under 20 second buffs).

    Demo clip: https://www.youtube.com/watch?v=RH9NeGazhh4

    If you are rushing Manafication, a combo will naturally line up with this mechanic. The mechanic occurs from ~5:33 to 5:45, and you should have a use of Manafication come up around then.

    Displacement Dark Ashes

    These mechanics are a rare instance of Displacement lining up nicely with movement. While not a DPS gain in any way, it does give you more leeway to stay in range of heals or AOE mitigations before going to a corner tile. The arena’s size also makes it safe to do, with little to no risk of backflipping into a wall (note: be sure to use this ability while inside the boss hitbox).

    P7S

    Opener

    When doing the standard opener, our second use of Contre Sixte will come back up during the knock-up stun mechanic that occurs early into the fight, leading to a few seconds of drift. To address this, we can clip Contre Sixte with the potion in the opener. This ensures we can use our second Contre Sixte comfortably before the knock-up, while still getting two Fleche under potion and one under buffs.

    RDM P7S rotation under potion

    Demo clip: https://www.youtube.com/watch?v=P6QmA-O0SLA

    Potion, Manafication and Buff Timings

    The way this raid is designed leads to a number of viable buff and Manafication timings.

    Progression/Standard Reclears

    The fight lasts until around 11:13, which provides a lot of leeway to use three potions. There are multiple ways to handle this, but arguably the safest way is to use buffs close to on cooldown with potions used at 0-5-10. Potions should be used in the opener, on an unbuffed double combo around 5-minutes (Knockback Multicast into Blades of Attis, so it doubles as a useful movement tool), and for the final buff window at around 10 minutes.

    For the 5-minute potion window, remember to save one charge each of Engagement and Corps-a-corps from the prior Forbidden Fruit mechanic. Demo of 5-min potion window: https://www.youtube.com/watch?v=MhxiAyZJ6_0

    0-6-10:30 potions are also viable. It benefits the most by delaying 10 minute buffs, allowing both potions to align with buffs. However, the 6-minute buff window occurs just before Inviolate Purgation and also has a knock-up stun. Even if you hold buffs until after the knock-up (which could misalign some jobs’ burst windows), you may wish to hold a combo for movement there. All-in-all, the 6-minute buff window is not ideal for bursting under potion, which is why we prefer the 10-minute buff window instead, where nothing else is going on.

    It is safe to align Manafication with raid buffs in this scenario, as common progression and reclear kill times are 10 minutes or longer, allowing you to use Manafication every two minutes and use the last one 10 seconds earlier if the boss HP is very low by then. When used very strictly on cooldown, you can theoretically squeeze out a final use just after ~11:08, but that requires zero drift through the entire encounter and you will only get a partial combo before enrage at 11:13, which is very high effort for very negligible gain.

    Optimization

    Optimized parties tend to kill the boss faster than 10 minutes, with the fastest around the 9 minute mark. This puts common optimized kill times in an awkward space where triple potion is often possible, but you could end up not getting good value from the second and/or third potion when using everything on cooldown.

    • Some parties will do custom buff timings, such as 0-2-4-7-9. In this scenario, using a triple potion off cooldown is fine.
    • 2-minute and 8-minute potions (or 7-minute if people delay) are optimal for highly optimized parties that kill the boss into the early 9-minute mark.

    Another dilemma is that rushing Manafication here becomes optimal again when kill times fall under the mid to late 9-minute range (we get a ~9:18 use when rushing), but with the fastest parties killing the boss closer to 9:15 or faster, 2-minute alignment becomes better.

    Purgation Uptime

    With most groups now using the static position strategy for this mechanic, Red Mage movement is extremely manageable here and can be done by primarily slidecasting, as well as a melee combo or an instant when needed. If possible, try taking the spread position closest to the bridge for less movement between AOEs. If you need to do a longer movement, such as Stack -> Stack, a single instant will be more than enough to make the movement comfier. You should also have enough mana for a melee combo by the second set of AOEs, which can be used as needed for easier movement. Keep in mind you should try to stay within the range of heals for Light of Life casts, but this should generally not be an issue even when slidecasting.

    Demo clip: https://clips.twitch.tv/ConcernedIronicHamburgerBrokeBack-pPmIoHfgPsKv3J9J

    P8S Door

    Early Buff Opener

    Some groups may choose to use buffs earlier in the opener to account for the possibility of getting the Hippokampus pattern first. If you need to use Embolden early, you can handle this by weaving Embolden with Acceleration after your first GCD, and clipping Manafication with your potion after. This opener will allow your Resolution to be caught by 15 second buffs, making it a viable alternative for when you need to buff earlier.

    Example timeline of the P8S door boss variant opener

    ## Manafication Usage

    If progging to beat enrage or your group is having issues beating the DPS check, using Manafication very strictly on cooldown allows for a final use and additional combo at the very end of the fight. Since the DPS check was nerfed in week three and people have gotten more gear, however, it has become common to simply align Manafication with Embolden every time. This works with almost all killtimes outside of enrage while being significantly easier to execute.

    While progressing with a static, you can consider strictly rushing Manafication first in case your group may need it to beat enrage. If you clear and find you don’t need it, adjusting to a 2-minute aligned rotation should be simple and not introduce any new difficulties.

    ## Dealing with Snake Gazes

    In general, there is no absolutely guaranteed way to get full uptime with every snake mechanic or combination. Greeding that one GCD at the risk of wiping the raid is not worth the time it wastes in progression.

    However, there are still some safe uptime tricks we can use as a caster at no risk. For many camera settings, casting spells on the boss will make us face it directly. For the first set of snakes, this means you can slidecast your way into either A) having the snakes directly behind you if they are diagonal to each other, or B) having both snakes out of sight beside you if they are across each other. If doing this, ensure you are standing inside the boss hitbox. Examples:

    Diagrams of snake Line of Sight

    This does not work for the second set of snakes, but you can minimize loss by paying attention to timing. However, much like the first set, it is not worth wiping the raid over a GCD here, especially this late into the fight. Consider the Vercure tactic to cut your losses if needed.

    If you are resolving your gaze or poison puddle mechanic and you find that you need to start a hardcast (but it’s unsafe to do so), you can cut your losses by Vercuring yourself while facing outward to proc a Dualcast, so you can immediately use Verthunder/aero III once the gaze resolves. This is not so much an optimization min-maxing tactic, but a way to cut your losses while playing safely.

    Example with Gaze: https://youtu.be/xCqHY4eA6Uw

    Example with First Puddle: https://youtu.be/SKz3Cqsj8zU

    Manifold Flames Uptime

    How your melee mana and melee combo usage aligns for Manifold Flames will vary depending on what pattern you get, although how you approach movement for it will mostly be the same. Consider holding a charge of Corps-a-corps for Nest of Flamevipers if you need to move into the boss, although it is not necessary.

    For the Torch Flame following this, one option is to use a melee combo for easier movement to the safe spot. You can also handle this easily by standing in the center of the arena when the mechanic starts and slidecasting to the safe spot once the flames intersect at the southwest corner.

    Example: https://youtu.be/JBnsuHal8BU

    Fourfold Flames Uptime

    The set of Fourfold Flames movements can be tricky to keep full uptime. Since this mechanic happens at the end of 2-minute buff window, the general flow is to use:

    • Combo finishers from the 2-minute burst window for the first set of movements
    • Swiftcast and/or Acceleration with Sprint for the second set
    • A normal melee combo for the third set

    It is also important to note that you do not necessarily have to run all the way to the wall, with the exception of certain Octaflare spread positions (particularly if opposite corners are safe for the second set). Paying attention to where you can stand for the first and third set will help reduce your required travel distance.

    Demo clip (dog first): https://clips.twitch.tv/TubularOptimisticPrariedogOneHand-RjFCkmPE-IfxMFas +Demo clip (snake first): https://youtu.be/XpmTEVtlmEM?t=267

    P8S P2

    Adjusted Opener: Contre Sixte

    Similar to P7S, when using a standard opener, you will usually lose a Contre Sixte to downtime if it’s not shifted earlier in the opener (or lose a use of Corps-a-corps/Engagement). Due to this, you can consider double weaving Contre Sixte with your potion in the opener, or simply replacing the potion weave with Contre Sixte if opting to pot at a later point in the fight.

    Example of rotation under potion for P8S phase 2

    If you find that double weaving potion and an oGCD together causes you to noticeably clip, or you struggle to get the final GCD before High Concept 1, you can opt to run a 2.47s recast by using Garlean Pizza (Crit/SPS food) instead of Carrot Pudding.

    Less optimal alternatives without clipping include:

    * Standard opener but swapping the order of Fleche and Contre Sixte. This loses our second Fleche under potion and gives less leeway to drift Contre Sixte at all, but is still good if you get the final use of Contre Sixte. +* Pre-pull potion six seconds before pulling with a hardcasted Veraero/thunder III, then put Fleche and Contre Sixte where the potion usually is in the standard opener.

    • Pre-pull potion three seconds before pulling with Jolt II and put Fleche and Contre Sixte as your first double weave, allowing you to get the second Fleche and one more GCD under potion in exchange for the weaker pre-casted spell.

    The potency for any of these options are close enough to be a sidegrade depending on comfort and how much leeway you want for the Contre Sixte.

    Manafication Usage

    Most possible kill times in this phase encourage rushing Manafication, as holding it to align with raid buffs will cause a significant amount of drift due to buff holds forced by downtime mechanics. Rushing Manafication in this fight involves casting it during downtime twice, during both High Concept mechanics, throwing away the 5% self buff but moving it significantly further ahead in the timeline.

    It is imperative that you enter these downtime phases with less than 50|50 mana if you intend to rush Manafication as entering with mana above that value will cause overcap. When rushing you will only be able to get one combo under the ~4:40 buff window, but this is still preferable to losing a melee combo throughout the course of the fight.

    Melee Combo and oGCDs before High Concept 1

    At the end of the opening phase, you may find yourself having a lot of oGCDs to weave; using Addle on the High Concept cast is a common recommendation, and will be done at the same time as our final use of Fleche, Contre Sixte, Corps-a-corps and Engagement coming up.

    The way to handle this is to delay your last melee combo of the phase up until 15 seconds is left on the Manafication timer, and use Acceleration and Swiftcast mid-combo ahead of time. This will allow you to have a longer sequence of instant casts to use your oGCDs conveniently as they come up. If you try to Dualcast your way through the whole sequence, you may find yourself out of weave slots for the final use of Corps-a-corps and Engagement, or the boss disappears mid hard-cast.

    Demo clip: https://clips.twitch.tv/AbstemiousGiantScorpionPJSalt-6LD-NgXV3rYq48lL

    Potion Usage

    There are two options for potion usage in this fight depending on when your party is using buffs.

    Buffing immediately after cutscene

    If buffing immediately after the cutscene, around 6:50 into the fight, it is preferable to use a potion in your opener and during the last burst after the cutscene. In this scenario, it is preferable to do a full double combo immediately under raid buffs, potion, and the phoenix buff.

    Buffing around first Dominion towers

    If your group opts to hold buffs until ~7:15 around the start of Dominion 1, to compensate for later potion usages and using 60s buffs before the cutscene, it is ideal to use your first potion at 2:40 with the buff window after High Concept 1 (double combo), with your second potion coming off cooldown around the time your final burst will start (triple combo).

    An ideal 2:40 window will look like this, if you are able to enter High Concept 1 with 36|31 (becoming 86|81 after Manafication and 92|81 after your first GCD in the phase) or more mana.

    Rotation example for the 2:40 RDM Dominion burst

    If you entered High Concept 1 with less than the specified mana value due to a lost GCD or Verraise, you may have to Dualcast once between both combos. While this will result in a weaker raid buff combo window, you will still get two full combos under potion.

    • Have any questions?
      Authors
      Balance RDM Staff
      diff --git a/jobs/casters/red-mage/fight-tips/dragonsongs-reprise-ultimate-guide/index.html b/jobs/casters/red-mage/fight-tips/dragonsongs-reprise-ultimate-guide/index.html index 9af8dd2365..871e8eb5f7 100644 --- a/jobs/casters/red-mage/fight-tips/dragonsongs-reprise-ultimate-guide/index.html +++ b/jobs/casters/red-mage/fight-tips/dragonsongs-reprise-ultimate-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Dragonsong's Reprise (Ultimate) Guide
    Guide Info
    Last Updated: 26 Sep, 2022
    Patch Applicable: 6.21

    Introduction

    In this raid, only three phases in particular have what most would consider to be tight DPS checks (Nidhogg, Eyes, Dragon King Thordan), and one with a moderate one (Double Dragons). The Double Dragons phase DPS check is low in terms of boss HP relative to enrage timer, but in practice can feel high for people who struggle to keep uptime amid its mechanics.

    Other phases, however, are much more lenient with minimal uptime considerations. So, with RDM being a gauge builder/spender job, we spend much of our time building mana on lenient phases to do more burst damage in the ones with DPS checks that matter.

    The phases are commonly referred to by their number and will occasionally be referenced again as such later in the document for brevity (with the exception of eyes and rewind phases), so for clarification purposes, please refer to the below:

    • Vault: P1/Door
    • Thordan I: P2
    • Nidhogg/Nidstinien: P3
    • Eyes: P4
    • Intermission: Rewind
    • Thordan II: P5
    • Double Dragons: P6
    • Dragon King Thordan: P7

    Addle and Magick Barrier Usage

    Please be sure to read Meru’s Addle and Magick Barrier Guide: https://bit.ly/3AHEMxZ for tips and disclaimers on your various mitigation options.

    Manafication Timings

    When progressing this fight, there are two common approaches people will take with regard to their Manafication timings:

    Aligned Two-Minute Manafic

    This rotation involves aligning Manafication with every raid buff window, making for cleaner burst windows and more flexibility around fast or slow phase killtimes.

    Manafic Rush

    This rotation involves using Manafication strictly off of cooldown (including in downtime), allowing a free extra use of Manafication in eyes phase, and an early Manafication in P3 to help with tower movement. However, this comes at the cost of slightly worse burst/buff alignment in earlier phases and less killtime flexibility.

    Both rotations are viable and commonly used. If in doubt, the aligned 2-min Manafic rotation is the easier option to progress on due to its flexibility and simplicity. Manafic rush is mostly valuable for those who need additional damage on Eyes phase.

    Potion Timings

    The most common and useful potion windows in this fight are as follows:

    • Openers (Door and P2). The additional damage is usually not needed given the very lenient DPS check, but it can be worthwhile to use a potion anyway given that it’s a free use and creates more leeway for deaths or mistakes.
    • P3 raid buff window, during and after enumeration towers.
    • P6 opener.
    • P7 during either Gigaflare 1 or Akh Morn 3, or after Exaflare 1 and Gigaflare 2 (depending on which buff timing your party chooses.

    Alternative potion timings can exist for more niche optimization (e.g. Eyes or later in P2), but are considered less common and their benefits to the party are more situational. The potion timings above are more suited to progression.

    Embolden Timings

    As always, Embolden should be used to achieve the best possible gains for your group, and be aligned with other raid buffs. In general, most parties opt for the following:

    • Door: Opener, once Charibert is targetable.
    • P2: Opener, after Sanctity.
    • P3: During or after enumeration towers.
    • Eyes: None.
    • Rewind: Once Charibert is targetable.
    • P5: Between Wrath of the Heavens and Death of the Heavens.
    • P6: Opener, and either during Wyrm’s Breath 2 or after Touchdown.
    • P7: During or after Gigaflare 1, during Akh Morn 3 / After first exaflare and after Gigaflare 2 (hold one minute burst for 20 seconds, only possible if two-minute buffs are used during Wyrm’s Breath 2).

    AoE for Mana Generation and Holding DPS

    During various phases, you may need to “hold DPS” to give more time for defensive cooldowns to come back up. One good example of this is P2; if you use Addle on Ultimate End, but then end up killing the boss during broad swings, your Addle will not be back up in time to mitigate the second stack during towers in P3.

    When you need to artificially slow down how fast you kill a boss, the suggested approach would be to cast Veraero/Verthunder II, as these spells do noticeably less damage in single target scenarios but generate the most mana out of our regular GCDs (7 of white/black).

    Phase One: Vault (Door Boss)

    The DPS check in this phase is very lenient, and movement isn’t particularly difficult compared to Savage. As such, the main adjustments in this phase are around getting the most value out of two target spells or abilities.

    Suggested Opener

    Opener notes:

    • Your second GCD can actually be Impact instead of Veraero in this picture, but depending on your tanks, it might only hit one target (which is a loss).
    • There are two Acceleration-boosted Impacts that will hit both targets, with the one after Resolution still falling under 15-second raid buffs if available.
    • This alignment allows two uses of Contre Sixte on two targets before Adelphel disappears. But the second use is strict and has a risk of ghosting if weaved too late.
    • The first Fleche is delayed for raid buffs, but this is optional. Using it before raid buffs (e.g. double weaved with Swiftcast if not using potion) would be better if you gain a use.
    • If able to double weave a potion, one ideal timing would be to weave it with the Swiftcast. The other alternative is to use a potion for a double melee combo after the playstation mechanic. Although there are no raid buffs, two sets of finishers cleaving both bosses can make up for it.

    Two Target Phases

    Jolt II/Verstone/Verfire into Impact is optimal on two targets, and so should be used as our main filler spell combo whenever the bosses are pulled together.

    Since our melee combo finishers cleave, you should at minimum, save your second melee combo for when Adelphel returns from the dashes and jumps onto the tank. At this point you should be around 70|70 to 80|80 mana. Other combos in this phase can be used when you are 50|50 or above.

    Second Manafication

    Your second Manafication may come up before the Charibert phase begins, depending on your group DPS. In this scenario, you should generally use Manafication and use a melee combo on the two bosses, as killing these two bosses as soon as possible is more valuable than doing extra damage to Charibert. One exception to this is if the damage is not needed there and would be more useful on Charibert due to deaths or damage downs.

    Phase Two: Thordan

    Much like the door boss, the DPS check in this phase is also very lenient. This is a “trios” phase where all the difficult mechanics occur when the boss is untargetable, but when the boss is targetable, not much is going on at all. As such, most optimization around this phase revolves around oGCD usage and phase timings.

    The standard play here is to do three melee combos during the phase: the opener, one flexible combo before or after Sanctity, and a final combo during raid buffs. From this point onward, you should build mana and aim to enter P3 with somewhere between 70|70 to 80|80 mana. If killing the boss too fast, consider asking your party members to hold damage (especially jobs that don’t need to build gauge) and use AOE abilities.

    Suggested Openers

    Standard

    The standard opener is similar to our general purpose one, but due to the short phase, using the potion early is advised to catch the early Fleche, and also benefit from the full 30 seconds of the potion buff. The standard opener works for both 2-minute aligned Manafic or Manafic rush.

    Modified Manafic Rush

    The modified opener for Manafic rushing uses Manafic on the first GCD. While the damage and alignment is slightly weaker, it creates more leeway for your Manafication timer when using it on cooldown later in the fight. This serves as a buffer for faster phase killtimes to ensure you don’t experience problematic alignment later into the fight (i.e. de-syncing in P5).

    You can also do a back-to-back Acceleration and Swiftcast after Resolution in the modified Manafic rush opener for more damage and another guaranteed proc, but saving the Swiftcast can also be useful for a quick Verraise if someone dies before Strength of the Ward.

    Note that for Manafic rush, you should press Manafic on cooldown during Sanctity when the boss is not targetable. The 5% self buff will be wasted, but the DPS gain of an extra usage in Eyes phase more than compensates for it if your group wants additional damage there.

    Strength into Sanctity

    There is a short phase of uptime between the first two trio mechanics of this fight. If doing an aligned two-minute rotation, you can just Dualcast through this whole phase and double melee combo into buffs later. If doing Manafic rush, you have to do a full or partial melee combo (full combo recommended) to avoid overcapping during Sanctity.

    If auto boss targeting settings are enabled, you can clip your first and last Contre Sixte of this phase (i.e. use it at the start before your first Dualcasted GCD) to squeeze out an additional use, then still get a final GCD off.

    Example of Contre Sixte clipping for a two-minute aligned Manafication timeline (no combo):

    However, this has a risk of ghosting the final GCD, even if the damage numbers appear. Veraero/thunder III are also higher potency than Contre Sixte. Only consider doing this if you want the extra leeway in damage and can execute it consistently. It is slightly easier on a 2.47 GCD, which involves using Crit/SpS food instead of Det/Crit.

    Verraise during Strength and Sanctity

    During both trio mechanics, it is possible to save seemingly unsalvageable runs by being aware of the positions of yourself and your other party members when you Verraise a fallen party member. Note that party members will revive at the location you cast Verraise on them. The simplest solution is to hold Swiftcast for this, but you can Vercure yourself during downtime if needed to prepare a Dualcast (i.e. while taking a lightning hit during Strength, and before dodging dashes during Sanctity).

    This means that in Strength of the Ward, if you do not have a Defamation marker, you can revive your ally onto the middle tower (slightly closer to the party), and their resurrected, but damage-immune body will share the three person stack. Even if they are immobile, they will still soak the middle tower.

    In Sanctity of the Ward, you can either resurrect your party member to the middle as soon as possible, allowing them time to quickly join their ice stack, or you can revive them onto an ice stack location. For example, if you are east and your fallen ally is west, you can revive them onto your ice stack position east and go west yourself (or call a swap with the west tank/healer if resurrecting a non-DPS).

    These techniques can be situational and ruined by having a Defamation marker in Strength, and can be more situational to pull off if assigned to north/south due to meteor prey markers. Nonetheless, every minute saved will add up over time, making it a worthwhile habit to consider.

    Reopener during Ultimate End

    The reopener here is very flexible, and will depend on your overall fight plan.

    Some players may wish to put more burst damage into Thordan when he has the Discomposed debuff (increase damage taken). If you wish to take advantage of this, you will want to start your melee combo five GCD spells after the boss becomes targetable. This will align your three finishers with the Discomposed debuff.

    Otherwise, you can prepare a Dualcast with Vercure, and even an Acceleration before the boss is targetable while soaking your outer tower in Sanctity. You can then use back-to-back instant cast Veraero/thunder III before entering a melee combo, or simply go straight into melee combo after one cast. This allows you to weave more oGCD abilities earlier as required depending on your Addle plan and agreed party raid buff timing.

    Broad Swings

    Broad swings can generally be dodged with slidecasting, and one use of Acceleration and Swiftcast. The alignment with Dualcast will depend on how you reopen on Thordan. Position yourself behind Thordan inside the hitbox to reduce the distance you need to move for dodging.

    Preparing for Nidhogg phase: Mana Levels and Carrying oGCDs

    Generally you wish to enter P3 with 70|70 to 80|80 mana. It is possible to enter Nidhogg at 100|100 by only doing two melee combos this phase or using excessive AOE spells, but there isn’t much benefit to doing so outside of very niche and specific circumstances.

    However, you can freely hold your** second uses of Contre Sixte, Engagement and Corps-a-corps **after Ultimate End, like in the image below. This can also lead to a fourth use of Contre Sixte in P3. Holding these oGCDs leads to a combined 670 potency of free oGCD damage for P3 (the phase with the tighter DPS check) that would likely not have been available:

    Phase Three: Nidhogg/“Nidstinien”

    This phase has the first “challenging” DPS check in the raid. It is a full uptime phase. In general, it is recommended to enter this phase with between 70|70 to 80|80 mana from P2, and to do four melee combos throughout the phase. Doing three or five are possible, but are generally for uncommon niche scenarios with limited benefit, and can adversely impact other phases.

    Uptime for Towers

    You can use your first melee combo (second one if Manafic rushing) for movement for the first set of towers.

    Unless you are adjusting for the enumeration towers, the best use of sprint in this phase is if you are marked one south (thus soaking the third south tower), and you get an “out first” Gnash and Lash pattern.

    If two towers are dropped too far into the boss, there is also a risk of getting clipped by Geirskogul if you loop fully around the outside. You can avoid this by taking the stack damage slightly inside the boss hitbox, then sprinting diagonally through the boss before curving around to the south tower.

    If you have the “look away” tower (either Elusive Jump or Spineshatter Dive, depending on the strat you’re doing), do not try to greed the GCD. Instead, if you find yourself needing to use a hardcast just before the tower resolves, consider Vercuring yourself while facing out. That way, once your jump resolves, you can go straight into an instant-cast and move immediately.

    Potion Window

    During and after Enumeration towers, we either do a standard triple melee combo for aligned two-minute Manafic, or a partially buffed double combo if rushing Manafic. In either scenario, you should start your first combo any time during the Drachenlance cast before the Enumeration towers appear. This will allow you to use your melee combo finishers to bait the clone and move out, or even move to another tower if needed (if you are one of the adjusting players)

    Aligned Two-Minute Manafic Example

    For this approach, you would aim for a clean triple melee combo. Note that it may not always be possible for the triple combo to be perfectly aligned with raid buffs, as buff timings can vary based on the group or even P2 killtime. What’s important is getting three sets of finishers under potion, and at least a partial double combo under raid buffs.

    Manafic Rush Example

    When Manafic rushing, trying to get a perfectly clean double melee combo under buffs may lead to overcapping. So we generally adopt a “compromise” solution that allows for clean movement, one full melee combo under raid buffs, and two sets of finishers under potion. Although the potion is used early, keep in mind that the potion buff duration is 30 seconds, while most raid buffs are 15 to 20. This means that even if used before the buff window, it is possible to have two-thirds of your potion window be fully in sync with raid buffs.

    Other Notes on this Burst Window

    Double Fleche

    It is possible to put two Fleche under these potion windows. However, Acceleration/Swiftcast use for movement can change depending on the tower numbers and in/out patterns you get, which can make oGCD alignment inconsistent. The DPS gain is also marginal since at least one of those Fleche would fall outside of raid buffs, so it’s better not to stress over trying to do so.

    Engagement and Corps-a-corps

    While these oGCDs are not buffed by Embolden, consider holding a charge here to put under the potion window and party member raid buffs if possible.

    Recovery

    While it is possible to save a run by Verraising someone into their enumeration tower if they die to the first Drachenlance or tank autos, the timing for doing so is much tighter than P2 trios.

    RDM should proactively revive party members over healers for almost all of the fight. With that said, the raid buff and potion window here (after enumeration towers) is one of the least convenient times for RDM to raise due to how many melee combos occur with raid buffs and potions being up. It is also one of the easier phases for healers to recover, given that there is minimal movement and raid damage here. Given the tight DPS check, you can give your healers a heads up to cover the first revive if someone dies to the tankbuster tethers.

    Saving Movement Abilities for Eyes

    After the potion window is complete, try to save at least one charge of Acceleration and Swiftcast for Eyes phase, as they may be needed for cleaner movement during Mirage Dives.

    Phase Four: Eyes

    Optimization and uptime in this phase revolves almost entirely around using Resolution to cleave both eyes, and managing your Mirage Dive movements with Acceleration or Swiftcast where required.

    Assuming you did four melee combos in P3, you will get one melee combo at the start of the phase (two if rushing Manafic), and another one near the end. If you do a partial combo at the end of the phase, it will carry on to the next phase without dropping off, and you will be able to complete the combo on Charibert.

    Resolution Cleave

    After a melee combo, you can hit both eyes by standing within the hitbox of one eye, and targeting the furthest one. However, try to time your melee combos in such a way that you are not attempting to cleave the eyes the exact same moment that Mirage Dives occur.

    Intermission: Rewind

    Saving oGCDs for the Spear

    In this phase, the DPS check on Charibert is more forgiving than the one for the spear. If needed, you can save oGCDs from Charibert for burning down the spear once Charibert is below 29.9% HP. This includes your second Fleche, second Contre Sixte, and two charges of Engagement and Corps-a-corps.

    If you do not wish to overcap on your movement oGCDs, you can use one charge of each as a compromise. Also note that holding your second Fleche for the spear will generally not lose you a use in P5 due to the phase transition duration.

    Note if Rushing Manafication:

    Depending on your strat and previous phase kill times, Manafication may come off of cooldown as you have to move out to drop your puddle. In this scenario, just press it anyway and use stacks on spells if needed until you’re back in melee range.

    The key is to keep the Manafication cooldown going, and once Charibert is below 29.9% HP, any additional damage on him doesn’t matter at all. Be sure to prepare a Dualcast with Vercure once the spear is destroyed if needed to ensure you open the next phase on an instant cast.

    Phase Five: Thordan II

    This phase is much like the first Thordan, a trio based phase with a (mostly) lenient DPS check that cycles between “full uptime with barely anything happening” and “a lot of mechanics happening, but the boss is not targetable”.

    Pre-Wrath of the Heavens

    The period before Wrath of the Heavens is fairly flexible and your available mana and tools will depend on earlier phases. Instead of trying to execute a fixed opener, things to note are:

    • Weave Fleche as early as possible to get two uses during this mini-phase, as the timing is fairly tight. Meanwhile, only one use of Contre Sixte is possible.
    • If doing one melee combo with a prepared Dualcast proc, one Acceleration/Swiftcast will ensure you get a final GCD off before the boss jumps away.
    • If not melee comboing, use one Acceleration and one Swiftcast to keep the cooldown timer running and have your last GCD be instant.

    Example (one melee combo with a prepared Dualcast proc, Acceleration used):

    Wrath of the Heavens is easier to recover than P2 trios, and you have more time to prepare a Vercure on yourself to proc Dualcast if Verraise is needed. Due to the party being spread out, you should also use Vercure on yourself before the Protean spread, especially if you had to take one of the initial knight dashes and are at low HP. That way, if you get Liquid Heaven baits, you have a free instant cast heal on yourself which can be the difference between life or death if your healers are busy or out of range.

    Pre-Death of the Heavens

    The standard approach here is to have a Dualcast ready from Vercure in downtime, then executing a double melee combo under raid buffs. You want to get two Fleche uses here. Two Contre Sixte uses are possible, but needs to be used in the same way as P2, and is more of a niche optimization. Note that if doing the Manafic rush rotation, your Manafic should come up for your second combo.

    Example reopener (Manafic rushing, no double Contre Sixte optimization):

    Meteors

    It is generally advised for the caster to use LB2 on the meteors. While it is possible to hit four, the positioning is extremely precise, and missing will lead to only hitting two. Any delay in casting the LB can mean wasted GCDs from your party members and yourself. It is more practical to just aim for three instead, either at a fixed waymark, or the ones nearest to yourself.

    Clip: https://clips.twitch.tv/ApatheticTemperedNigiriBrokeBack-zqGt8oVekhdXgJLq

    If not LBing the meteors (i.e. the ranged/second caster is LBing or the party agrees not to use it here), you can do a full melee combo under raid buffs, use an odd number of Acceleration and Swiftcast (one or all three), then finish the phase with a partial melee combo just as the Death of the Heavens cast bar reaches “Heavens”, near completion.

    When the meteors appear, you will want to use Verfinisher and Scorch on one meteor, then use Resolution in a line on three other ones lined up (target the furthest).

    Clip: https://youtu.be/G0ZbQMSHNkY?t=611

    Phase Six: Double Dragons

    While the DPS check here in terms of boss HP is quite low, clean enrage wipes can happen if players are not comfortable keeping uptime while doing mechanics safely. There is a lot of movement and some precision required in this phase. With how Hraesvelgr’s Vow works, it is also hard to recover from mistakes. You usually want to end this phase with around 90|90 or more mana heading into P7 to comfortably get 8 melee combos in the final phase.

    Potion and Opener

    Unlike many other phases, it is better to start your re-opener here (a double melee combo with Manafication) without preparing a Dualcast proc during downtime. This means using potion during downtime, then starting the phase with a melee combo immediately. This will make alignment better for cleaving both dragons with Resolution just before the first mechanic, Wyrm’s Breath 1. After Wyrm’s Breath 1 resolves, try to hold onto your instant cast abilities and save your mana for Wroth Flames later.

    Wroth Flames

    Starting a melee combo late into the cast will let you use your melee combo finishers for movement to get into your starting position. Following that, you can do one Dualcast safely at the starting position, then use three instant casts for movement (Acceleration and Swiftcast) to bait the Akh Morns and then start moving to your final spread or pair stack position.

    Clip: https://youtu.be/YcoOeXy0EQU?t=739

    Second Raid Buff Window: Touchdown vs Wyrm’s Breath 2

    There are pros and cons to holding your second raid buff window all the way until Touchdown, or using them nearly off of cooldown during Wyrm’s Breath 2. Regardless of what you do, you will be able to get two uses in the final phase.

    Post-Touchdown Raid Buffs

    After Touchdown, both dragons stand there casting enrage. The cast itself is very slow, meaning the party simply has to just stand within range of raid buffs and hit the bosses.

    It is common for some jobs to use this opportunity to build gauge for the final phase, meaning the value of the buff window is not maximized. However, this usually isn’t an issue due to the lax DPS check. If still progging, feel free to spend gauge on a melee combo on the dragons or use caster LB2 to guarantee you are able to see the next phase for practice purposes.

    A potential downside to using raid buffs here is that it locks you into doing raid buffs around Gigaflare 1 and Akh Morn 3 in P7. While these timings line up well with mechanics and cooldowns (e.g. 1-minute burst for some jobs), it does reduce the healer’s ability to output damage during raid buffs, because they will be busier healing the party during Akh Morn 3.

    Wyrm’s Breath 2 Raid Buffs

    Raid buffs come off of cooldown some time before the Wyrm’s Breath 2 mechanic, and some groups will choose to use it here instead of holding it for Touchdown. Since this isn’t a “resource generation” phase, using buffs at Wyrm’s Breath 2 can result in more group DPS for P6. It also unlocks the option to use raid buffs in P7 after the first Exaflares, and subsequently after Gigaflare 2, which can be more comfortable for healers.

    The downside to this is that, if not executed properly, it is easier for people to miss raid buffs while doing the mechanic if they preemptively spread out too far. Depending on the job and Wyrm’s Breath 2 strat, it may also be more difficult for some jobs to execute their burst windows properly while doing the mechanic.

    Clip: https://youtu.be/ElRQd4ASBtw?t=796

    Phase Seven: Dragon King Thordan

    Compared to previous phases, P7 is fairly simple for DPS and is significantly more challenging for tanks and healers. Be sure your party has a clear mitigation plan before you start progging this phase, and review the DSR caster mitigation guide again (https://bit.ly/3AHEMxZ) if required. If your static or PF does not have any mitigation plan going in, fix that now.

    This phase is full uptime with only a moderate amount of movement planning required. Your job is simply to do damage safely, do mechanics, burst properly under raid buffs, and use your mitigations on time. Be sure to enter the phase with around 90|90 mana if you can.

    Auto-Attack Timing and Magick Barrier

    It can be good for us to take the second boss auto-attack after Exaflares. The reason for this is because it naturally places us underneath the boss to cast Magick Barrier before the next Akh Morn mechanic, ensuring it reaches everyone and covers every Akh Morn hit. Use it as the boss places the towers down, his swords light up, and you move to your group stack.

    While this logic could apply to anyone who casts an AoE mitigation for Akh Morn, there is additional value for us due to our more limited movement, i.e. a physical ranged or MNK (Mantra) can dip in quickly and throw out their mitigation without uptime or timing concerns.

    Movement, Potions and Combos: Gigaflare 1 / Akh Morn 3 Buff Timings

    If you opted for this buff timing (mandatory for post-Touchdown buffs in P6), the following combo timings are recommended for buff alignment and movement:

    • One for the phase opener
    • Three for Gigaflare 1 movement (triple combo, potion, buffs)
    • One for Gigaflare 2 movement
    • Three for Akh Morn 3 (triple combo, potion, buffs)

    Save Swiftcast and Acceleration to handle Exaflare movements.

    Movement, Potions and Combos: Post-Exaflare 1 / Gigaflare 2 Buff Timings

    If you opted for this buff timing (optional and only possible if you used raid buffs during Wyrm’s Breath 2), the following combo timings are recommended for buff alignment and movement:

    • One for the phase opener
    • Two for first set of party autos into Akh Morn 1 (double combo, potion, buffs)
    • One for second Exaflares
    • Three for Gigaflare 2 movement into third Exaflares (triple combo, potion, buffs)
    • One for Akh Morn 3 into enrage

    Save Swiftcast and Acceleration to handle the first Exaflare after your opening combo and the Gigaflare 1 mechanic.

    Congratulations!


    Clear PoVs

    Aligned Manafication

    God Okonkwo: https://bit.ly/3xTno97

    Lana White: https://bit.ly/3DSW7Yo

    Manafication Rush

    Laille Ormesaing: https://bit.ly/3Rgih9Q

    Mazz Maryoku: https://bit.ly/3UDd2nG

    Credits

    RDM team of Mentors and Helpfuls at The Balance

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  • Dragonsong's Reprise (Ultimate) Guide
    Guide Info
    Last Updated: 26 Sep, 2022
    Patch Applicable: 6.21

    Introduction

    In this raid, only three phases in particular have what most would consider to be tight DPS checks (Nidhogg, Eyes, Dragon King Thordan), and one with a moderate one (Double Dragons). The Double Dragons phase DPS check is low in terms of boss HP relative to enrage timer, but in practice can feel high for people who struggle to keep uptime amid its mechanics.

    Other phases, however, are much more lenient with minimal uptime considerations. So, with RDM being a gauge builder/spender job, we spend much of our time building mana on lenient phases to do more burst damage in the ones with DPS checks that matter.

    The phases are commonly referred to by their number and will occasionally be referenced again as such later in the document for brevity (with the exception of eyes and rewind phases), so for clarification purposes, please refer to the below:

    • Vault: P1/Door
    • Thordan I: P2
    • Nidhogg/Nidstinien: P3
    • Eyes: P4
    • Intermission: Rewind
    • Thordan II: P5
    • Double Dragons: P6
    • Dragon King Thordan: P7

    Addle and Magick Barrier Usage

    Please be sure to read Meru’s Addle and Magick Barrier Guide: https://bit.ly/3AHEMxZ for tips and disclaimers on your various mitigation options.

    Manafication Timings

    When progressing this fight, there are two common approaches people will take with regard to their Manafication timings:

    Aligned Two-Minute Manafic

    This rotation involves aligning Manafication with every raid buff window, making for cleaner burst windows and more flexibility around fast or slow phase killtimes.

    Manafic Rush

    This rotation involves using Manafication strictly off of cooldown (including in downtime), allowing a free extra use of Manafication in eyes phase, and an early Manafication in P3 to help with tower movement. However, this comes at the cost of slightly worse burst/buff alignment in earlier phases and less killtime flexibility.

    Both rotations are viable and commonly used. If in doubt, the aligned 2-min Manafic rotation is the easier option to progress on due to its flexibility and simplicity. Manafic rush is mostly valuable for those who need additional damage on Eyes phase.

    Potion Timings

    The most common and useful potion windows in this fight are as follows:

    • Openers (Door and P2). The additional damage is usually not needed given the very lenient DPS check, but it can be worthwhile to use a potion anyway given that it’s a free use and creates more leeway for deaths or mistakes.
    • P3 raid buff window, during and after enumeration towers.
    • P6 opener.
    • P7 during either Gigaflare 1 or Akh Morn 3, or after Exaflare 1 and Gigaflare 2 (depending on which buff timing your party chooses.

    Alternative potion timings can exist for more niche optimization (e.g. Eyes or later in P2), but are considered less common and their benefits to the party are more situational. The potion timings above are more suited to progression.

    Embolden Timings

    As always, Embolden should be used to achieve the best possible gains for your group, and be aligned with other raid buffs. In general, most parties opt for the following:

    • Door: Opener, once Charibert is targetable.
    • P2: Opener, after Sanctity.
    • P3: During or after enumeration towers.
    • Eyes: None.
    • Rewind: Once Charibert is targetable.
    • P5: Between Wrath of the Heavens and Death of the Heavens.
    • P6: Opener, and either during Wyrm’s Breath 2 or after Touchdown.
    • P7: During or after Gigaflare 1, during Akh Morn 3 / After first exaflare and after Gigaflare 2 (hold one minute burst for 20 seconds, only possible if two-minute buffs are used during Wyrm’s Breath 2).

    AoE for Mana Generation and Holding DPS

    During various phases, you may need to “hold DPS” to give more time for defensive cooldowns to come back up. One good example of this is P2; if you use Addle on Ultimate End, but then end up killing the boss during broad swings, your Addle will not be back up in time to mitigate the second stack during towers in P3.

    When you need to artificially slow down how fast you kill a boss, the suggested approach would be to cast Veraero/Verthunder II, as these spells do noticeably less damage in single target scenarios but generate the most mana out of our regular GCDs (7 of white/black).

    Phase One: Vault (Door Boss)

    The DPS check in this phase is very lenient, and movement isn’t particularly difficult compared to Savage. As such, the main adjustments in this phase are around getting the most value out of two target spells or abilities.

    Suggested Opener

    Opener notes:

    • Your second GCD can actually be Impact instead of Veraero in this picture, but depending on your tanks, it might only hit one target (which is a loss).
    • There are two Acceleration-boosted Impacts that will hit both targets, with the one after Resolution still falling under 15-second raid buffs if available.
    • This alignment allows two uses of Contre Sixte on two targets before Adelphel disappears. But the second use is strict and has a risk of ghosting if weaved too late.
    • The first Fleche is delayed for raid buffs, but this is optional. Using it before raid buffs (e.g. double weaved with Swiftcast if not using potion) would be better if you gain a use.
    • If able to double weave a potion, one ideal timing would be to weave it with the Swiftcast. The other alternative is to use a potion for a double melee combo after the playstation mechanic. Although there are no raid buffs, two sets of finishers cleaving both bosses can make up for it.

    Two Target Phases

    Jolt II/Verstone/Verfire into Impact is optimal on two targets, and so should be used as our main filler spell combo whenever the bosses are pulled together.

    Since our melee combo finishers cleave, you should at minimum, save your second melee combo for when Adelphel returns from the dashes and jumps onto the tank. At this point you should be around 70|70 to 80|80 mana. Other combos in this phase can be used when you are 50|50 or above.

    Second Manafication

    Your second Manafication may come up before the Charibert phase begins, depending on your group DPS. In this scenario, you should generally use Manafication and use a melee combo on the two bosses, as killing these two bosses as soon as possible is more valuable than doing extra damage to Charibert. One exception to this is if the damage is not needed there and would be more useful on Charibert due to deaths or damage downs.

    Phase Two: Thordan

    Much like the door boss, the DPS check in this phase is also very lenient. This is a “trios” phase where all the difficult mechanics occur when the boss is untargetable, but when the boss is targetable, not much is going on at all. As such, most optimization around this phase revolves around oGCD usage and phase timings.

    The standard play here is to do three melee combos during the phase: the opener, one flexible combo before or after Sanctity, and a final combo during raid buffs. From this point onward, you should build mana and aim to enter P3 with somewhere between 70|70 to 80|80 mana. If killing the boss too fast, consider asking your party members to hold damage (especially jobs that don’t need to build gauge) and use AOE abilities.

    Suggested Openers

    Standard

    The standard opener is similar to our general purpose one, but due to the short phase, using the potion early is advised to catch the early Fleche, and also benefit from the full 30 seconds of the potion buff. The standard opener works for both 2-minute aligned Manafic or Manafic rush.

    Modified Manafic Rush

    The modified opener for Manafic rushing uses Manafic on the first GCD. While the damage and alignment is slightly weaker, it creates more leeway for your Manafication timer when using it on cooldown later in the fight. This serves as a buffer for faster phase killtimes to ensure you don’t experience problematic alignment later into the fight (i.e. de-syncing in P5).

    You can also do a back-to-back Acceleration and Swiftcast after Resolution in the modified Manafic rush opener for more damage and another guaranteed proc, but saving the Swiftcast can also be useful for a quick Verraise if someone dies before Strength of the Ward.

    Note that for Manafic rush, you should press Manafic on cooldown during Sanctity when the boss is not targetable. The 5% self buff will be wasted, but the DPS gain of an extra usage in Eyes phase more than compensates for it if your group wants additional damage there.

    Strength into Sanctity

    There is a short phase of uptime between the first two trio mechanics of this fight. If doing an aligned two-minute rotation, you can just Dualcast through this whole phase and double melee combo into buffs later. If doing Manafic rush, you have to do a full or partial melee combo (full combo recommended) to avoid overcapping during Sanctity.

    If auto boss targeting settings are enabled, you can clip your first and last Contre Sixte of this phase (i.e. use it at the start before your first Dualcasted GCD) to squeeze out an additional use, then still get a final GCD off.

    Example of Contre Sixte clipping for a two-minute aligned Manafication timeline (no combo):

    However, this has a risk of ghosting the final GCD, even if the damage numbers appear. Veraero/thunder III are also higher potency than Contre Sixte. Only consider doing this if you want the extra leeway in damage and can execute it consistently. It is slightly easier on a 2.47 GCD, which involves using Crit/SpS food instead of Det/Crit.

    Verraise during Strength and Sanctity

    During both trio mechanics, it is possible to save seemingly unsalvageable runs by being aware of the positions of yourself and your other party members when you Verraise a fallen party member. Note that party members will revive at the location you cast Verraise on them. The simplest solution is to hold Swiftcast for this, but you can Vercure yourself during downtime if needed to prepare a Dualcast (i.e. while taking a lightning hit during Strength, and before dodging dashes during Sanctity).

    This means that in Strength of the Ward, if you do not have a Defamation marker, you can revive your ally onto the middle tower (slightly closer to the party), and their resurrected, but damage-immune body will share the three person stack. Even if they are immobile, they will still soak the middle tower.

    In Sanctity of the Ward, you can either resurrect your party member to the middle as soon as possible, allowing them time to quickly join their ice stack, or you can revive them onto an ice stack location. For example, if you are east and your fallen ally is west, you can revive them onto your ice stack position east and go west yourself (or call a swap with the west tank/healer if resurrecting a non-DPS).

    These techniques can be situational and ruined by having a Defamation marker in Strength, and can be more situational to pull off if assigned to north/south due to meteor prey markers. Nonetheless, every minute saved will add up over time, making it a worthwhile habit to consider.

    Reopener during Ultimate End

    The reopener here is very flexible, and will depend on your overall fight plan.

    Some players may wish to put more burst damage into Thordan when he has the Discomposed debuff (increase damage taken). If you wish to take advantage of this, you will want to start your melee combo five GCD spells after the boss becomes targetable. This will align your three finishers with the Discomposed debuff.

    Otherwise, you can prepare a Dualcast with Vercure, and even an Acceleration before the boss is targetable while soaking your outer tower in Sanctity. You can then use back-to-back instant cast Veraero/thunder III before entering a melee combo, or simply go straight into melee combo after one cast. This allows you to weave more oGCD abilities earlier as required depending on your Addle plan and agreed party raid buff timing.

    Broad Swings

    Broad swings can generally be dodged with slidecasting, and one use of Acceleration and Swiftcast. The alignment with Dualcast will depend on how you reopen on Thordan. Position yourself behind Thordan inside the hitbox to reduce the distance you need to move for dodging.

    Preparing for Nidhogg phase: Mana Levels and Carrying oGCDs

    Generally you wish to enter P3 with 70|70 to 80|80 mana. It is possible to enter Nidhogg at 100|100 by only doing two melee combos this phase or using excessive AOE spells, but there isn’t much benefit to doing so outside of very niche and specific circumstances.

    However, you can freely hold your** second uses of Contre Sixte, Engagement and Corps-a-corps **after Ultimate End, like in the image below. This can also lead to a fourth use of Contre Sixte in P3. Holding these oGCDs leads to a combined 670 potency of free oGCD damage for P3 (the phase with the tighter DPS check) that would likely not have been available:

    Phase Three: Nidhogg/“Nidstinien”

    This phase has the first “challenging” DPS check in the raid. It is a full uptime phase. In general, it is recommended to enter this phase with between 70|70 to 80|80 mana from P2, and to do four melee combos throughout the phase. Doing three or five are possible, but are generally for uncommon niche scenarios with limited benefit, and can adversely impact other phases.

    Uptime for Towers

    You can use your first melee combo (second one if Manafic rushing) for movement for the first set of towers.

    Unless you are adjusting for the enumeration towers, the best use of sprint in this phase is if you are marked one south (thus soaking the third south tower), and you get an “out first” Gnash and Lash pattern.

    If two towers are dropped too far into the boss, there is also a risk of getting clipped by Geirskogul if you loop fully around the outside. You can avoid this by taking the stack damage slightly inside the boss hitbox, then sprinting diagonally through the boss before curving around to the south tower.

    If you have the “look away” tower (either Elusive Jump or Spineshatter Dive, depending on the strat you’re doing), do not try to greed the GCD. Instead, if you find yourself needing to use a hardcast just before the tower resolves, consider Vercuring yourself while facing out. That way, once your jump resolves, you can go straight into an instant-cast and move immediately.

    Potion Window

    During and after Enumeration towers, we either do a standard triple melee combo for aligned two-minute Manafic, or a partially buffed double combo if rushing Manafic. In either scenario, you should start your first combo any time during the Drachenlance cast before the Enumeration towers appear. This will allow you to use your melee combo finishers to bait the clone and move out, or even move to another tower if needed (if you are one of the adjusting players)

    Aligned Two-Minute Manafic Example

    For this approach, you would aim for a clean triple melee combo. Note that it may not always be possible for the triple combo to be perfectly aligned with raid buffs, as buff timings can vary based on the group or even P2 killtime. What’s important is getting three sets of finishers under potion, and at least a partial double combo under raid buffs.

    Manafic Rush Example

    When Manafic rushing, trying to get a perfectly clean double melee combo under buffs may lead to overcapping. So we generally adopt a “compromise” solution that allows for clean movement, one full melee combo under raid buffs, and two sets of finishers under potion. Although the potion is used early, keep in mind that the potion buff duration is 30 seconds, while most raid buffs are 15 to 20. This means that even if used before the buff window, it is possible to have two-thirds of your potion window be fully in sync with raid buffs.

    Other Notes on this Burst Window

    Double Fleche

    It is possible to put two Fleche under these potion windows. However, Acceleration/Swiftcast use for movement can change depending on the tower numbers and in/out patterns you get, which can make oGCD alignment inconsistent. The DPS gain is also marginal since at least one of those Fleche would fall outside of raid buffs, so it’s better not to stress over trying to do so.

    Engagement and Corps-a-corps

    While these oGCDs are not buffed by Embolden, consider holding a charge here to put under the potion window and party member raid buffs if possible.

    Recovery

    While it is possible to save a run by Verraising someone into their enumeration tower if they die to the first Drachenlance or tank autos, the timing for doing so is much tighter than P2 trios.

    RDM should proactively revive party members over healers for almost all of the fight. With that said, the raid buff and potion window here (after enumeration towers) is one of the least convenient times for RDM to raise due to how many melee combos occur with raid buffs and potions being up. It is also one of the easier phases for healers to recover, given that there is minimal movement and raid damage here. Given the tight DPS check, you can give your healers a heads up to cover the first revive if someone dies to the tankbuster tethers.

    Saving Movement Abilities for Eyes

    After the potion window is complete, try to save at least one charge of Acceleration and Swiftcast for Eyes phase, as they may be needed for cleaner movement during Mirage Dives.

    Phase Four: Eyes

    Optimization and uptime in this phase revolves almost entirely around using Resolution to cleave both eyes, and managing your Mirage Dive movements with Acceleration or Swiftcast where required.

    Assuming you did four melee combos in P3, you will get one melee combo at the start of the phase (two if rushing Manafic), and another one near the end. If you do a partial combo at the end of the phase, it will carry on to the next phase without dropping off, and you will be able to complete the combo on Charibert.

    Resolution Cleave

    After a melee combo, you can hit both eyes by standing within the hitbox of one eye, and targeting the furthest one. However, try to time your melee combos in such a way that you are not attempting to cleave the eyes the exact same moment that Mirage Dives occur.

    Intermission: Rewind

    Saving oGCDs for the Spear

    In this phase, the DPS check on Charibert is more forgiving than the one for the spear. If needed, you can save oGCDs from Charibert for burning down the spear once Charibert is below 29.9% HP. This includes your second Fleche, second Contre Sixte, and two charges of Engagement and Corps-a-corps.

    If you do not wish to overcap on your movement oGCDs, you can use one charge of each as a compromise. Also note that holding your second Fleche for the spear will generally not lose you a use in P5 due to the phase transition duration.

    Note if Rushing Manafication:

    Depending on your strat and previous phase kill times, Manafication may come off of cooldown as you have to move out to drop your puddle. In this scenario, just press it anyway and use stacks on spells if needed until you’re back in melee range.

    The key is to keep the Manafication cooldown going, and once Charibert is below 29.9% HP, any additional damage on him doesn’t matter at all. Be sure to prepare a Dualcast with Vercure once the spear is destroyed if needed to ensure you open the next phase on an instant cast.

    Phase Five: Thordan II

    This phase is much like the first Thordan, a trio based phase with a (mostly) lenient DPS check that cycles between “full uptime with barely anything happening” and “a lot of mechanics happening, but the boss is not targetable”.

    Pre-Wrath of the Heavens

    The period before Wrath of the Heavens is fairly flexible and your available mana and tools will depend on earlier phases. Instead of trying to execute a fixed opener, things to note are:

    • Weave Fleche as early as possible to get two uses during this mini-phase, as the timing is fairly tight. Meanwhile, only one use of Contre Sixte is possible.
    • If doing one melee combo with a prepared Dualcast proc, one Acceleration/Swiftcast will ensure you get a final GCD off before the boss jumps away.
    • If not melee comboing, use one Acceleration and one Swiftcast to keep the cooldown timer running and have your last GCD be instant.

    Example (one melee combo with a prepared Dualcast proc, Acceleration used):

    Wrath of the Heavens is easier to recover than P2 trios, and you have more time to prepare a Vercure on yourself to proc Dualcast if Verraise is needed. Due to the party being spread out, you should also use Vercure on yourself before the Protean spread, especially if you had to take one of the initial knight dashes and are at low HP. That way, if you get Liquid Heaven baits, you have a free instant cast heal on yourself which can be the difference between life or death if your healers are busy or out of range.

    Pre-Death of the Heavens

    The standard approach here is to have a Dualcast ready from Vercure in downtime, then executing a double melee combo under raid buffs. You want to get two Fleche uses here. Two Contre Sixte uses are possible, but needs to be used in the same way as P2, and is more of a niche optimization. Note that if doing the Manafic rush rotation, your Manafic should come up for your second combo.

    Example reopener (Manafic rushing, no double Contre Sixte optimization):

    Meteors

    It is generally advised for the caster to use LB2 on the meteors. While it is possible to hit four, the positioning is extremely precise, and missing will lead to only hitting two. Any delay in casting the LB can mean wasted GCDs from your party members and yourself. It is more practical to just aim for three instead, either at a fixed waymark, or the ones nearest to yourself.

    Clip: https://clips.twitch.tv/ApatheticTemperedNigiriBrokeBack-zqGt8oVekhdXgJLq

    If not LBing the meteors (i.e. the ranged/second caster is LBing or the party agrees not to use it here), you can do a full melee combo under raid buffs, use an odd number of Acceleration and Swiftcast (one or all three), then finish the phase with a partial melee combo just as the Death of the Heavens cast bar reaches “Heavens”, near completion.

    When the meteors appear, you will want to use Verfinisher and Scorch on one meteor, then use Resolution in a line on three other ones lined up (target the furthest).

    Clip: https://youtu.be/G0ZbQMSHNkY?t=611

    Phase Six: Double Dragons

    While the DPS check here in terms of boss HP is quite low, clean enrage wipes can happen if players are not comfortable keeping uptime while doing mechanics safely. There is a lot of movement and some precision required in this phase. With how Hraesvelgr’s Vow works, it is also hard to recover from mistakes. You usually want to end this phase with around 90|90 or more mana heading into P7 to comfortably get 8 melee combos in the final phase.

    Potion and Opener

    Unlike many other phases, it is better to start your re-opener here (a double melee combo with Manafication) without preparing a Dualcast proc during downtime. This means using potion during downtime, then starting the phase with a melee combo immediately. This will make alignment better for cleaving both dragons with Resolution just before the first mechanic, Wyrm’s Breath 1. After Wyrm’s Breath 1 resolves, try to hold onto your instant cast abilities and save your mana for Wroth Flames later.

    Wroth Flames

    Starting a melee combo late into the cast will let you use your melee combo finishers for movement to get into your starting position. Following that, you can do one Dualcast safely at the starting position, then use three instant casts for movement (Acceleration and Swiftcast) to bait the Akh Morns and then start moving to your final spread or pair stack position.

    Clip: https://youtu.be/YcoOeXy0EQU?t=739

    Second Raid Buff Window: Touchdown vs Wyrm’s Breath 2

    There are pros and cons to holding your second raid buff window all the way until Touchdown, or using them nearly off of cooldown during Wyrm’s Breath 2. Regardless of what you do, you will be able to get two uses in the final phase.

    Post-Touchdown Raid Buffs

    After Touchdown, both dragons stand there casting enrage. The cast itself is very slow, meaning the party simply has to just stand within range of raid buffs and hit the bosses.

    It is common for some jobs to use this opportunity to build gauge for the final phase, meaning the value of the buff window is not maximized. However, this usually isn’t an issue due to the lax DPS check. If still progging, feel free to spend gauge on a melee combo on the dragons or use caster LB2 to guarantee you are able to see the next phase for practice purposes.

    A potential downside to using raid buffs here is that it locks you into doing raid buffs around Gigaflare 1 and Akh Morn 3 in P7. While these timings line up well with mechanics and cooldowns (e.g. 1-minute burst for some jobs), it does reduce the healer’s ability to output damage during raid buffs, because they will be busier healing the party during Akh Morn 3.

    Wyrm’s Breath 2 Raid Buffs

    Raid buffs come off of cooldown some time before the Wyrm’s Breath 2 mechanic, and some groups will choose to use it here instead of holding it for Touchdown. Since this isn’t a “resource generation” phase, using buffs at Wyrm’s Breath 2 can result in more group DPS for P6. It also unlocks the option to use raid buffs in P7 after the first Exaflares, and subsequently after Gigaflare 2, which can be more comfortable for healers.

    The downside to this is that, if not executed properly, it is easier for people to miss raid buffs while doing the mechanic if they preemptively spread out too far. Depending on the job and Wyrm’s Breath 2 strat, it may also be more difficult for some jobs to execute their burst windows properly while doing the mechanic.

    Clip: https://youtu.be/ElRQd4ASBtw?t=796

    Phase Seven: Dragon King Thordan

    Compared to previous phases, P7 is fairly simple for DPS and is significantly more challenging for tanks and healers. Be sure your party has a clear mitigation plan before you start progging this phase, and review the DSR caster mitigation guide again (https://bit.ly/3AHEMxZ) if required. If your static or PF does not have any mitigation plan going in, fix that now.

    This phase is full uptime with only a moderate amount of movement planning required. Your job is simply to do damage safely, do mechanics, burst properly under raid buffs, and use your mitigations on time. Be sure to enter the phase with around 90|90 mana if you can.

    Auto-Attack Timing and Magick Barrier

    It can be good for us to take the second boss auto-attack after Exaflares. The reason for this is because it naturally places us underneath the boss to cast Magick Barrier before the next Akh Morn mechanic, ensuring it reaches everyone and covers every Akh Morn hit. Use it as the boss places the towers down, his swords light up, and you move to your group stack.

    While this logic could apply to anyone who casts an AoE mitigation for Akh Morn, there is additional value for us due to our more limited movement, i.e. a physical ranged or MNK (Mantra) can dip in quickly and throw out their mitigation without uptime or timing concerns.

    Movement, Potions and Combos: Gigaflare 1 / Akh Morn 3 Buff Timings

    If you opted for this buff timing (mandatory for post-Touchdown buffs in P6), the following combo timings are recommended for buff alignment and movement:

    • One for the phase opener
    • Three for Gigaflare 1 movement (triple combo, potion, buffs)
    • One for Gigaflare 2 movement
    • Three for Akh Morn 3 (triple combo, potion, buffs)

    Save Swiftcast and Acceleration to handle Exaflare movements.

    Movement, Potions and Combos: Post-Exaflare 1 / Gigaflare 2 Buff Timings

    If you opted for this buff timing (optional and only possible if you used raid buffs during Wyrm’s Breath 2), the following combo timings are recommended for buff alignment and movement:

    • One for the phase opener
    • Two for first set of party autos into Akh Morn 1 (double combo, potion, buffs)
    • One for second Exaflares
    • Three for Gigaflare 2 movement into third Exaflares (triple combo, potion, buffs)
    • One for Akh Morn 3 into enrage

    Save Swiftcast and Acceleration to handle the first Exaflare after your opening combo and the Gigaflare 1 mechanic.

    Congratulations!


    Clear PoVs

    Aligned Manafication

    God Okonkwo: https://bit.ly/3xTno97

    Lana White: https://bit.ly/3DSW7Yo

    Manafication Rush

    Laille Ormesaing: https://bit.ly/3Rgih9Q

    Mazz Maryoku: https://bit.ly/3UDd2nG

    Credits

    RDM team of Mentors and Helpfuls at The Balance

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      Authors
      Argen Yin
      diff --git a/jobs/casters/red-mage/fight-tips/the-epic-of-alexander-ultimate-rdm-guide/index.html b/jobs/casters/red-mage/fight-tips/the-epic-of-alexander-ultimate-rdm-guide/index.html index ad2ba83b5e..41792a0e17 100644 --- a/jobs/casters/red-mage/fight-tips/the-epic-of-alexander-ultimate-rdm-guide/index.html +++ b/jobs/casters/red-mage/fight-tips/the-epic-of-alexander-ultimate-rdm-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • The Epic of Alexander (Ultimate) RDM Guide
    Guide Info
    Last Updated: 25 Jan, 2024
    Patch Applicable: 6.55

    Introduction

    Due to damage scaling in Endwalker and the potential for using fully synced gear, DPS checks in The Epic of Alexander are, on the whole, not extremely tight. Your primary concern for DPS will be the Trio Enrage at the end of Alexander Prime, but with fully synced gear options, phase DPS checks are fairly lenient.

    At level 80, you can fit two full melee combos under Embolden, and this should be your goal whenever possible. There can be some variance in phase kill timings, but if your Manafication is aligned with your buffs, you should always be able to get double a melee combo under each Embolden after the opener.

    Strictly speaking, it is a slight gain to use Embolden after Enchanted Riposte, then use a Swift/Accel long GCD after the second Scorch. This is the ideal combo, but depending on your instant usage and oGCD alignment, it may not be possible at a given buff window for you. You should aim to do it whenever possible, but it is not an expectation.

    Please note that any points made under “Further Optimization” sections should be ignored unless you have already cleared and are very comfortable with the fight, as these are small optimizations not meant for your first time learning the fight.

    For brevity’s sake, please refer to the abbreviations of boss names and phases below:

    • LL or P1: Living Liquid
    • BJ/CC or P2: Brute Justice/Cruise Chaser
    • AP or P3: Alexander Prime
    • PA or P4: Perfect Alexander

    Gearing and Relic Stat Allocation

    If you’re bringing a Shadowbringers relic into this fight, the maximum stat value for your weapon at this fight’s item level sync is 184. You should allocate as much Crit as possible while not going above the highest stat breakpoint you can hit, then allocate the rest into Det and DH according to your gearset, wasting as few substats as possible.

    Your ideal GCD speed for this fight is 2.50, as phasing and boss untargetability mean that you won’t really feel the 0.2s of oGCD drift from each melee combo. However, if you are using synced gear or simply want a slightly faster speed, any speed from 2.50 to 2.48 is perfectly fine. If you want to play at 2.49, use gear with no SpS and allocate ten points from the ShB relic into Spell Speed. If you don’t have the ShB relic, simply pick a weapon with Crit and either Det or DH, at iLVL 595 or above.

    In terms of gear, any gear pieces at iLVL 595 and above will sync down to cap both substats. You can construct a completely functional gear set by picking pieces with Crit as one of the two substats and Det/DH as the other substat, roughly balancing the two. You can see a sample gearset using the ShB relic below:

    Weapon: Blade&rsquo;s Temperance - 153 DH, 180 Crit, 135 Det. Head: Augmented Credendum. Chest: Augmented Credendum. Hands: Ascension. Legs: Ascension. Feet: Augmented Credendum. Ears: Ascension. Neck: Asphodelos. Wrist: Ascension. Ring 1: Ascension. Ring 2: Purgatory. Food: Baked Eggplant.

    Additionally, the Intelligence gained from potions caps at Grade 6 Tinctures. However, substats gained from food do not cap yet, so you should use the best food available to you.

    It is also possible to trade out accessories for iLVL 470 Edengrace or Augmented Deepshadow accessories, and head/hands/feet for iLVL 475 Shadowless or iLVL 470 Edengrace or Augmented Deepshadow pieces, for very small DPS gains, at a slight HP cost if the piece you use is iLVL 470. The pieces you would choose to do this will depend on gear itemization, prioritizing pieces with Crit and avoiding pieces with Spell Speed. However, the itemization, desired melds, and relic stat distribution change whenever new food is added, and the Shadowless and (to a lesser extent) Edengrace pieces can be more of a hassle to get. As such, a “maximum theoretical damage” set will not be tracked here.

    Embolden Usage

    Unless your group is skipping dolls in P1, buffs will always be used in the opener and the BJ/CC reopener, as well as three times in PA. However, in the middle, there are two general schools of thought when it comes to buff usage, which are generally seen as prog-safe versus clear-ready. You should make sure everyone is on the same page before committing to one of these two timelines. There are advantages and detriments to each alignment.

    Note that this guide will not cover doll skip timings and optimizations, and is more for general progression or party finder-friendly optimization.

    Clear-ready option

    The clear-ready option is to use buffs off cooldown as much as possible, buffing at Gavel in BJ/CC, then on cooldown after Inception in AP, then partway into Trio Enrage in AP.

    Advantages to buffing off cooldown:

    • Gains one additional use of buffs
    • A second set of buffs are used when both BJ and CC are able to be cleaved, leading to improved damage

    Prog-safe option

    The prog-safe option is to hold buffs at Gavel, instead using them after Timestop in AP, then at the start of Trio Enrage.

    Advantages to holding buffs:

    • For groups which struggle to handle Trio Enrage before the party is killed by J-Waves, this option provides faster damage to take BJ and CC out quicker
    • You are not required to hold damage during AP enrage in order to have buffs available for the PA reopener

    Ultimately, in a static you should decide based on the needs of the group, but in PF you should follow what others are doing.

    Manafication Usage

    How you decide to use Manafication will depend on your group’s buff alignment, your group’s killtimes, and your rotational preference.

    Aligning Manafication with raid buffs

    In general, aligning Manafication with raid buffs is the default because it is much easier to execute, is less sensitive to killtimes, and the fight currently has lenient DPS checks. The guide will be written assuming this approach as the default.

    Rushing Manafication

    That said, from an optimization perspective, there can still be an overall damage gain to rushing Manafication. Generally, you lose damage in P2 due to being de-synced with buffs (more so if using the split BJ/CC strategy as you will miss out on two combo finishers doing cleave damage), but gain an additional Manafication usage in P3, and the net damage gained from a full additional combo’s worth of mana will usually outweigh that to an extent.

    However, the main challenge of rushing Manafication is how things change depending on P1 and P2 killtimes, with a risk of major overcapping (hence nullifying the benefits). In general, when rushing Manafication, it should re-align with raid buffs in P3, and you should be able to avoid overcap. However, if your P1 and P2 killtimes are too fast, you will end up with Manafication coming off cooldown when the boss is untargetable during Inception, resulting in significant overcap.

    Too fast is generally defined as killing LL before the Protean 2 set of mechanics resolves, and killing BJ/CC around or before Double Rocket Punch. In this scenario, it is not worth rushing Manafication.

    Manafic rush timings

    If your killtimes are not too fast, your Manafication uses should fall at these times for P1-P3:

    • P1: Opener
    • P1: After second Hand of Parting
    • P2: After enumerations/Before Water 2/Lightning 2
    • P3: Post-Timestop/Before Inception
    • P3: After Inception/Pre-Wormhole
    • P3: Trio Enrage (likely towards the end of buffs)

    Your Manafication will re-align with 2-minute raid buffs at either P3: Pre-Wormhole (if your P1/P2 killtimes are slow enough, close to the final mechanics of each phase), or P3: Trio Enrage (if your P1/P2 killtimes are “medium” speed, i.e. when the bosses are being pulled back together after Protean 2 in P1 and around or before Super Jump in P2).

    Once you reach the final phase, you are now free to use Manafication aligned with your 2-minute buff window with no loss of uses. Depending on killtime, you should be casting Scorch between 22 to 23 times across the fight.

    Given that Red Mage desires to minimize the drift of their oGCDs and to not accidentally overcap when attempting to rush Manafication, there are advantageous times in which you can spend your gauge via normal melee combos. It is encouraged to use melee combos in certain places during P1 through P3 to prevent overcap on your gauge and keep your abilities rolling. Some suggested ranges for these specific phases are as followed:

    • P1: Use an extra combo in LL (three instead of two) any time before Protean 2 finishes resolving to avoid overcap from the Manafication that is used at the end of this phase.
    • P2: Enter into your initial 2-minute opener with one melee combo instead of a double combo. Use an additional combo anytime between the end of enumerations and before the resolution of Water 2/Lightning 2. Ideally, you want to leave P2 with around 40|40 mana.
    • P3: Use an additional combo after Timestop and before Inception. It is possible to enter Inception with around 40|40 mana. There is room to spend another melee combo after generating enough mana with a Dualcast proc during downtime and up to casted 6 GCDs.

    Potion Timings

    Potions should be aligned with your first (P1 opener) and third (Gavel in P2 or after Timestop in P3, depending on your group) buff windows, then used twice off cooldown in PA. Ideally, both potions in PA will be synced with buffs; however, if buffs are not ready at the start of PA, do not delay your potion, as faster PA killtimes will result in a loss of potion duration if your first potion is delayed. Note that Timestop is the latest you can use a potion without losing a potion use in PA, so it is not viable to use a potion after Inception instead of at Gavel.

    If your group is doing Gavel buffs and your BJCC kill time is fast enough that they would die before your potion runs out, it can be beneficial to delay your second potion to Timestop, despite having it be desynced from buffs, to get the full duration of the potion on AP.

    Similarly to level 90, you should aim to maximize potion value by doing three melee combos. At level 80, melee combos are only ~10.2s long (compared to ~12.7s at level 90) so you can fit three full combos under the potion. Additionally, due to phasing and boss untargetability, you should play around with pushing your uses of your damaging oGCDs around if this would allow you to get additional uses under a potion without losing a use. In an ideal scenario, you should get two uses each of Fleche, Corps-a-Corps (CaC), and Engagement per potion, as well as one use of Contre Sixte (C6).

    Vercure Usage

    As with other fights in the game, Vercure can be used during downtime in-between phases and during downtime mechanics (Limit Cut, Timestop, Inception, Wormhole, and both Fate Calibrations). This can help with quick raising when needed, or to prepare a Dualcast for when the boss becomes targetable again, which gives you earlier weaves in your reopener and can reduce your Jolt II/Verstone/Verfire usage throughout the fight. In addition to this, in phases where the boss isn’t targetable and heavy raid damage is going out, Vercure can be used to assist your healers with healing wherever it may be needed.

    Additionally, preparing a Dualcast during any downtime mechanic can allow you the opportunity to instantly raise a teammate who fails a mechanic, allowing potential recovery. This should be taken advantage of in all downtime mechanics, but keep in mind that if you want to have a prepared instant for the end of downtime, you will need to make sure that it won’t run out just before the boss becomes targetable again. You can do this by spending it on a Vercure with enough time to prepare it again.

    AoE for Mana Generation and Holding DPS

    There are two spots in TEA where it is common for Red Mages to use AoE spells to generate mana and/or hold DPS, and a third situational one.

    1. The first common spot is during Inception, as the True Heart can be attacked for resource generation, but is immune to all damage.
    2. The second is after killing both BJ and CC during Trio Enrage, as groups that are using buffs off cooldown may want to wait until buffs have about 70 seconds left on their cooldowns to kill AP (which generally happens when the cast bar of Divine Judgement reaches the end of the “m”), to both open PA with buffs and gain resources for the reopener. For both of these instances, the suggested approach is to only cast Veraero II/Verthunder II, as these spells do noticeably less damage in single target scenarios but generate the most mana out of our regular GCDs (7 of white/black).
    3. The third and situational use of AoE to generate mana is at the end of BJCC, if the second boss to die is in the middle of a mechanic when it dies (for example, if BJ dies during the Super Jump cast, it will stay active until after Apocalyptic Ray, giving you additional time to hit it). This cannot be depended on to happen every run, but you should take advantage of it when you can.

    Phase One: Living Liquid

    The suggested opener for this phase delays your melee combo in order to land your two finishers after Liquid Hand appears. In most cases, it is not ideal to hold Contre Sixte to cleave both bosses, as you risk losing a use at the end of the phase, which deals equal damage and deals slightly less damage to LL, instead spreading the damage more evenly with Hand. However, if your kill time is fast enough that you would lose this use anyway, you can delay C6 until after your first finisher. This opener also sets up your Dualcast alignment to be able to easily do most of the rest of the phase’s movements with only Dualcasts.

    5 seconds prepull Veraero. Verthunder, weave potion. Jolt 2 or proc. Veraero or Verthunder, weave Embolden and Swiftcast. Veraero or Verthunder, weave Fleche and Contre Sixte. Jolt 2 or proc. Veraero or Verthunder, weave Manafication and Corps-a-Corps. Enchanted Riposte, weave Engagement. Enchanted Zwerchhau, weave Corps-a-Corps. Enchanted Redoublement, weave Engagement. Verflare or Verholy. Scorch. Proc. Verthunder, Veraero, or Impact. Jolt 2 or proc. Verthunder, Veraero, or Impact, weave Fleche.

    Note that your two instant GCDs after the melee combo can be Veraero/Verthunder or Impact depending on whether they would hit both Liquid and Hand. It is fairly rare to have tanks that will have the bosses together for both of these casts and should not be expected, so you should adjust based on the group. Given that most strategies involve splitting the bosses to bait Hand of Parting, it is more likely that you will get a cleave on the second Dualcast than the first.

    Fleche comes off cooldown right as dolls appear, so you can choose between putting Fleche into Hand, or instead hitting your doll with it if you need to feed early. As noted in the opener image, you may find that you need to push it back one weave window to target your doll in time. If you do the recommended opener as written without pushing C6 back, it will come off cooldown two Dualcasts after your doll appears. You should switch targets to cleave Liquid/Hand, then resume targeting your doll.

    Your doll has roughly 42.7k HP. Without Fleche, it will take an average of 5-6 GCDs to damage it below 25%; however, a double crit direct hit Dualcast has the potential to deal roughly 11k per hit, so in order to play safe, when your doll is below 45%, you should instead use your instant cast to cleave the bosses with Impact, then check your doll’s HP before starting another Dualcast or moving to feed. Having a keybind to target your last target is invaluable in this phase.

    Additionally, as you are the only magic DPS without a personal shield, you should ensure that you move slightly towards the middle after you pick up your doll and pull it outwards, as missing a heal can sometimes be fatal for you.

    Two Target Phases

    Jolt II/Verstone/Verfire into Impact is optimal on two targets, and so should be used as our main filler spell combo whenever the bosses are pulled together. You should be actively checking the HP of both bosses (focus targeting Liquid is very helpful for this) and advising your party on if help is needed with balance, either via voice communications or in-game “target this enemy” markers.

    Protean Baits

    The first set of Protean baits is the only movement in the phase that does not naturally align with our Dualcast window after using the recommended opener. To avoid overcapping, we need to do two melee combos in LL: one in the opener, and a second normal combo mid-way through the phase. This normal combo is best used during Protean 1 for movement.

    To handle Protean 1 movement, you can use a combination of your melee combo, Swift, and Accel. At the earliest, you should start your melee combo by using a Swift/Accel GCD to shift your alignment into starting the combo three GCDs before the baited Proteans are telegraphed; this sets you up to Dualcast through the movement, then use Swift/Accel again to realign. At the latest, you should start your melee combo at the moment that the baited Proteans are telegraphed, sidestep the Proteans to dodge, then disconnect from the boss after Enchanted Redoublement. Even doing this latest timing, you have plenty of time to resolve this movement without the use of CaC or Displacement.

    Be careful with your use of CaC after finishing your Protean movement, as using CaC as it comes off cooldown before Cascade can result in you eating a tether tank buster.

    Instant Usage

    It is recommended to use both Swift and Accel at first Protean baits regardless of when you use your melee combo, as there is nowhere else in the phase where you might need them for movement. Using them here will give you more leeway on how to handle this movement.

    Using Acceleration on Impact gains 100 potency over a normal Impact, and so every chance you get to use Acceleration on Impact is a good use.

    Addle Usage

    In general, all mitigation should be a group discussion that takes party composition and healer preferences into consideration. So, while the advice for these Addle sections can be considered recommendations based on good value (e.g. total damage reduced) and Party Finder norms, it is still advisable to be flexible to your group’s requirements.

    The most valuable time to use Addle during this phase is for the Splashes after the first Proteans, as it is rarely necessary on the opening Cascade due to pre-pull shields, and doll damage comes from the dolls. You will need to switch targeting to LL to place this Addle. Try to use it after the second Splash in order to catch the Cascade at the end.

    Another potential use is during Protean 1 or Protean 2, if your group’s healing and mitigation in Splashes and Cascade is comfortable without your Addle there.

    Further Optimization

    There is an alternate opener that can be used by players who have low enough ping to double weave with their potion and assumes a GCD speed of 2.50. However, this opener uses both Swiftcast and Acceleration, and as such also offsets your Dualcast window for the entire phase, which changes the movement requirements for this phase.

    5 seconds prepull Veraero. Verthunder, weave Corps-a-Corps and Contre Sixte. Jolt 2 or proc. Veraero or Verthunder, weave Embolden and potion. Jolt 2 or proc. Veraero or Verthunder, weave Fleche and Swiftcast. Veraero or Verthunder, weave Manafication and Engagement. Enchanted Riposte, weave Corps-a-Corps. Enchanted Zwerchhau, weave Engagement. Enchanted Redoublement. Verflare or Verholy. Scorch. Proc. Verthunder, Veraero, or Impact. Jolt 2 or proc. Verthunder, Veraero, or Impact, weave Acceleration. Impact, weave Fleche and Contre Sixte.

    The primary differences in movement arise during Protean 1 and Protean 2. If Acceleration and Swiftcast are utilized in the initial pot window for P1, the rotation can be aligned to the mechanics in a manner that where baits go out as you can keep your GCD rolling freely.

    Protean 1 can be resolved and reacted to easily by either casting your GCDs or doing an additional melee combo between feeding dolls and the start of the mechanic. Since your melee combo is ten seconds long, with a GCD speed of 2.50, Protean 1 can be resolved by simply slidecasting out after the initial baits from Living Liquid, then slidecasting to your Protean Wave bait spot after the initial puddle drops.

    Unlike Protean 1, the second protean will not be aligned to your GCD rolling if one instant cast is not used between the opener and Protean 2. One of Swiftcast or Acceleration should be used in order for the initial Protean baits to come out as your GCD rolls. As you go out, you can either use an instant Impact as you reach your Liquid Rage followed by a Dualcast pair, or begin with the Dualcast pair and then use an instant Impact as you move back in after the second set of baits.

    Phase Two: Brute Justice/Cruise Chaser

    Depending on your LL kill time, you may enter this phase with anywhere from around 70|70 to 80|80 mana. Thus, you should open with a double melee combo using Manafication.

    The recommended opener is to skip preparing a Dualcast and instead open immediately with your single-target melee combo, performing two melee combos and an Accelerated Impact. Depending on how quickly the tanks pull the bosses apart, you may be able to Swiftcast another Impact to cleave both bosses. If your group doesn’t allow for this, you can instead Swiftcast a Veraero/Verthunder. This Swiftcast doesn’t need to be immediate, but ultimately, you want to use both of your instant casts here for ideal Dualcast alignment for the rest of the phase.

    You should perform your re-opener on Cruise Chaser and encourage your group to do the same (with the exception of Reaper, as it is an overall loss for Reaper to reopen on CC). This not only makes HP balancing easier, but also helps to account for the couple of scenarios where we are forced to perform our melee combo on BJ, further skewing the damage.

    It can be highly beneficial to keep Dualcast active during Limit Cut whenever possible, in order to catch an emergency raise. Because you are opening the phase with a melee combo, you don’t need to worry about having Dualcast active when the bosses become targetable.

    Your oGCD usage here will depend on your party’s composition and buff timing, as well as your LL kill time, but in any case, two of your first three weaves should be Fleche and C6, to get their cooldowns rolling as soon as possible while prepping them for the next weave window. Many parties will buff as early as possible in this reopener to have as much time as possible cleaving both bosses while buffed: if this is the case, you can first weave Embolden, then Fleche, followed by C6 and Manafication, then begin dumping your stored CaC/Engagement charges.

    Note that with this buff timing, some groups that buff Gavel will choose to delay second buffs by two GCDs to once again better align buffs with the time where the bosses are able to be cleaved.

    However, if you have a Dancer who is pre-stepping Standard Step during LC, or your group simply chooses to buff at the third GCD, you should weave Fleche and C6 first, then weave Manafication and Embolden after Redoublement, using your CaC/Engagement charges afterwards. Your first melee combo will not be under buffs, but if you delay it, your second set of finishers will not cleave both bosses, which is a greater loss.

    Movement and Nisi Passing

    By doing the above reopener, your Dualcast alignment will be very convenient for the movement of the rest of the phase. You will be able to move immediately upon being hit by Compressed Water stacks to avoid being hit by the residual geyser, and you can move immediately after Photon for your first Nisi pass, then after enumerations resolve for your second Nisi pass.

    Melee Uptime

    Melee combo timings

    There aren’t any instances in this phase where a melee combo is extremely helpful for movement, as most of your movement is in short bursts. Therefore, your melee combo usage should be based around when you need to use them to avoid overcapping, and when you can actually be in melee range of a boss, as the nature of Nisis and geysers requires you to stand away from the bosses for much of the phase. Arguably the most convenient time to use a melee combo to avoid overcap is before or after the first Water/Lightning resolution, as for both debuffs, you will be passing by a boss to get to and from your destination, and saving it for much longer can risk overcapping. If you are first Lightning, you will need to perform this melee combo on BJ.

    In Gavel, you may also have trouble initiating a melee combo depending on your Nisi and the placement of the bosses. Try to use your positioning to encourage the group to squeeze a bit tighter in the BPOG lineup to ensure that you can initiate a melee combo, but be wary of other players’ movements to ensure that you don’t cause a wipe by doing so. If you are far to the east in the lineup, you will be forced to initiate melee combos on BJ until Gavel resolves, so continue communicating the bosses’ HP differences if it looks like one is close to death.

    Corps-a-Corps and Engagement usage

    CaC and Engagement are a bit trickier, as you will be spending most of the fight away from CC, and you will often have a melee standing between yourself and BJ. Ensure that you use all of your pooled charges during your melee combo after the reopener, then keep an eye on BJ to find opportunities where you can dump charges without overcapping. The most convenient times to do this are after second pass or after third pass, whichever one corresponds with the DPS not having the Nisi debuffs, so that you can dump your charges without risking a Nisi death. It is also possible to use CaC and Engagement on CC around third pass if you need to pass to OT, but just ensure that you don’t pass too early if you do this.

    Plasma Shield/Instant Usage

    Due to us having cast times, you will want to target BJ as soon as you see CC start casting Plasma Shield to avoid dropping uptime when CC becomes invulnerable. Prepare a Dualcast on BJ, then switch to Plasma Shield for the second cast of the pair. You can then use Swiftcast and Acceleration to get a chance at an additional hit on the Plasma Shield without risking having your cast interrupted by its death.

    Addle Usage

    If you used Addle on Splashes in LL, you will not be able to Addle the first Whirlwind in BJCC. With this in mind, the recommended usage of Addle is on the Water stacks, with the third one potentially being more valuable due to melees potentially missing the stack if positioning is off.

    Note that you will need to switch targets to BJ in order to Addle this damage, and it should be applied at least three seconds before the debuffs fall off to ensure that it snapshots the damage. Alternatively, you can Addle CC for the second Whirlwind instead, directly after Plasma Shield.

    Resource Management

    You will likely be approaching Gavel with close to max mana, and as such it is possible to overcap before the best place to use your melee combo for damage. However, this is a fine place to overcap, as the damage gained from cleaving both bosses with your finishers is enough to make up for the mana that you’re losing. Note that if you are doing Timestop buffs instead of Gavel buffs, you can use Manafication after your second melee combo before your second set of finishers, then hold a third melee combo for Timestop if desired.

    If the bosses reach 0.1% HP in the middle of an uninterruptable mechanic such as BJ’s Super Jump > Apocalyptic Ray combo, you can use AoE to build up mana before the phase transition.

    Further Optimization

    If buffing during Gavel, it is possible to hold your second instant cast after Plasma Shield to optimize a double melee combo at Gavel by dropping Riposte from your Embolden in favour of an instant cast GCD at the end, resulting in a slightly stronger buff window. You should only do this if the resulting oGCD drift doesn’t cause a lost use of any oGCDs.

    Phase Three: Alexander Prime

    Before Timestop, you should prepare an instant cast, either by using Dualcast during the cast or, if you are using a potion, by using Acceleration, as the potion will consume your prepared Dualcast. If you are using a potion at Timestop, you should use it after the cast bar ends, as soon as you see AP’s wings start to move, as there are less than 30 seconds of targetable time before Inception, and using it here will catch all of your damage under the buff.

    Ideally, you want two instants, three Dualcast pairs, and a single melee combo. Your priority for this short damage phase should be as follows:

    • (If buffing at Timestop) Weave Embolden immediately after your instant GCD
    • Use Fleche as early as possible to ensure two uses
    • Use melee combos as they become available to enter Inception with less than 50|50 mana
    • Use any available charges of CaC/Engagement to minimize overcap during Inception
    • Use a Swift/Accel Veraero/Verthunder before the boss becomes untargetable to maximize damage, as there is only enough time for 12 normal GCDs

    Building Mana with AoE

    During Inception, there is a period of eight GCDs where you can safely build up mana on the invulnerable True Heart, meaning that you can gain 56 mana by Dualcasting Veraero II and Verthunder II. Make sure you are standing far enough away that the Tetrashatters do not kill you before you start attempting to cast, as you will be out of range until the Tetrashatters resolve. With the standard marker set, it is safe to stand a step or two outside of the A/C marker, on the side closest to the wall.

    Post-Inception

    You should prepare a Dualcast while waiting for Cruise Chaser cleaves to resolve, open with Veraero/Verthunder, then use two melee combos during this window. If you are buffing here, you should buff in your first weave window for buffs to come back as early as possible during Trio Enrage. You should also use Manafication as early as possible without overcapping, particularly if you are not buffing here so that it comes back as early as possible during Trio Enrage.

    Aside from these considerations, your priority here should be the same as post-Timestop, with the exception that you can get an additional GCD here, so you should use both Swiftcast and Acceleration.

    Wormhole

    It can be nice to use Vercure during Wormhole to ensure that healing before the stack goes well; however, strictly speaking, it is optional, and you should prioritize resolving the mechanic first and foremost. You can, however, prepare a Dualcast in order to use Verraise if someone dies during the mechanic. This is particularly useful if you are assigned a number from three to six, as you can move middle after the third dash and raise in the middle.

    Prepare a Dualcast during the stack telegraph, weave Fleche and C6 in your first weave window, then Dualcast normally until Trio Enrage.

    If you are rushing Manafication, it is likely that you will need a melee combo before the next buff window to avoid overcapping, especially if doing the Gavel buff pattern. You should try to save it for Trio Enrage if possible, but if you are coming out of Wormhole with more than 65|65, it is likely that you will need to use it here instead. You have another 13 GCDs here, so starting the melee combo after 11 GCDs will at least allow you to carry the finishers to Trio Enrage.

    Addle Usage

    The most common and arguably most valuable Addle usage in this phase is on the Mega Holy raidwides after Wormhole. Some groups may request for Addle during JWaves instead, around when CC dies. If in a double caster composition, these two will be the expected uses. Technically speaking, you can also Addle the first tankbuster for free, but most tanks will use their invulnerability on this buster, rendering this pointless.

    For mitigating Mega Holies, you should weave Addle late in your second weave window, either as the second weave of a double weave, or two thirds of the way through your weave window, to ensure that you catch both raidwides.

    Trio Enrage

    You should aim to perform two melee combos right after using Embolden, regardless of your buff alignment. If doing the clear-ready buff timing, you’ll be buffing around three Dualcasts (six GCDs) after the Trio Enrage begins. If double comboing at this time will cause overcap, use the first combo prior to buffs and only do a single combo under buffs instead. This is because it is important to ensure you have gauge before PA.

    Once both BJ and CC are down, your group may choose to intentionally lower their DPS in order to build resources, and in the case of groups using buffs off cooldown, this may also be necessary if you want to have buffs at the start of PA, as there are roughly 70 seconds between when the boss goes untargetable and when you regain control. Ideally, you want to have at least 81|81 going into the phase transition, assuming that you will have buffs at the start.

    Further Optimization

    If you are assigned the crystal AoEs during Inception, you can take a spot towards the middle of the arena, sprint before it drops, then Dualcast on the heart the moment it spawns before running out to the safe spot for 14 additional mana. The heavy debuff from the orb puddles makes this unsafe to perform as a tether player.

    Phase Four: Perfect Alexander

    As soon as you regain control in this phase, use your first potion and begin a melee combo. If Embolden is available, weave it as soon as possible, then C6, and then Fleche. You can delay Fleche in this manner because no matter when you weave it, it will not come off cooldown before Final Word forced movement occurs; this delayed use will still ensure that it is available as soon as you regain control, letting you send it immediately after an instant GCD if you get Stillness first.

    If you are buffing immediately, aim for a triple melee combo. If you get Stillness first, your last GCD before stopping should be your second Verfinisher, whereas if you get Motion first, you should be able to finish your third melee combo, then hold your finishers until after Stillness.

    If your buffs are not off cooldown at the start of the phase, your group may want to delay them until after Final Word forced march resolves (and Stillness, if it is second), but some groups will opt to still use them off cooldown. You do not want to delay your potion for buffs, as the boss may die partway into your second potion if you do. In the case of delaying until after Final Word, assuming your mana is not full, you can Dualcast once after your potion, start a melee combo, then weave Swift after Scorch. From here on, if Stillness is first, follow this sequence:

    • Perform your prepared instant cast after Scorch, then respect Stillness
    • Cast Verstone/Verfire after Stillness resolves, but before forced march resolves
    • Use your Dualcast after Final Word to weave Accel
    • Use your Accel to weave Embolden and potentially Manafication if needed

    If Motion is first, follow this sequence:

    • Weave Accel after your Swift GCD and cast a second instant
    • Cast Verfire/Verstone to prepare a Dualcast before forced march
    • Wait for Stillness to resolve, then use your prepared Dualcast to weave Embolden and potentially Manafication if needed

    Regardless of what combination you get, you should be able to get two full melee combos under buffs in this manner, assuming you have the mana for it. If you enter the phase with less than roughly 130 total mana, you will only be able to get one full melee combo under buffs in this scenario, unless you do no melee combos under potion.

    Instant Usage

    Swift and Accel can more or less be used off cooldown in this phase, or to prevent oGCD drift if needed. You may benefit from using them for Optical Sight movement, but it’s not necessary. However, for the sake of safety, you may want to hold them after Fate Calibration Beta to be used for the first Almighty Judgement, as you will likely be tasked with using Addle for the subsequent Irresistible Grace stack.

    Melee Combo Usage

    There aren’t any mechanics in this phase where melee combos are particularly helpful for movement, aside from Almighty Judgement, but the first can be handled by instants and the second is during the second pot, where you are comboing anyway. Therefore, you should use as many combos as possible during buffs, and use them outside of buffs only to avoid overcap.

    Addle Usage

    Your best uses of Addle in this phase are to cover both hits of Optical Sight at the start (use Addle around 2/3 of the cast, though it is more lenient than Megaholy from P3), and one of two Irresistible Grace stacks at the end. Covering the first tank buster instead of Optical Sight is also an option if your group requires it, but mitigating the second or third tank buster is not recommended, as they will lock you out of mitigating either of the Irresistible Grace stacks (which are much stricter mitigation checks).

    For the Irresistible Grace stacks, the caster tends to be expected to Addle the first stack in Party Finder, but you should double check with your group which stack they want you to Addle.

    Fate Calibrations

    As per usual, you will want to prepare a Dualcast using Vercure at the end of these downtime segments. If Fate Calibration Alpha gives you Stillness second, ensure that you prepare your Dualcast after it resolves. Additionally, it can be specifically helpful to use Vercure in Fate Calibration Beta, after you move to the wall and take your Super Jump or Shared Sentence, as healers may be quite spread out after the forced movement.

    Second Potion

    Your second potion should be used as close to off cooldown as your weave window will allow; if you used your first potion before your first GCD, it will come off cooldown a bit before the second Almighty Judgement cast. This means that if you used buffs in your opener, your third uses of Embolden and Manafication should be delayed until after using the potion. Aim to get a triple melee combo under these buffs, using Embolden after the first melee combo. If a triple melee combo is not possible, Dualcast once after potting, weave Embolden, and do a double melee combo.

    Congratulations on becoming a Perfect Legend!

    Further Optimization

    Ordained Stillness is a mechanic that must be respected. However, its timing can be played around for the pot window as a limit for how many GCDs to use prior to resolving the mechanic. By knowing the exact number of GCDs you can use and still resolve Stillness, you maximize the total potency in this pot. With taking advantage of the enemy list and examining the castbar for Ordained Stillness, this pot window can be executed consistently with all other factors considered. One last important consideration is the use of mashing escape (or O/B on controller). Ordained Stillness checks for damage that is queued or registered near the end of its cast, and as such, auto-attacks can kill you. Using escape to untarget the boss to resolve Stillness is the best practice for this fight as a whole.

    When discussing uptime in the context of resolving Final Word, it is predicated on the randomly chosen sequence of Stillness and Motion. Since Final Word randomly chooses Ordained Stillness or Ordained Motion first, this section describes the two separate timelines for this pot window predicated on Stillness first and Stillness second. This section assumes a GCD of 2.50 and having the ability to weave pots, as well as soft clipping your pot after Zwerchhau instead of using it instantly. While some drift is baked into the start of this pot window, it is critically vital to minimize all drift possible with low ping to yield the highest possible potency gains. Even respecting Stillness in the face of higher ping, potency can still be gained. However, since potions cannot be queued, your potion use timing may not be consistent, and you need to be careful to observe how large your soft clip is. In a Stillness-first scenario, if you observe it as being much larger than expected, it may be wise to forgo using Scorch before Stillness to avoid dying.

    Ordained Stillness first

    For when Perfect Alexander casts Stillness first, you can execute two full melee combos before Stillness goes off, immediately detargeting the boss after Scorch. Since there is still uptime between Ordained Stillness and forced march, you can then get the initial Riposte, Zwerchhau, and Redoublement after Perfect Alexander finishes casting Ordained Stillness, before downtime occurs from the forced march. It is critically important to not react a moment sooner, as Ordained Stillness checks for abilities, weaponskills, and spells that were queued in during the end of the cast. For a visual timeline of this rotation with the mechanics, see below for an example image for Stillness first pot:

    Soft clip potion after Enchanted Zwerchhau. Enchanted Redoublement, weave Fleche and Contre Sixte. Verholy or Verflare, weave Corps-a-Corps and Engagement. Scorch, weave Corps-a-Corps and Engagement. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement, weave Manafication. Verholy or Verflare. Scorch, Ordained Stillness occurs here. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement. Verholy or Verflare, weave Fleche. Scorch.

    Clip: https://www.youtube.com/watch?v=x-FVFE2QvIU

    Ordained Motion first

    If Ordained Stillness comes second, then you can get Verflare/Verholy and Fleche before Stillness resolves. It is important to mash escape, or press O/B on controller, to disable auto attacks and not accidentally hit when Stillness resolves. See the below diagram for the potion sequence for Stillness second:

    Soft clip potion after Enchanted Zwerchhau. Enchanted Redoublement, weave Fleche and Contre Sixte. Verholy or Verflare, weave Corps-a-Corps and Engagement. Scorch, weave Corps-a-Corps and Engagement. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement, weave Manafication. Verholy or Verflare. Scorch. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement, forced march occurs here. Verholy or Verflare, weave Fleche, Ordained Stillness occurs here.

    Clip: https://www.youtube.com/watch?v=9WOD2sSqHZo

    On the subject of optimizing potions, if either Acceleration or Swiftcast has less than 30 seconds left at your second potion window and you have a clean triple melee combo under potion, it is also possible to soft clip a potion after your first Riposte, then use an instant cast to catch the end of the potion window, similar to optimizing an Embolden window. Assuming full uptime and minimal ping, you shouldn’t lose a GCD from this soft clip if you go to enrage and take the caster-standard sixth jail.


    Clear PoVs

    Draid Kylian, with specific concessions made to account for having higher DPS than expected: https://www.youtube.com/watch?v=1ojyevVK5Og

    Accompanying log: https://www.fflogs.com/reports/WB7MxrHpVaLCgZyR#fight=22&type=damage-done

    Credits

    RDM team of Mentors and Helpfuls at The Balance

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  • The Epic of Alexander (Ultimate) RDM Guide
    Guide Info
    Last Updated: 25 Jan, 2024
    Patch Applicable: 6.55

    Introduction

    Due to damage scaling in Endwalker and the potential for using fully synced gear, DPS checks in The Epic of Alexander are, on the whole, not extremely tight. Your primary concern for DPS will be the Trio Enrage at the end of Alexander Prime, but with fully synced gear options, phase DPS checks are fairly lenient.

    At level 80, you can fit two full melee combos under Embolden, and this should be your goal whenever possible. There can be some variance in phase kill timings, but if your Manafication is aligned with your buffs, you should always be able to get double a melee combo under each Embolden after the opener.

    Strictly speaking, it is a slight gain to use Embolden after Enchanted Riposte, then use a Swift/Accel long GCD after the second Scorch. This is the ideal combo, but depending on your instant usage and oGCD alignment, it may not be possible at a given buff window for you. You should aim to do it whenever possible, but it is not an expectation.

    Please note that any points made under “Further Optimization” sections should be ignored unless you have already cleared and are very comfortable with the fight, as these are small optimizations not meant for your first time learning the fight.

    For brevity’s sake, please refer to the abbreviations of boss names and phases below:

    • LL or P1: Living Liquid
    • BJ/CC or P2: Brute Justice/Cruise Chaser
    • AP or P3: Alexander Prime
    • PA or P4: Perfect Alexander

    Gearing and Relic Stat Allocation

    If you’re bringing a Shadowbringers relic into this fight, the maximum stat value for your weapon at this fight’s item level sync is 184. You should allocate as much Crit as possible while not going above the highest stat breakpoint you can hit, then allocate the rest into Det and DH according to your gearset, wasting as few substats as possible.

    Your ideal GCD speed for this fight is 2.50, as phasing and boss untargetability mean that you won’t really feel the 0.2s of oGCD drift from each melee combo. However, if you are using synced gear or simply want a slightly faster speed, any speed from 2.50 to 2.48 is perfectly fine. If you want to play at 2.49, use gear with no SpS and allocate ten points from the ShB relic into Spell Speed. If you don’t have the ShB relic, simply pick a weapon with Crit and either Det or DH, at iLVL 595 or above.

    In terms of gear, any gear pieces at iLVL 595 and above will sync down to cap both substats. You can construct a completely functional gear set by picking pieces with Crit as one of the two substats and Det/DH as the other substat, roughly balancing the two. You can see a sample gearset using the ShB relic below:

    Weapon: Blade&rsquo;s Temperance - 153 DH, 180 Crit, 135 Det. Head: Augmented Credendum. Chest: Augmented Credendum. Hands: Ascension. Legs: Ascension. Feet: Augmented Credendum. Ears: Ascension. Neck: Asphodelos. Wrist: Ascension. Ring 1: Ascension. Ring 2: Purgatory. Food: Baked Eggplant.

    Additionally, the Intelligence gained from potions caps at Grade 6 Tinctures. However, substats gained from food do not cap yet, so you should use the best food available to you.

    It is also possible to trade out accessories for iLVL 470 Edengrace or Augmented Deepshadow accessories, and head/hands/feet for iLVL 475 Shadowless or iLVL 470 Edengrace or Augmented Deepshadow pieces, for very small DPS gains, at a slight HP cost if the piece you use is iLVL 470. The pieces you would choose to do this will depend on gear itemization, prioritizing pieces with Crit and avoiding pieces with Spell Speed. However, the itemization, desired melds, and relic stat distribution change whenever new food is added, and the Shadowless and (to a lesser extent) Edengrace pieces can be more of a hassle to get. As such, a “maximum theoretical damage” set will not be tracked here.

    Embolden Usage

    Unless your group is skipping dolls in P1, buffs will always be used in the opener and the BJ/CC reopener, as well as three times in PA. However, in the middle, there are two general schools of thought when it comes to buff usage, which are generally seen as prog-safe versus clear-ready. You should make sure everyone is on the same page before committing to one of these two timelines. There are advantages and detriments to each alignment.

    Note that this guide will not cover doll skip timings and optimizations, and is more for general progression or party finder-friendly optimization.

    Clear-ready option

    The clear-ready option is to use buffs off cooldown as much as possible, buffing at Gavel in BJ/CC, then on cooldown after Inception in AP, then partway into Trio Enrage in AP.

    Advantages to buffing off cooldown:

    • Gains one additional use of buffs
    • A second set of buffs are used when both BJ and CC are able to be cleaved, leading to improved damage

    Prog-safe option

    The prog-safe option is to hold buffs at Gavel, instead using them after Timestop in AP, then at the start of Trio Enrage.

    Advantages to holding buffs:

    • For groups which struggle to handle Trio Enrage before the party is killed by J-Waves, this option provides faster damage to take BJ and CC out quicker
    • You are not required to hold damage during AP enrage in order to have buffs available for the PA reopener

    Ultimately, in a static you should decide based on the needs of the group, but in PF you should follow what others are doing.

    Manafication Usage

    How you decide to use Manafication will depend on your group’s buff alignment, your group’s killtimes, and your rotational preference.

    Aligning Manafication with raid buffs

    In general, aligning Manafication with raid buffs is the default because it is much easier to execute, is less sensitive to killtimes, and the fight currently has lenient DPS checks. The guide will be written assuming this approach as the default.

    Rushing Manafication

    That said, from an optimization perspective, there can still be an overall damage gain to rushing Manafication. Generally, you lose damage in P2 due to being de-synced with buffs (more so if using the split BJ/CC strategy as you will miss out on two combo finishers doing cleave damage), but gain an additional Manafication usage in P3, and the net damage gained from a full additional combo’s worth of mana will usually outweigh that to an extent.

    However, the main challenge of rushing Manafication is how things change depending on P1 and P2 killtimes, with a risk of major overcapping (hence nullifying the benefits). In general, when rushing Manafication, it should re-align with raid buffs in P3, and you should be able to avoid overcap. However, if your P1 and P2 killtimes are too fast, you will end up with Manafication coming off cooldown when the boss is untargetable during Inception, resulting in significant overcap.

    Too fast is generally defined as killing LL before the Protean 2 set of mechanics resolves, and killing BJ/CC around or before Double Rocket Punch. In this scenario, it is not worth rushing Manafication.

    Manafic rush timings

    If your killtimes are not too fast, your Manafication uses should fall at these times for P1-P3:

    • P1: Opener
    • P1: After second Hand of Parting
    • P2: After enumerations/Before Water 2/Lightning 2
    • P3: Post-Timestop/Before Inception
    • P3: After Inception/Pre-Wormhole
    • P3: Trio Enrage (likely towards the end of buffs)

    Your Manafication will re-align with 2-minute raid buffs at either P3: Pre-Wormhole (if your P1/P2 killtimes are slow enough, close to the final mechanics of each phase), or P3: Trio Enrage (if your P1/P2 killtimes are “medium” speed, i.e. when the bosses are being pulled back together after Protean 2 in P1 and around or before Super Jump in P2).

    Once you reach the final phase, you are now free to use Manafication aligned with your 2-minute buff window with no loss of uses. Depending on killtime, you should be casting Scorch between 22 to 23 times across the fight.

    Given that Red Mage desires to minimize the drift of their oGCDs and to not accidentally overcap when attempting to rush Manafication, there are advantageous times in which you can spend your gauge via normal melee combos. It is encouraged to use melee combos in certain places during P1 through P3 to prevent overcap on your gauge and keep your abilities rolling. Some suggested ranges for these specific phases are as followed:

    • P1: Use an extra combo in LL (three instead of two) any time before Protean 2 finishes resolving to avoid overcap from the Manafication that is used at the end of this phase.
    • P2: Enter into your initial 2-minute opener with one melee combo instead of a double combo. Use an additional combo anytime between the end of enumerations and before the resolution of Water 2/Lightning 2. Ideally, you want to leave P2 with around 40|40 mana.
    • P3: Use an additional combo after Timestop and before Inception. It is possible to enter Inception with around 40|40 mana. There is room to spend another melee combo after generating enough mana with a Dualcast proc during downtime and up to casted 6 GCDs.

    Potion Timings

    Potions should be aligned with your first (P1 opener) and third (Gavel in P2 or after Timestop in P3, depending on your group) buff windows, then used twice off cooldown in PA. Ideally, both potions in PA will be synced with buffs; however, if buffs are not ready at the start of PA, do not delay your potion, as faster PA killtimes will result in a loss of potion duration if your first potion is delayed. Note that Timestop is the latest you can use a potion without losing a potion use in PA, so it is not viable to use a potion after Inception instead of at Gavel.

    If your group is doing Gavel buffs and your BJCC kill time is fast enough that they would die before your potion runs out, it can be beneficial to delay your second potion to Timestop, despite having it be desynced from buffs, to get the full duration of the potion on AP.

    Similarly to level 90, you should aim to maximize potion value by doing three melee combos. At level 80, melee combos are only ~10.2s long (compared to ~12.7s at level 90) so you can fit three full combos under the potion. Additionally, due to phasing and boss untargetability, you should play around with pushing your uses of your damaging oGCDs around if this would allow you to get additional uses under a potion without losing a use. In an ideal scenario, you should get two uses each of Fleche, Corps-a-Corps (CaC), and Engagement per potion, as well as one use of Contre Sixte (C6).

    Vercure Usage

    As with other fights in the game, Vercure can be used during downtime in-between phases and during downtime mechanics (Limit Cut, Timestop, Inception, Wormhole, and both Fate Calibrations). This can help with quick raising when needed, or to prepare a Dualcast for when the boss becomes targetable again, which gives you earlier weaves in your reopener and can reduce your Jolt II/Verstone/Verfire usage throughout the fight. In addition to this, in phases where the boss isn’t targetable and heavy raid damage is going out, Vercure can be used to assist your healers with healing wherever it may be needed.

    Additionally, preparing a Dualcast during any downtime mechanic can allow you the opportunity to instantly raise a teammate who fails a mechanic, allowing potential recovery. This should be taken advantage of in all downtime mechanics, but keep in mind that if you want to have a prepared instant for the end of downtime, you will need to make sure that it won’t run out just before the boss becomes targetable again. You can do this by spending it on a Vercure with enough time to prepare it again.

    AoE for Mana Generation and Holding DPS

    There are two spots in TEA where it is common for Red Mages to use AoE spells to generate mana and/or hold DPS, and a third situational one.

    1. The first common spot is during Inception, as the True Heart can be attacked for resource generation, but is immune to all damage.
    2. The second is after killing both BJ and CC during Trio Enrage, as groups that are using buffs off cooldown may want to wait until buffs have about 70 seconds left on their cooldowns to kill AP (which generally happens when the cast bar of Divine Judgement reaches the end of the “m”), to both open PA with buffs and gain resources for the reopener. For both of these instances, the suggested approach is to only cast Veraero II/Verthunder II, as these spells do noticeably less damage in single target scenarios but generate the most mana out of our regular GCDs (7 of white/black).
    3. The third and situational use of AoE to generate mana is at the end of BJCC, if the second boss to die is in the middle of a mechanic when it dies (for example, if BJ dies during the Super Jump cast, it will stay active until after Apocalyptic Ray, giving you additional time to hit it). This cannot be depended on to happen every run, but you should take advantage of it when you can.

    Phase One: Living Liquid

    The suggested opener for this phase delays your melee combo in order to land your two finishers after Liquid Hand appears. In most cases, it is not ideal to hold Contre Sixte to cleave both bosses, as you risk losing a use at the end of the phase, which deals equal damage and deals slightly less damage to LL, instead spreading the damage more evenly with Hand. However, if your kill time is fast enough that you would lose this use anyway, you can delay C6 until after your first finisher. This opener also sets up your Dualcast alignment to be able to easily do most of the rest of the phase’s movements with only Dualcasts.

    5 seconds prepull Veraero. Verthunder, weave potion. Jolt 2 or proc. Veraero or Verthunder, weave Embolden and Swiftcast. Veraero or Verthunder, weave Fleche and Contre Sixte. Jolt 2 or proc. Veraero or Verthunder, weave Manafication and Corps-a-Corps. Enchanted Riposte, weave Engagement. Enchanted Zwerchhau, weave Corps-a-Corps. Enchanted Redoublement, weave Engagement. Verflare or Verholy. Scorch. Proc. Verthunder, Veraero, or Impact. Jolt 2 or proc. Verthunder, Veraero, or Impact, weave Fleche.

    Note that your two instant GCDs after the melee combo can be Veraero/Verthunder or Impact depending on whether they would hit both Liquid and Hand. It is fairly rare to have tanks that will have the bosses together for both of these casts and should not be expected, so you should adjust based on the group. Given that most strategies involve splitting the bosses to bait Hand of Parting, it is more likely that you will get a cleave on the second Dualcast than the first.

    Fleche comes off cooldown right as dolls appear, so you can choose between putting Fleche into Hand, or instead hitting your doll with it if you need to feed early. As noted in the opener image, you may find that you need to push it back one weave window to target your doll in time. If you do the recommended opener as written without pushing C6 back, it will come off cooldown two Dualcasts after your doll appears. You should switch targets to cleave Liquid/Hand, then resume targeting your doll.

    Your doll has roughly 42.7k HP. Without Fleche, it will take an average of 5-6 GCDs to damage it below 25%; however, a double crit direct hit Dualcast has the potential to deal roughly 11k per hit, so in order to play safe, when your doll is below 45%, you should instead use your instant cast to cleave the bosses with Impact, then check your doll’s HP before starting another Dualcast or moving to feed. Having a keybind to target your last target is invaluable in this phase.

    Additionally, as you are the only magic DPS without a personal shield, you should ensure that you move slightly towards the middle after you pick up your doll and pull it outwards, as missing a heal can sometimes be fatal for you.

    Two Target Phases

    Jolt II/Verstone/Verfire into Impact is optimal on two targets, and so should be used as our main filler spell combo whenever the bosses are pulled together. You should be actively checking the HP of both bosses (focus targeting Liquid is very helpful for this) and advising your party on if help is needed with balance, either via voice communications or in-game “target this enemy” markers.

    Protean Baits

    The first set of Protean baits is the only movement in the phase that does not naturally align with our Dualcast window after using the recommended opener. To avoid overcapping, we need to do two melee combos in LL: one in the opener, and a second normal combo mid-way through the phase. This normal combo is best used during Protean 1 for movement.

    To handle Protean 1 movement, you can use a combination of your melee combo, Swift, and Accel. At the earliest, you should start your melee combo by using a Swift/Accel GCD to shift your alignment into starting the combo three GCDs before the baited Proteans are telegraphed; this sets you up to Dualcast through the movement, then use Swift/Accel again to realign. At the latest, you should start your melee combo at the moment that the baited Proteans are telegraphed, sidestep the Proteans to dodge, then disconnect from the boss after Enchanted Redoublement. Even doing this latest timing, you have plenty of time to resolve this movement without the use of CaC or Displacement.

    Be careful with your use of CaC after finishing your Protean movement, as using CaC as it comes off cooldown before Cascade can result in you eating a tether tank buster.

    Instant Usage

    It is recommended to use both Swift and Accel at first Protean baits regardless of when you use your melee combo, as there is nowhere else in the phase where you might need them for movement. Using them here will give you more leeway on how to handle this movement.

    Using Acceleration on Impact gains 100 potency over a normal Impact, and so every chance you get to use Acceleration on Impact is a good use.

    Addle Usage

    In general, all mitigation should be a group discussion that takes party composition and healer preferences into consideration. So, while the advice for these Addle sections can be considered recommendations based on good value (e.g. total damage reduced) and Party Finder norms, it is still advisable to be flexible to your group’s requirements.

    The most valuable time to use Addle during this phase is for the Splashes after the first Proteans, as it is rarely necessary on the opening Cascade due to pre-pull shields, and doll damage comes from the dolls. You will need to switch targeting to LL to place this Addle. Try to use it after the second Splash in order to catch the Cascade at the end.

    Another potential use is during Protean 1 or Protean 2, if your group’s healing and mitigation in Splashes and Cascade is comfortable without your Addle there.

    Further Optimization

    There is an alternate opener that can be used by players who have low enough ping to double weave with their potion and assumes a GCD speed of 2.50. However, this opener uses both Swiftcast and Acceleration, and as such also offsets your Dualcast window for the entire phase, which changes the movement requirements for this phase.

    5 seconds prepull Veraero. Verthunder, weave Corps-a-Corps and Contre Sixte. Jolt 2 or proc. Veraero or Verthunder, weave Embolden and potion. Jolt 2 or proc. Veraero or Verthunder, weave Fleche and Swiftcast. Veraero or Verthunder, weave Manafication and Engagement. Enchanted Riposte, weave Corps-a-Corps. Enchanted Zwerchhau, weave Engagement. Enchanted Redoublement. Verflare or Verholy. Scorch. Proc. Verthunder, Veraero, or Impact. Jolt 2 or proc. Verthunder, Veraero, or Impact, weave Acceleration. Impact, weave Fleche and Contre Sixte.

    The primary differences in movement arise during Protean 1 and Protean 2. If Acceleration and Swiftcast are utilized in the initial pot window for P1, the rotation can be aligned to the mechanics in a manner that where baits go out as you can keep your GCD rolling freely.

    Protean 1 can be resolved and reacted to easily by either casting your GCDs or doing an additional melee combo between feeding dolls and the start of the mechanic. Since your melee combo is ten seconds long, with a GCD speed of 2.50, Protean 1 can be resolved by simply slidecasting out after the initial baits from Living Liquid, then slidecasting to your Protean Wave bait spot after the initial puddle drops.

    Unlike Protean 1, the second protean will not be aligned to your GCD rolling if one instant cast is not used between the opener and Protean 2. One of Swiftcast or Acceleration should be used in order for the initial Protean baits to come out as your GCD rolls. As you go out, you can either use an instant Impact as you reach your Liquid Rage followed by a Dualcast pair, or begin with the Dualcast pair and then use an instant Impact as you move back in after the second set of baits.

    Phase Two: Brute Justice/Cruise Chaser

    Depending on your LL kill time, you may enter this phase with anywhere from around 70|70 to 80|80 mana. Thus, you should open with a double melee combo using Manafication.

    The recommended opener is to skip preparing a Dualcast and instead open immediately with your single-target melee combo, performing two melee combos and an Accelerated Impact. Depending on how quickly the tanks pull the bosses apart, you may be able to Swiftcast another Impact to cleave both bosses. If your group doesn’t allow for this, you can instead Swiftcast a Veraero/Verthunder. This Swiftcast doesn’t need to be immediate, but ultimately, you want to use both of your instant casts here for ideal Dualcast alignment for the rest of the phase.

    You should perform your re-opener on Cruise Chaser and encourage your group to do the same (with the exception of Reaper, as it is an overall loss for Reaper to reopen on CC). This not only makes HP balancing easier, but also helps to account for the couple of scenarios where we are forced to perform our melee combo on BJ, further skewing the damage.

    It can be highly beneficial to keep Dualcast active during Limit Cut whenever possible, in order to catch an emergency raise. Because you are opening the phase with a melee combo, you don’t need to worry about having Dualcast active when the bosses become targetable.

    Your oGCD usage here will depend on your party’s composition and buff timing, as well as your LL kill time, but in any case, two of your first three weaves should be Fleche and C6, to get their cooldowns rolling as soon as possible while prepping them for the next weave window. Many parties will buff as early as possible in this reopener to have as much time as possible cleaving both bosses while buffed: if this is the case, you can first weave Embolden, then Fleche, followed by C6 and Manafication, then begin dumping your stored CaC/Engagement charges.

    Note that with this buff timing, some groups that buff Gavel will choose to delay second buffs by two GCDs to once again better align buffs with the time where the bosses are able to be cleaved.

    However, if you have a Dancer who is pre-stepping Standard Step during LC, or your group simply chooses to buff at the third GCD, you should weave Fleche and C6 first, then weave Manafication and Embolden after Redoublement, using your CaC/Engagement charges afterwards. Your first melee combo will not be under buffs, but if you delay it, your second set of finishers will not cleave both bosses, which is a greater loss.

    Movement and Nisi Passing

    By doing the above reopener, your Dualcast alignment will be very convenient for the movement of the rest of the phase. You will be able to move immediately upon being hit by Compressed Water stacks to avoid being hit by the residual geyser, and you can move immediately after Photon for your first Nisi pass, then after enumerations resolve for your second Nisi pass.

    Melee Uptime

    Melee combo timings

    There aren’t any instances in this phase where a melee combo is extremely helpful for movement, as most of your movement is in short bursts. Therefore, your melee combo usage should be based around when you need to use them to avoid overcapping, and when you can actually be in melee range of a boss, as the nature of Nisis and geysers requires you to stand away from the bosses for much of the phase. Arguably the most convenient time to use a melee combo to avoid overcap is before or after the first Water/Lightning resolution, as for both debuffs, you will be passing by a boss to get to and from your destination, and saving it for much longer can risk overcapping. If you are first Lightning, you will need to perform this melee combo on BJ.

    In Gavel, you may also have trouble initiating a melee combo depending on your Nisi and the placement of the bosses. Try to use your positioning to encourage the group to squeeze a bit tighter in the BPOG lineup to ensure that you can initiate a melee combo, but be wary of other players’ movements to ensure that you don’t cause a wipe by doing so. If you are far to the east in the lineup, you will be forced to initiate melee combos on BJ until Gavel resolves, so continue communicating the bosses’ HP differences if it looks like one is close to death.

    Corps-a-Corps and Engagement usage

    CaC and Engagement are a bit trickier, as you will be spending most of the fight away from CC, and you will often have a melee standing between yourself and BJ. Ensure that you use all of your pooled charges during your melee combo after the reopener, then keep an eye on BJ to find opportunities where you can dump charges without overcapping. The most convenient times to do this are after second pass or after third pass, whichever one corresponds with the DPS not having the Nisi debuffs, so that you can dump your charges without risking a Nisi death. It is also possible to use CaC and Engagement on CC around third pass if you need to pass to OT, but just ensure that you don’t pass too early if you do this.

    Plasma Shield/Instant Usage

    Due to us having cast times, you will want to target BJ as soon as you see CC start casting Plasma Shield to avoid dropping uptime when CC becomes invulnerable. Prepare a Dualcast on BJ, then switch to Plasma Shield for the second cast of the pair. You can then use Swiftcast and Acceleration to get a chance at an additional hit on the Plasma Shield without risking having your cast interrupted by its death.

    Addle Usage

    If you used Addle on Splashes in LL, you will not be able to Addle the first Whirlwind in BJCC. With this in mind, the recommended usage of Addle is on the Water stacks, with the third one potentially being more valuable due to melees potentially missing the stack if positioning is off.

    Note that you will need to switch targets to BJ in order to Addle this damage, and it should be applied at least three seconds before the debuffs fall off to ensure that it snapshots the damage. Alternatively, you can Addle CC for the second Whirlwind instead, directly after Plasma Shield.

    Resource Management

    You will likely be approaching Gavel with close to max mana, and as such it is possible to overcap before the best place to use your melee combo for damage. However, this is a fine place to overcap, as the damage gained from cleaving both bosses with your finishers is enough to make up for the mana that you’re losing. Note that if you are doing Timestop buffs instead of Gavel buffs, you can use Manafication after your second melee combo before your second set of finishers, then hold a third melee combo for Timestop if desired.

    If the bosses reach 0.1% HP in the middle of an uninterruptable mechanic such as BJ’s Super Jump > Apocalyptic Ray combo, you can use AoE to build up mana before the phase transition.

    Further Optimization

    If buffing during Gavel, it is possible to hold your second instant cast after Plasma Shield to optimize a double melee combo at Gavel by dropping Riposte from your Embolden in favour of an instant cast GCD at the end, resulting in a slightly stronger buff window. You should only do this if the resulting oGCD drift doesn’t cause a lost use of any oGCDs.

    Phase Three: Alexander Prime

    Before Timestop, you should prepare an instant cast, either by using Dualcast during the cast or, if you are using a potion, by using Acceleration, as the potion will consume your prepared Dualcast. If you are using a potion at Timestop, you should use it after the cast bar ends, as soon as you see AP’s wings start to move, as there are less than 30 seconds of targetable time before Inception, and using it here will catch all of your damage under the buff.

    Ideally, you want two instants, three Dualcast pairs, and a single melee combo. Your priority for this short damage phase should be as follows:

    • (If buffing at Timestop) Weave Embolden immediately after your instant GCD
    • Use Fleche as early as possible to ensure two uses
    • Use melee combos as they become available to enter Inception with less than 50|50 mana
    • Use any available charges of CaC/Engagement to minimize overcap during Inception
    • Use a Swift/Accel Veraero/Verthunder before the boss becomes untargetable to maximize damage, as there is only enough time for 12 normal GCDs

    Building Mana with AoE

    During Inception, there is a period of eight GCDs where you can safely build up mana on the invulnerable True Heart, meaning that you can gain 56 mana by Dualcasting Veraero II and Verthunder II. Make sure you are standing far enough away that the Tetrashatters do not kill you before you start attempting to cast, as you will be out of range until the Tetrashatters resolve. With the standard marker set, it is safe to stand a step or two outside of the A/C marker, on the side closest to the wall.

    Post-Inception

    You should prepare a Dualcast while waiting for Cruise Chaser cleaves to resolve, open with Veraero/Verthunder, then use two melee combos during this window. If you are buffing here, you should buff in your first weave window for buffs to come back as early as possible during Trio Enrage. You should also use Manafication as early as possible without overcapping, particularly if you are not buffing here so that it comes back as early as possible during Trio Enrage.

    Aside from these considerations, your priority here should be the same as post-Timestop, with the exception that you can get an additional GCD here, so you should use both Swiftcast and Acceleration.

    Wormhole

    It can be nice to use Vercure during Wormhole to ensure that healing before the stack goes well; however, strictly speaking, it is optional, and you should prioritize resolving the mechanic first and foremost. You can, however, prepare a Dualcast in order to use Verraise if someone dies during the mechanic. This is particularly useful if you are assigned a number from three to six, as you can move middle after the third dash and raise in the middle.

    Prepare a Dualcast during the stack telegraph, weave Fleche and C6 in your first weave window, then Dualcast normally until Trio Enrage.

    If you are rushing Manafication, it is likely that you will need a melee combo before the next buff window to avoid overcapping, especially if doing the Gavel buff pattern. You should try to save it for Trio Enrage if possible, but if you are coming out of Wormhole with more than 65|65, it is likely that you will need to use it here instead. You have another 13 GCDs here, so starting the melee combo after 11 GCDs will at least allow you to carry the finishers to Trio Enrage.

    Addle Usage

    The most common and arguably most valuable Addle usage in this phase is on the Mega Holy raidwides after Wormhole. Some groups may request for Addle during JWaves instead, around when CC dies. If in a double caster composition, these two will be the expected uses. Technically speaking, you can also Addle the first tankbuster for free, but most tanks will use their invulnerability on this buster, rendering this pointless.

    For mitigating Mega Holies, you should weave Addle late in your second weave window, either as the second weave of a double weave, or two thirds of the way through your weave window, to ensure that you catch both raidwides.

    Trio Enrage

    You should aim to perform two melee combos right after using Embolden, regardless of your buff alignment. If doing the clear-ready buff timing, you’ll be buffing around three Dualcasts (six GCDs) after the Trio Enrage begins. If double comboing at this time will cause overcap, use the first combo prior to buffs and only do a single combo under buffs instead. This is because it is important to ensure you have gauge before PA.

    Once both BJ and CC are down, your group may choose to intentionally lower their DPS in order to build resources, and in the case of groups using buffs off cooldown, this may also be necessary if you want to have buffs at the start of PA, as there are roughly 70 seconds between when the boss goes untargetable and when you regain control. Ideally, you want to have at least 81|81 going into the phase transition, assuming that you will have buffs at the start.

    Further Optimization

    If you are assigned the crystal AoEs during Inception, you can take a spot towards the middle of the arena, sprint before it drops, then Dualcast on the heart the moment it spawns before running out to the safe spot for 14 additional mana. The heavy debuff from the orb puddles makes this unsafe to perform as a tether player.

    Phase Four: Perfect Alexander

    As soon as you regain control in this phase, use your first potion and begin a melee combo. If Embolden is available, weave it as soon as possible, then C6, and then Fleche. You can delay Fleche in this manner because no matter when you weave it, it will not come off cooldown before Final Word forced movement occurs; this delayed use will still ensure that it is available as soon as you regain control, letting you send it immediately after an instant GCD if you get Stillness first.

    If you are buffing immediately, aim for a triple melee combo. If you get Stillness first, your last GCD before stopping should be your second Verfinisher, whereas if you get Motion first, you should be able to finish your third melee combo, then hold your finishers until after Stillness.

    If your buffs are not off cooldown at the start of the phase, your group may want to delay them until after Final Word forced march resolves (and Stillness, if it is second), but some groups will opt to still use them off cooldown. You do not want to delay your potion for buffs, as the boss may die partway into your second potion if you do. In the case of delaying until after Final Word, assuming your mana is not full, you can Dualcast once after your potion, start a melee combo, then weave Swift after Scorch. From here on, if Stillness is first, follow this sequence:

    • Perform your prepared instant cast after Scorch, then respect Stillness
    • Cast Verstone/Verfire after Stillness resolves, but before forced march resolves
    • Use your Dualcast after Final Word to weave Accel
    • Use your Accel to weave Embolden and potentially Manafication if needed

    If Motion is first, follow this sequence:

    • Weave Accel after your Swift GCD and cast a second instant
    • Cast Verfire/Verstone to prepare a Dualcast before forced march
    • Wait for Stillness to resolve, then use your prepared Dualcast to weave Embolden and potentially Manafication if needed

    Regardless of what combination you get, you should be able to get two full melee combos under buffs in this manner, assuming you have the mana for it. If you enter the phase with less than roughly 130 total mana, you will only be able to get one full melee combo under buffs in this scenario, unless you do no melee combos under potion.

    Instant Usage

    Swift and Accel can more or less be used off cooldown in this phase, or to prevent oGCD drift if needed. You may benefit from using them for Optical Sight movement, but it’s not necessary. However, for the sake of safety, you may want to hold them after Fate Calibration Beta to be used for the first Almighty Judgement, as you will likely be tasked with using Addle for the subsequent Irresistible Grace stack.

    Melee Combo Usage

    There aren’t any mechanics in this phase where melee combos are particularly helpful for movement, aside from Almighty Judgement, but the first can be handled by instants and the second is during the second pot, where you are comboing anyway. Therefore, you should use as many combos as possible during buffs, and use them outside of buffs only to avoid overcap.

    Addle Usage

    Your best uses of Addle in this phase are to cover both hits of Optical Sight at the start (use Addle around 2/3 of the cast, though it is more lenient than Megaholy from P3), and one of two Irresistible Grace stacks at the end. Covering the first tank buster instead of Optical Sight is also an option if your group requires it, but mitigating the second or third tank buster is not recommended, as they will lock you out of mitigating either of the Irresistible Grace stacks (which are much stricter mitigation checks).

    For the Irresistible Grace stacks, the caster tends to be expected to Addle the first stack in Party Finder, but you should double check with your group which stack they want you to Addle.

    Fate Calibrations

    As per usual, you will want to prepare a Dualcast using Vercure at the end of these downtime segments. If Fate Calibration Alpha gives you Stillness second, ensure that you prepare your Dualcast after it resolves. Additionally, it can be specifically helpful to use Vercure in Fate Calibration Beta, after you move to the wall and take your Super Jump or Shared Sentence, as healers may be quite spread out after the forced movement.

    Second Potion

    Your second potion should be used as close to off cooldown as your weave window will allow; if you used your first potion before your first GCD, it will come off cooldown a bit before the second Almighty Judgement cast. This means that if you used buffs in your opener, your third uses of Embolden and Manafication should be delayed until after using the potion. Aim to get a triple melee combo under these buffs, using Embolden after the first melee combo. If a triple melee combo is not possible, Dualcast once after potting, weave Embolden, and do a double melee combo.

    Congratulations on becoming a Perfect Legend!

    Further Optimization

    Ordained Stillness is a mechanic that must be respected. However, its timing can be played around for the pot window as a limit for how many GCDs to use prior to resolving the mechanic. By knowing the exact number of GCDs you can use and still resolve Stillness, you maximize the total potency in this pot. With taking advantage of the enemy list and examining the castbar for Ordained Stillness, this pot window can be executed consistently with all other factors considered. One last important consideration is the use of mashing escape (or O/B on controller). Ordained Stillness checks for damage that is queued or registered near the end of its cast, and as such, auto-attacks can kill you. Using escape to untarget the boss to resolve Stillness is the best practice for this fight as a whole.

    When discussing uptime in the context of resolving Final Word, it is predicated on the randomly chosen sequence of Stillness and Motion. Since Final Word randomly chooses Ordained Stillness or Ordained Motion first, this section describes the two separate timelines for this pot window predicated on Stillness first and Stillness second. This section assumes a GCD of 2.50 and having the ability to weave pots, as well as soft clipping your pot after Zwerchhau instead of using it instantly. While some drift is baked into the start of this pot window, it is critically vital to minimize all drift possible with low ping to yield the highest possible potency gains. Even respecting Stillness in the face of higher ping, potency can still be gained. However, since potions cannot be queued, your potion use timing may not be consistent, and you need to be careful to observe how large your soft clip is. In a Stillness-first scenario, if you observe it as being much larger than expected, it may be wise to forgo using Scorch before Stillness to avoid dying.

    Ordained Stillness first

    For when Perfect Alexander casts Stillness first, you can execute two full melee combos before Stillness goes off, immediately detargeting the boss after Scorch. Since there is still uptime between Ordained Stillness and forced march, you can then get the initial Riposte, Zwerchhau, and Redoublement after Perfect Alexander finishes casting Ordained Stillness, before downtime occurs from the forced march. It is critically important to not react a moment sooner, as Ordained Stillness checks for abilities, weaponskills, and spells that were queued in during the end of the cast. For a visual timeline of this rotation with the mechanics, see below for an example image for Stillness first pot:

    Soft clip potion after Enchanted Zwerchhau. Enchanted Redoublement, weave Fleche and Contre Sixte. Verholy or Verflare, weave Corps-a-Corps and Engagement. Scorch, weave Corps-a-Corps and Engagement. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement, weave Manafication. Verholy or Verflare. Scorch, Ordained Stillness occurs here. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement. Verholy or Verflare, weave Fleche. Scorch.

    Clip: https://www.youtube.com/watch?v=x-FVFE2QvIU

    Ordained Motion first

    If Ordained Stillness comes second, then you can get Verflare/Verholy and Fleche before Stillness resolves. It is important to mash escape, or press O/B on controller, to disable auto attacks and not accidentally hit when Stillness resolves. See the below diagram for the potion sequence for Stillness second:

    Soft clip potion after Enchanted Zwerchhau. Enchanted Redoublement, weave Fleche and Contre Sixte. Verholy or Verflare, weave Corps-a-Corps and Engagement. Scorch, weave Corps-a-Corps and Engagement. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement, weave Manafication. Verholy or Verflare. Scorch. Enchanted Riposte. Enchanted Zwerchhau. Enchanted Redoublement, forced march occurs here. Verholy or Verflare, weave Fleche, Ordained Stillness occurs here.

    Clip: https://www.youtube.com/watch?v=9WOD2sSqHZo

    On the subject of optimizing potions, if either Acceleration or Swiftcast has less than 30 seconds left at your second potion window and you have a clean triple melee combo under potion, it is also possible to soft clip a potion after your first Riposte, then use an instant cast to catch the end of the potion window, similar to optimizing an Embolden window. Assuming full uptime and minimal ping, you shouldn’t lose a GCD from this soft clip if you go to enrage and take the caster-standard sixth jail.


    Clear PoVs

    Draid Kylian, with specific concessions made to account for having higher DPS than expected: https://www.youtube.com/watch?v=1ojyevVK5Og

    Accompanying log: https://www.fflogs.com/reports/WB7MxrHpVaLCgZyR#fight=22&type=damage-done

    Credits

    RDM team of Mentors and Helpfuls at The Balance

    • Have any questions?
      Authors
      Draid Kylian
      diff --git a/jobs/casters/red-mage/fight-tips/the-omega-protocol-ultimate/index.html b/jobs/casters/red-mage/fight-tips/the-omega-protocol-ultimate/index.html index 38823db293..0e34d24e2c 100644 --- a/jobs/casters/red-mage/fight-tips/the-omega-protocol-ultimate/index.html +++ b/jobs/casters/red-mage/fight-tips/the-omega-protocol-ultimate/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • The Omega Protocol (Ultimate) Guide
    Guide Info
    Last Updated: 19 Jun, 2023
    Patch Applicable: 6.4

    The Omega Protocol (Ultimate) RDM Guide

    This raid features a unique mix of multiple tight DPS checks, movement-intensive mechanics requiring real-time adjustment, and flexible optimization potential. That said, with some planning and smart resource management, Red Mage is able to perform well in this raid and bring a lot of value to a party.

    There are six phases in this raid. Generally, every phase has a DPS check that requires some basic optimization, but the difficulty of Phase 2 and Phase 3 DPS checks tend to depend on party composition and buff timings, with Phase 2 benefitting cleave-heavy compositions and Phase 3 benefitting full uptime 2-minute burst compositions. The phases are commonly referred to by their number and will be referenced again as such later in the document. Refer to the below:

    • Omega: P1
    • Omega M/F: P2
    • Omega Reconfigured: P3
    • Blue Screen: P4
    • Run: Dynamis: P5
    • Alpha Omega: P6

    Addle and Magick Barrier Usage

    Please be sure to read Meru’s Addle and Magick Barrier Guide for tips and disclaimers on your various mitigation options.

    Manafication Timings

    The default approach in this raid is to use Manafication strictly on cooldown, which means pressing it even during downtime. This results in an extra use of Manafication in the fight, which typically results in an additional melee combo around the start of P4 (allowing three sets of combo finishers in the phase instead of two) and an extra usage in the final damage window of P5. Manafication will realign with buff windows in P6 following this timeline.

    Buff and Potion Timings

    In general, buff timings are standardized in P1 (on cooldown), P5 (after Delta, and then on cooldown) and P6 (on cooldown). Note that unlike many previous Ultimates, Phase 1 in this raid has a reasonably tight DPS check, so using a potion in the opener is generally a requirement. Otherwise, there are multiple ways to approach buff timings in P2, P3 and P4, which will be briefly outlined below with the pros and cons listed.

    A. Recommended: 1 use in P2, 1 use in P3 with melee LB3, 1 use in P4

    This is considered optimal because all raid buff windows occur while no difficult mechanics are going on, and because 2-minute raid buffs will re-align with people who de-sync their 1-minute damage cooldowns at the end of P2.

    • P1: Opening [Potion]
    • P2: Opening
    • P3: Opening [Potion*] (melee LB3 used during this phase)
    • P4: Between second and third sets of lasers
    • P5: After Run: Delta [Potion], and during Run: Omega.
    • P6**: Opening, after second Cosmo Arrow, and after Magic Number

    *If you only enter P3 with enough mana for a single melee combo, you can potion a double combo after the first set of towers instead as Manafication comes back up.

    **Your potion in P6 can be used in any buff window, with the first and final being preferred as there are little mechanics happening and it is easier to have the mana for a triple combo potion in these windows.

    B. Monitors: 1 use in P2, 2 uses in P3, and 0 uses in P4 with melee LB3

    Similar to above, but melee LB3 is held for P4, and a second use of raid buffs is used at the end of P3 instead during monitors. The downside of this is that bursting during monitors can be suboptimal due to mechanics generally requiring some players to drop GCDs. This can sometimes be preferred if using LB1 at the start of P2, due to LB generation being tighter in P3 in that scenario.

    • P1: Opening
    • P2: Opening
    • P3: Opening [Potion*], monitors
    • P4: None (melee LB3 used in this phase)
    • P5: After Run: Delta [Potion], and during Run: Omega.
    • P6**: Opening, after second Cosmo Arrow, and after Magic Number

    *If you only enter P3 with enough mana for a single melee combo, you can potion a double combo after the first set of towers instead as Manafication comes back up.

    **Your potion in P6 can be used in any buff window, with the first and final being preferred as there are little mechanics happening and it is easier to have the mana for a triple combo potion in these windows.

    C. On cooldown: 2 uses in P2, 1 use in P3 with melee LB3, and 1 use in P4

    This assumes there are two uses of 2-minute raid buffs in P2 (used on cooldown). The third use occurs in the middle of the Hello World mechanic in P3, and the fourth use occurs mid-way through P4. The benefit of here is that there is an extra use of 2-minute raid buffs in P2, but the P3 burst window during Hello World is more difficult to execute. This is the only setup where it can be better to align Manafication with Embolden, due to the faster expected P2 killtime and the additional use of raid buffs across P2-P4.

    • P1: Opening [Potion]
    • P2: Opening, during burn phase at the end after meteors
    • P3: Mid-way through Hello World [Potion] (between second and third set of towers)
    • P4: Between second and third sets of lasers
    • P5: After Run: Delta [Potion], and during Run: Omega.
    • P6**: Opening, after second Cosmo Arrow, and after Magic Number
    • **Your potion in P6 can be used in any buff window, with the final being preferred when going for a first clear as there are little mechanics happening and it is easier to have the mana for a triple combo potion in these windows.

    Holding DPS

    During certain phases, the party may need to “hold DPS” to give more time for damage or defensive cooldowns to come back up. Due to how our Manafication lines up in this fight, Red Mage is one of the jobs that benefits substantially from the party holding DPS. Note that if you need to artificially slow down how fast you kill a boss, but you still need to build gauge, you can cast Veraero/Verthunder II. These spells do noticeably less damage in single target scenarios but generate the most mana out of our regular GCDs (Seven of white/black).

    Phase 1: Omega

    The DPS check in this phase is very tight compared to past Ultimates, and so a potion is necessary. The two core mechanics of this phase, Loop and Pantokrater, are both movement-intensive. That said, there are reliable ways to handle them. The standard opener is fine for this phase, but depending on your party’s Loop strat, you may wish to hold all of your Acceleration uses + Swiftcast to move for the more undesirable tower and tether combinations. In that scenario, you can do the following alternate opener:

    The damage loss here compared to the standard opener is almost insignificant (essentially double digit potency), so if you prefer to have all three instants available for Loop, do not hesitate to adjust to this opener.

    Note that, in this phase, we want to build up to a double melee combo to cover the entire Pantokrater mechanic. After the opener, we strongly recommend not using a melee combo during the Loop mechanic. The reason is because while relying on instants and slidecasting can take a bit of practice for Loop, it is far more difficult to pull off during Pantokrator.

    Loop Movement

    Movement during Loop can appear challenging, but smart positioning can noticeably reduce the movement required. Keeping track of where you will be moving next for the mechanic and prepositioning can help reduce situations where you have to move far significantly. Most movement for this mechanic can be done with a single movement tool (Acceleration, Sprint, Swiftcast). Additionally, if you are one of the earlier tower numbers, you can stand inside later towers after losing your debuff, reducing movement needed to reach a safe spot from tethers.

    Double Combo for Pantokrator

    As Pantokrator starts, you should find yourself close to having enough mana for a double combo. For this mechanic, you want to be at 81|92 or higher mana around the time the second flamethrower pizza slice comes out, which also coincides with when the first marked missile player needs to start moving. If you are slightly below this number, you should have one use of Acceleration or Swiftcast available to help you fix this in one cast.

    If doing the standard 90 opener, the cost of Program Loop being slightly tighter makes Pantokrator far more lenient. By the end of Program Loop, one charge of Acceleration and Swiftcast both become available and should be saved for Pantokrator itself. In this situation you should cast until the first flamethrowers appear at which point you can start your first combo. After your combo you can choose to use one of or both Acceleration and Swiftcast. Having these both available grants you leniency to adjust on the fly depending on your missile number. Using both of these by the end of the mechanic will also keep your GCD aligned to use Manafication strictly on cooldown at the end of the phase.

    Ending the Phase

    In this phase, we want to use Manafication on cooldown, and for our last GCD of the phase to be Verholy/Verflare. This is because at the start of P2, we can cleave the bosses for two GCDs before Firewall comes up, so we want those GCDs to be Scorch and Resolution. You will also want to hold your last use of Contre Sixte. Holding Fleche, as well as one charge each of Corps-a-corps and Engagement, can also be beneficial depending on how ahead or behind you are of the P1 DPS check. Consider these oGCDs as flexible resources.

    Phase 2: Omega M/F

    Unlike the previous phase, there is little to no movement optimization in P2, especially if the party decides to just stack and mitigate meteors. Instead, optimization here revolves around planning our cleave timings. Typically, Manafication will come up here around the time Sagittarius arrow comes out. Use it on cooldown here. You should have around 50|50 mana or slightly above, in which case you can use Manafication after Enchanted Redoublement.

    This should result in two and a “half” melee combos for the phase: a partial combo in the opener, one after party synergy to cleave, and one with Manafication coming up around the Sagittarius arrow cast. If required, there is an additional one that can be used during the burn phase to meet the DPS check, but it’s better to save this combo for P3 if you can.

    Cleaves: Standard P2 Opener and Post-Party Synergy

    The standard play here is to open the phase by pre-casting Embolden, then cleaving both bosses with Scorch, Resolution, and Contre Sixte. Following that, do not do a second combo despite raid buffs being up. This is because we can set up Scorch and Resolution to cleave again after Party Synergy, and the DPS gain in doing so will outweigh doing an additional combo on one target during buffs.

    After party synergy, do one instant-cast GCD and two dualcast pairs (five GCDs total) before starting a melee combo to time your Scorch and Resolution to cleave. You may have to clip slightly at 2.48 to let Firewall fall off first, so make sure you see the buff icon drop off from your status bar before firing Scorch. Also consider standing slightly north or south to ensure your Resolution hits Omega F as she moves north for more consistency, although this is generally not necessary. After Resolution, the Sagittarius Arrow AOE will appear in three more GCDs, so prepare an instant cast for the dodge.

    Clip: https://youtu.be/RCW7wsJYuFs

    Holding Contre Sixte to cleave after party synergy is optional. If you do, you will lose a use during P2’s burn phase, so either way you only get three “uses” (boss hits) after party synergy.

    Regular Opener When entering the phase with two finishers, you should use one additional instant-cast spell to gain a GCD pre-Party Synergy. Try to use this earlier in the phase to avoid oGCD bloat later, as your Fleche, Corps-a-corps, and Engagement will come off cooldown around the Party Synergy castbar, leaving less time to use each.

    Caster LB1 Opener

    In some groups, you may be asked to use caster LB1 at the start of the phase. If your party is having trouble meeting the DPS check for P2, this is an overall DPS gain. In this scenario, you would open the phase with whatever finisher you have available to cleave (ideally Resolution, but subject to P1 killtimes), then immediately LB1, followed by Fleche if available. If you try to weave Contre Sixte after the cleave GCD, the caster LB risks ghosting and is not as reliable.

    Clip: https://youtu.be/HAnxqHPkLBY

    Ending the Phase

    During the burn phase, you ideally want to build up to 100|100 mana and allow yourself to overcap a bit, allowing you to carry more damage into P3. But, if required, you can use one more melee combo at the end of the phase. If your party has decided on “option C” of the buff timings (use everything on cooldown), 2-minute raid buffs will come up here. Also be sure to use any oGCDs available here as the P3 transition allows them to all be available for the reopener.

    De-Synced Buffs Disclaimer

    Note that, on occasion, some jobs may opt to use 2-minute cooldowns here and de-sync their buffs with the rest of the party, only to re-align it later.

    This is common with Reapers, due to their raid buff being tied directly to resource generation. If the party has trouble meeting the DPS check for the phase (or low rolls on crit/DH RNG), it is also common for one job to be a designated “insurance” buffer here, preferably a Scholar or Ninja if there is no Reaper in the party. The next use of the de-synced buff comes up during Hello World movements when the party needs to spread out, so it’s better if the buff is a boss-targeted raid buff so people don’t have to worry about being in range when it goes out.

    Phase 3: Omega Reconfigured

    This phase is full uptime, and so optimization will mostly revolve around using your instant casts and melee combos properly. It is not a fast paced phase, but you may be required to move across a large area depending on tower RNG. The more resources you are able to carry over from P2, the lighter the DPS check for this phase will be.

    Openers and Potion Window

    If you are entering P3 with 100|100 mana, you can use a potion just before the boss is targetable (around the time the AoE puddle under the boss disappears after transition), and begin comboing immediately once Omega is targetable. Preparing a Dualcast proc with Vercure is also possible during the transition, but mana levels can sometimes be tight for ensuring you get all your melee combos in P4, which impacts mana levels in P5 and P6. This particularly applies if you play safe and drop a few GCDs if you get a monitor at the end of the phase.

    If you are entering the phase with insufficient mana to do a double melee combo, you should instead do a single melee combo under raid buffs, and use a potion just before a double melee combo prior to Manafication coming back up off cooldown. Generally, a double Manafication melee combo under potion does more damage than a single combo under raid buffs, though it comes close in a full buff composition. Note that if you kill P3 too fast or delay the potion too long, it may affect P5 potion timings.

    Movement During Hello World

    In general, the safest approach is to dynamically adjust your unbuffed melee combo timings during this phase to handle more challenging movements (e.g. if your next tower spawns on the opposite end of the map), and use instant casts otherwise. Outside of the opener, you will get one more combo with Manafication, another ready immediately after (this one can be held for a de-synced buff or used flexibly for movement), and one at the end of Hello World which is ideally saved for movement during monitors.

    De-Synced Buffs

    If one raid buff was de-synced at the end of P2, that raid buff should come up sometime between the second and third patch tether breaks. Your mana should line up in such a way that you can use the flexible melee combo and save one charge each of Corps-a-corps and Engagement for the de-synced raid buff, which should also happen to align with movement toward your third set of towers.

    Monitors and End of Phase

    Regardless of whether you are using raid buffs during monitors, you should save your melee combo at the end of Hello World so you can freely move to your monitor position here. Try to avoid using your instants here if possible, because they can be more useful for movement in P4.

    Once in position, if you have a set of monitors, do not greed every GCD. If you otherwise kept good uptime throughout the phase, you should still end the phase with close to 60|60 mana and Manafication coming off cooldown. Ideally, you will bring over a partial melee combo into P4:

    Phase 4: Blue Screen

    This phase has a moderately tight DPS check, but is mechanically quite simple and doesn’t require much optimization outside of moving efficiently. You will typically enter the phase with finishers from a partial combo at the end of P3. If you do all three finishers at the beginning of this phase, or just Resolution if you used two in P3, your dualcast will align with the movement needed for first lasers. You can also move within the hitbox for this laser to reduce movement.

    If the party is buffing in this phase (or if someone de-synced buffs in P2), the next use should be used between the second and third sets of lasers, as this is when 2-minute raid buffs aligns with people who used 1-minute personal DPS abilities on cooldown in earlier phases. Ideally, you would build mana for your next melee combo of the phase to occur around that time. Sprint should also be used somewhere in this phase, ideally for if you need to flex for a stack.

    A third melee combo will be available towards the end of the phase, but if you are ahead of the DPS check, you can carry over your finishers to the start of P5.

    Final Fleche Use in P4

    Depending on how fast or slow your previous phase killtimes were (and your oGCD alignment throughout P3), you may find a use of Fleche coming up at the very end of P4. The DPS check for P4 is harder, but you only need to get the boss below 20% HP. If you are ahead of the check, consider saving the final use of Fleche in this phase to get two uses before Run: Delta in P5.

    Make sure to weave Fleche as your first oGCD after the boss is targetable in P5 to gain an additional use, as the first part of P5 is only slightly over 25 seconds in length.

    Phase 5: Run: Dynamis

    While P5 is the consensus hardest phase in the fight, most of the difficulty comes from executing “trio” mechanics while the boss is untargetable, making the damage optimization aspect of this phase fairly straightforward. While P5 is often considered the hardest mechanically, it has the lightest DPS check of all phases. Nonetheless, optimizing our damage for this phase is still valuable, as it allows some jobs to build resources for P6, and can potentially allow this phase to be recoverable even after a death depending when it occurs, allowing for more P6 prog or even a clear on the same pull.

    Manafication Timings

    When using Manafication on cooldown, your three uses will come up in this order:

    1. Around the time Run: Delta starts (downtime), or 1-2 GCDs before the boss becomes untargetable. This depends on earlier phase killtimes, but doesn’t matter too much.
    2. Mid-way through Run: Sigma (downtime), usually around the tower knockback.
    3. At the end of P5.

    When using Manafication before Run: Delta, do not start a combo even if the boss is targetable. Instead, throw out whatever standard casts you can (usually only 1-2 GCDs) and keep your mana for a full double combo under potion and buffs after the mechanic is resolved.

    Vercure Usage

    Red Mage lacks “free” self-mitigation when the boss is targetable, but given how the boss is not targetable in a lot of P5, Vercure becomes very useful for staying healthy. As a general rule of thumb, try to cast one whenever you are standing still, and save your second instant-cast one for times you can help heal yourself while moving. Times like this include (but are not limited to): while standing in position before Near/Far World resolves in Run: Delta, after blue tether breaks in Run: Delta, before towers or before running around the arena in Run: Sigma, or while in position for monitor damage or Near/Far World in Run: Omega.

    Buff and Potion Timings

    Regardless of whatever 2-minute buff timing plan you opted for in P2-P4, buff timings in this phase revert to following a simple, standardized pattern: the first use (with potions) occurs after Run: Delta, and the second set of 2-minute raid buffs occur during Run: Omega.

    If you’re 100|100 or very close from the downtime Manafication, your re-opener after Run: Delta should look something like the below image to avoid overcapping. If you are below that number, you can use Vercure to proc Dualcast in downtime instead and open with a Verthunder/aero III. In either scenario, you will get two full melee combos and four GCDs in this mini-phase.

    Tips and notes:

    • It is safe to be in max melee range immediately after the Near/Far World’s resolve, including if you are the last green/red tether and your partner is also max melee.
    • The boss is targetable here for under 35 seconds, so you can hold Contre Sixte, and two charges each of Corps-a-corps and Engagement for party member buffs.
    • The last GCD has a high chance of ghosting, even with full uptime or if you started the phase with a Verthunder/aero III cast. Use it anyway for the mana.
    • Holding Fleche for buffs is possible too, but can become tighter and you may not get two in potion, so it’s not always worth it.

    If opting for “option B” of the P2-P4 buff timings (using a second 2-minute window during monitors in P3), you will have raid buffs available before Run: Delta. However, you will not be able to use the full duration as they do not come up immediately into P5, and potions will not be up either if you used them in P3. Refrain from using them here and just stick to the standard plan of using buffs after Run: Delta.

    Run: Omega (and Beyond)

    This trio marks the first part of this phase where we have to do our rotation while also doing mechanics. That said, the movements aren’t too large, so complicated movement planning is unnecessary. The standard play is to start this phase with a single melee combo after Run: Sigma. You would have used Manafication during downtime in Run: Sigma around the time you get knocked back into towers. You would then hold your second combo for raid buffs, which doubles as a movement tool for dodging from the first safe spot from Omega’s clones into the second.

    Optimizing oGCD use in Run: Omega

    • You can only get two uses of Contre Sixte here, so put the second one under buffs.
    • You can only get three uses of Corps-a-corps/Engagement here, so spend only one charge each at the start, and then you can save your second charge of each for raid buffs. The third charge for both abilities will come up during the buff window, but be careful not to use the second Corps-a-corps at the wrong time here and gap close into one of the clone kicks or slashes.
    • It feels like three Fleche are possible here, with Fleche coming off cooldown at the very end of the phase, but you can generally only use two (even with zero drift), so it’s safe to save the second use for buffs.

    Manafication comes back up near the end of Run: Omega. Spend one more combo here, as you will be close to 90|90 or higher, then cast spells for the remainder of the “burn phase”. By the end, you should have around 80|80 mana. The boss only needs to be below 20% HP, so you can start casting AOE spells to build more mana if needed.

    Alternately, you can choose to overcap to 100|100 and skip one full combo at the end, but at 80|80, ten combos are already possible in P6, but the last one is very tight and for slow kill times when barely beating enrage (making nine combos the norm for P6). Entering the phase at 100|100 makes the last combo easier to get if you are overperforming the DPS check for P5.

    Phase 6: Alpha Omega

    For the final phase, the baseline is to execute nine melee combos across the phase, with at least one in every buff window. Due to the large movements required for some mechanics, we would prefer to use melee combos to handle movement for some, and instants (Swiftcast/Acceleration) for others.

    Movement, Combos and Potions
    A: Entering P6 with ~80/80 mana:
    Most commonly, your goal here is to begin by immediately spending a charge of Corps-a-Corps to start a melee combo, with Embolden after Redoublement. Manafication comes off cooldown shortly after your first combo, make sure to use it as well as the combo gained immediately here. Your combos here look like this:

    1. Opener
    2. Post opener before Cosmo Arrow (Manafication)
    3. Exaflare 1 movement
    4. Exaflare extended movement or Cosmo Arrow 2 movement (combo is flexible here)

    5: During buffs at Wave Cannon 2 (Use Manafication on cooldown here)

    6: Exaflare 2 movement

    7/8/9: During Magic Numbers (ideally with potion)

    Cosmo Arrow
    Most of your instants during this phase will likely be used for Cosmo Arrow dodges. For the initial pulses of Cosmo Arrow it’s safe to cast during “two pulse” arrows, then rely on Acceleration/Swiftcast for “one pulse” arrows. Do not attempt to greed this mechanic, as it will easily end a pull.

    Out pattern with combo: https://youtu.be/CVEho7efY1I?t=924

    In pattern with casting: https://youtu.be/CVEho7efY1I?t=1002

    Unlimited Wave Cannon (Exaflares) Both sets of Exaflares allow you to stay within max melee, allowing you to primarily rely on melee combos for movement. Before each set of Exaflares you should cast as long as you can in the center of the arena until the initial AOE appears beneath you, at which point you can begin your combo.

    As the first Unlimited Wave Cannon has proteans immediately after it, you can either use a second melee combo to move to your position or an instant if you have any remaining after Cosmo Arrow. Avoid using all of your movement tools as the second Cosmo arrow happens immediately after this mechanic.

    Limit Break

    Caster Limit Break 3 is required to resolve Cosmo Meteor. To do this, Use LB3 as soon as you’re safe from the telegraphed AOEs, standing around the red line on the hitbox, allowing you to still be in proximity for healing as you’ll be animation locked for ~12.5 seconds. You need to place your LB3 at the center of the boss so that you can hit all of the meteors. It is strongly recommended that you use a macro to do this, as you will be running away from the boss to dodge the baited AOEs. Here is a working example:

    /ac "Limit Break" <t>
    +Warrior
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  • The Omega Protocol (Ultimate) Guide
    Guide Info
    Last Updated: 19 Jun, 2023
    Patch Applicable: 6.4

    The Omega Protocol (Ultimate) RDM Guide

    This raid features a unique mix of multiple tight DPS checks, movement-intensive mechanics requiring real-time adjustment, and flexible optimization potential. That said, with some planning and smart resource management, Red Mage is able to perform well in this raid and bring a lot of value to a party.

    There are six phases in this raid. Generally, every phase has a DPS check that requires some basic optimization, but the difficulty of Phase 2 and Phase 3 DPS checks tend to depend on party composition and buff timings, with Phase 2 benefitting cleave-heavy compositions and Phase 3 benefitting full uptime 2-minute burst compositions. The phases are commonly referred to by their number and will be referenced again as such later in the document. Refer to the below:

    • Omega: P1
    • Omega M/F: P2
    • Omega Reconfigured: P3
    • Blue Screen: P4
    • Run: Dynamis: P5
    • Alpha Omega: P6

    Addle and Magick Barrier Usage

    Please be sure to read Meru’s Addle and Magick Barrier Guide for tips and disclaimers on your various mitigation options.

    Manafication Timings

    The default approach in this raid is to use Manafication strictly on cooldown, which means pressing it even during downtime. This results in an extra use of Manafication in the fight, which typically results in an additional melee combo around the start of P4 (allowing three sets of combo finishers in the phase instead of two) and an extra usage in the final damage window of P5. Manafication will realign with buff windows in P6 following this timeline.

    Buff and Potion Timings

    In general, buff timings are standardized in P1 (on cooldown), P5 (after Delta, and then on cooldown) and P6 (on cooldown). Note that unlike many previous Ultimates, Phase 1 in this raid has a reasonably tight DPS check, so using a potion in the opener is generally a requirement. Otherwise, there are multiple ways to approach buff timings in P2, P3 and P4, which will be briefly outlined below with the pros and cons listed.

    A. Recommended: 1 use in P2, 1 use in P3 with melee LB3, 1 use in P4

    This is considered optimal because all raid buff windows occur while no difficult mechanics are going on, and because 2-minute raid buffs will re-align with people who de-sync their 1-minute damage cooldowns at the end of P2.

    • P1: Opening [Potion]
    • P2: Opening
    • P3: Opening [Potion*] (melee LB3 used during this phase)
    • P4: Between second and third sets of lasers
    • P5: After Run: Delta [Potion], and during Run: Omega.
    • P6**: Opening, after second Cosmo Arrow, and after Magic Number

    *If you only enter P3 with enough mana for a single melee combo, you can potion a double combo after the first set of towers instead as Manafication comes back up.

    **Your potion in P6 can be used in any buff window, with the first and final being preferred as there are little mechanics happening and it is easier to have the mana for a triple combo potion in these windows.

    B. Monitors: 1 use in P2, 2 uses in P3, and 0 uses in P4 with melee LB3

    Similar to above, but melee LB3 is held for P4, and a second use of raid buffs is used at the end of P3 instead during monitors. The downside of this is that bursting during monitors can be suboptimal due to mechanics generally requiring some players to drop GCDs. This can sometimes be preferred if using LB1 at the start of P2, due to LB generation being tighter in P3 in that scenario.

    • P1: Opening
    • P2: Opening
    • P3: Opening [Potion*], monitors
    • P4: None (melee LB3 used in this phase)
    • P5: After Run: Delta [Potion], and during Run: Omega.
    • P6**: Opening, after second Cosmo Arrow, and after Magic Number

    *If you only enter P3 with enough mana for a single melee combo, you can potion a double combo after the first set of towers instead as Manafication comes back up.

    **Your potion in P6 can be used in any buff window, with the first and final being preferred as there are little mechanics happening and it is easier to have the mana for a triple combo potion in these windows.

    C. On cooldown: 2 uses in P2, 1 use in P3 with melee LB3, and 1 use in P4

    This assumes there are two uses of 2-minute raid buffs in P2 (used on cooldown). The third use occurs in the middle of the Hello World mechanic in P3, and the fourth use occurs mid-way through P4. The benefit of here is that there is an extra use of 2-minute raid buffs in P2, but the P3 burst window during Hello World is more difficult to execute. This is the only setup where it can be better to align Manafication with Embolden, due to the faster expected P2 killtime and the additional use of raid buffs across P2-P4.

    • P1: Opening [Potion]
    • P2: Opening, during burn phase at the end after meteors
    • P3: Mid-way through Hello World [Potion] (between second and third set of towers)
    • P4: Between second and third sets of lasers
    • P5: After Run: Delta [Potion], and during Run: Omega.
    • P6**: Opening, after second Cosmo Arrow, and after Magic Number
    • **Your potion in P6 can be used in any buff window, with the final being preferred when going for a first clear as there are little mechanics happening and it is easier to have the mana for a triple combo potion in these windows.

    Holding DPS

    During certain phases, the party may need to “hold DPS” to give more time for damage or defensive cooldowns to come back up. Due to how our Manafication lines up in this fight, Red Mage is one of the jobs that benefits substantially from the party holding DPS. Note that if you need to artificially slow down how fast you kill a boss, but you still need to build gauge, you can cast Veraero/Verthunder II. These spells do noticeably less damage in single target scenarios but generate the most mana out of our regular GCDs (Seven of white/black).

    Phase 1: Omega

    The DPS check in this phase is very tight compared to past Ultimates, and so a potion is necessary. The two core mechanics of this phase, Loop and Pantokrater, are both movement-intensive. That said, there are reliable ways to handle them. The standard opener is fine for this phase, but depending on your party’s Loop strat, you may wish to hold all of your Acceleration uses + Swiftcast to move for the more undesirable tower and tether combinations. In that scenario, you can do the following alternate opener:

    The damage loss here compared to the standard opener is almost insignificant (essentially double digit potency), so if you prefer to have all three instants available for Loop, do not hesitate to adjust to this opener.

    Note that, in this phase, we want to build up to a double melee combo to cover the entire Pantokrater mechanic. After the opener, we strongly recommend not using a melee combo during the Loop mechanic. The reason is because while relying on instants and slidecasting can take a bit of practice for Loop, it is far more difficult to pull off during Pantokrator.

    Loop Movement

    Movement during Loop can appear challenging, but smart positioning can noticeably reduce the movement required. Keeping track of where you will be moving next for the mechanic and prepositioning can help reduce situations where you have to move far significantly. Most movement for this mechanic can be done with a single movement tool (Acceleration, Sprint, Swiftcast). Additionally, if you are one of the earlier tower numbers, you can stand inside later towers after losing your debuff, reducing movement needed to reach a safe spot from tethers.

    Double Combo for Pantokrator

    As Pantokrator starts, you should find yourself close to having enough mana for a double combo. For this mechanic, you want to be at 81|92 or higher mana around the time the second flamethrower pizza slice comes out, which also coincides with when the first marked missile player needs to start moving. If you are slightly below this number, you should have one use of Acceleration or Swiftcast available to help you fix this in one cast.

    If doing the standard 90 opener, the cost of Program Loop being slightly tighter makes Pantokrator far more lenient. By the end of Program Loop, one charge of Acceleration and Swiftcast both become available and should be saved for Pantokrator itself. In this situation you should cast until the first flamethrowers appear at which point you can start your first combo. After your combo you can choose to use one of or both Acceleration and Swiftcast. Having these both available grants you leniency to adjust on the fly depending on your missile number. Using both of these by the end of the mechanic will also keep your GCD aligned to use Manafication strictly on cooldown at the end of the phase.

    Ending the Phase

    In this phase, we want to use Manafication on cooldown, and for our last GCD of the phase to be Verholy/Verflare. This is because at the start of P2, we can cleave the bosses for two GCDs before Firewall comes up, so we want those GCDs to be Scorch and Resolution. You will also want to hold your last use of Contre Sixte. Holding Fleche, as well as one charge each of Corps-a-corps and Engagement, can also be beneficial depending on how ahead or behind you are of the P1 DPS check. Consider these oGCDs as flexible resources.

    Phase 2: Omega M/F

    Unlike the previous phase, there is little to no movement optimization in P2, especially if the party decides to just stack and mitigate meteors. Instead, optimization here revolves around planning our cleave timings. Typically, Manafication will come up here around the time Sagittarius arrow comes out. Use it on cooldown here. You should have around 50|50 mana or slightly above, in which case you can use Manafication after Enchanted Redoublement.

    This should result in two and a “half” melee combos for the phase: a partial combo in the opener, one after party synergy to cleave, and one with Manafication coming up around the Sagittarius arrow cast. If required, there is an additional one that can be used during the burn phase to meet the DPS check, but it’s better to save this combo for P3 if you can.

    Cleaves: Standard P2 Opener and Post-Party Synergy

    The standard play here is to open the phase by pre-casting Embolden, then cleaving both bosses with Scorch, Resolution, and Contre Sixte. Following that, do not do a second combo despite raid buffs being up. This is because we can set up Scorch and Resolution to cleave again after Party Synergy, and the DPS gain in doing so will outweigh doing an additional combo on one target during buffs.

    After party synergy, do one instant-cast GCD and two dualcast pairs (five GCDs total) before starting a melee combo to time your Scorch and Resolution to cleave. You may have to clip slightly at 2.48 to let Firewall fall off first, so make sure you see the buff icon drop off from your status bar before firing Scorch. Also consider standing slightly north or south to ensure your Resolution hits Omega F as she moves north for more consistency, although this is generally not necessary. After Resolution, the Sagittarius Arrow AOE will appear in three more GCDs, so prepare an instant cast for the dodge.

    Clip: https://youtu.be/RCW7wsJYuFs

    Holding Contre Sixte to cleave after party synergy is optional. If you do, you will lose a use during P2’s burn phase, so either way you only get three “uses” (boss hits) after party synergy.

    Regular Opener When entering the phase with two finishers, you should use one additional instant-cast spell to gain a GCD pre-Party Synergy. Try to use this earlier in the phase to avoid oGCD bloat later, as your Fleche, Corps-a-corps, and Engagement will come off cooldown around the Party Synergy castbar, leaving less time to use each.

    Caster LB1 Opener

    In some groups, you may be asked to use caster LB1 at the start of the phase. If your party is having trouble meeting the DPS check for P2, this is an overall DPS gain. In this scenario, you would open the phase with whatever finisher you have available to cleave (ideally Resolution, but subject to P1 killtimes), then immediately LB1, followed by Fleche if available. If you try to weave Contre Sixte after the cleave GCD, the caster LB risks ghosting and is not as reliable.

    Clip: https://youtu.be/HAnxqHPkLBY

    Ending the Phase

    During the burn phase, you ideally want to build up to 100|100 mana and allow yourself to overcap a bit, allowing you to carry more damage into P3. But, if required, you can use one more melee combo at the end of the phase. If your party has decided on “option C” of the buff timings (use everything on cooldown), 2-minute raid buffs will come up here. Also be sure to use any oGCDs available here as the P3 transition allows them to all be available for the reopener.

    De-Synced Buffs Disclaimer

    Note that, on occasion, some jobs may opt to use 2-minute cooldowns here and de-sync their buffs with the rest of the party, only to re-align it later.

    This is common with Reapers, due to their raid buff being tied directly to resource generation. If the party has trouble meeting the DPS check for the phase (or low rolls on crit/DH RNG), it is also common for one job to be a designated “insurance” buffer here, preferably a Scholar or Ninja if there is no Reaper in the party. The next use of the de-synced buff comes up during Hello World movements when the party needs to spread out, so it’s better if the buff is a boss-targeted raid buff so people don’t have to worry about being in range when it goes out.

    Phase 3: Omega Reconfigured

    This phase is full uptime, and so optimization will mostly revolve around using your instant casts and melee combos properly. It is not a fast paced phase, but you may be required to move across a large area depending on tower RNG. The more resources you are able to carry over from P2, the lighter the DPS check for this phase will be.

    Openers and Potion Window

    If you are entering P3 with 100|100 mana, you can use a potion just before the boss is targetable (around the time the AoE puddle under the boss disappears after transition), and begin comboing immediately once Omega is targetable. Preparing a Dualcast proc with Vercure is also possible during the transition, but mana levels can sometimes be tight for ensuring you get all your melee combos in P4, which impacts mana levels in P5 and P6. This particularly applies if you play safe and drop a few GCDs if you get a monitor at the end of the phase.

    If you are entering the phase with insufficient mana to do a double melee combo, you should instead do a single melee combo under raid buffs, and use a potion just before a double melee combo prior to Manafication coming back up off cooldown. Generally, a double Manafication melee combo under potion does more damage than a single combo under raid buffs, though it comes close in a full buff composition. Note that if you kill P3 too fast or delay the potion too long, it may affect P5 potion timings.

    Movement During Hello World

    In general, the safest approach is to dynamically adjust your unbuffed melee combo timings during this phase to handle more challenging movements (e.g. if your next tower spawns on the opposite end of the map), and use instant casts otherwise. Outside of the opener, you will get one more combo with Manafication, another ready immediately after (this one can be held for a de-synced buff or used flexibly for movement), and one at the end of Hello World which is ideally saved for movement during monitors.

    De-Synced Buffs

    If one raid buff was de-synced at the end of P2, that raid buff should come up sometime between the second and third patch tether breaks. Your mana should line up in such a way that you can use the flexible melee combo and save one charge each of Corps-a-corps and Engagement for the de-synced raid buff, which should also happen to align with movement toward your third set of towers.

    Monitors and End of Phase

    Regardless of whether you are using raid buffs during monitors, you should save your melee combo at the end of Hello World so you can freely move to your monitor position here. Try to avoid using your instants here if possible, because they can be more useful for movement in P4.

    Once in position, if you have a set of monitors, do not greed every GCD. If you otherwise kept good uptime throughout the phase, you should still end the phase with close to 60|60 mana and Manafication coming off cooldown. Ideally, you will bring over a partial melee combo into P4:

    Phase 4: Blue Screen

    This phase has a moderately tight DPS check, but is mechanically quite simple and doesn’t require much optimization outside of moving efficiently. You will typically enter the phase with finishers from a partial combo at the end of P3. If you do all three finishers at the beginning of this phase, or just Resolution if you used two in P3, your dualcast will align with the movement needed for first lasers. You can also move within the hitbox for this laser to reduce movement.

    If the party is buffing in this phase (or if someone de-synced buffs in P2), the next use should be used between the second and third sets of lasers, as this is when 2-minute raid buffs aligns with people who used 1-minute personal DPS abilities on cooldown in earlier phases. Ideally, you would build mana for your next melee combo of the phase to occur around that time. Sprint should also be used somewhere in this phase, ideally for if you need to flex for a stack.

    A third melee combo will be available towards the end of the phase, but if you are ahead of the DPS check, you can carry over your finishers to the start of P5.

    Final Fleche Use in P4

    Depending on how fast or slow your previous phase killtimes were (and your oGCD alignment throughout P3), you may find a use of Fleche coming up at the very end of P4. The DPS check for P4 is harder, but you only need to get the boss below 20% HP. If you are ahead of the check, consider saving the final use of Fleche in this phase to get two uses before Run: Delta in P5.

    Make sure to weave Fleche as your first oGCD after the boss is targetable in P5 to gain an additional use, as the first part of P5 is only slightly over 25 seconds in length.

    Phase 5: Run: Dynamis

    While P5 is the consensus hardest phase in the fight, most of the difficulty comes from executing “trio” mechanics while the boss is untargetable, making the damage optimization aspect of this phase fairly straightforward. While P5 is often considered the hardest mechanically, it has the lightest DPS check of all phases. Nonetheless, optimizing our damage for this phase is still valuable, as it allows some jobs to build resources for P6, and can potentially allow this phase to be recoverable even after a death depending when it occurs, allowing for more P6 prog or even a clear on the same pull.

    Manafication Timings

    When using Manafication on cooldown, your three uses will come up in this order:

    1. Around the time Run: Delta starts (downtime), or 1-2 GCDs before the boss becomes untargetable. This depends on earlier phase killtimes, but doesn’t matter too much.
    2. Mid-way through Run: Sigma (downtime), usually around the tower knockback.
    3. At the end of P5.

    When using Manafication before Run: Delta, do not start a combo even if the boss is targetable. Instead, throw out whatever standard casts you can (usually only 1-2 GCDs) and keep your mana for a full double combo under potion and buffs after the mechanic is resolved.

    Vercure Usage

    Red Mage lacks “free” self-mitigation when the boss is targetable, but given how the boss is not targetable in a lot of P5, Vercure becomes very useful for staying healthy. As a general rule of thumb, try to cast one whenever you are standing still, and save your second instant-cast one for times you can help heal yourself while moving. Times like this include (but are not limited to): while standing in position before Near/Far World resolves in Run: Delta, after blue tether breaks in Run: Delta, before towers or before running around the arena in Run: Sigma, or while in position for monitor damage or Near/Far World in Run: Omega.

    Buff and Potion Timings

    Regardless of whatever 2-minute buff timing plan you opted for in P2-P4, buff timings in this phase revert to following a simple, standardized pattern: the first use (with potions) occurs after Run: Delta, and the second set of 2-minute raid buffs occur during Run: Omega.

    If you’re 100|100 or very close from the downtime Manafication, your re-opener after Run: Delta should look something like the below image to avoid overcapping. If you are below that number, you can use Vercure to proc Dualcast in downtime instead and open with a Verthunder/aero III. In either scenario, you will get two full melee combos and four GCDs in this mini-phase.

    Tips and notes:

    • It is safe to be in max melee range immediately after the Near/Far World’s resolve, including if you are the last green/red tether and your partner is also max melee.
    • The boss is targetable here for under 35 seconds, so you can hold Contre Sixte, and two charges each of Corps-a-corps and Engagement for party member buffs.
    • The last GCD has a high chance of ghosting, even with full uptime or if you started the phase with a Verthunder/aero III cast. Use it anyway for the mana.
    • Holding Fleche for buffs is possible too, but can become tighter and you may not get two in potion, so it’s not always worth it.

    If opting for “option B” of the P2-P4 buff timings (using a second 2-minute window during monitors in P3), you will have raid buffs available before Run: Delta. However, you will not be able to use the full duration as they do not come up immediately into P5, and potions will not be up either if you used them in P3. Refrain from using them here and just stick to the standard plan of using buffs after Run: Delta.

    Run: Omega (and Beyond)

    This trio marks the first part of this phase where we have to do our rotation while also doing mechanics. That said, the movements aren’t too large, so complicated movement planning is unnecessary. The standard play is to start this phase with a single melee combo after Run: Sigma. You would have used Manafication during downtime in Run: Sigma around the time you get knocked back into towers. You would then hold your second combo for raid buffs, which doubles as a movement tool for dodging from the first safe spot from Omega’s clones into the second.

    Optimizing oGCD use in Run: Omega

    • You can only get two uses of Contre Sixte here, so put the second one under buffs.
    • You can only get three uses of Corps-a-corps/Engagement here, so spend only one charge each at the start, and then you can save your second charge of each for raid buffs. The third charge for both abilities will come up during the buff window, but be careful not to use the second Corps-a-corps at the wrong time here and gap close into one of the clone kicks or slashes.
    • It feels like three Fleche are possible here, with Fleche coming off cooldown at the very end of the phase, but you can generally only use two (even with zero drift), so it’s safe to save the second use for buffs.

    Manafication comes back up near the end of Run: Omega. Spend one more combo here, as you will be close to 90|90 or higher, then cast spells for the remainder of the “burn phase”. By the end, you should have around 80|80 mana. The boss only needs to be below 20% HP, so you can start casting AOE spells to build more mana if needed.

    Alternately, you can choose to overcap to 100|100 and skip one full combo at the end, but at 80|80, ten combos are already possible in P6, but the last one is very tight and for slow kill times when barely beating enrage (making nine combos the norm for P6). Entering the phase at 100|100 makes the last combo easier to get if you are overperforming the DPS check for P5.

    Phase 6: Alpha Omega

    For the final phase, the baseline is to execute nine melee combos across the phase, with at least one in every buff window. Due to the large movements required for some mechanics, we would prefer to use melee combos to handle movement for some, and instants (Swiftcast/Acceleration) for others.

    Movement, Combos and Potions
    A: Entering P6 with ~80/80 mana:
    Most commonly, your goal here is to begin by immediately spending a charge of Corps-a-Corps to start a melee combo, with Embolden after Redoublement. Manafication comes off cooldown shortly after your first combo, make sure to use it as well as the combo gained immediately here. Your combos here look like this:

    1. Opener
    2. Post opener before Cosmo Arrow (Manafication)
    3. Exaflare 1 movement
    4. Exaflare extended movement or Cosmo Arrow 2 movement (combo is flexible here)

    5: During buffs at Wave Cannon 2 (Use Manafication on cooldown here)

    6: Exaflare 2 movement

    7/8/9: During Magic Numbers (ideally with potion)

    Cosmo Arrow
    Most of your instants during this phase will likely be used for Cosmo Arrow dodges. For the initial pulses of Cosmo Arrow it’s safe to cast during “two pulse” arrows, then rely on Acceleration/Swiftcast for “one pulse” arrows. Do not attempt to greed this mechanic, as it will easily end a pull.

    Out pattern with combo: https://youtu.be/CVEho7efY1I?t=924

    In pattern with casting: https://youtu.be/CVEho7efY1I?t=1002

    Unlimited Wave Cannon (Exaflares) Both sets of Exaflares allow you to stay within max melee, allowing you to primarily rely on melee combos for movement. Before each set of Exaflares you should cast as long as you can in the center of the arena until the initial AOE appears beneath you, at which point you can begin your combo.

    As the first Unlimited Wave Cannon has proteans immediately after it, you can either use a second melee combo to move to your position or an instant if you have any remaining after Cosmo Arrow. Avoid using all of your movement tools as the second Cosmo arrow happens immediately after this mechanic.

    Limit Break

    Caster Limit Break 3 is required to resolve Cosmo Meteor. To do this, Use LB3 as soon as you’re safe from the telegraphed AOEs, standing around the red line on the hitbox, allowing you to still be in proximity for healing as you’ll be animation locked for ~12.5 seconds. You need to place your LB3 at the center of the boss so that you can hit all of the meteors. It is strongly recommended that you use a macro to do this, as you will be running away from the boss to dodge the baited AOEs. Here is a working example:

    /ac "Limit Break" <t>
     /ac "Limit Break" <t>
     /ac "Limit Break" <t>
     /ac "Limit Break" <t>
    diff --git a/jobs/casters/red-mage/fight-tips/the-weapons-refrain-ultimate-guide/index.html b/jobs/casters/red-mage/fight-tips/the-weapons-refrain-ultimate-guide/index.html
    index 9dcc6607d9..ac08ad4b4c 100644
    --- a/jobs/casters/red-mage/fight-tips/the-weapons-refrain-ultimate-guide/index.html
    +++ b/jobs/casters/red-mage/fight-tips/the-weapons-refrain-ultimate-guide/index.html
    @@ -41,8 +41,8 @@
     Dark Knight
     Gunbreaker
     Paladin
    -Warrior
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  • The Weapon's Refrain (Ultimate) Guide
    Guide Info
    Last Updated: 18 Sep, 2023
    Patch Applicable: 6.4

    General Fight Tips

    Managing Resources

    Due to damage scaling in Endwalker, push timings in The Weapon’s Refrain can vary greatly, between groups and even between pulls in the same group. Therefore, you should use this guide for a general idea of how to manage each phase, but keep in mind this may not always work for you, and you should aim to find a timeline that works for you during progression.

    Your goal going into the each phase of the fight should always be to end close to 50 | 50 black and white mana so that you can open each phase with a double melee combo under raid buffs.

    However, due to push timings, you can be left in awkward situations with mana balancing. There may be times where you will not be able to go into the next phase with enough mana for a double melee combo due to push timings. This will usually be okay and can be worked around. The one exception to this, however, is going into Ultima phase, as you want to be capped on mana for this.

    Relic Stat Allocation

    If you’re bringing a Shadowbringers relic into the fight, assign 136 stat points to Critical Hit, Direct Hit and Determination, then put the remainder into Spell Speed. This will allow you to hit the synced substat caps for Crit, DH, and Det.

    Manafication Usage

    Manafication is changed in Shadowbringers by a trait at level 74, which means that in level 70 content, it functions the same way it did in Stormblood – with no damage buff and a 120s cooldown. As a result of there being no damage buff, it should be used slightly differently than at level 80.

    While you should still aim to finish phases with as much black and white mana as possible, in the scenario that your mana is at 60 | 60 or below, you can use Manafication during downtime during or in between phases to get it on cooldown faster. This should be done whenever possible to avoid the possibility of losing a use of Manafication throughout the fight.

    Potion Usage

    Potions in this fight will normally be used at the start of Garuda and during Ultima. Some groups may also opt to potion during Ifrit to skip dashes, although this should not be done unless the entire group agrees to this.

    During Garuda, depending on your group’s DPS, using a potion may cause you to push too fast, potentially skipping the Mesohigh tethers at the end where Garuda is awakened. If this poses an issue, consider removing the opener pot or moving it to the Ifrit opener. During Ultima, you should use your first pot during your reopener. Following this, coordinate with the party for when the final pot and buff window will be. The most common time for this is following Primal Roulette, although it may be earlier depending on killtime.

    Similarly to level 90, you should aim to maximize potion value by doing three melee combos. At level 70, melee combos are only ~7.7s long (compared to ~12.7s at level 90) so you can fit three full combos under the potion.

    Embolden Usage

    Embolden should be aligned to where the rest of your group is using their raid buffs. Review your group’s composition and buffs available and decide with your group what GCD you’ll be using these buffs in your opener and align your Embolden with the rest of them. If your group is pushing odd phase transition timings, which is entirely possible at the time of writing, you may want to discuss holding these buffs for the start of a next phase, or using them at the end of another to avoid a potential use of a buff later on.

    Vercure Usage

    As with other fights in the game, Vercure can be used during downtime in-between phases in order to prepare a Dualcast for when the boss becomes targetable again. In addition to this, in phases where the boss isn’t targetable and heavy raid damage is going out, Vercure can be used to assist your healers with healing wherever it may be needed.

    Phase One: Garuda

    Opener and Feathers

    Your opener on Garuda will ideally have you aligning your Verholy/Verflare finisher to cleave the plumes when they’re in proximity of the boss. If your group asks for it, you can also use three Enchanted Moulinet to proc your finisher as well. You can also choose to follow your finisher with a Contre Sixte and Acceleration-proc’d Impact for additional AoE damage, as illustrated below:

    Garuda Opener

    If you are unable to double weave your potion with Fleche, all oGCDs will have to be shifted back slightly - this link has an example sequence. If following the example sequence, Fleche will be drifted slightly, either being used on the Spiny Plume or on Garuda when she comes back to do Frictions. This drift will likely not cause a lost usage throughout the phase, but depending on your killtime you can consider adjusting the opener as you see fit.

    Swiftcast Usage

    When Garuda becomes targetable after the Feather Rain following Friction and cleanses, holding your Swiftcast here until Mistral Song and tornadoes will allow you to keep full uptime for the movement required there without having to drift your GCD. If you use a melee combo between the Feather Rain and Mistral Song, you should use the Swiftcast to stay aligned and maintain casting uptime.

    Addle Mitigation

    Addle in this phase will be used on either Friction or Aerial Blast. With only one caster, Addle is higher value on Friction as it will cover the cleanses being done as well, but it is up to your healers to decide where it is wanted most.

    Phase Two: Ifrit

    Potion Usage

    As mentioned earlier in the guide, some groups may choose to potion during Ifrit to skip dashes. If your group opts to do this, you should use your potion during your reopener and try to achieve a double or triple melee combo depending on Mana levels. Keep in mind, however, how this will affect your melee combo timing during Eruptions if you are chosen to bait them.

    Eruption Baiting

    Ideally, when you have to bait eruptions, you’ll have either a melee combo or Acceleration and Swiftcast available to retain uptime. If you choose to use a melee combo for the nails eruptions, it’s advisable to use a paired Swiftcast and Acceleration for the baits in the uptime phase shortly after nails, or vice versa.

    Example of melee combo during Eruption baits

    In the scenario that you are baiting and your melee combo does not align with Eruptions, it is possible to keep full uptime in between baits while hardcasting. This requires Sprint and is a very tight window, but it is still possible.

    Example of casting uptime during Eruption baits

    For the Eruption baits following nails, you can retain uptime by using a paired Swiftcast and Acceleration, or a melee combo. If you opt to use a melee combo, hold at least 50 | 50 mana and a charge of Corps-A-Corps. When the first Eruption spawns, you’ll be able to finish a hardcast and use your Dualcast for the second Eruption. After the second Eruption spawns, use Corps-A-Corps to gap close to the boss and carefully bait the final two Eruptions around the hitbox, trying to stay as max melee as you can. Alternatively, the non-Searing Wind healer can bait.

    Example of melee combo during post-nails Eruption baits

    Addle Mitigation

    The main use for Addle in this phase will be for Hellfire. If you have a second caster, their Addle can be used on the Flaming Crush stack, although this will usually not be necessary.

    Phase Three: Titan

    Weight of the Lands

    Due to how Weight of the Land is targeted, you are able to stand away from the group to avoid having to dodge an AoE if it is not targeted on you. If you are targeted doing this, make sure you do not bait where the party will be dodging.

    For the final Weight of the Land during boulders, it is common for ranged to bait opposite of the melees. This allows a chance for both casters to keep full uptime during this, or for melees to not have to move as much depending on how the baits are split.

    Landslides

    Many Landslides occur during this phase, some of which may not always align with your GCD. To mitigate this, you should consider holding your Swiftcast for when a Landslide occurs that does not align with your GCD to avoid drifting. Additionally, if a Landslide occurs when you are above 50 | 50 mana, it is possible to keep full uptime on the boss using your melee combo while dodging Landslides. If dodging in melee range, you should be sure to dodge Landslides behind the boss, as dodging in front of the boss will kill you.

    A diagram showing melee safe spots during Landslides, created by ZhephZaeora, can be found here.

    Addle Mitigation

    Addle in this phase should mainly be used on Tumults. The most common one to Addle is the first Tumult, as a healer being Gaoled can make this harder to heal, but all three Tumults are very high value to Addle, and should be discussed with healers. It is also possible to Addle Earthen Fury, although this is usually not as high priority as Tumults.

    Phase Four: Ultima Weapon

    Intermission

    You should take advantage of the intermission to build as much guage as you can. Your goal is to be at 100 | 100 going into Ultima to perform a triple melee combo with Manafication, and this phase may be vital in achieving that depending on when Titan died. If you are the only caster you will also have to Limit Break the Magitek Bits. If there is a second caster, however, they should Limit Break in your place so you can continue to build gauge when the bits spawn.

    For consistency’s sake, a macro can be used to LB the Magitek Bits more easily while standing in the center of the arena:

    /ac "Limit Break" <me>
    -

    Reopener

    You should use your potion before Ultima becomes targetable. You only have a few seconds of a window in order to potion and not lose the buff on the final Fleche. You can use your potion about a second after the white light disappears.

    Ultima Reopener

    Ultimate Annihilation Uptime

    Ultimate Annihilation is one of the only trios in the game in which the boss stays targetable, meaning keeping uptime can be challenging. You will likely have to use Swiftcast during the Active phase before Annihilation, resulting in it likely not being available for this mechanic.

    To handle uptime during this, use Vercure in the short time he becomes untargetable to prepare a Dualcast. During Weight of the Land Baits, use your Dualcast when avoiding the first bait. For the second bait, you will not attempt a hard cast, but instead clip your GCD here when moving out of the second bait. Doing this allows you to get a full hardcast before you need to dodge the third Weight of the Land bait.

    There are multiple ways to achieve more uptime, such as using Swiftcast and Acceleration during the Weight of the Land baits if your rotation earlier in the fight allows you to have them up here. There is also the option of performing a hardcast after the first Weight of the Land bait if you do not get the Flaming Crush stack - if you do this with the stack, you will not be able to get far enough to place the stack on every player and will likely cause a wipe. This is very risky if you aren’t comfortable with doing it – please do not do so unless you are certain you know how to correctly.

    It is also advisable to save Sprint for later in Annihilation to avoid clipping when dodging into the Landslide.

    Addle Mitigation

    Addles in this phase will be used for Homing Lasers, Tank Purge, or Ultima’s magical auto attacks. Much of the damage in this phase comes from the Primals that are untargetable, meaning their damage can not be mitigated with Addle. A good option is to Addle the Tank Purge during Annihilation, as there is a lot happening at once. If you choose to Addle a tankbuster, be sure to discuss with tanks and healers which buster to Addle so you do not overlap with a tank invulnerability.

    As a disclaimer, it is possible for your group to use too much mitigation during this phase, causing them to not have LB for the Ultima cast. Many groups will choose to use strategies that avoid this, but keep in mind you may need to discuss dropping Addle with your healers if this becomes an issue.

    Clear PoVs

    Laille Ormesaing

    Lana White

    Fight Logs

    Laille Ormesaing, 2

    Mazz Maryoku (100)

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  • The Weapon's Refrain (Ultimate) Guide
    Guide Info
    Last Updated: 18 Sep, 2023
    Patch Applicable: 6.4

    General Fight Tips

    Managing Resources

    Due to damage scaling in Endwalker, push timings in The Weapon’s Refrain can vary greatly, between groups and even between pulls in the same group. Therefore, you should use this guide for a general idea of how to manage each phase, but keep in mind this may not always work for you, and you should aim to find a timeline that works for you during progression.

    Your goal going into the each phase of the fight should always be to end close to 50 | 50 black and white mana so that you can open each phase with a double melee combo under raid buffs.

    However, due to push timings, you can be left in awkward situations with mana balancing. There may be times where you will not be able to go into the next phase with enough mana for a double melee combo due to push timings. This will usually be okay and can be worked around. The one exception to this, however, is going into Ultima phase, as you want to be capped on mana for this.

    Relic Stat Allocation

    If you’re bringing a Shadowbringers relic into the fight, assign 136 stat points to Critical Hit, Direct Hit and Determination, then put the remainder into Spell Speed. This will allow you to hit the synced substat caps for Crit, DH, and Det.

    Manafication Usage

    Manafication is changed in Shadowbringers by a trait at level 74, which means that in level 70 content, it functions the same way it did in Stormblood – with no damage buff and a 120s cooldown. As a result of there being no damage buff, it should be used slightly differently than at level 80.

    While you should still aim to finish phases with as much black and white mana as possible, in the scenario that your mana is at 60 | 60 or below, you can use Manafication during downtime during or in between phases to get it on cooldown faster. This should be done whenever possible to avoid the possibility of losing a use of Manafication throughout the fight.

    Potion Usage

    Potions in this fight will normally be used at the start of Garuda and during Ultima. Some groups may also opt to potion during Ifrit to skip dashes, although this should not be done unless the entire group agrees to this.

    During Garuda, depending on your group’s DPS, using a potion may cause you to push too fast, potentially skipping the Mesohigh tethers at the end where Garuda is awakened. If this poses an issue, consider removing the opener pot or moving it to the Ifrit opener. During Ultima, you should use your first pot during your reopener. Following this, coordinate with the party for when the final pot and buff window will be. The most common time for this is following Primal Roulette, although it may be earlier depending on killtime.

    Similarly to level 90, you should aim to maximize potion value by doing three melee combos. At level 70, melee combos are only ~7.7s long (compared to ~12.7s at level 90) so you can fit three full combos under the potion.

    Embolden Usage

    Embolden should be aligned to where the rest of your group is using their raid buffs. Review your group’s composition and buffs available and decide with your group what GCD you’ll be using these buffs in your opener and align your Embolden with the rest of them. If your group is pushing odd phase transition timings, which is entirely possible at the time of writing, you may want to discuss holding these buffs for the start of a next phase, or using them at the end of another to avoid a potential use of a buff later on.

    Vercure Usage

    As with other fights in the game, Vercure can be used during downtime in-between phases in order to prepare a Dualcast for when the boss becomes targetable again. In addition to this, in phases where the boss isn’t targetable and heavy raid damage is going out, Vercure can be used to assist your healers with healing wherever it may be needed.

    Phase One: Garuda

    Opener and Feathers

    Your opener on Garuda will ideally have you aligning your Verholy/Verflare finisher to cleave the plumes when they’re in proximity of the boss. If your group asks for it, you can also use three Enchanted Moulinet to proc your finisher as well. You can also choose to follow your finisher with a Contre Sixte and Acceleration-proc’d Impact for additional AoE damage, as illustrated below:

    Garuda Opener

    If you are unable to double weave your potion with Fleche, all oGCDs will have to be shifted back slightly - this link has an example sequence. If following the example sequence, Fleche will be drifted slightly, either being used on the Spiny Plume or on Garuda when she comes back to do Frictions. This drift will likely not cause a lost usage throughout the phase, but depending on your killtime you can consider adjusting the opener as you see fit.

    Swiftcast Usage

    When Garuda becomes targetable after the Feather Rain following Friction and cleanses, holding your Swiftcast here until Mistral Song and tornadoes will allow you to keep full uptime for the movement required there without having to drift your GCD. If you use a melee combo between the Feather Rain and Mistral Song, you should use the Swiftcast to stay aligned and maintain casting uptime.

    Addle Mitigation

    Addle in this phase will be used on either Friction or Aerial Blast. With only one caster, Addle is higher value on Friction as it will cover the cleanses being done as well, but it is up to your healers to decide where it is wanted most.

    Phase Two: Ifrit

    Potion Usage

    As mentioned earlier in the guide, some groups may choose to potion during Ifrit to skip dashes. If your group opts to do this, you should use your potion during your reopener and try to achieve a double or triple melee combo depending on Mana levels. Keep in mind, however, how this will affect your melee combo timing during Eruptions if you are chosen to bait them.

    Eruption Baiting

    Ideally, when you have to bait eruptions, you’ll have either a melee combo or Acceleration and Swiftcast available to retain uptime. If you choose to use a melee combo for the nails eruptions, it’s advisable to use a paired Swiftcast and Acceleration for the baits in the uptime phase shortly after nails, or vice versa.

    Example of melee combo during Eruption baits

    In the scenario that you are baiting and your melee combo does not align with Eruptions, it is possible to keep full uptime in between baits while hardcasting. This requires Sprint and is a very tight window, but it is still possible.

    Example of casting uptime during Eruption baits

    For the Eruption baits following nails, you can retain uptime by using a paired Swiftcast and Acceleration, or a melee combo. If you opt to use a melee combo, hold at least 50 | 50 mana and a charge of Corps-A-Corps. When the first Eruption spawns, you’ll be able to finish a hardcast and use your Dualcast for the second Eruption. After the second Eruption spawns, use Corps-A-Corps to gap close to the boss and carefully bait the final two Eruptions around the hitbox, trying to stay as max melee as you can. Alternatively, the non-Searing Wind healer can bait.

    Example of melee combo during post-nails Eruption baits

    Addle Mitigation

    The main use for Addle in this phase will be for Hellfire. If you have a second caster, their Addle can be used on the Flaming Crush stack, although this will usually not be necessary.

    Phase Three: Titan

    Weight of the Lands

    Due to how Weight of the Land is targeted, you are able to stand away from the group to avoid having to dodge an AoE if it is not targeted on you. If you are targeted doing this, make sure you do not bait where the party will be dodging.

    For the final Weight of the Land during boulders, it is common for ranged to bait opposite of the melees. This allows a chance for both casters to keep full uptime during this, or for melees to not have to move as much depending on how the baits are split.

    Landslides

    Many Landslides occur during this phase, some of which may not always align with your GCD. To mitigate this, you should consider holding your Swiftcast for when a Landslide occurs that does not align with your GCD to avoid drifting. Additionally, if a Landslide occurs when you are above 50 | 50 mana, it is possible to keep full uptime on the boss using your melee combo while dodging Landslides. If dodging in melee range, you should be sure to dodge Landslides behind the boss, as dodging in front of the boss will kill you.

    A diagram showing melee safe spots during Landslides, created by ZhephZaeora, can be found here.

    Addle Mitigation

    Addle in this phase should mainly be used on Tumults. The most common one to Addle is the first Tumult, as a healer being Gaoled can make this harder to heal, but all three Tumults are very high value to Addle, and should be discussed with healers. It is also possible to Addle Earthen Fury, although this is usually not as high priority as Tumults.

    Phase Four: Ultima Weapon

    Intermission

    You should take advantage of the intermission to build as much guage as you can. Your goal is to be at 100 | 100 going into Ultima to perform a triple melee combo with Manafication, and this phase may be vital in achieving that depending on when Titan died. If you are the only caster you will also have to Limit Break the Magitek Bits. If there is a second caster, however, they should Limit Break in your place so you can continue to build gauge when the bits spawn.

    For consistency’s sake, a macro can be used to LB the Magitek Bits more easily while standing in the center of the arena:

    /ac "Limit Break" <me>
    +

    Reopener

    You should use your potion before Ultima becomes targetable. You only have a few seconds of a window in order to potion and not lose the buff on the final Fleche. You can use your potion about a second after the white light disappears.

    Ultima Reopener

    Ultimate Annihilation Uptime

    Ultimate Annihilation is one of the only trios in the game in which the boss stays targetable, meaning keeping uptime can be challenging. You will likely have to use Swiftcast during the Active phase before Annihilation, resulting in it likely not being available for this mechanic.

    To handle uptime during this, use Vercure in the short time he becomes untargetable to prepare a Dualcast. During Weight of the Land Baits, use your Dualcast when avoiding the first bait. For the second bait, you will not attempt a hard cast, but instead clip your GCD here when moving out of the second bait. Doing this allows you to get a full hardcast before you need to dodge the third Weight of the Land bait.

    There are multiple ways to achieve more uptime, such as using Swiftcast and Acceleration during the Weight of the Land baits if your rotation earlier in the fight allows you to have them up here. There is also the option of performing a hardcast after the first Weight of the Land bait if you do not get the Flaming Crush stack - if you do this with the stack, you will not be able to get far enough to place the stack on every player and will likely cause a wipe. This is very risky if you aren’t comfortable with doing it – please do not do so unless you are certain you know how to correctly.

    It is also advisable to save Sprint for later in Annihilation to avoid clipping when dodging into the Landslide.

    Addle Mitigation

    Addles in this phase will be used for Homing Lasers, Tank Purge, or Ultima’s magical auto attacks. Much of the damage in this phase comes from the Primals that are untargetable, meaning their damage can not be mitigated with Addle. A good option is to Addle the Tank Purge during Annihilation, as there is a lot happening at once. If you choose to Addle a tankbuster, be sure to discuss with tanks and healers which buster to Addle so you do not overlap with a tank invulnerability.

    As a disclaimer, it is possible for your group to use too much mitigation during this phase, causing them to not have LB for the Ultima cast. Many groups will choose to use strategies that avoid this, but keep in mind you may need to discuss dropping Addle with your healers if this becomes an issue.

    Clear PoVs

    Laille Ormesaing

    Lana White

    Fight Logs

    Laille Ormesaing, 2

    Mazz Maryoku (100)

    • Have any questions?
      Authors
      Laille
      diff --git a/jobs/casters/red-mage/openers/index.html b/jobs/casters/red-mage/openers/index.html index bd1483810a..62b7c48e1b 100644 --- a/jobs/casters/red-mage/openers/index.html +++ b/jobs/casters/red-mage/openers/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Red Mage Openers
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.01
    Table of Contents
     

    Openers

    At time of writing, there are three general purpose openers that are viable for their own reasons.

    Red Mage is somewhat flexible with its openers: Often, prioritizing one thing comes at the expense of another (i.e. buff damage potency vs Fleche/Contre Sixte usage vs movement flexibility for mechanics), and what is actually optimal or most practical will depend on encounter design. If further discoveries are made or job changes occur, these openers will be adjusted for future versions of the guide, and readers can also expect fight-specific Savage and/or Ultimate openers to be made for encounters with more unique timelines.

    Standard opener (highest damage, strictest rotation)

    The standard opener puts the most damage under buffs with Contre Sixte and two Grand Impacts back-to-back, as well as optimized Swiftcast and proc usage. The drawback is that oGCD alignment from the opener until two minutes becomes very strict, with an Acceleration use required to double-weave Fleche and Contre Sixte at approximately the 78-second/1 minute 18 second mark, and an additional Swiftcast used to keep the Fleche cooldown rolling just before the triple combo for the 2-minute buff window (it will be back in time after the triple combo for oGCD alignment). This sequence and subsequent oGCD alignment is quite strict and may take some practice.

    Early C6 opener (more flexibility)

    This opener sacrifices a bit of buff damage and optimized Swiftcast usage for increased flexibility on movement, and an earlier use of Contre Sixte if needed for certain phases or killtimes. The last Swiftcast double weaved at the end with the Contre Sixte is technically flexible; that is simply the earliest point it can be used without resulting in drifting the second Contre Sixte (in general, do not use Swiftcast before that Contre Sixte). Also, using Grand Impact before Embolden here will have it buffed by jobs that send buffs earlier (2nd GCD).

    Single weave potion opener

    Patch 7.0 has shortened the animation lock for double weaving potions, though the queuing is still delayed. This opener is a slightly lower potency option for those who still can’t comfortably double weave potions with their latency to the server. Note that the last Contre Sixte will drift by one cast, similar to the Endwalker standard opener.

  • Newsfeed
  • Red Mage Openers
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.01
    Table of Contents
     

    Openers

    At time of writing, there are three general purpose openers that are viable for their own reasons.

    Red Mage is somewhat flexible with its openers: Often, prioritizing one thing comes at the expense of another (i.e. buff damage potency vs Fleche/Contre Sixte usage vs movement flexibility for mechanics), and what is actually optimal or most practical will depend on encounter design. If further discoveries are made or job changes occur, these openers will be adjusted for future versions of the guide, and readers can also expect fight-specific Savage and/or Ultimate openers to be made for encounters with more unique timelines.

    Standard opener (highest damage, strictest rotation)

    The standard opener puts the most damage under buffs with Contre Sixte and two Grand Impacts back-to-back, as well as optimized Swiftcast and proc usage. The drawback is that oGCD alignment from the opener until two minutes becomes very strict, with an Acceleration use required to double-weave Fleche and Contre Sixte at approximately the 78-second/1 minute 18 second mark, and an additional Swiftcast used to keep the Fleche cooldown rolling just before the triple combo for the 2-minute buff window (it will be back in time after the triple combo for oGCD alignment). This sequence and subsequent oGCD alignment is quite strict and may take some practice.

    Early C6 opener (more flexibility)

    This opener sacrifices a bit of buff damage and optimized Swiftcast usage for increased flexibility on movement, and an earlier use of Contre Sixte if needed for certain phases or killtimes. The last Swiftcast double weaved at the end with the Contre Sixte is technically flexible; that is simply the earliest point it can be used without resulting in drifting the second Contre Sixte (in general, do not use Swiftcast before that Contre Sixte). Also, using Grand Impact before Embolden here will have it buffed by jobs that send buffs earlier (2nd GCD).

    Single weave potion opener

    Patch 7.0 has shortened the animation lock for double weaving potions, though the queuing is still delayed. This opener is a slightly lower potency option for those who still can’t comfortably double weave potions with their latency to the server. Note that the last Contre Sixte will drift by one cast, similar to the Endwalker standard opener.

    • Have any questions?
      Authors
      Balance RDM Staff
      diff --git a/jobs/casters/red-mage/skills-overview/index.html b/jobs/casters/red-mage/skills-overview/index.html index 8c2863f7a9..de7058d9db 100644 --- a/jobs/casters/red-mage/skills-overview/index.html +++ b/jobs/casters/red-mage/skills-overview/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Red Mage Skills Overview
    Guide Info
    Last Updated: 2 Aug, 2024
    Patch Applicable: 7.05

    Red Mage Skill Overview

    All skills are listed with their level 100 effects and potencies.

    Offensive On Global Cool Down Abilities

       
    Jolt III
    Jolt IIIA 360 potency Spell with a cast time of two seconds that increases both Black and White Mana by 2.
    Verthunder III
    Verthunder IIIA 440 potency Spell with a cast time of five seconds that increases Black Mana by 6. Has a 50% chance to proc Verfire Ready.
    Verfire
    VerfireA 380 potency Spell with a cast time of two seconds that increases Black Mana by 5. Can only be used when under the effect of Verfire Ready.
    Veraero III
    Veraero IIIA 440 potency Spell with a cast time of two seconds that increases White Mana by 6. Has a 50% chance to proc Verstone Ready.
    Verstone
    VerstoneA 380 potency Spell with a cast time of two seconds that increases White Mana by 5. Can only be used when under the effect of Verstone Ready.
    Enchanted Reprise
    Enchanted RepriseA 420 potency magical, ranged Weaponskill with no cast time. Consumes 5 Black and 5 White Mana to use.
    Reprise
    RepriseA 100 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Reprise when both Black and White mana are at 5 or more.
    EnchantedRiposte
    Enchanted RiposteThe first skill of our melee combo. A 300 potency magical, melee Weaponskill with no cast time. Consumes 20 Black and 20 White Mana to use. Creates one Mana Stack upon use.
    EnchantedZwerchhau
    Enchanted ZwerchhauThe second skill of our melee combo. A 360 potency magical, melee Weaponskill with no cast time. Consumes 15 Black and 15 White Mana to use. Creates one Mana Stack upon use.
    EnchantedRedoublement
    Enchanted RedoublementThe third skill of our melee combo. A 540 potency magical, melee Weaponskill with no cast time. Consumes 15 Black and 15 White Mana to use. Creates one Mana Stack upon use.
    Verholy
    VerholyOne of two finishers of our melee combo. A 620 potency spell with no cast time that increases White Mana by 11. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Has a 20% chance to proc Verstone Ready if White Mana is greater than or equal to Black Mana, which increases to 100% if White Mana is lesser than Black Mana or Acceleration is active. Replaces Veraero on the hotbar. Costs three Mana Stacks to use.
    Verflare
    VerflareOne of two finishers of our melee combo. A 620 potency spell with no cast time that increases Black Mana by 11. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Has a 20% chance to proc Verfire Ready if Black Mana is greater than or equal to White Mana, which increases to 100% if Black Mana is lesser than White Mana or Acceleration is active. Replaces Verthunder on the hotbar. Costs three Mana Stacks to use.
    Scorch
    ScorchThe penultimate ability in our melee combo sequence. A 700 potency spell that increases both Black and White Mana by 4. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Replaces Jolt III on the hotbar.
    Resolution
    ResolutionThe final ability in our melee combo sequence. A 800 potency spell that increases both Black and White Mana by 4. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Replaces Scorch on the hotbar.
    Riposte
    RiposteA 130 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Riposte when both Black and White mana are at 20 or more.
    Zwerchhau
    ZwerchhauA 150 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Zwerchhau when both Black and White mana are at 15 or more.
    Redoublement
    RedoublementA 230 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Redoublement when both Black and White mana are at 15 or more.
    VerthunderII
    Verthunder IIA 140 potency Spell with a cast time of two seconds that increases Black Mana by 7. Deals damage to all enemies in a radius of 5 yalms of your target.
    VeraeroII
    Veraero IIA 140 potency Spell with a cast time of two seconds that increases White Mana by 7. Deals damage to all enemies in a radius of 5 yalms of your target.
    Impact
    ImpactA 210 potency Spell with a cast time of five seconds that increases both Black and White Mana by 3. Deals damage to all enemies in a radius of 5 yalms of your target. Potency increased to 260 when under the effect of Acceleration
    Grand Impact
    Grand ImpactA 600 potency Spell with an instant cast time that increases both Black and White Mana by 3. Deals damage to all enemies in a radius of 5 yalms of your target. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. After using Acceleration, Grants Grand Impact Ready and replaces Impact and Jolt III on the hotbar.
    EnchantedMoulinet
    Enchanted MoulinetA 130 potency magical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Consumes 20 Black and 20 White Mana to use. Grants one Mana Stack upon use.
    EnchantedMoulinetDeux
    Enchanted Moulinet DeuxA 140 potency magical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Consumes 15 Black and 15 White Mana to use. Grants one Mana Stack upon use.
    EnchantedMoulinetTrois
    Enchanted Moulinet TroisA 150 potency magical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Consumes 15 Black and 15 White Mana to use. Grants one Mana Stack upon use.
    Moulinet
    MoulinetA 60 potency physical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Upgrades to Enchanted Moulinet when both Black and White mana are at or above 20.
    Vercure
    VercureA 350 potency healing Spell with a cast time of two seconds.
    Verraise
    VerraiseA Spell with a cast time of ten seconds that resurrects the target to a weakened state.

    Offensive Off Global Cooldown Abilities

       
    Fleche
    FlecheA 480 potency attack with a cooldown of 25 seconds.
    ContreSixte
    Contre SixteA 420 potency attack with a cooldown of 35 seconds. Deal damage with no fall-off to all enemies in a radius of six yalms of the target.
    CorpsACorps
    Corps-A-CorpsA 130 potency attack with a cooldown of 35 seconds. Rushes the target, placing you in melee range. Has a maximum of two charges.
    Displacement
    DisplacementA 180 potency attack with a cooldown of 35 seconds, which is shared with Engagement. Pushes you 15 yalms away from the target. Has a maximum of two charges.
    Engagement
    EngagementA 180 potency attack with a cooldown of 35 seconds, which is shared with Displacement. Has a maximum of two charges.
    Embolden
    EmboldenA buff with a cooldown of 120 seconds that increases your own magical damage by 5% and the damage of nearby party members by 5%. Grants Thorned Flourish, allowing the use of Vice of Thorns.
    ViceOfThorns
    Vice of ThornsA 700 potency attack granted after using Embolden. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first.
    Manafication
    ManaficationAn ability with a cooldown of 110 seconds that grants 3 stacks of Magicked Swordplay, each stack allowing the use of Enchanted Riposte, Enchanted Zwerchhau, Enchanted Redoublement without cost, and increases magical damage dealt by self by 5% for the next six GCDs used. Grants Prefulgence Ready upon consuming 6 stacks of Manafication, allowing the use of Prefulgence.
    Prefulgence
    PrefulgenceA 900 potency attack granted after using Manafication. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first.
    Acceleration
    AccelerationAn ability with a cooldown of 55 seconds that ensures the next use of Verthunder III or Veraero III will grant the respective Verfire Ready or Verstone Ready effects. Also ensures the next cast of Impact, Veraero III or Verthunder III are instant. Increases the potency of Impact by 50. Grants Grand Impact Ready, allowing the use of Grand Impact
    Swiftcast
    SwiftcastA role action with a cooldown of 40 seconds that makes the cast of the next spell instant.

    Utility Off Global Cool Down Abilities

       
    Addle
    AddleA role action with a cooldown of 90 seconds that lowers target’s physical damage dealt by 5% and magic damage dealt by 10% for ten seconds.
    LucidDreaming
    Lucid DreamingA role action with a cooldown of 60 seconds that increases mana restoration for 21 seconds.
    Surecast
    SurecastA role action with a cooldown of 120 seconds that prevents cast interruption and nullifies most incoming knockback and draw-in effects for 6 seconds.
    Magick Barrier
    Magick BarrierAn oGCD ability with a cooldown of 120 seconds that decreases magic damage taken by yourself and party members in a 15 yalm radius by 10% and increases the HP recovered by healing actions by 5%.
    Sleep
    SleepA role action with that puts the target and all nearby enemies to sleep for 30 seconds, if the target is vulnerable to the effect of Sleep.
  • Newsfeed
  • Red Mage Skills Overview
    Guide Info
    Last Updated: 2 Aug, 2024
    Patch Applicable: 7.05

    Red Mage Skill Overview

    All skills are listed with their level 100 effects and potencies.

    Offensive On Global Cool Down Abilities

       
    Jolt III
    Jolt IIIA 360 potency Spell with a cast time of two seconds that increases both Black and White Mana by 2.
    Verthunder III
    Verthunder IIIA 440 potency Spell with a cast time of five seconds that increases Black Mana by 6. Has a 50% chance to proc Verfire Ready.
    Verfire
    VerfireA 380 potency Spell with a cast time of two seconds that increases Black Mana by 5. Can only be used when under the effect of Verfire Ready.
    Veraero III
    Veraero IIIA 440 potency Spell with a cast time of two seconds that increases White Mana by 6. Has a 50% chance to proc Verstone Ready.
    Verstone
    VerstoneA 380 potency Spell with a cast time of two seconds that increases White Mana by 5. Can only be used when under the effect of Verstone Ready.
    Enchanted Reprise
    Enchanted RepriseA 420 potency magical, ranged Weaponskill with no cast time. Consumes 5 Black and 5 White Mana to use.
    Reprise
    RepriseA 100 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Reprise when both Black and White mana are at 5 or more.
    EnchantedRiposte
    Enchanted RiposteThe first skill of our melee combo. A 300 potency magical, melee Weaponskill with no cast time. Consumes 20 Black and 20 White Mana to use. Creates one Mana Stack upon use.
    EnchantedZwerchhau
    Enchanted ZwerchhauThe second skill of our melee combo. A 360 potency magical, melee Weaponskill with no cast time. Consumes 15 Black and 15 White Mana to use. Creates one Mana Stack upon use.
    EnchantedRedoublement
    Enchanted RedoublementThe third skill of our melee combo. A 540 potency magical, melee Weaponskill with no cast time. Consumes 15 Black and 15 White Mana to use. Creates one Mana Stack upon use.
    Verholy
    VerholyOne of two finishers of our melee combo. A 620 potency spell with no cast time that increases White Mana by 11. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Has a 20% chance to proc Verstone Ready if White Mana is greater than or equal to Black Mana, which increases to 100% if White Mana is lesser than Black Mana or Acceleration is active. Replaces Veraero on the hotbar. Costs three Mana Stacks to use.
    Verflare
    VerflareOne of two finishers of our melee combo. A 620 potency spell with no cast time that increases Black Mana by 11. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Has a 20% chance to proc Verfire Ready if Black Mana is greater than or equal to White Mana, which increases to 100% if Black Mana is lesser than White Mana or Acceleration is active. Replaces Verthunder on the hotbar. Costs three Mana Stacks to use.
    Scorch
    ScorchThe penultimate ability in our melee combo sequence. A 700 potency spell that increases both Black and White Mana by 4. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Replaces Jolt III on the hotbar.
    Resolution
    ResolutionThe final ability in our melee combo sequence. A 800 potency spell that increases both Black and White Mana by 4. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. Replaces Scorch on the hotbar.
    Riposte
    RiposteA 130 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Riposte when both Black and White mana are at 20 or more.
    Zwerchhau
    ZwerchhauA 150 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Zwerchhau when both Black and White mana are at 15 or more.
    Redoublement
    RedoublementA 230 potency physical, melee Weaponskill with no cast time. Upgrades to Enchanted Redoublement when both Black and White mana are at 15 or more.
    VerthunderII
    Verthunder IIA 140 potency Spell with a cast time of two seconds that increases Black Mana by 7. Deals damage to all enemies in a radius of 5 yalms of your target.
    VeraeroII
    Veraero IIA 140 potency Spell with a cast time of two seconds that increases White Mana by 7. Deals damage to all enemies in a radius of 5 yalms of your target.
    Impact
    ImpactA 210 potency Spell with a cast time of five seconds that increases both Black and White Mana by 3. Deals damage to all enemies in a radius of 5 yalms of your target. Potency increased to 260 when under the effect of Acceleration
    Grand Impact
    Grand ImpactA 600 potency Spell with an instant cast time that increases both Black and White Mana by 3. Deals damage to all enemies in a radius of 5 yalms of your target. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first. After using Acceleration, Grants Grand Impact Ready and replaces Impact and Jolt III on the hotbar.
    EnchantedMoulinet
    Enchanted MoulinetA 130 potency magical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Consumes 20 Black and 20 White Mana to use. Grants one Mana Stack upon use.
    EnchantedMoulinetDeux
    Enchanted Moulinet DeuxA 140 potency magical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Consumes 15 Black and 15 White Mana to use. Grants one Mana Stack upon use.
    EnchantedMoulinetTrois
    Enchanted Moulinet TroisA 150 potency magical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Consumes 15 Black and 15 White Mana to use. Grants one Mana Stack upon use.
    Moulinet
    MoulinetA 60 potency physical Weaponskill with no cast time that deals damage to all enemies within an 8 yalm cone in front of you. Upgrades to Enchanted Moulinet when both Black and White mana are at or above 20.
    Vercure
    VercureA 350 potency healing Spell with a cast time of two seconds.
    Verraise
    VerraiseA Spell with a cast time of ten seconds that resurrects the target to a weakened state.

    Offensive Off Global Cooldown Abilities

       
    Fleche
    FlecheA 480 potency attack with a cooldown of 25 seconds.
    ContreSixte
    Contre SixteA 420 potency attack with a cooldown of 35 seconds. Deal damage with no fall-off to all enemies in a radius of six yalms of the target.
    CorpsACorps
    Corps-A-CorpsA 130 potency attack with a cooldown of 35 seconds. Rushes the target, placing you in melee range. Has a maximum of two charges.
    Displacement
    DisplacementA 180 potency attack with a cooldown of 35 seconds, which is shared with Engagement. Pushes you 15 yalms away from the target. Has a maximum of two charges.
    Engagement
    EngagementA 180 potency attack with a cooldown of 35 seconds, which is shared with Displacement. Has a maximum of two charges.
    Embolden
    EmboldenA buff with a cooldown of 120 seconds that increases your own magical damage by 5% and the damage of nearby party members by 5%. Grants Thorned Flourish, allowing the use of Vice of Thorns.
    ViceOfThorns
    Vice of ThornsA 700 potency attack granted after using Embolden. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first.
    Manafication
    ManaficationAn ability with a cooldown of 110 seconds that grants 3 stacks of Magicked Swordplay, each stack allowing the use of Enchanted Riposte, Enchanted Zwerchhau, Enchanted Redoublement without cost, and increases magical damage dealt by self by 5% for the next six GCDs used. Grants Prefulgence Ready upon consuming 6 stacks of Manafication, allowing the use of Prefulgence.
    Prefulgence
    PrefulgenceA 900 potency attack granted after using Manafication. It also hits as an AoE, dealing 60% less damage to all enemies hit after the first.
    Acceleration
    AccelerationAn ability with a cooldown of 55 seconds that ensures the next use of Verthunder III or Veraero III will grant the respective Verfire Ready or Verstone Ready effects. Also ensures the next cast of Impact, Veraero III or Verthunder III are instant. Increases the potency of Impact by 50. Grants Grand Impact Ready, allowing the use of Grand Impact
    Swiftcast
    SwiftcastA role action with a cooldown of 40 seconds that makes the cast of the next spell instant.

    Utility Off Global Cool Down Abilities

       
    Addle
    AddleA role action with a cooldown of 90 seconds that lowers target’s physical damage dealt by 5% and magic damage dealt by 10% for ten seconds.
    LucidDreaming
    Lucid DreamingA role action with a cooldown of 60 seconds that increases mana restoration for 21 seconds.
    Surecast
    SurecastA role action with a cooldown of 120 seconds that prevents cast interruption and nullifies most incoming knockback and draw-in effects for 6 seconds.
    Magick Barrier
    Magick BarrierAn oGCD ability with a cooldown of 120 seconds that decreases magic damage taken by yourself and party members in a 15 yalm radius by 10% and increases the HP recovered by healing actions by 5%.
    Sleep
    SleepA role action with that puts the target and all nearby enemies to sleep for 30 seconds, if the target is vulnerable to the effect of Sleep.
    • Have any questions?
      Authors
      Balance RDM Staff
      diff --git a/jobs/casters/summoner/basic-guide/index.html b/jobs/casters/summoner/basic-guide/index.html index 64b2b6450b..1eb047cf59 100644 --- a/jobs/casters/summoner/basic-guide/index.html +++ b/jobs/casters/summoner/basic-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Summoner Basic Guide
    Guide Info
    Last Updated: 13 Jul, 2024
    Patch Applicable: 7.0

    Introduction

    This guide will cover Summoner changes, rotations and ability usage in the Dawntrail expansion. The core foundation of Summoner has not changed significantly from the Endwalker expansion where it received a complete rework. The basic flow and idea of Summoner’s rotation can be simplified as follows:

    • Use Searing Light in alignment with party raid buffs
    • Summon Solar Bahamut and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Summon Bahamut or Phoenix and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Repeat

    Within that framework, there is additional nuance such as optimizing damage into raid buffs, moving certain spells around based on movement requirements, and making effective use of Summoner’s various utility tools. These will be covered more extensively in below sections.

    Overall, Summoner is considered one of the easiest to pick up and play at a basic level given its straightforward rotation and high degree of mobility for a caster, with only a few hardcasted spells per minute. The combination of simplicity and party utility Summoner brings makes it a popular choice for newer players getting into endgame raiding.

    If you have questions after reading the guide, please visit #smn_questions on The Balance server. Additional resources can be found in the #smn_resources channel.

    Resources and Job Gauges

    Summoner’s resources are displayed on two gauges: the Aetherflow Gauge and the Trance Gauge. The Aetherflow Gauge indicates the number of available Festers and Painflares. On the Trance Gauge, the availability of the Demi is shown as well as its duration. In addition, the status of Egi summons can also be seen with their corresponding colors.

    1. Aetherflow Gauge
    2. Demi status
    3. Trance timer
    4. Gem status
    5. Primal Elemental Attunement timer


    When a certain resource is available, the indicator for said resource becomes brightened. Conversely, they are dimmed when unavailable. In this image, two stacks of Aetherflow and Bahamut are available to be used, whereas the Primal summons are unavailable. The type of Demi is also indicated and changes upon summon.

    In this image, the Elemental Attunement is shown with its available amount of uses.


    The same principles apply to simplified gauge, just with a slightly different visual.


    In addition to the gauges, the readiness of Ruin IV can be seen on the buffs bar (middle), The amount of available Aetherflow stacks can also be seen on the buffs bar (left). Each Primal summon also provides special actions used via Astral Flow, and their readiness can also be seen with a buff (right).

    Basic Rotation

    The overall rotation involves a relatively static loop consisting of several short phases. As mentioned in the introduction, the general flow is as follows:

    • Use Searing Light in alignment with party raid buffs
    • Summon Solar Bahamut and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Summon Bahamut or Phoenix and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Repeat

    Opener and Bahamut Phase

    With the release of the Dawntrail expansion and subsequent changes to raid buffs as a whole, the Garuda first opener is no longer a gain. Because of this, Summoner now has a general Titan first opener that can be used in any party composition.


    This is the general go-to opener for Summoner and uses Titan as the first primal. By having the potion as a late weave, it is possible to barely catch a swiftcasted Slipstream, but it is a tight window. If you find that you’re unable to get Slipstream into the potion window, shift it back one GCD. The pre-casted Ruin III can also be removed from the opener if the specific encounter requires an earlier Solar Bahamut window in order to get an additional demi-primal GCD in.

    Abilities in the Opener

    Summon Solar Bahamut initiates the Solar Bahamut phase, which will also grant elemental gems for subsequent primal phases.

    Searing Light is Summoner’s partywide damage buff. Searing Light has a recast timer of 120 seconds and buffs all damage done by yourself as well as all party members by 5% for 20 seconds. Searing Light should be used on cooldown to align with all other two minute party buffs, unless a specific buff delay is agreed upon by the entire party. Aligning with other party buffs should be prioritized over aligning with your own burst phases.

    Umbral Impulse is a powerful instant casted GCD that replaces Ruin III while Solar Bahamut is summoned. While not shown in the opener, Umbral Flare (which replaces Tri-disaster) is simply the AoE equivalent for three or more targets.

    Energy Drain has a one minute cooldown and will generally be weaved early in the opener to reduce the risk of losing a use due to kill times or boss phasing. In addition to doing a bit of damage (200 potency), this ability gives us two charges of Necrotize, and one charge of Ruin IV. The AoE equivalent for three or more targets is Energy Siphon.

    Necrotize is a flexible oGCD ability with two charges per Energy Drain usage. This ability should always be used in raid buffs where possible. The AoE equivalent for three or more targets is Painflare.

    Sunflare, which replaces Astral Flow on our hotbar during Solar Bahamut phase, and Enkindle Solar Bahamut (Exodus) are both very highly damaging oGCD abilities. They can only be cast when Solar Bahamut is summoned. In general, they should be used under raid buffs. For subsequent uses, it will depend on your party’s buff alignment.

    Primal Phases

    After every demi-primal phase is complete (including Solar Bahamut phase in the opener), you will have elemental gems available corresponding to each primal pet. This allows you to summon Ifrit, Titan or Garuda. Note that the summon itself is an AOE spell that does 800 potency, with 60% drop-off on additional targets.

    Our suggested opener prioritizes Titan first for damage, but for subsequent windows, you may swap the order around depending on encounter design requirements. What happens for every primal phase is:

    Gemshine will change into a single target “Rite” spell.

    Precious Brilliance will change into an AoE “Catastrophe” spell.

    Astral Flow will change into a unique ability for each primal.

    During each primal summon, your priority is to utilize all of their abilities without necessarily casting Ruin III or Tri-disaster. This means consuming all the attunement stacks (i.e. using our modified Gemshine and/or Precious Brilliance), and using our unique primal ability (the modified Astral Flow).

    Titan, Garuda and Ifrit Phases

    While each primal phase follows a similar logic, there are some important differences between them.

    Titan phase does the most damage and has no hardcasts. This means we try to use this under raid buffs, but it can also be useful if used for movement-heavy mechanics.

    Its main spells, Topaz Rite and Topaz Catastrophe, are both instant casts. We cast four of these spells during the phase.

    Titan’s Astral Flow equivalent, Mountain Buster, is an oGCD ability that is made available after each cast of Topaz Rite or Topaz Catastrophe. You should weave each proc immediately when you gain one, otherwise you will lose a use/“overwrite” it on the next cast of Topaz Rite or Topaz Catastrophe.

    Ifrit phase damage is lower than Titan but higher than Garuda. Notably, Ifrit has the most movement restrictions. It is generally best to use this during parts of an encounter where it is safe to be in melee range and there are no movement-heavy mechanics.

    Its main spells, Ruby Rite and Ruby Catastrophe, are both hard casts.

    Ifrit’s Astral Flow equivalent is a 1-2 melee combo. The first ability, Crimson Cyclone, also functions as a gap closer. The second ability, Crimson Strike, needs to be used in melee range. Note that this combo can be broken, so do not cast any other GCD spell between both hits.

    Garuda phase does the least damage, and has only one hardcast (Slipstream).

    Its main spells, Emerald Rite and Emerald Catastrophe, are both instant casts with a recast timer of 1.5 seconds. We cast four of these spells during the phase. Due to the short recast timer, we can only weave one oGCD after them.

    Garuda’s Astral Flow equivalent, Slipstream, is a hardcasted spell with a cast time of three seconds, and a recast time of 3.5 seconds. It also creates an AoE damage over time windstorm around the target that lasts for 15 seconds, dealing damage to any enemies who enter (30 potency per dot tick).

    While not as restrictive as Ifrit, you should still keep potential movement restrictions in mind for Garuda phase.

    After going through three primals, you should be about five seconds away from being able to initiate the next demi-primal phase. This is where our Ruin spells come in:

    Ruin III usage should be minimized as much as possible. As such, outside of the opener, we aim to only cast one of them between each demi-primal. Tri-disaster is the AoE equivalent.

    Ruin IV is given as a proc from Energy Drain and lasts for one minute. This does more potency than Ruin III and is also an instant cast. When compared to Ruin III, Ruin IV is a gain in both single target and AoE scenarios. We also aim to only cast one of them between each demi-primal. Do not cast Ruin IV when a demi-primal is active.

    Essentially, we aim to cast one Ruin III and one Ruin IV between each demi-primal phase. The key thing to note here is that we can use our one cast of Ruin III and Ruin IV any time between demi-primal phases (except during the 1-2 melee combo during Ifrit phase). We do not have to do it after all three primal phases are complete.

    For example, during Garuda phase, you may find yourself about to cast Slipstream, but a mechanic is coming up that requires you to move away. You can use your one charge of Ruin IV to do this, then hardcast Slipstream for your next GCD.

    Bahamut and Phoenix Phase

    After cycling through the primals and the two additional Ruin casts, Summon Bahamut or Summon Phoenix should become available depending on where you are in the rotation. Bahamut functions identically to Solar Bahamut and should be treated as such, however Phoenix has unique mechanics that are slightly different from the Bahamut-based demi-primals.

    Phoenix will automatically cast Everlasting Flight, a passive AoE regen with healing potencies on par with various healer abilities.

    Moreover, instead of Sunflare or Deathflare (a damage oGCD), we gain Rekindle as the Astral Flow equivalent. Rekindle is a single target healing ability. More information on these abilities will be covered in the utility and support section.

    Phoenix’s other abilities are otherwise comparable to Bahamut. Summon Phoenix will also grant us elemental gems for subsequent primal phases.

    Enkindle Phoenix (Revelation) is a very hard hitting oGCD, much like Enkindle Solar Bahamut (Exodus) or Enkindle Bahamut (Akh Morn). We also get new instant cast GCDs over Ruin III and Tri-disaster during the phase: Fountain of Fire for single target, and Brand of Purgatory for AoE.

    While Bahamut has an extra damaging oGCD (Deathflare), the potency from Phoenix’s other attacks are slightly stronger than Bahamut’s, resulting in them being very close in terms of total damage potency output.

    Phoenix is usually summoned during odd minutes, so if buffs are available, you should also use Enkindle Phoenix within them (e.g. Trick Attack, Astrologian cards, or modified raid buff windows done for optimization or specific kill times). Necrotize from your odd minute Energy Drain can be used during these buffs, but should be saved for 2-minute buff windows as long as they are used before the next Energy Drain.

    After Bahamut/Phoenix Phase (Primal Phases)

    From this point onwards, the loop will repeat. We go through the three primal phases, use two Ruin casts, then Summon Solar Bahamut will become available with Searing Light.

    With higher spell speed, subsequent Summon Solar Bahamuts will become available before Searing Light and raid buff windows, causing them to misalign. This is because the summon demi-primal abilities also scale with spell speed. For spell speed builds at lower levels, this is expected, because the entire purpose of the spell speed build is to eventually gain more demi-primal phases over the course of a fight. However, at maximum level, this spell speed should be avoided to avoid this desync. In the scenario of having higher than wanted spell speed, do not delay your demi-primals by inserting additional Ruin III casts to fill the gaps.

    Potion Windows

    Outside of the opener, we generally aim for subsequent potion windows to be during our 6-minute demi-primal and party raid buff window.

    For certain encounters, we may opt to use our first potion at two minutes instead, which allows us to buff more Necrotizes, but this is very encounter and kill time dependent because it will delay our second potion. For fights longer than nine minutes, we generally use potions as close to on cooldown as possible to ensure maximum uses, even if it can mean missing demi-primal phases or buff windows.

    Outside of the opener, we try to catch four Necrotizes, one demi-primal, and two primal summons within a potion window for maximum potency. The first primal should be Titan, while the second can be Garuda or Ifrit depending on the encounter or killtime. In a vacuum or for general situations, Garuda with one Emerald Rite followed by a Swiftcasted Slipstream does slightly higher damage.

    Garuda example:

     

    Ifrit example:

     

    Phase Transitions and Downtime

    There are situations where boss phase transitions can result in eventually having both primal gems and demi-primals available. In this scenario, we follow this decision making flowchart:

    Will I lose a use of a demi-primal by delaying?

    Yes: Do not delay demi-primal. +Warrior

  • Newsfeed
  • Summoner Basic Guide
    Guide Info
    Last Updated: 13 Jul, 2024
    Patch Applicable: 7.0

    Introduction

    This guide will cover Summoner changes, rotations and ability usage in the Dawntrail expansion. The core foundation of Summoner has not changed significantly from the Endwalker expansion where it received a complete rework. The basic flow and idea of Summoner’s rotation can be simplified as follows:

    • Use Searing Light in alignment with party raid buffs
    • Summon Solar Bahamut and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Summon Bahamut or Phoenix and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Repeat

    Within that framework, there is additional nuance such as optimizing damage into raid buffs, moving certain spells around based on movement requirements, and making effective use of Summoner’s various utility tools. These will be covered more extensively in below sections.

    Overall, Summoner is considered one of the easiest to pick up and play at a basic level given its straightforward rotation and high degree of mobility for a caster, with only a few hardcasted spells per minute. The combination of simplicity and party utility Summoner brings makes it a popular choice for newer players getting into endgame raiding.

    If you have questions after reading the guide, please visit #smn_questions on The Balance server. Additional resources can be found in the #smn_resources channel.

    Resources and Job Gauges

    Summoner’s resources are displayed on two gauges: the Aetherflow Gauge and the Trance Gauge. The Aetherflow Gauge indicates the number of available Festers and Painflares. On the Trance Gauge, the availability of the Demi is shown as well as its duration. In addition, the status of Egi summons can also be seen with their corresponding colors.

    1. Aetherflow Gauge
    2. Demi status
    3. Trance timer
    4. Gem status
    5. Primal Elemental Attunement timer


    When a certain resource is available, the indicator for said resource becomes brightened. Conversely, they are dimmed when unavailable. In this image, two stacks of Aetherflow and Bahamut are available to be used, whereas the Primal summons are unavailable. The type of Demi is also indicated and changes upon summon.

    In this image, the Elemental Attunement is shown with its available amount of uses.


    The same principles apply to simplified gauge, just with a slightly different visual.


    In addition to the gauges, the readiness of Ruin IV can be seen on the buffs bar (middle), The amount of available Aetherflow stacks can also be seen on the buffs bar (left). Each Primal summon also provides special actions used via Astral Flow, and their readiness can also be seen with a buff (right).

    Basic Rotation

    The overall rotation involves a relatively static loop consisting of several short phases. As mentioned in the introduction, the general flow is as follows:

    • Use Searing Light in alignment with party raid buffs
    • Summon Solar Bahamut and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Summon Bahamut or Phoenix and use all abilities to refresh your primal gems
    • Go through three primal phases
    • Repeat

    Opener and Bahamut Phase

    With the release of the Dawntrail expansion and subsequent changes to raid buffs as a whole, the Garuda first opener is no longer a gain. Because of this, Summoner now has a general Titan first opener that can be used in any party composition.


    This is the general go-to opener for Summoner and uses Titan as the first primal. By having the potion as a late weave, it is possible to barely catch a swiftcasted Slipstream, but it is a tight window. If you find that you’re unable to get Slipstream into the potion window, shift it back one GCD. The pre-casted Ruin III can also be removed from the opener if the specific encounter requires an earlier Solar Bahamut window in order to get an additional demi-primal GCD in.

    Abilities in the Opener

    Summon Solar Bahamut initiates the Solar Bahamut phase, which will also grant elemental gems for subsequent primal phases.

    Searing Light is Summoner’s partywide damage buff. Searing Light has a recast timer of 120 seconds and buffs all damage done by yourself as well as all party members by 5% for 20 seconds. Searing Light should be used on cooldown to align with all other two minute party buffs, unless a specific buff delay is agreed upon by the entire party. Aligning with other party buffs should be prioritized over aligning with your own burst phases.

    Umbral Impulse is a powerful instant casted GCD that replaces Ruin III while Solar Bahamut is summoned. While not shown in the opener, Umbral Flare (which replaces Tri-disaster) is simply the AoE equivalent for three or more targets.

    Energy Drain has a one minute cooldown and will generally be weaved early in the opener to reduce the risk of losing a use due to kill times or boss phasing. In addition to doing a bit of damage (200 potency), this ability gives us two charges of Necrotize, and one charge of Ruin IV. The AoE equivalent for three or more targets is Energy Siphon.

    Necrotize is a flexible oGCD ability with two charges per Energy Drain usage. This ability should always be used in raid buffs where possible. The AoE equivalent for three or more targets is Painflare.

    Sunflare, which replaces Astral Flow on our hotbar during Solar Bahamut phase, and Enkindle Solar Bahamut (Exodus) are both very highly damaging oGCD abilities. They can only be cast when Solar Bahamut is summoned. In general, they should be used under raid buffs. For subsequent uses, it will depend on your party’s buff alignment.

    Primal Phases

    After every demi-primal phase is complete (including Solar Bahamut phase in the opener), you will have elemental gems available corresponding to each primal pet. This allows you to summon Ifrit, Titan or Garuda. Note that the summon itself is an AOE spell that does 800 potency, with 60% drop-off on additional targets.

    Our suggested opener prioritizes Titan first for damage, but for subsequent windows, you may swap the order around depending on encounter design requirements. What happens for every primal phase is:

    Gemshine will change into a single target “Rite” spell.

    Precious Brilliance will change into an AoE “Catastrophe” spell.

    Astral Flow will change into a unique ability for each primal.

    During each primal summon, your priority is to utilize all of their abilities without necessarily casting Ruin III or Tri-disaster. This means consuming all the attunement stacks (i.e. using our modified Gemshine and/or Precious Brilliance), and using our unique primal ability (the modified Astral Flow).

    Titan, Garuda and Ifrit Phases

    While each primal phase follows a similar logic, there are some important differences between them.

    Titan phase does the most damage and has no hardcasts. This means we try to use this under raid buffs, but it can also be useful if used for movement-heavy mechanics.

    Its main spells, Topaz Rite and Topaz Catastrophe, are both instant casts. We cast four of these spells during the phase.

    Titan’s Astral Flow equivalent, Mountain Buster, is an oGCD ability that is made available after each cast of Topaz Rite or Topaz Catastrophe. You should weave each proc immediately when you gain one, otherwise you will lose a use/“overwrite” it on the next cast of Topaz Rite or Topaz Catastrophe.

    Ifrit phase damage is lower than Titan but higher than Garuda. Notably, Ifrit has the most movement restrictions. It is generally best to use this during parts of an encounter where it is safe to be in melee range and there are no movement-heavy mechanics.

    Its main spells, Ruby Rite and Ruby Catastrophe, are both hard casts.

    Ifrit’s Astral Flow equivalent is a 1-2 melee combo. The first ability, Crimson Cyclone, also functions as a gap closer. The second ability, Crimson Strike, needs to be used in melee range. Note that this combo can be broken, so do not cast any other GCD spell between both hits.

    Garuda phase does the least damage, and has only one hardcast (Slipstream).

    Its main spells, Emerald Rite and Emerald Catastrophe, are both instant casts with a recast timer of 1.5 seconds. We cast four of these spells during the phase. Due to the short recast timer, we can only weave one oGCD after them.

    Garuda’s Astral Flow equivalent, Slipstream, is a hardcasted spell with a cast time of three seconds, and a recast time of 3.5 seconds. It also creates an AoE damage over time windstorm around the target that lasts for 15 seconds, dealing damage to any enemies who enter (30 potency per dot tick).

    While not as restrictive as Ifrit, you should still keep potential movement restrictions in mind for Garuda phase.

    After going through three primals, you should be about five seconds away from being able to initiate the next demi-primal phase. This is where our Ruin spells come in:

    Ruin III usage should be minimized as much as possible. As such, outside of the opener, we aim to only cast one of them between each demi-primal. Tri-disaster is the AoE equivalent.

    Ruin IV is given as a proc from Energy Drain and lasts for one minute. This does more potency than Ruin III and is also an instant cast. When compared to Ruin III, Ruin IV is a gain in both single target and AoE scenarios. We also aim to only cast one of them between each demi-primal. Do not cast Ruin IV when a demi-primal is active.

    Essentially, we aim to cast one Ruin III and one Ruin IV between each demi-primal phase. The key thing to note here is that we can use our one cast of Ruin III and Ruin IV any time between demi-primal phases (except during the 1-2 melee combo during Ifrit phase). We do not have to do it after all three primal phases are complete.

    For example, during Garuda phase, you may find yourself about to cast Slipstream, but a mechanic is coming up that requires you to move away. You can use your one charge of Ruin IV to do this, then hardcast Slipstream for your next GCD.

    Bahamut and Phoenix Phase

    After cycling through the primals and the two additional Ruin casts, Summon Bahamut or Summon Phoenix should become available depending on where you are in the rotation. Bahamut functions identically to Solar Bahamut and should be treated as such, however Phoenix has unique mechanics that are slightly different from the Bahamut-based demi-primals.

    Phoenix will automatically cast Everlasting Flight, a passive AoE regen with healing potencies on par with various healer abilities.

    Moreover, instead of Sunflare or Deathflare (a damage oGCD), we gain Rekindle as the Astral Flow equivalent. Rekindle is a single target healing ability. More information on these abilities will be covered in the utility and support section.

    Phoenix’s other abilities are otherwise comparable to Bahamut. Summon Phoenix will also grant us elemental gems for subsequent primal phases.

    Enkindle Phoenix (Revelation) is a very hard hitting oGCD, much like Enkindle Solar Bahamut (Exodus) or Enkindle Bahamut (Akh Morn). We also get new instant cast GCDs over Ruin III and Tri-disaster during the phase: Fountain of Fire for single target, and Brand of Purgatory for AoE.

    While Bahamut has an extra damaging oGCD (Deathflare), the potency from Phoenix’s other attacks are slightly stronger than Bahamut’s, resulting in them being very close in terms of total damage potency output.

    Phoenix is usually summoned during odd minutes, so if buffs are available, you should also use Enkindle Phoenix within them (e.g. Trick Attack, Astrologian cards, or modified raid buff windows done for optimization or specific kill times). Necrotize from your odd minute Energy Drain can be used during these buffs, but should be saved for 2-minute buff windows as long as they are used before the next Energy Drain.

    After Bahamut/Phoenix Phase (Primal Phases)

    From this point onwards, the loop will repeat. We go through the three primal phases, use two Ruin casts, then Summon Solar Bahamut will become available with Searing Light.

    With higher spell speed, subsequent Summon Solar Bahamuts will become available before Searing Light and raid buff windows, causing them to misalign. This is because the summon demi-primal abilities also scale with spell speed. For spell speed builds at lower levels, this is expected, because the entire purpose of the spell speed build is to eventually gain more demi-primal phases over the course of a fight. However, at maximum level, this spell speed should be avoided to avoid this desync. In the scenario of having higher than wanted spell speed, do not delay your demi-primals by inserting additional Ruin III casts to fill the gaps.

    Potion Windows

    Outside of the opener, we generally aim for subsequent potion windows to be during our 6-minute demi-primal and party raid buff window.

    For certain encounters, we may opt to use our first potion at two minutes instead, which allows us to buff more Necrotizes, but this is very encounter and kill time dependent because it will delay our second potion. For fights longer than nine minutes, we generally use potions as close to on cooldown as possible to ensure maximum uses, even if it can mean missing demi-primal phases or buff windows.

    Outside of the opener, we try to catch four Necrotizes, one demi-primal, and two primal summons within a potion window for maximum potency. The first primal should be Titan, while the second can be Garuda or Ifrit depending on the encounter or killtime. In a vacuum or for general situations, Garuda with one Emerald Rite followed by a Swiftcasted Slipstream does slightly higher damage.

    Garuda example:

     

    Ifrit example:

     

    Phase Transitions and Downtime

    There are situations where boss phase transitions can result in eventually having both primal gems and demi-primals available. In this scenario, we follow this decision making flowchart:

    Will I lose a use of a demi-primal by delaying?

    Yes: Do not delay demi-primal. No: Use primals and demi-primal. Unsure: Do not delay demi-primal.

    There are also middle ground situations where you can “rush” through your primal summons casting only two spells for each. This allows you to benefit from the primal summoning damage (800 potency) while also compensating for the downtime by cutting out weaker spells. In endgame raiding, there are a lot of variables that surround this, making it a more advanced technique that is better done with precise timeline planning. However, it is common to do this in dungeons due to the frequent downtime between mob pulls.

    Utility and Party Support

    FFXIV raid encounters are designed in such a way that DPS are sometimes required to assist the party with defensive utility from role skills or unique individual abilities. This is one area where Summoner truly excels, with an often-underrated arsenal of defensive abilities that can save the party during progression or help healers with optimization.

    Recovery

    Summoner has three abilities that can be used to effectively help with recovery. They can appear inflexible and limited at first, but it is important to understand that there are two approaches to using utility.

    During progression, DPS doesn’t matter until you see enrage and are going for the clear. The priority is to stay alive and practice more mechanics. Not being concerned with DPS increases the flexibility as to when Summoner’s recovery tools are used.

    In kill attempts or optimization, Summoner’s recovery tools become less flexible. They are still powerful, and in coordinated parties, can be very useful for both survival and optimization.

    Resurrection

    This spell allows you to revive a fallen party member to a weakened state much like healers can. Resurrection is actually inherited from Arcanist, making it the same as Scholar’s Resurrection both in function and flavor. Due to the eight-second casting time, it is generally paired with the Swiftcast role action to minimize DPS loss ideally outside of demi-sprimalphases. If raiding with people you know, proactive communication here is important to ensure you don’t Swiftcast Resurrection on the same target as a healer.

    Reviving Party Members in Progression

    Summoners should always be ready to help revive party members in progression. While casters are classified as DPS, it is important to remember that healer MP pools are more valuable, particularly when the goal is to see/practice more mechanics and damage doesn’t matter yet.

    Even if MP wasn’t an issue, there are scenarios where it may be inconvenient for the healer to revive party members even if they had Swiftcast ready, such as during mechanics with a heavy healing requirement. Swiftcast is also not “necessary” in Summoner’s base DPS rotation, meaning it can be held for reviving party members even outside of progression, like in reclears or boss kill attempts.

    While it may not feel good to do so, do not be afraid to hardcast Resurrection if needed to save a run especially during progression when DPS doesn’t yet matter. Seeing more mechanics so you can practice them is often more important than doing damage.

    Reviving Party Members in Farm or Kill Attempts

    During kill attempts or farm, there are many situations where it would still be better for Summoner to revive party members. But a more case-by-case approach where you can read the situation and communicate with your healers or Red Mage co-caster is best.

    There are many situational considerations, such as healer MP and Swiftcast availability, upcoming mechanics, whether we’re in a demi-primal phase, severity of DPS check, a Red Mage’s melee combo timings (if raiding with one), and more.

    If in a static, always coordinate with your healers or Red Mage co-caster. You should be ready to share the load and cover for each other as needed. In a Party Finder environment, default to Swiftcast raising if it can help save the run or the healers are handling heal checks, but consider allowing your healers to Swiftcast raise if they are able to and there is no immediate urgency.

    Lux Solaris

    When summoning Solar Bahamut, you’ll be able to use the Lux Solaris skill for the next 30 seconds of game time. This is an AoE skill that heals for a total of 500 potency, and can safely be held for raidwide damage that may occur while Solar Bahamut is out. It should be used before the timer is up as it is a free heal similar to Everlasting Flight and Rekindle.

    Everlasting Flight

    During our Phoenix demi-primal phase, Phoenix will automatically cast Everlasting Flight, which is a party-wide regen. Everlasting Flight’s regen has a cure potency of 100 per regen tick over 21 seconds. This is comparable to many healer abilities, such as Scholar’s Whispering Dawn (80 potency per regen tick over 21 seconds) or White Mage’s Asylum (100 potency per regen tick over 24 seconds, plus a boost on healing actions within a more limited area).

    Pet scaling is slightly weaker than player character scaling, but the point is that Everlasting Flight’s strength as a “free” heal is on par with healer abilities, making it valuable in both progression and optimization.

    In progression, Everlasting Flight can be a strong form of insurance. In optimization, it can reduce the healer’s workload to the point of being able to cut a heal from their rotation. This can sometimes mean resources saved for other harder-hitting phases or more healer damage on the boss – both of which are positive for the party.

    Rekindle

    When in the Phoenix demi-primal phase, Astral Flow changes into Rekindle, a single target oGCD healing ability. Casting this on yourself or a party member applies an on-hit 400 potency heal in addition to a regen effect (200 cure potency per regen tick across 15 seconds). The regen effect is triggered by the target’s HP dropping below 75%. If the target’s HP doesn’t drop below 75%, it will be triggered automatically when the Rekindle buff expires (30 seconds after application).

    Much like Everlasting Flight, this ability also has comparable potencies to single target healer abilities. It can be particularly useful for healing tanks through auto-attacks. It can also be used situationally to heal another DPS or healer if, for example, they missed a heal or have a vulnerability up stack before or after a raidwide. Rekindle should always be used because it benefits the party for free at no DPS cost to ourselves.

    For those who have trouble quickly targeting party members mid rotation, you can use a Rekindle macro:

    /ac "Astral Flow" <>

    Between <> you can put “TT” for the target holding boss aggro at the time of cast, but you can also put a number between 1 to 8 for a specific party member if you wish.

    Note on Phoenix Utility: Progression vs Optimization

    The key thing to note about Phoenix utility is that, when doing our normal rotation, both Everlasting Flight and Rekindle are completely free, with one being a passive effect. If you are consistent with your rotation, skilled healers will be able to note when Everlasting Flight is available, and take it into consideration when mapping out a healing or party mitigation plan.

    It should be noted that in progression situations where damage doesn’t matter (i.e. practicing mechanics and not yet ready to clear), Summon Phoenix can be held purely as a form of “healing insurance” to get through certain phases as a temporary solution. This is more of an advanced technique for players who are looking to optimize their progression speed and practice rate.

    What About Physick? Isn’t That a Healing Spell?

    Physick – another spell we inherit from Arcanist – scales off Mind and not Intelligence, making the heal extremely weak given how our equipment works. This is even before we consider the DPS “loss” (by way of opportunity cost) from casting it as a GCD. While Physick has value as an Arcanist in Sastasha keeping beginner tanks alive when the healer is dead, there is no standard use for it in endgame raiding.

    Mitigation

    Summoner has two abilities that can be classified as forms of mitigation.

    Addle (Role Action)

    A targeted debuff on an enemy that lowers physical damage dealt by 5% and magic damage dealt by 10% for fifteen seconds. Addle cannot be used on untargetable sources. The primary purpose of Addle is to mitigate hard-hitting magical attacks, but there may be instances that the physical damage reduction can be useful too; for example, mitigating physical boss auto-attacks on top of a magical raidwide.

    With Summoner’s rotation having so many instant casts, we will have plenty of opportunities to use Addle to help the party survive incoming damage at no cost to our own rotation. Ideally, your healer will tell you where it will be most useful. If you are playing with more passive healers or on party finder, you should try to proactively use it multiple times across a fight.

    Radiant Aegis

    Creates a barrier around self that absorbs damage totaling 20% of your maximum HP. This ability has two charges with a cooldown of 60 seconds, but can only be used when Carbuncle is summoned. This means it cannot be used at all during demi-primal phases, and cannot be used for a few seconds after each primal summon. There may be times your shield is not immediately available for a reactionary “panic” use.

    However, the shield lasts for up to 30 seconds. This means that when used more proactively, it is fairly easy to have a shield up on yourself for any hard hitting mechanic or raidwide you want. This ability, being a free oGCD, also has no DPS cost for us.

    A 20% shield of our maximum HP can often be the difference between life or death, especially in situations where mistakes are likely or healing is not yet optimized. While a personal shield sounds more like a “selfish” skill than party utility, it is important to remember that one of Summoner’s most important roles in raiding is to help revive fallen party members, thus preventing wipes. And as a caster capable of reviving fallen allies, our survival is more important than other DPS in the party.

    Viewed from that perspective, Radiant Aegis is not only a selfish survival tool, but one that gives Summoner additional value for the party in progression.

    Other Abilities

    The following are additional abilities that Summoner has access to.

    Swiftcast (Role Action)

    Ensures the next spell can be cast immediately. Swiftcast on Summoner has three main functions in order of usage priority:

    1. Used on Resurrection to instantly revive a teammate. This should be the primary usage in progression as well as anytime when extra damage is not necessary.
    2. The second most important use is to keep GCD uptime during movement when it would otherwise be impossible or very risky to slidecast. This is generally preventable with better fight planning due to how many instant casts Summoner has, but it is a valid way to use Swiftcast if needed.
    3. Lastly, when used on certain spells, Swiftcast can situationally result in a small DPS gain. The primary use for this is snapshotting Garuda’s Slipstream under buffs, such as during certain potion windows or in the fast Garuda opener.

    Sleep (Role Action)

    A new role action in Endwalker, formerly belonging to Thaumaturges (and thus Black Mages) only. Raid bosses are generally immune to all status effects, and using Sleep on dungeon mobs tends to be impractical because sleeping mobs will wake up upon taking damage. However, Sleep can have situational value in certain types of solo content, such as deep dungeons or Eureka.

    Surecast (Role Action)

    Nullifies most knockback and draw-in abilities from enemies. This tends to be used for surviving specific mechanics in endgame content, and also prevents our casts from being interrupted. Some mechanics explicitly ignore Surecast, but there is no good way of knowing this ahead of time.

    Lucid Dreaming (Role Action)

    Gradually recover MP, totaling 3850 MP restored over its full duration (550 MP per three seconds over 21 seconds total). Summoner’s rotation is not particularly stressful on MP, especially if Resurrection isn’t used repeatedly, but its full uptime rotation is still MP negative and you will run out of MP eventually. If running a Critical Hit/low Spell Speed build, the general recommendation is to press it when you have around 70% MP remaining.

    Primal Effects in Battle

    For some, the visual presence of summons can be distracting due to their size. You can modify the sizes of summons you see in battle with the following commands:

    /petsize [summon] [size]

    Replace [summon] with:

    • Solar Bahamut
    • Demi-Bahamut
    • Demi-Phoenix
    • Ruby Ifrit
    • Topaz Titan
    • Emerald Garuda
    • all

    Replace [size] with:

    • large
    • medium
    • small

    For example, a complete command would look like:

    /petsize “Ruby Ifrit” “small”

    All of the command arguments can be done with auto-translate.

    diff --git a/jobs/casters/summoner/openers/index.html b/jobs/casters/summoner/openers/index.html index 901f41dec2..e31c435b15 100644 --- a/jobs/casters/summoner/openers/index.html +++ b/jobs/casters/summoner/openers/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Summoner Openers
    Guide Info
    Last Updated: 18 Sep, 2022
    Patch Applicable: 7.0
    Table of Contents
     

    Openers

    Lv. 100 General Opener

    The below opener is the general go to opener for summoner and uses Titan as the first primal. Since the 6.1 changes, we can now use Searing Light in Bahamut, and choose to do so after the Bahamut GCD to avoid using a “dead” GCD in our buff. You can choose to omit the precast Ruin III and use Bahamut at 0s as well. This may be an optimization strategy for particular fight timelines or encounters where the gained one second on cycle progression may matter.

    Summoner - Lv. 100 Opener

    Lv. 90 Opener

    With the standardization of buff durations following the release of the Dawntrail expansion, the general Lv. 90 opener will be near identical to the Lv. 100 opener.

    Summoner - Lv. 90 Opener

  • Newsfeed
  • Summoner Openers
    Guide Info
    Last Updated: 18 Sep, 2022
    Patch Applicable: 7.0
    Table of Contents
     

    Openers

    Lv. 100 General Opener

    The below opener is the general go to opener for summoner and uses Titan as the first primal. Since the 6.1 changes, we can now use Searing Light in Bahamut, and choose to do so after the Bahamut GCD to avoid using a “dead” GCD in our buff. You can choose to omit the precast Ruin III and use Bahamut at 0s as well. This may be an optimization strategy for particular fight timelines or encounters where the gained one second on cycle progression may matter.

    Summoner - Lv. 100 Opener

    Lv. 90 Opener

    With the standardization of buff durations following the release of the Dawntrail expansion, the general Lv. 90 opener will be near identical to the Lv. 100 opener.

    Summoner - Lv. 90 Opener

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      diff --git a/jobs/casters/summoner/skills-overview/index.html b/jobs/casters/summoner/skills-overview/index.html index 1f1cbe883d..c6f47fcbc0 100644 --- a/jobs/casters/summoner/skills-overview/index.html +++ b/jobs/casters/summoner/skills-overview/index.html @@ -51,7 +51,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Summoner Skills Overview
    Guide Info
    Last Updated: 2 Aug, 2024
    Patch Applicable: 7.05

    Actions

    IconActionLevelTypeCastingRecastDescription
    Summon Carbuncle2Spell1.5s2.5sSummons Carbuncle to your side.
    Radient Aegis2AbilityInstant60sOrders Carbuncle to execute Radiant Aegis.
    Radiant Aegis Effect: Creates a barrier around self that absorbs damage totaling 20% of your maximum HP
    Duration: 30s
    Maximum Charges: 2
    Can only be executed while Carbuncle is summoned.
    Physick4Spell1.5s2.5sRestores target’s HP.
    Cure Potency: 400
    Gemshine6Spell2.5s2.5sChannel the energies of your active elemental attunement to attack your enemy.
    Fire Attunement Effect: Deal fire damage to a single target
    Earth Attunement Effect: Deal earth damage to a single target
    Wind Attunement Effect: Deal wind damage to a single target
    Fester10AbilityInstant1sDeals unaspected damage with a potency of 300.
    Aetherflow Gauge Cost: 1
    Energy Drain10AbilityInstant60sDeals unaspected damage with a potency of 200.
    Additional Effect: Aetherflow II
    Additional Effect: Grants Further Ruin
    Duration: 60s
    Shares a recast timer with Energy Siphon.
    Resurrection12Spell8s2.5sResurrects target to a weakened state.
    Outburst26Spell1.5s2.5sDeals unaspected damage with a potency of 100 to target and all enemies nearby it.
    Precious Brilliance26Spell2.5s2.5sChannel the energies of your active elemental attunement to attack multiple enemies.
    Fire Attunement Effect: Deal fire damage to a target and all enemies nearby it
    Earth Attunement Effect: Deal earth damage to a target and all enemies nearby it
    Wind Attunement Effect: Deal wind damage to a target and all enemies nearby it
    Painflare40AbilityInstant1sDeals unaspected damage with a potency of 150 to target and all enemies nearby it.
    Aetherflow Gauge Cost: 1
    Energy Siphon52AbilityInstant60sDeals unaspected damage with a potency of 100 to target and all enemies nearby it.
    Additional Effect: Aetherflow II
    Additional Effect: Grants Further Ruin
    Duration: 60s
    Shares a recast timer with Energy Drain.
    Ruin III54Spell1.5s2.5sDeals unaspected damage with a potency of 310.
    Astral Flow60SpellInstant2.5sChannel the energies of your active trance or elemental favor to perform one of several actions.
    Dreadwyrm Trance Effect: Action changes to Deathflare
    Firebird Trance Effect: Action changes to Rekindle
    Ifrit’s Favor Effect: Action changes to Crimson Cyclone
    Titan’s Favor Effect: Action changes to Mountain Buster
    Garuda’s Favor Effect: Action changes to Slipstream
    Ruin IV62SpellInstant2.5sDeals unaspected damage to target and all enemies nearby it with a potency of 430 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of Further Ruin.
    Searing Light66AbilityInstant120sIncreases damage dealt by self and nearby party members by 3%
    Duration: 30s
    Additional Effect: Grants Ruby’s Glimmer
    Duration: 30s
    Summon Bahamut70SpellInstant60sEnters Dreadwyrm Trance and summons Demi-Bahamut to fight your target.
    Demi-Bahamut will execute Wyrmwave automatically on the targets attacked by you after summoning.
    Increases enmity in target when Demi-Bahamut is summoned.
    Duration: 15s
    Additional Effect: Changes Ruin III to Astral Impulse and Tri-disaster to Astral Flare
    Additional Effect: Grants Ruby Arcanum, Topaz Arcanum, and Emerald Arcanum
    Can only be executed in combat and while Carbuncle is summoned.
    Enkindle Bahamut70AbilityInstant20sOrders Demi-Bahamut to execute Akh Morn.
    Akh Morn Effect: Deals unaspected damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies
    Tri-disaster74Spell1.5s2.5sDeals unaspected damage with a potency of 120 to target and all enemies nearby it.
    Summon Phoenix80SpellInstant60sEnters Firebird Trance and summons Demi-Phoenix to fight by your side, which executes Everlasting Flight as it manifests.
    Demi-Phoenix will execute Scarlet Flame automatically on the targets attacked by you after summoning.
    Increases enmity in target when Demi-Phoenix is summoned.
    Duration: 15s
    Additional Effect: Changes Ruin III to Fountain of Fire and Tri-disaster to Brand of Purgatory
    Additional Effect: Grants Ruby Arcanum, Topaz Arcanum, and Emerald Arcanum
    Can only be executed in combat and while Carbuncle is summoned.
    Summon Ifrit II90SpellInstant2.5sSummons Ruby Ifrit and orders it to execute Inferno.
    Inferno Effect: Deals fire damage to target and all enemies within 5 yalms with a potency of 700 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants 2 stacks of Fire Attunement
    Duration: 30s
    Fire Attunement Effect: Gemshine and Precious Brilliance become fire-aspected
    Additional Effect: Grants Ifrit’s Favor
    Effect of Ifrit’s Favor ends upon execution of certain summoner actions.
    Can only be executed while under the effect of Ruby Arcanum and Carbuncle is summoned.
    Summon Titan II90SpellInstant2.5sSummons Topaz Titan and orders it to execute Earthen Fury.
    Earthen Fury Effect: Deals earth damage to target and all enemies within 5 yalms with a potency of 700 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants 4 stacks of Earth Attunement
    Duration: 30s
    Earth Attunement Effect: Gemshine and Precious Brilliance become earth-aspected
    Can only be executed while under the effect of Topaz Arcanum and Carbuncle is summoned.
    Summon Garuda II90SpellInstant2.5sSummons Emerald Garuda and orders it to execute Aerial Blast.
    Aerial Blast Effect: Deals wind damage to target and all enemies within 5 yalms with a potency of 700 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants 4 stacks of Wind Attunement
    Duration: 30s
    Wind Attunement Effect: Gemshine and Precious Brilliance become wind-aspected
    Additional Effect: Grants Garuda’s Favor
    Effect of Garuda’s Favor ends upon execution of certain summoner actions.
    Can only be executed while under the effect of Emerald Arcanum and Carbuncle is summoned.
    Necrotize92SpellInstant1sDeals unaspected damage with a potency of 440.
    Aetherflow Gauge Cost: 1
    Searing Flash96AbilityInstant1sDeals unaspected damage with a potency of 600 to target and all enemies nearby it.
    Can only be executed while under the effect of Ruby’s Glimmer.
    Lux Solaris100AbilityInstant60sRestores own HP and the HP of all nearby party members.
    Cure Potency: 500
    Can only be executed while under the effect of Refulgent Lux.

    Actions That Cannot be Placed on Hotbar

    IconActionLevelTypeCastingRecastDescription
    Radiant Aegis2AbilityInstant-Creates a barrier around you that absorbs damage totaling 20% of your maximum HP.
    Duration: 30s

    ※This action cannot be assigned to a hotbar.
    Ruby Outburst26Spell2.8s3sDeals fire damage with a potency of 160 to target and all enemies nearby it.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Outburst26SpellInstant2.5sDeals earth damage with a potency of 110 to target and all enemies nearby it.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Outburst26SpellInstant1.5sDeals wind damage with a potency of 70 to target and all enemies nearby it.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Astral Impulse58SpellInstant2.5sDeals unaspected damage with a potency of 440.
    Can only be executed while in Dreadwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    Astral Flare58SpellInstant2.5sDeals unaspected damage with a potency of 180 to target and all enemies nearby it.
    Can only be executed while in Dreadwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    Deathflare60AbilityInstant20sDeals unaspected damage to target and all enemies nearby it with a potency of 500 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while in Dreadwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    Akh Morn70AbilityInstant-Deals unaspected damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while Demi-Bahamut is summoned.

    ※This action cannot be assigned to a hotbar.
    Ruby Rite72Spell2.8s3sDeals fire damage with a potency of 510.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Rite72SpellInstant2.5sDeals earth damage with a potency of 330.
    Additional Effect: Grants Titan’s Favor
    Effect of Titan’s Favor ends upon execution of certain summoner actions.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Rite72SpellInstant1.5sDeals wind damage with a potency of 230.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Ruby Disaster74Spell2.8s3sDeals fire damage with a potency of 190 to target and all enemies nearby it.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Disaster74SpellInstant2.5sDeals earth damage with a potency of 130 to target and all enemies nearby it.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Disaster74SpellInstant1.5sDeals wind damage with a potency of 90 to target and all enemies nearby it.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Fountain of Fire80SpellInstant2.5sDeals fire damage with a potency of 540.
    Can only be executed while under the effect of Firebird Trance.

    ※This action cannot be assigned to a hotbar.
    Brand of Purgatory80SpellInstant2.5sDeals fire damage with a potency of 240 to target and all enemies nearby it.
    Can only be executed while under the effect of Firebird Trance.

    ※This action cannot be assigned to a hotbar.
    Everlasting Flight80AbilityInstant-Gradually restores own HP and the HP of all nearby party members.
    Cure Potency: 100
    Duration: 21s

    ※This action cannot be assigned to a hotbar.
    Rekindle80AbilityInstant20sRestores own or target party member’s HP.
    Cure Potency: 400
    Additional Effect: Grants Rekindle to target
    Duration: 30s
    Rekindle Effect: Healing over time when HP falls below 75% or upon effect duration expiration
    Cure Potency: 200
    Duration: 15s
    Can only be executed while in Firebird Trance.

    ※This action cannot be assigned to a hotbar.
    Scarlet Flame80SpellInstant1.5sDeals fire damage with a potency of 150.
    Will only execute while Demi-Phoenix is summoned.

    ※This action cannot be assigned to a hotbar.
    Enkindle Phoenix80AbilityInstant20sOrders Demi-Phoenix to execute Revelation.
    Revelation Effect: Deals fire damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies
    Action replaces Enkindle Bahamut while Demi-Phoenix is summoned.

    ※This action cannot be assigned to a hotbar.
    Revelation80AbilityInstant-Deals fire damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while Demi-Phoenix is summoned.

    ※This action cannot be assigned to a hotbar.
    Ruby Catastrophe82Spell2.8s3sDeals fire damage with a potency of 210 to target and all enemies nearby it.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Catastrophe82SpellInstant2.5sDeals earth damage with a potency of 140 to target and all enemies nearby it.
    Additional Effect: Grants Titan’s Favor
    Effect of Titan’s Favor ends upon execution of certain summoner actions.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Catastrophe82SpellInstant1.5sDeals wind damage with a potency of 100 to target and all enemies nearby it.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Crimson Cyclone86SpellInstant2.5sRushes forward and delivers a fire attack to target and all enemies nearby it with a potency of 430 for the first enemy, and 65% less for all remaining enemies.
    Can only be executed while under the effect of Ifrit’s Favor.
    Cannot be executed while bound.

    ※Action changes to Crimson Strike upon execution.
    ※This action cannot be assigned to a hotbar.
    Crismon Strike86SpellInstant2.5sDeals fire damage to target and all enemies nearby it with a potency of 430 for the first enemy, and 65% less for all remaining enemies.
    Combo Action: Crimson Cyclone

    ※This action cannot be assigned to a hotbar.
    Mountain Buster86AbilityInstant1sDeals earth damage to target and all enemies nearby it with a potency of 150 for the first enemy, and 70% less for all remaining enemies.
    Can only be executed while under the effect of Titan’s Favor.

    ※This action cannot be assigned to a hotbar.
    Slipstream86Spell3s3.5sDeals wind damage to target and all enemies nearby it with a potency of 430 for the first enemy, and 65% less for all remaining enemies.
    Additional Effect: Creates a windstorm centered around the target, dealing damage to any enemies who enter
    Potency: 30
    Duration: 15s
    Can only be executed while under the effect of Garuda’s Favor.

    ※This action cannot be assigned to a hotbar.
    Summon Solar Bahamut100SpellInstant60sEnters Lightwyrm Trance and summons Solar Bahamut to fight your target.
    Solar Bahamut will execute Luxwave automatically on the targets attacked by you after summoning.
    Increases enmity in target when Solar Bahamut is summoned.
    Duration: 15s
    Additional Effect: Grants Refulgent Lux
    Duration: 30s
    Additional Effect: Changes Ruin III to Umbral Impulse and Tri-disaster to Umbral Flare
    Additional Effect: Grants Ruby Arcanum, Topaz Arcanum, and Emerald Arcanum
    Can only be executed while Carbuncle is summoned.
    This action does not share a recast timer with any other actions.

    ※This action cannot be assigned to a hotbar.
    ※Summon Bahamut changes to Summon Solar Bahamut when requirements for execution are met.
    Umbral Impulse100SpellInstant2.5sDeals unaspected damage with a potency of 620.
    Can only be executed while in Lightwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    ※Ruin III changes to Umbral Impulse when requirements for execution are met.
    Umbral Flare100SpellInstant2.5sDeals unaspected damage with a potency of 280 to target and all enemies nearby it.
    Can only be executed while in Lightwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    ※Tri-disaster changes to Umbral Flare when requirements for execution are met.
    Sunflare100AbilityInstant20sDeals unaspected damage to target and all enemies nearby it with a potency of 700 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while in Lightwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    ※Astral Flow changes to Sunflare when requirements for execution are met.
    Enkindle Solar Bahamut100AbilityInstant20sOrders Solar Bahamut to execute Exodus.
    Exodus Effect: Deals unaspected damage to target and all enemies nearby it with a potency of 1,400 for the first enemy, and 60% less for all remaining enemies

    ※This action cannot be assigned to a hotbar.
    ※Enkindle Bahamut changes to Enkindle Solar Bahamut when requirements for execution are met.
    Luxwave100SpellInstant1.5sDeals unaspected damage with a potency of 160.
    Will only execute while Solar Bahamut is summoned.

    ※This action cannot be assigned to a hotbar.
    Exodus100AbilityInstant-Deals unaspected damage to target and all enemies nearby it with a potency of 1,400 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while Solar Bahamut is summoned.

    ※This action cannot be assigned to a hotbar.

    Magic Ranged DPS Role Actions

    IconActionLevelTypeCastingRecastDescription
    Addle8AbilityInstant90sLowers target’s physical damage dealt by 5% and magic damage dealt by 10%.
    Duration: 15s
    Sleep10Spell2.5s2.5sPuts target and all nearby enemies to sleep.
    Duration: 30s
    Cancels auto-attack upon execution.
    Swiftcast18AbilityInstant40sNext spell is cast immediately.
    Duration: 10s
    Lucid Dreaming14AbilityInstant60sGradually restores own MP.
    Potency: 55
    Duration: 21s
    Surecast44AbilityInstant120sSpells can be cast without interruption.
    Additional Effect: Nullifies most knockback and draw-in effects
    Duration: 6s
  • Newsfeed
  • Summoner Skills Overview
    Guide Info
    Last Updated: 2 Aug, 2024
    Patch Applicable: 7.05

    Actions

    IconActionLevelTypeCastingRecastDescription
    Summon Carbuncle2Spell1.5s2.5sSummons Carbuncle to your side.
    Radient Aegis2AbilityInstant60sOrders Carbuncle to execute Radiant Aegis.
    Radiant Aegis Effect: Creates a barrier around self that absorbs damage totaling 20% of your maximum HP
    Duration: 30s
    Maximum Charges: 2
    Can only be executed while Carbuncle is summoned.
    Physick4Spell1.5s2.5sRestores target’s HP.
    Cure Potency: 400
    Gemshine6Spell2.5s2.5sChannel the energies of your active elemental attunement to attack your enemy.
    Fire Attunement Effect: Deal fire damage to a single target
    Earth Attunement Effect: Deal earth damage to a single target
    Wind Attunement Effect: Deal wind damage to a single target
    Fester10AbilityInstant1sDeals unaspected damage with a potency of 300.
    Aetherflow Gauge Cost: 1
    Energy Drain10AbilityInstant60sDeals unaspected damage with a potency of 200.
    Additional Effect: Aetherflow II
    Additional Effect: Grants Further Ruin
    Duration: 60s
    Shares a recast timer with Energy Siphon.
    Resurrection12Spell8s2.5sResurrects target to a weakened state.
    Outburst26Spell1.5s2.5sDeals unaspected damage with a potency of 100 to target and all enemies nearby it.
    Precious Brilliance26Spell2.5s2.5sChannel the energies of your active elemental attunement to attack multiple enemies.
    Fire Attunement Effect: Deal fire damage to a target and all enemies nearby it
    Earth Attunement Effect: Deal earth damage to a target and all enemies nearby it
    Wind Attunement Effect: Deal wind damage to a target and all enemies nearby it
    Painflare40AbilityInstant1sDeals unaspected damage with a potency of 150 to target and all enemies nearby it.
    Aetherflow Gauge Cost: 1
    Energy Siphon52AbilityInstant60sDeals unaspected damage with a potency of 100 to target and all enemies nearby it.
    Additional Effect: Aetherflow II
    Additional Effect: Grants Further Ruin
    Duration: 60s
    Shares a recast timer with Energy Drain.
    Ruin III54Spell1.5s2.5sDeals unaspected damage with a potency of 310.
    Astral Flow60SpellInstant2.5sChannel the energies of your active trance or elemental favor to perform one of several actions.
    Dreadwyrm Trance Effect: Action changes to Deathflare
    Firebird Trance Effect: Action changes to Rekindle
    Ifrit’s Favor Effect: Action changes to Crimson Cyclone
    Titan’s Favor Effect: Action changes to Mountain Buster
    Garuda’s Favor Effect: Action changes to Slipstream
    Ruin IV62SpellInstant2.5sDeals unaspected damage to target and all enemies nearby it with a potency of 430 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while under the effect of Further Ruin.
    Searing Light66AbilityInstant120sIncreases damage dealt by self and nearby party members by 3%
    Duration: 30s
    Additional Effect: Grants Ruby’s Glimmer
    Duration: 30s
    Summon Bahamut70SpellInstant60sEnters Dreadwyrm Trance and summons Demi-Bahamut to fight your target.
    Demi-Bahamut will execute Wyrmwave automatically on the targets attacked by you after summoning.
    Increases enmity in target when Demi-Bahamut is summoned.
    Duration: 15s
    Additional Effect: Changes Ruin III to Astral Impulse and Tri-disaster to Astral Flare
    Additional Effect: Grants Ruby Arcanum, Topaz Arcanum, and Emerald Arcanum
    Can only be executed in combat and while Carbuncle is summoned.
    Enkindle Bahamut70AbilityInstant20sOrders Demi-Bahamut to execute Akh Morn.
    Akh Morn Effect: Deals unaspected damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies
    Tri-disaster74Spell1.5s2.5sDeals unaspected damage with a potency of 120 to target and all enemies nearby it.
    Summon Phoenix80SpellInstant60sEnters Firebird Trance and summons Demi-Phoenix to fight by your side, which executes Everlasting Flight as it manifests.
    Demi-Phoenix will execute Scarlet Flame automatically on the targets attacked by you after summoning.
    Increases enmity in target when Demi-Phoenix is summoned.
    Duration: 15s
    Additional Effect: Changes Ruin III to Fountain of Fire and Tri-disaster to Brand of Purgatory
    Additional Effect: Grants Ruby Arcanum, Topaz Arcanum, and Emerald Arcanum
    Can only be executed in combat and while Carbuncle is summoned.
    Summon Ifrit II90SpellInstant2.5sSummons Ruby Ifrit and orders it to execute Inferno.
    Inferno Effect: Deals fire damage to target and all enemies within 5 yalms with a potency of 700 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants 2 stacks of Fire Attunement
    Duration: 30s
    Fire Attunement Effect: Gemshine and Precious Brilliance become fire-aspected
    Additional Effect: Grants Ifrit’s Favor
    Effect of Ifrit’s Favor ends upon execution of certain summoner actions.
    Can only be executed while under the effect of Ruby Arcanum and Carbuncle is summoned.
    Summon Titan II90SpellInstant2.5sSummons Topaz Titan and orders it to execute Earthen Fury.
    Earthen Fury Effect: Deals earth damage to target and all enemies within 5 yalms with a potency of 700 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants 4 stacks of Earth Attunement
    Duration: 30s
    Earth Attunement Effect: Gemshine and Precious Brilliance become earth-aspected
    Can only be executed while under the effect of Topaz Arcanum and Carbuncle is summoned.
    Summon Garuda II90SpellInstant2.5sSummons Emerald Garuda and orders it to execute Aerial Blast.
    Aerial Blast Effect: Deals wind damage to target and all enemies within 5 yalms with a potency of 700 for the first enemy, and 60% less for all remaining enemies
    Additional Effect: Grants 4 stacks of Wind Attunement
    Duration: 30s
    Wind Attunement Effect: Gemshine and Precious Brilliance become wind-aspected
    Additional Effect: Grants Garuda’s Favor
    Effect of Garuda’s Favor ends upon execution of certain summoner actions.
    Can only be executed while under the effect of Emerald Arcanum and Carbuncle is summoned.
    Necrotize92SpellInstant1sDeals unaspected damage with a potency of 440.
    Aetherflow Gauge Cost: 1
    Searing Flash96AbilityInstant1sDeals unaspected damage with a potency of 600 to target and all enemies nearby it.
    Can only be executed while under the effect of Ruby’s Glimmer.
    Lux Solaris100AbilityInstant60sRestores own HP and the HP of all nearby party members.
    Cure Potency: 500
    Can only be executed while under the effect of Refulgent Lux.

    Actions That Cannot be Placed on Hotbar

    IconActionLevelTypeCastingRecastDescription
    Radiant Aegis2AbilityInstant-Creates a barrier around you that absorbs damage totaling 20% of your maximum HP.
    Duration: 30s

    ※This action cannot be assigned to a hotbar.
    Ruby Outburst26Spell2.8s3sDeals fire damage with a potency of 160 to target and all enemies nearby it.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Outburst26SpellInstant2.5sDeals earth damage with a potency of 110 to target and all enemies nearby it.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Outburst26SpellInstant1.5sDeals wind damage with a potency of 70 to target and all enemies nearby it.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Astral Impulse58SpellInstant2.5sDeals unaspected damage with a potency of 440.
    Can only be executed while in Dreadwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    Astral Flare58SpellInstant2.5sDeals unaspected damage with a potency of 180 to target and all enemies nearby it.
    Can only be executed while in Dreadwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    Deathflare60AbilityInstant20sDeals unaspected damage to target and all enemies nearby it with a potency of 500 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while in Dreadwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    Akh Morn70AbilityInstant-Deals unaspected damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while Demi-Bahamut is summoned.

    ※This action cannot be assigned to a hotbar.
    Ruby Rite72Spell2.8s3sDeals fire damage with a potency of 510.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Rite72SpellInstant2.5sDeals earth damage with a potency of 330.
    Additional Effect: Grants Titan’s Favor
    Effect of Titan’s Favor ends upon execution of certain summoner actions.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Rite72SpellInstant1.5sDeals wind damage with a potency of 230.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Ruby Disaster74Spell2.8s3sDeals fire damage with a potency of 190 to target and all enemies nearby it.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Disaster74SpellInstant2.5sDeals earth damage with a potency of 130 to target and all enemies nearby it.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Disaster74SpellInstant1.5sDeals wind damage with a potency of 90 to target and all enemies nearby it.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Fountain of Fire80SpellInstant2.5sDeals fire damage with a potency of 540.
    Can only be executed while under the effect of Firebird Trance.

    ※This action cannot be assigned to a hotbar.
    Brand of Purgatory80SpellInstant2.5sDeals fire damage with a potency of 240 to target and all enemies nearby it.
    Can only be executed while under the effect of Firebird Trance.

    ※This action cannot be assigned to a hotbar.
    Everlasting Flight80AbilityInstant-Gradually restores own HP and the HP of all nearby party members.
    Cure Potency: 100
    Duration: 21s

    ※This action cannot be assigned to a hotbar.
    Rekindle80AbilityInstant20sRestores own or target party member’s HP.
    Cure Potency: 400
    Additional Effect: Grants Rekindle to target
    Duration: 30s
    Rekindle Effect: Healing over time when HP falls below 75% or upon effect duration expiration
    Cure Potency: 200
    Duration: 15s
    Can only be executed while in Firebird Trance.

    ※This action cannot be assigned to a hotbar.
    Scarlet Flame80SpellInstant1.5sDeals fire damage with a potency of 150.
    Will only execute while Demi-Phoenix is summoned.

    ※This action cannot be assigned to a hotbar.
    Enkindle Phoenix80AbilityInstant20sOrders Demi-Phoenix to execute Revelation.
    Revelation Effect: Deals fire damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies
    Action replaces Enkindle Bahamut while Demi-Phoenix is summoned.

    ※This action cannot be assigned to a hotbar.
    Revelation80AbilityInstant-Deals fire damage to target and all enemies nearby it with a potency of 1,300 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while Demi-Phoenix is summoned.

    ※This action cannot be assigned to a hotbar.
    Ruby Catastrophe82Spell2.8s3sDeals fire damage with a potency of 210 to target and all enemies nearby it.
    Fire Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Topaz Catastrophe82SpellInstant2.5sDeals earth damage with a potency of 140 to target and all enemies nearby it.
    Additional Effect: Grants Titan’s Favor
    Effect of Titan’s Favor ends upon execution of certain summoner actions.
    Earth Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Emerald Catastrophe82SpellInstant1.5sDeals wind damage with a potency of 100 to target and all enemies nearby it.
    Wind Attunement Cost: 1

    ※This action cannot be assigned to a hotbar.
    Crimson Cyclone86SpellInstant2.5sRushes forward and delivers a fire attack to target and all enemies nearby it with a potency of 430 for the first enemy, and 65% less for all remaining enemies.
    Can only be executed while under the effect of Ifrit’s Favor.
    Cannot be executed while bound.

    ※Action changes to Crimson Strike upon execution.
    ※This action cannot be assigned to a hotbar.
    Crismon Strike86SpellInstant2.5sDeals fire damage to target and all enemies nearby it with a potency of 430 for the first enemy, and 65% less for all remaining enemies.
    Combo Action: Crimson Cyclone

    ※This action cannot be assigned to a hotbar.
    Mountain Buster86AbilityInstant1sDeals earth damage to target and all enemies nearby it with a potency of 150 for the first enemy, and 70% less for all remaining enemies.
    Can only be executed while under the effect of Titan’s Favor.

    ※This action cannot be assigned to a hotbar.
    Slipstream86Spell3s3.5sDeals wind damage to target and all enemies nearby it with a potency of 430 for the first enemy, and 65% less for all remaining enemies.
    Additional Effect: Creates a windstorm centered around the target, dealing damage to any enemies who enter
    Potency: 30
    Duration: 15s
    Can only be executed while under the effect of Garuda’s Favor.

    ※This action cannot be assigned to a hotbar.
    Summon Solar Bahamut100SpellInstant60sEnters Lightwyrm Trance and summons Solar Bahamut to fight your target.
    Solar Bahamut will execute Luxwave automatically on the targets attacked by you after summoning.
    Increases enmity in target when Solar Bahamut is summoned.
    Duration: 15s
    Additional Effect: Grants Refulgent Lux
    Duration: 30s
    Additional Effect: Changes Ruin III to Umbral Impulse and Tri-disaster to Umbral Flare
    Additional Effect: Grants Ruby Arcanum, Topaz Arcanum, and Emerald Arcanum
    Can only be executed while Carbuncle is summoned.
    This action does not share a recast timer with any other actions.

    ※This action cannot be assigned to a hotbar.
    ※Summon Bahamut changes to Summon Solar Bahamut when requirements for execution are met.
    Umbral Impulse100SpellInstant2.5sDeals unaspected damage with a potency of 620.
    Can only be executed while in Lightwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    ※Ruin III changes to Umbral Impulse when requirements for execution are met.
    Umbral Flare100SpellInstant2.5sDeals unaspected damage with a potency of 280 to target and all enemies nearby it.
    Can only be executed while in Lightwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    ※Tri-disaster changes to Umbral Flare when requirements for execution are met.
    Sunflare100AbilityInstant20sDeals unaspected damage to target and all enemies nearby it with a potency of 700 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while in Lightwyrm Trance.

    ※This action cannot be assigned to a hotbar.
    ※Astral Flow changes to Sunflare when requirements for execution are met.
    Enkindle Solar Bahamut100AbilityInstant20sOrders Solar Bahamut to execute Exodus.
    Exodus Effect: Deals unaspected damage to target and all enemies nearby it with a potency of 1,400 for the first enemy, and 60% less for all remaining enemies

    ※This action cannot be assigned to a hotbar.
    ※Enkindle Bahamut changes to Enkindle Solar Bahamut when requirements for execution are met.
    Luxwave100SpellInstant1.5sDeals unaspected damage with a potency of 160.
    Will only execute while Solar Bahamut is summoned.

    ※This action cannot be assigned to a hotbar.
    Exodus100AbilityInstant-Deals unaspected damage to target and all enemies nearby it with a potency of 1,400 for the first enemy, and 60% less for all remaining enemies.
    Can only be executed while Solar Bahamut is summoned.

    ※This action cannot be assigned to a hotbar.

    Magic Ranged DPS Role Actions

    IconActionLevelTypeCastingRecastDescription
    Addle8AbilityInstant90sLowers target’s physical damage dealt by 5% and magic damage dealt by 10%.
    Duration: 15s
    Sleep10Spell2.5s2.5sPuts target and all nearby enemies to sleep.
    Duration: 30s
    Cancels auto-attack upon execution.
    Swiftcast18AbilityInstant40sNext spell is cast immediately.
    Duration: 10s
    Lucid Dreaming14AbilityInstant60sGradually restores own MP.
    Potency: 55
    Duration: 21s
    Surecast44AbilityInstant120sSpells can be cast without interruption.
    Additional Effect: Nullifies most knockback and draw-in effects
    Duration: 6s
    • Have any questions?
      Authors
      Juliacare
      diff --git a/jobs/healers/astrologian/basic-guide/index.html b/jobs/healers/astrologian/basic-guide/index.html index d7310d14ad..e484691af4 100644 --- a/jobs/healers/astrologian/basic-guide/index.html +++ b/jobs/healers/astrologian/basic-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Astrologian Basic Guide
    Guide Info
    Last Updated: 11 Aug, 2024
    Patch Applicable: 7.05

    Introduction

    This is the Basic Guide for Astrologian. This will cover enough ground to get you started with AST, being able to handle this relatively high-input job in content at level 90. It is intended to be well-suited for any player, and if you take the advice and techniques from this guide you should be able to handle yourself well-enough in endgame content.

    As this guide is relatively basic and does not go into any of the complexities of Astrologian, there will, of course, be gaps of knowledge, and some aspects of this fairly high-intensity job will be glossed over. That is okay, the skills here will still be foundational and fundamental, and a player can use these tools to advance their own gameplay.

    How the Job Plays

    Astrologian is a pure healer. This means the job’s healing capabilities are focused on strong GCD heals with Heal over Times (HoTs) attached, and a simple Damage Over Time (DoT)-nuke rotation for DPS. Unlike its counterpart, AST is not a job balanced around forced GCD healing, and has a litany of oGCDs to supplement its kit. As such, your main focus as you play will actually be using your oGCDs primarily to cover as much healing as possible.

    If there is one way to think about “Astrologian as Healer”, it would be that the job has a focus on Investment. Click button now, get value later. WHM gives you immediate value, lending it to rather reactive healing profiles. SCH has actions that simultaneously conflict and enhance each other, leading to a carefully thought-out plan for the next two or so minutes. AST wants you to use an action before you need its full potential.

    Astrologian has an important ability called Earthly Star. You will want to be getting as many uses of this ability as you can. It should form the backbone of your healing plan in a fight.

    As a Caster (yes, Caster) in FFXIV, your main goal is to maintain as high an uptime as possible. A vast majority of your spells should consist of Fall Malefic, with keeping as close to 100% Combust uptime as you can. Good play is going to mainly come from this uptime discipline.

    Astrologian has an alternative gimmick mechanic to its kit, known officially in game as “Arcana”, but most often referred to as “cards”. While a shadow of their former selves, learning how to use these tools can still be important for their party damage-enhancing capabilities, effectively using the job in leveling and criterion dungeons, and future-proofing a skillset if they ever make the actions more impactful.

    Resources and Job Gauge

    Astrologian has four resources present on their job gauge: they are the currently held 4 cards from the most recently opened pack via Astral or Umbral Draw. One of these cards focuses on damage enhancement, one focuses on curative effects, and one focuses on defensive effects. The final is our “Minor Arcana”: a card that is used like an oGCD ability rather than a buffing tool.

    The simplified gauge looks like so:

    The breakdown of cards, effects, and respective play buttons is as follows (from left-to-right on the job gauge):

    The Balance & The Spear - increases damage dealt by party member.

    • The Balance: increases 6% for melees and tanks, 3% for ranged and healers.
    • The Spear: increases 6% for ranged and healers, 3% for melees and tanks.
    • Play I

    The Arrow & The Bole - defensive enhancements on party member

    • The Arrow: increases healing RECEIVED (not output) by party member
    • The Bole: 10% mitigation on target for 15s
    • Play II

    The Spire & The Ewer - curative effects on party member

    • The Spire: 400 potency shield on target for 30s
    • The Ewer: 200 potency regen on target for 15s, totaling 1000 potency (stronger than Essential Dignity!)
    • Play III

    Minor Arcana | Lord of Crowns & Lady of Crowns - oGCD abilities

    • Lord of Crowns - 400 potency AoE damage
    • Lady of Crowns - 400 potency AoE heal
    • Minor Arcana

    I do not have any great ways of memorizing these card effects for new players, so practice is the best way to remember them. Keep in mind, Play I cards are our damage cards, and all the other cards are some sort of weak defensive utility. They are mostly going to be used on tanks.

    Opener

    With Dawntrail, our opener will be as follows:

    You can move Lightspeed around anywhere from immediately after the prepull-Fall Malefic to right before the Fall Malefic preceding Div.

    Some notes:

    • -2.1s prepull due to how long it takes for Malefic to apply to the boss. Enemies are pulled not when casts are finished, but when casts are applied. Malefic takes a LONG time to apply to the boss.
    • Star is labeled as -4s because that has become our bread and butter, but it can be anywhere from -4s -> ~ -19s
    • Yes, even with buffs being standardized to “2nd” GCD, we still want to use Div right after our 3rd currently.

    If you would like to see a general priority list for which jobs to card, there is one provided in the #ast_resources section of The Balance. Once we have a proper graphic constructed to represent this, you will also find this graphic here.

    Divination and Card Rotation

    Our rotation with cards has been significantly simplified, and is far more approachable than ever before.

    Divination should still be used off-CD the same after the opener, unless a fight’s downtime means you are currently not hitting any enemies while it is up.

    Keep in mind that in dungeons, the trash pulls are part of the content! They still have health bars that need to be completed to finish the dungeon, much the same as bosses! Please use your Divination during trash pulls as well, and not only during boss pulls.

    Cards are rather simple as well; as briefed above, there are two damage cards that should be the focus of our damage enhancement rotation: The Balance, and The Spear. Additionally, our Lord of Crowns is a damaging oGCD. In a standard rotation, this means after our opener at 1 minute, we will use Astral Draw and reacquire both The Balance and Lord of Crowns.

    Do NOT use these immediately! Hold these actions for another minute until Divination is back!

    If you do this, you will notice that the burst window will almost exactly mirror our opener. By bringing The Balance and Lord of Crowns over to the 2m window from our 1m Draw, you will be getting significantly more value out of both these cards and providing more to the encounter.

    When dying, we lose all our currently held cards.

    Please note: with fight downtime and with unfortunately-timed deaths, our card pack rotation CAN swap: We can be bringing The Spear into our 2m Div window and using Astral Draw halfway through the burst as opposed to normal. This is okay! You simply use The Spear, then use Astral Draw, then use The Balance and Lord, in that order.

    Key Healing Actions

    There are 3 main actions in Astrologian’s kit that are the most important, primary things to consider when thinking about a heal plan for an encounter:

    • Earthly Star
    • Neutral Sect
    • Macrocosmos

    These three actions together will form the core of your plan.

    Earthly Star: As touched-on above, Earthly Star will form the backbone of the entire plan. This action is an extremely potent heal, but also does a considerable amount of damage (more than Fall Malefic!). Thus, it should be used off-CD as much as possible. This does not mean it should be used for damage and damage alone, but rather our other healing tools should bend around Star in order to get the most value out of it.

    For example, if the party takes raidwide damage and need healing, but Star is currently on the ground and will be able to be Exploded for maximum potency in time before the party will take more damage, do not use other actions to heal the party immediately. Let Star do the work.

    Neutral Sect: This is a bewilderingly potent ability. It increases our healing magic potency significantly, and adds a barrier effect to all our GCD actions. Together, this makes this buttons both incredibly powerful for healing the party, and incredibly powerful as a mitigation tool. While of course requiring a GCD to get use out of these effects, it will maximize the efficiency of that GCD unlike anything else. During progression, recovery, and simple reclears of content, this button is our pride and joy.

    In Dawntrail, at level 100, pressing Neutral Sect also gives us access to Sun Sign. While flashy, this button is a bit less impactful comparatively. However, it is still a reliable 10% mitigation action, and makes Neutral Sect useful even when you do not want to use any GCDs from it.

    Macrocosmos: Macrocosmos is a little complicated to write about, but is rather intuitive in practice. It is an AoE GCD Spell that puts a buff on all party members within range. This buff will henceforth store all intake damage incurred for the next 15s while the buff persists (this means that damage done to shields does not get included). At the end of the effect, or when manually read through Microcosmos (the button that replaces Macrocosmos in order to do so), the buff will be consumed, healing everyone for 200 potency + 50% of all damage stored.

    Please note that Microcosmos does have a range, much like Horoscope. If someone is out of range, they will not have their Microcosmos read, and will instead need to wait until the buff expires to get the requisite effect.

    Healing and Other Utility

    Important oGCD abilities:

    • Macrocosmos: Malefic-power spell that accumulates damage taken directly to HP_ _(post-mitigation damage; note that shielded damage does not count); upon effect timeout or on early execution through Microcosmos, heals the party for 50% of this accrued damage
    • Earthly Star: Large-radius ability with significant healing and damage. Upgrades both effects after ten seconds.
    • Horoscope: small heal that can be buffed upon execution of Helios or Aspected Helios, increasing its potency and time allowed for execution.
    • Celestial Opposition: strong raidwide heal with an attached regen.
    • Celestial Intersection: provides a small heal to target alongside a more potent barrier
    • Collective Unconscious: strong raidwide regen with attached mitigation.
    • Essential Dignity: single target heal that scales with targets missing health, capping out at 30% max HP.
    • Neutral Sect: increases healing magic potency (applies to “Helios” and “Benefic”, and their Aspected versions, as well as Benefic II), and adds a shielding effect to all GCD actions.
    • Exaltation: single target mitigation with a brief heal upon expiration of the buff.
    • The Arrow: increases healing received on a single target.
    • The Ewer: regen effect on a single target.

    Defensive:

    • Collective Unconscious: 10% raidwide damage mitigation (within ability)
    • Exaltation: 10% single target mitigation
    • Neutral Sect: applies a barrier on Aspected Helios and Aspected Benefic
    • Celestial Intersection: provides a single target barrier
    • The Bole: 10% single target mitigation
    • The Spire: provides a single target barrier
    • Sun Sign: 10% mitigation on all party members in range.

    Surecast will be your knockback-prevention skill.

    Rescue allows you to pull an ally to your side, but due to its long cooldown and slight delay on activation, it is relatively hard to use.

    Core Concepts

    • Slidecasting is an important skill for Astrologians. This is when you move your character near the end of your spell when it is impossible to cancel. You can use this time, as well as the gap of ~1s afforded between Malefic casts, to move your character for mechanics.

    • Lightspeed now also can be used more freely for movement.

    • ABC is an acronym you will hear often: it stands for “Always Be Casting”. As we touched on earlier, use your spells as often as you can, and minimize the amount of time your GCD is left unused.

    • Try to reduce your GCD healing with oGCD healing as much as you can

    • Keep your damage cards within buffs, and keep Divination used off cooldown

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  • Astrologian Basic Guide
    Guide Info
    Last Updated: 11 Aug, 2024
    Patch Applicable: 7.05

    Introduction

    This is the Basic Guide for Astrologian. This will cover enough ground to get you started with AST, being able to handle this relatively high-input job in content at level 90. It is intended to be well-suited for any player, and if you take the advice and techniques from this guide you should be able to handle yourself well-enough in endgame content.

    As this guide is relatively basic and does not go into any of the complexities of Astrologian, there will, of course, be gaps of knowledge, and some aspects of this fairly high-intensity job will be glossed over. That is okay, the skills here will still be foundational and fundamental, and a player can use these tools to advance their own gameplay.

    How the Job Plays

    Astrologian is a pure healer. This means the job’s healing capabilities are focused on strong GCD heals with Heal over Times (HoTs) attached, and a simple Damage Over Time (DoT)-nuke rotation for DPS. Unlike its counterpart, AST is not a job balanced around forced GCD healing, and has a litany of oGCDs to supplement its kit. As such, your main focus as you play will actually be using your oGCDs primarily to cover as much healing as possible.

    If there is one way to think about “Astrologian as Healer”, it would be that the job has a focus on Investment. Click button now, get value later. WHM gives you immediate value, lending it to rather reactive healing profiles. SCH has actions that simultaneously conflict and enhance each other, leading to a carefully thought-out plan for the next two or so minutes. AST wants you to use an action before you need its full potential.

    Astrologian has an important ability called Earthly Star. You will want to be getting as many uses of this ability as you can. It should form the backbone of your healing plan in a fight.

    As a Caster (yes, Caster) in FFXIV, your main goal is to maintain as high an uptime as possible. A vast majority of your spells should consist of Fall Malefic, with keeping as close to 100% Combust uptime as you can. Good play is going to mainly come from this uptime discipline.

    Astrologian has an alternative gimmick mechanic to its kit, known officially in game as “Arcana”, but most often referred to as “cards”. While a shadow of their former selves, learning how to use these tools can still be important for their party damage-enhancing capabilities, effectively using the job in leveling and criterion dungeons, and future-proofing a skillset if they ever make the actions more impactful.

    Resources and Job Gauge

    Astrologian has four resources present on their job gauge: they are the currently held 4 cards from the most recently opened pack via Astral or Umbral Draw. One of these cards focuses on damage enhancement, one focuses on curative effects, and one focuses on defensive effects. The final is our “Minor Arcana”: a card that is used like an oGCD ability rather than a buffing tool.

    The simplified gauge looks like so:

    The breakdown of cards, effects, and respective play buttons is as follows (from left-to-right on the job gauge):

    The Balance & The Spear - increases damage dealt by party member.

    • The Balance: increases 6% for melees and tanks, 3% for ranged and healers.
    • The Spear: increases 6% for ranged and healers, 3% for melees and tanks.
    • Play I

    The Arrow & The Bole - defensive enhancements on party member

    • The Arrow: increases healing RECEIVED (not output) by party member
    • The Bole: 10% mitigation on target for 15s
    • Play II

    The Spire & The Ewer - curative effects on party member

    • The Spire: 400 potency shield on target for 30s
    • The Ewer: 200 potency regen on target for 15s, totaling 1000 potency (stronger than Essential Dignity!)
    • Play III

    Minor Arcana | Lord of Crowns & Lady of Crowns - oGCD abilities

    • Lord of Crowns - 400 potency AoE damage
    • Lady of Crowns - 400 potency AoE heal
    • Minor Arcana

    I do not have any great ways of memorizing these card effects for new players, so practice is the best way to remember them. Keep in mind, Play I cards are our damage cards, and all the other cards are some sort of weak defensive utility. They are mostly going to be used on tanks.

    Opener

    With Dawntrail, our opener will be as follows:

    You can move Lightspeed around anywhere from immediately after the prepull-Fall Malefic to right before the Fall Malefic preceding Div.

    Some notes:

    • -2.1s prepull due to how long it takes for Malefic to apply to the boss. Enemies are pulled not when casts are finished, but when casts are applied. Malefic takes a LONG time to apply to the boss.
    • Star is labeled as -4s because that has become our bread and butter, but it can be anywhere from -4s -> ~ -19s
    • Yes, even with buffs being standardized to “2nd” GCD, we still want to use Div right after our 3rd currently.

    If you would like to see a general priority list for which jobs to card, there is one provided in the #ast_resources section of The Balance. Once we have a proper graphic constructed to represent this, you will also find this graphic here.

    Divination and Card Rotation

    Our rotation with cards has been significantly simplified, and is far more approachable than ever before.

    Divination should still be used off-CD the same after the opener, unless a fight’s downtime means you are currently not hitting any enemies while it is up.

    Keep in mind that in dungeons, the trash pulls are part of the content! They still have health bars that need to be completed to finish the dungeon, much the same as bosses! Please use your Divination during trash pulls as well, and not only during boss pulls.

    Cards are rather simple as well; as briefed above, there are two damage cards that should be the focus of our damage enhancement rotation: The Balance, and The Spear. Additionally, our Lord of Crowns is a damaging oGCD. In a standard rotation, this means after our opener at 1 minute, we will use Astral Draw and reacquire both The Balance and Lord of Crowns.

    Do NOT use these immediately! Hold these actions for another minute until Divination is back!

    If you do this, you will notice that the burst window will almost exactly mirror our opener. By bringing The Balance and Lord of Crowns over to the 2m window from our 1m Draw, you will be getting significantly more value out of both these cards and providing more to the encounter.

    When dying, we lose all our currently held cards.

    Please note: with fight downtime and with unfortunately-timed deaths, our card pack rotation CAN swap: We can be bringing The Spear into our 2m Div window and using Astral Draw halfway through the burst as opposed to normal. This is okay! You simply use The Spear, then use Astral Draw, then use The Balance and Lord, in that order.

    Key Healing Actions

    There are 3 main actions in Astrologian’s kit that are the most important, primary things to consider when thinking about a heal plan for an encounter:

    • Earthly Star
    • Neutral Sect
    • Macrocosmos

    These three actions together will form the core of your plan.

    Earthly Star: As touched-on above, Earthly Star will form the backbone of the entire plan. This action is an extremely potent heal, but also does a considerable amount of damage (more than Fall Malefic!). Thus, it should be used off-CD as much as possible. This does not mean it should be used for damage and damage alone, but rather our other healing tools should bend around Star in order to get the most value out of it.

    For example, if the party takes raidwide damage and need healing, but Star is currently on the ground and will be able to be Exploded for maximum potency in time before the party will take more damage, do not use other actions to heal the party immediately. Let Star do the work.

    Neutral Sect: This is a bewilderingly potent ability. It increases our healing magic potency significantly, and adds a barrier effect to all our GCD actions. Together, this makes this buttons both incredibly powerful for healing the party, and incredibly powerful as a mitigation tool. While of course requiring a GCD to get use out of these effects, it will maximize the efficiency of that GCD unlike anything else. During progression, recovery, and simple reclears of content, this button is our pride and joy.

    In Dawntrail, at level 100, pressing Neutral Sect also gives us access to Sun Sign. While flashy, this button is a bit less impactful comparatively. However, it is still a reliable 10% mitigation action, and makes Neutral Sect useful even when you do not want to use any GCDs from it.

    Macrocosmos: Macrocosmos is a little complicated to write about, but is rather intuitive in practice. It is an AoE GCD Spell that puts a buff on all party members within range. This buff will henceforth store all intake damage incurred for the next 15s while the buff persists (this means that damage done to shields does not get included). At the end of the effect, or when manually read through Microcosmos (the button that replaces Macrocosmos in order to do so), the buff will be consumed, healing everyone for 200 potency + 50% of all damage stored.

    Please note that Microcosmos does have a range, much like Horoscope. If someone is out of range, they will not have their Microcosmos read, and will instead need to wait until the buff expires to get the requisite effect.

    Healing and Other Utility

    Important oGCD abilities:

    • Macrocosmos: Malefic-power spell that accumulates damage taken directly to HP_ _(post-mitigation damage; note that shielded damage does not count); upon effect timeout or on early execution through Microcosmos, heals the party for 50% of this accrued damage
    • Earthly Star: Large-radius ability with significant healing and damage. Upgrades both effects after ten seconds.
    • Horoscope: small heal that can be buffed upon execution of Helios or Aspected Helios, increasing its potency and time allowed for execution.
    • Celestial Opposition: strong raidwide heal with an attached regen.
    • Celestial Intersection: provides a small heal to target alongside a more potent barrier
    • Collective Unconscious: strong raidwide regen with attached mitigation.
    • Essential Dignity: single target heal that scales with targets missing health, capping out at 30% max HP.
    • Neutral Sect: increases healing magic potency (applies to “Helios” and “Benefic”, and their Aspected versions, as well as Benefic II), and adds a shielding effect to all GCD actions.
    • Exaltation: single target mitigation with a brief heal upon expiration of the buff.
    • The Arrow: increases healing received on a single target.
    • The Ewer: regen effect on a single target.

    Defensive:

    • Collective Unconscious: 10% raidwide damage mitigation (within ability)
    • Exaltation: 10% single target mitigation
    • Neutral Sect: applies a barrier on Aspected Helios and Aspected Benefic
    • Celestial Intersection: provides a single target barrier
    • The Bole: 10% single target mitigation
    • The Spire: provides a single target barrier
    • Sun Sign: 10% mitigation on all party members in range.

    Surecast will be your knockback-prevention skill.

    Rescue allows you to pull an ally to your side, but due to its long cooldown and slight delay on activation, it is relatively hard to use.

    Core Concepts

    • Slidecasting is an important skill for Astrologians. This is when you move your character near the end of your spell when it is impossible to cancel. You can use this time, as well as the gap of ~1s afforded between Malefic casts, to move your character for mechanics.

    • Lightspeed now also can be used more freely for movement.

    • ABC is an acronym you will hear often: it stands for “Always Be Casting”. As we touched on earlier, use your spells as often as you can, and minimize the amount of time your GCD is left unused.

    • Try to reduce your GCD healing with oGCD healing as much as you can

    • Keep your damage cards within buffs, and keep Divination used off cooldown

    • Have any questions?
      Authors
      Balance AST Staff
      diff --git a/jobs/healers/astrologian/faq/index.html b/jobs/healers/astrologian/faq/index.html index 8e87297fe3..28cf53e3c6 100644 --- a/jobs/healers/astrologian/faq/index.html +++ b/jobs/healers/astrologian/faq/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Astrologian FAQ
    Guide Info
    Last Updated: 14 Feb, 2022
    Patch Applicable: 6.0

    What about Macros?

    MACRO ABILITIES ARE NEVER OPTIMAL FOR AST, EVER.

    Does not matter what it is. If it’s Star, if it’s cards, if it’s Malefic (heavens no), macros should never be desired. If using any, the goal should ALWAYS be to work out of needing them. Yes, this includes you controller players. I play on it without any macros, you can too.

    There is one set of macro types I will excuse under the condition that using them, the player understands:

    1. It is objectively unoptimal and is costing them DPS and performance.
    2. They are training wheels that should be worked out of ideally.
    3. They will likely cause hiccups with queueing at times and discombobulate you.

    What about SpS?

    Yes this gets its own section for now. AST has been a SpS-guzzling job since the end of Shadowbringers with MP adjustments, and the egregiousness of the addiction has been more enabled in Endwalker.

    If you want the short story, it simply provides more damage should you never run out of MP/sacrifice other stats for Piety.

    If you want the longer explanation, there are only two non-linear stats in the game that grow at different rates from the linear-focused stats otherwise observed: Crit and SpS. Crit still provides the most damage as we are able to stack it more heavily as observed easily through simulations (more chances to crit + higher crit numbers stack together), so this choice is made easier. But why SpS?

    In a very crude and not 100% perfect way of explaining things, think about the term DPS. Damage per Second. Crit improves your DPS by increasing your Damage done in an interval of time. SpS improves your DPS by decreasing the Seconds required to do a given amount of damage.

    Simulations will also easily back this up, so for those that like concrete proof, the gear sheet will replicate these findings happily. This will be more thoroughly explained in the Advanced Guide once I finish writing that.

    What about drifting?

    Any level of spell speed should never cause any significant drift with Divination, at the very worst being ~.4s - which is within the expected value any job in the game can drift even at optimal play. The highest recommended BiS in 6.05 - a 2.32 GCD - will cause 0 drift when played properly.

    Reminder that we should be using Lightspeed before pressing Divination, as our Dyne window opens up just before Div is supposed to be pressed. We have the entire window after an instant-cast GCD to press Divination. If it drifts significantly, this is either a matter of ping or player error.

    Astrodyne?

    (I am sorry, this is long, we will get it written out asap)

    To view image full size, click here.

    Cards? Gauges?

    To view image full size, click here.

  • Newsfeed
  • Astrologian FAQ
    Guide Info
    Last Updated: 14 Feb, 2022
    Patch Applicable: 6.0

    What about Macros?

    MACRO ABILITIES ARE NEVER OPTIMAL FOR AST, EVER.

    Does not matter what it is. If it’s Star, if it’s cards, if it’s Malefic (heavens no), macros should never be desired. If using any, the goal should ALWAYS be to work out of needing them. Yes, this includes you controller players. I play on it without any macros, you can too.

    There is one set of macro types I will excuse under the condition that using them, the player understands:

    1. It is objectively unoptimal and is costing them DPS and performance.
    2. They are training wheels that should be worked out of ideally.
    3. They will likely cause hiccups with queueing at times and discombobulate you.

    What about SpS?

    Yes this gets its own section for now. AST has been a SpS-guzzling job since the end of Shadowbringers with MP adjustments, and the egregiousness of the addiction has been more enabled in Endwalker.

    If you want the short story, it simply provides more damage should you never run out of MP/sacrifice other stats for Piety.

    If you want the longer explanation, there are only two non-linear stats in the game that grow at different rates from the linear-focused stats otherwise observed: Crit and SpS. Crit still provides the most damage as we are able to stack it more heavily as observed easily through simulations (more chances to crit + higher crit numbers stack together), so this choice is made easier. But why SpS?

    In a very crude and not 100% perfect way of explaining things, think about the term DPS. Damage per Second. Crit improves your DPS by increasing your Damage done in an interval of time. SpS improves your DPS by decreasing the Seconds required to do a given amount of damage.

    Simulations will also easily back this up, so for those that like concrete proof, the gear sheet will replicate these findings happily. This will be more thoroughly explained in the Advanced Guide once I finish writing that.

    What about drifting?

    Any level of spell speed should never cause any significant drift with Divination, at the very worst being ~.4s - which is within the expected value any job in the game can drift even at optimal play. The highest recommended BiS in 6.05 - a 2.32 GCD - will cause 0 drift when played properly.

    Reminder that we should be using Lightspeed before pressing Divination, as our Dyne window opens up just before Div is supposed to be pressed. We have the entire window after an instant-cast GCD to press Divination. If it drifts significantly, this is either a matter of ping or player error.

    Astrodyne?

    (I am sorry, this is long, we will get it written out asap)

    To view image full size, click here.

    Cards? Gauges?

    To view image full size, click here.

    • Have any questions?
      Authors
      Ahri'qi Sxuim'vre
      diff --git a/jobs/healers/astrologian/openers/index.html b/jobs/healers/astrologian/openers/index.html index 4b19fb4d95..b2959c4cb1 100644 --- a/jobs/healers/astrologian/openers/index.html +++ b/jobs/healers/astrologian/openers/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Astrologian Openers
    Guide Info
    Last Updated: 21 Sep, 2022
    Patch Applicable: 7.05
    Table of Contents
     

    Opener

    The most up to date Astrologian opener(s) can always be found in the #ast_resources channel on The Balance Discord. Keep in mind that Astrologian openers are somewhat flexible, and can be adjusted based on the context of a fight, or any given burst window.

    For clarity, The Balance and The Spear are not being used on you. They are to demonstrate their timings relative to our own buffs. Please do not card yourself in raids (Lightspeed can be used anywhere after that first combust to a late weave after the following Fall Malefic.

    Some notes:

    • -2.1s prepull due to how long it takes for Malefic to apply to the boss. Enemies are pulled not when casts are finished, but when casts are applied. Malefic takes a LONG time to apply to the boss.
    • Star is labeled as -4s because that has become our bread and butter, but it can be anywhere from -4s -> ~ -19s
    • Yes, even with buffs being standardized to “2nd” GCD, we still want to use Div right after our 3rd currently.

    Why? Because it is more accurate to say that we want Div out at ~5.5s (so it finished propagating by ~6). We have two options here: either ~4.6s, or ~5.8s. Currently overshooting by a couple tenths is more preferable for raid damage than early shooting by almost a full second. At faster GCDs, that early “3rd GCD” Div squeezes closer to ~5.6s.

    In Dawntrail, all healers are recommended to early refresh their DoT in buffs.

    (as long as any exist) Now that buffs are ~20s long, the math has dramatically swung in favor of the early refresh as a generic starting point. As always, adjust rotation for bosses as needed.

  • Newsfeed
  • Astrologian Openers
    Guide Info
    Last Updated: 21 Sep, 2022
    Patch Applicable: 7.05
    Table of Contents
     

    Opener

    The most up to date Astrologian opener(s) can always be found in the #ast_resources channel on The Balance Discord. Keep in mind that Astrologian openers are somewhat flexible, and can be adjusted based on the context of a fight, or any given burst window.

    For clarity, The Balance and The Spear are not being used on you. They are to demonstrate their timings relative to our own buffs. Please do not card yourself in raids (Lightspeed can be used anywhere after that first combust to a late weave after the following Fall Malefic.

    Some notes:

    • -2.1s prepull due to how long it takes for Malefic to apply to the boss. Enemies are pulled not when casts are finished, but when casts are applied. Malefic takes a LONG time to apply to the boss.
    • Star is labeled as -4s because that has become our bread and butter, but it can be anywhere from -4s -> ~ -19s
    • Yes, even with buffs being standardized to “2nd” GCD, we still want to use Div right after our 3rd currently.

    Why? Because it is more accurate to say that we want Div out at ~5.5s (so it finished propagating by ~6). We have two options here: either ~4.6s, or ~5.8s. Currently overshooting by a couple tenths is more preferable for raid damage than early shooting by almost a full second. At faster GCDs, that early “3rd GCD” Div squeezes closer to ~5.6s.

    In Dawntrail, all healers are recommended to early refresh their DoT in buffs.

    (as long as any exist) Now that buffs are ~20s long, the math has dramatically swung in favor of the early refresh as a generic starting point. As always, adjust rotation for bosses as needed.

    • Have any questions?
      Authors
      Balance AST Staff
      diff --git a/jobs/healers/astrologian/skills-overview/index.html b/jobs/healers/astrologian/skills-overview/index.html index d684560527..b426ad7c4f 100644 --- a/jobs/healers/astrologian/skills-overview/index.html +++ b/jobs/healers/astrologian/skills-overview/index.html @@ -45,8 +45,8 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Astrologian Skills Overview
    Guide Info
    Last Updated: 13 Sep, 2022
    Patch Applicable: 6.21

    Notable Endwalker Changes

    • New Skills: Astrodyne, Macrocosmos, Exaltation, Minor Arcana.
    • Sleeve Draw and Nocturnal Sect has been removed.
    • Draw has gained two charges.

    Damage

    GCDs

    Fall Malefic

    • Single target damage (250), 1.5 cast time.
    • Cast this when you don’t need to do anything else.
    • Can weave one oGCD after this.

    Gravity II

    • AoE damage in a 5y radius around your target (130 potency), 1.5s cast time.
    • In dungeons, apply Combust while running and spam gravity when the tank stops.
    • Gravity is a gain on two targets over Fall Malefic.
    • Can weave one oGCD after this.

    Combust III

    • Single target DoT (10 ticks of 55 potency), instant cast. Total potency: 550.

    • In dungeons, apply Combust while running and use Gravity when the tank stops.

    • If Optimizing:

      • Refreshing Combust early can be a gain if you know your kill/phase time and you know you will lose ticks anyway.
      • Combust is a gain on Fall Malefic after five ticks.

    Healing

    GCDs

    Benefic

    • Single target heal (500p), 1.5s cast time.
    • Once you have Benefic II, Benefic is only used when you’re out of mana and it’s your only available heal.
    • Can weave one oGCD after this.

    Benefic II

    • Single target heal (800p), 1.5s cast time.
    • Use in niche scenarios where you need a single target heal, every other single target heal is on cooldown, and it’s too late to use Aspected Benefic.
    • Can weave one oGCD after this.

    Aspected Benefic

    • Single target heal (250p) + regen (five ticks of 250p), instant cast. Total heal potency: 1,500p.
    • Use it on allies who are taking sustained single target damage, most commonly autos on tanks.
    • Aspected Benefic has substantially higher total potency than Benefic II if you don’t need immediate healing.

    Helios

    • AoE Healing in a 15y radius around you (400p), 1.5s cast time
    • Use in niche scenarios where you need extra AoE healing, can’t wait for a tick of Aspected Helios and you have no oGCDs.
    • Can weave one oGCD after this.

    Aspected Helios

    • AoE Healing in a 15y radius around you (250p) + regen (five ticks of 150p), 1.5s cast time. Total healing: 1000p
    • Use in scenarios where you need an AoE GCD heals, use this over Helios as it becomes neutral to Healios with one regen tick and a heal gain with at least two ticks.
    • Can weave one oGCD after this.

    Macrocosmos 3m CD

    • AoE damage in a 20y radius around you (250p for first target, 40% less for all remaining targets), instant cast GCD.
    • Macrocosmos is damage neutral in one target.
    • Gives party members a buff in a 20y radius around you (15s duration).
    • 50% of damage taken is compiled on each player separately.
    • Damage done to shields, pure invulnerability and Superbolide does not count toward the compiled damage, but overkill damage does count.
    • Can be activated manually, but will automatically activate at the end of the buff duration.
    • When you manually activate it, you will only activate for allies within 20y radius around you.
    • When activated anyone with the buff will heal for 50% of the damage they have taken over its duration and an additional 200p.
    • Can be used for movement if you do not need it for healing in the next three minutes.
    • Uses a weave window when manually activating the healing effect.

    oGCDs

    Essential Dignity 40s CD

    • Single target heal (400p)
    • Healing potency increases the lower the target’s HP gets, capping out at 900p when target HP reaches 30%.
    • Has two charges.
    • Use as your primary tank upkeep or to help heal a non-tank if they get lower than everyone else.

    Celestial Intersection 30s CD

    • Single target heal(200p) + Shield (400p)
    • Has two charges
    • Use it as your primary tank upkeep tool, always keeping at least one on cooldown. Can also be used on a non-tank to help them deal with incoming damage if needed.

    Exaltation 60s CD

    • Mitigation (10%) + Single target heal (500p, delayed)
    • Mitigation lasts eight seconds, after the eight seconds, Exaltation heals the target for 500p.
    • Use as a tank buster cool-down assistance, can also be used to deal with heavy auto attacks if no tank busters are coming up during its cooldown. Best case scenario is to use it as both.

    Celestial Opposition 60s CD

    • AoE heal (200p) + Regen (five ticks of 100p)
    • Total heal potency: 700p
    • Celestial Opposition has a strong heal on a short cooldown, make sure to utilize this ability often.

    Collective Unconscious 60s CD

    • AoE Mitigation in an 8y radius around you
    • AoE regen in a 30y radius around you
    • Regen (five ticks of 100p) and mitigation (10%)
    • Total heal potency: 500p if not held
    • Use as a group mitigation and regen
    • If you use CU and cancel it instantly, you’ll have five seconds of mitigation
    • Holding CU will refresh the mitigaiton buff every server tick three seconds a part from each other
    • Do not hold Collective Unconscious during most uptime scenarios

    Earthly Star 60s CD

    • Places a large 20y ground AoE (20s duration).
    • Heals party members and damages enemies inside AoE.
    • Initial heal (540p), and damage (205p) when manually activated.
    • After ten seconds, upgrades to Giant Dominance.
    • After being upgraded heals (720p) and damages (310p) when manually activated or when the duration ends.
    • Uses a weave window when manually activating it.
    • Try to use this as close to on cooldown as possible while getting the benefit of its healing.

    Horoscope 60s CD

    • Gives party members a buff in a 20y radius around you (10s duration).
    • Heals party members when activated (200p).
    • Aspected Helios or Helios upgrades Horoscope into Horoscope Helios refreshes the duration to 30, and heal (400p).
    • Uses a weave window manually activating it.
    • Can be activated manually, but will automatically activate at the end of the buff duration.
    • When you manual activate it, it will only heal allies within 20y radius around you.
    • Targets who missed the manual activation will be healed when the buff expires.
    • Use to help keep up the party or if you need heals after a GCD heal.
    • Both buffed and unbuffed Horoscope can be reasonable to use, depending on how much healing is needed.

    Other Abilities

    Synastry – Two Minute Cooldown

    • Applies a buff to the target.
    • Aspected Benefic, Benefic and Benefic II heal will heal the buff target for 40% of the heal.
    • Healing the buffed target will heal them twice.
    • Only the up front heal of Aspected Benefic gets the additional 40%, the regen does not.
    • Synastry is useful if you are going to single target heal your target. It can also be used to split heal between the buffed target and another target. -*Synastry is good for healing Dark Knight’s Walking Dead and Gunbreaker’s Superbolide.

    Lightspeed 60s CD(2 charges)

    • Reduces cast times by 2.5 seconds.
    • While Light speed makes your cast time instant, it isn’t a DPS gain you don’t cast more spells outside of the last Malefic before a fight ends.
    • Always try to keep one charge for your 2 minute burst.

    Neutral Sect 120s CD

    • Increases healing magic potency (GCD heals) by 20%.
    • Aspected Helios gains shields (125% of heal strength), and increased healing AoE heal (300p) + regen (five ticks of 180p) .
    • Aspected Benefic gains shield (250% of heal strength), and single target heal (300p) + regen (five ticks of 300p)
    • If you will be using Aspected Helios or Aspected Benefic and you don’t need Neutral Sect in two minutes this should be activated before.
    • Neutral Sect is extremely strong, use this if you’re planning on GCD healing.

    Ascend

    • 8s cast time.
    • Revives a dead player.
    • Use with Swiftcast if available.

    Repose

    • 2.5s cast time.
    • Puts an enemy to sleep.
    • Do not use: Most enemies are immune and sleeping enemies wake up when damaged.

    Esuna

    • 1s cast time
    • Removes cleansable debuffs (debuffs with a white bar above them).
    • Use to remove lethal debuffs (e.g. Doom, Throttle).
    • Most other debuffs can be ignored.
    • Can weave one oGCD.

    Lucid Dreaming 60s CD

    • Recovers MP over time (3850 MP over 21s).
    • Use when below 8000 MP.

    Swiftcast 60s CD

    • Makes your next GCD spell instant cast.
    • The buff is not consumed when using instant cast GCDs.
    • If desired, save Swiftcast for reviving a dead player with Ascend.

    Surecast 120s CD

    • Prevents most knockback and draw-in effects and prevents spells from being interrupted.
    • Use to avoid knockbacks.

    Rescue 120s CD

    • Pulls a target party member to your location.
    • Does not work if the target has certain debuffs, like Bind, or if the target is using Surecast/Arm’s Length.
    • Uses a weave window.
    • Use this to save a party member from failing mechanics.
    • You can Rescue someone who used LB3 to move them into a safe spot; however it doesn’t allow them to move or act sooner.

    Cards and Buffs

    Divination 120s CD

    • Raid Buff: Increases the damage of allies within 30y by 6%.
    • Uses a weave window.
    • Stacks multiplicatively with other damage buffs.
    • In raid boss fights this is used during the third GCD in your opener and on cooldown throughout the fight. Only delay its usage if your group is coordinating raid buffs.
    • In dungeons use on trash and bosses do not save it unless trash will die very soon.
  • Newsfeed
  • Astrologian Skills Overview
    Guide Info
    Last Updated: 13 Sep, 2022
    Patch Applicable: 6.21

    Notable Endwalker Changes

    • New Skills: Astrodyne, Macrocosmos, Exaltation, Minor Arcana.
    • Sleeve Draw and Nocturnal Sect has been removed.
    • Draw has gained two charges.

    Damage

    GCDs

    Fall Malefic

    • Single target damage (250), 1.5 cast time.
    • Cast this when you don’t need to do anything else.
    • Can weave one oGCD after this.

    Gravity II

    • AoE damage in a 5y radius around your target (130 potency), 1.5s cast time.
    • In dungeons, apply Combust while running and spam gravity when the tank stops.
    • Gravity is a gain on two targets over Fall Malefic.
    • Can weave one oGCD after this.

    Combust III

    • Single target DoT (10 ticks of 55 potency), instant cast. Total potency: 550.

    • In dungeons, apply Combust while running and use Gravity when the tank stops.

    • If Optimizing:

      • Refreshing Combust early can be a gain if you know your kill/phase time and you know you will lose ticks anyway.
      • Combust is a gain on Fall Malefic after five ticks.

    Healing

    GCDs

    Benefic

    • Single target heal (500p), 1.5s cast time.
    • Once you have Benefic II, Benefic is only used when you’re out of mana and it’s your only available heal.
    • Can weave one oGCD after this.

    Benefic II

    • Single target heal (800p), 1.5s cast time.
    • Use in niche scenarios where you need a single target heal, every other single target heal is on cooldown, and it’s too late to use Aspected Benefic.
    • Can weave one oGCD after this.

    Aspected Benefic

    • Single target heal (250p) + regen (five ticks of 250p), instant cast. Total heal potency: 1,500p.
    • Use it on allies who are taking sustained single target damage, most commonly autos on tanks.
    • Aspected Benefic has substantially higher total potency than Benefic II if you don’t need immediate healing.

    Helios

    • AoE Healing in a 15y radius around you (400p), 1.5s cast time
    • Use in niche scenarios where you need extra AoE healing, can’t wait for a tick of Aspected Helios and you have no oGCDs.
    • Can weave one oGCD after this.

    Aspected Helios

    • AoE Healing in a 15y radius around you (250p) + regen (five ticks of 150p), 1.5s cast time. Total healing: 1000p
    • Use in scenarios where you need an AoE GCD heals, use this over Helios as it becomes neutral to Healios with one regen tick and a heal gain with at least two ticks.
    • Can weave one oGCD after this.

    Macrocosmos 3m CD

    • AoE damage in a 20y radius around you (250p for first target, 40% less for all remaining targets), instant cast GCD.
    • Macrocosmos is damage neutral in one target.
    • Gives party members a buff in a 20y radius around you (15s duration).
    • 50% of damage taken is compiled on each player separately.
    • Damage done to shields, pure invulnerability and Superbolide does not count toward the compiled damage, but overkill damage does count.
    • Can be activated manually, but will automatically activate at the end of the buff duration.
    • When you manually activate it, you will only activate for allies within 20y radius around you.
    • When activated anyone with the buff will heal for 50% of the damage they have taken over its duration and an additional 200p.
    • Can be used for movement if you do not need it for healing in the next three minutes.
    • Uses a weave window when manually activating the healing effect.

    oGCDs

    Essential Dignity 40s CD

    • Single target heal (400p)
    • Healing potency increases the lower the target’s HP gets, capping out at 900p when target HP reaches 30%.
    • Has two charges.
    • Use as your primary tank upkeep or to help heal a non-tank if they get lower than everyone else.

    Celestial Intersection 30s CD

    • Single target heal(200p) + Shield (400p)
    • Has two charges
    • Use it as your primary tank upkeep tool, always keeping at least one on cooldown. Can also be used on a non-tank to help them deal with incoming damage if needed.

    Exaltation 60s CD

    • Mitigation (10%) + Single target heal (500p, delayed)
    • Mitigation lasts eight seconds, after the eight seconds, Exaltation heals the target for 500p.
    • Use as a tank buster cool-down assistance, can also be used to deal with heavy auto attacks if no tank busters are coming up during its cooldown. Best case scenario is to use it as both.

    Celestial Opposition 60s CD

    • AoE heal (200p) + Regen (five ticks of 100p)
    • Total heal potency: 700p
    • Celestial Opposition has a strong heal on a short cooldown, make sure to utilize this ability often.

    Collective Unconscious 60s CD

    • AoE Mitigation in an 8y radius around you
    • AoE regen in a 30y radius around you
    • Regen (five ticks of 100p) and mitigation (10%)
    • Total heal potency: 500p if not held
    • Use as a group mitigation and regen
    • If you use CU and cancel it instantly, you’ll have five seconds of mitigation
    • Holding CU will refresh the mitigaiton buff every server tick three seconds a part from each other
    • Do not hold Collective Unconscious during most uptime scenarios

    Earthly Star 60s CD

    • Places a large 20y ground AoE (20s duration).
    • Heals party members and damages enemies inside AoE.
    • Initial heal (540p), and damage (205p) when manually activated.
    • After ten seconds, upgrades to Giant Dominance.
    • After being upgraded heals (720p) and damages (310p) when manually activated or when the duration ends.
    • Uses a weave window when manually activating it.
    • Try to use this as close to on cooldown as possible while getting the benefit of its healing.

    Horoscope 60s CD

    • Gives party members a buff in a 20y radius around you (10s duration).
    • Heals party members when activated (200p).
    • Aspected Helios or Helios upgrades Horoscope into Horoscope Helios refreshes the duration to 30, and heal (400p).
    • Uses a weave window manually activating it.
    • Can be activated manually, but will automatically activate at the end of the buff duration.
    • When you manual activate it, it will only heal allies within 20y radius around you.
    • Targets who missed the manual activation will be healed when the buff expires.
    • Use to help keep up the party or if you need heals after a GCD heal.
    • Both buffed and unbuffed Horoscope can be reasonable to use, depending on how much healing is needed.

    Other Abilities

    Synastry – Two Minute Cooldown

    • Applies a buff to the target.
    • Aspected Benefic, Benefic and Benefic II heal will heal the buff target for 40% of the heal.
    • Healing the buffed target will heal them twice.
    • Only the up front heal of Aspected Benefic gets the additional 40%, the regen does not.
    • Synastry is useful if you are going to single target heal your target. It can also be used to split heal between the buffed target and another target. +*Synastry is good for healing Dark Knight’s Walking Dead and Gunbreaker’s Superbolide.

    Lightspeed 60s CD(2 charges)

    • Reduces cast times by 2.5 seconds.
    • While Light speed makes your cast time instant, it isn’t a DPS gain you don’t cast more spells outside of the last Malefic before a fight ends.
    • Always try to keep one charge for your 2 minute burst.

    Neutral Sect 120s CD

    • Increases healing magic potency (GCD heals) by 20%.
    • Aspected Helios gains shields (125% of heal strength), and increased healing AoE heal (300p) + regen (five ticks of 180p) .
    • Aspected Benefic gains shield (250% of heal strength), and single target heal (300p) + regen (five ticks of 300p)
    • If you will be using Aspected Helios or Aspected Benefic and you don’t need Neutral Sect in two minutes this should be activated before.
    • Neutral Sect is extremely strong, use this if you’re planning on GCD healing.

    Ascend

    • 8s cast time.
    • Revives a dead player.
    • Use with Swiftcast if available.

    Repose

    • 2.5s cast time.
    • Puts an enemy to sleep.
    • Do not use: Most enemies are immune and sleeping enemies wake up when damaged.

    Esuna

    • 1s cast time
    • Removes cleansable debuffs (debuffs with a white bar above them).
    • Use to remove lethal debuffs (e.g. Doom, Throttle).
    • Most other debuffs can be ignored.
    • Can weave one oGCD.

    Lucid Dreaming 60s CD

    • Recovers MP over time (3850 MP over 21s).
    • Use when below 8000 MP.

    Swiftcast 60s CD

    • Makes your next GCD spell instant cast.
    • The buff is not consumed when using instant cast GCDs.
    • If desired, save Swiftcast for reviving a dead player with Ascend.

    Surecast 120s CD

    • Prevents most knockback and draw-in effects and prevents spells from being interrupted.
    • Use to avoid knockbacks.

    Rescue 120s CD

    • Pulls a target party member to your location.
    • Does not work if the target has certain debuffs, like Bind, or if the target is using Surecast/Arm’s Length.
    • Uses a weave window.
    • Use this to save a party member from failing mechanics.
    • You can Rescue someone who used LB3 to move them into a safe spot; however it doesn’t allow them to move or act sooner.

    Cards and Buffs

    Divination 120s CD

    • Raid Buff: Increases the damage of allies within 30y by 6%.
    • Uses a weave window.
    • Stacks multiplicatively with other damage buffs.
    • In raid boss fights this is used during the third GCD in your opener and on cooldown throughout the fight. Only delay its usage if your group is coordinating raid buffs.
    • In dungeons use on trash and bosses do not save it unless trash will die very soon.
    • Have any questions?
      Authors
      ShyShy
      diff --git a/jobs/healers/sage/basic-guide/index.html b/jobs/healers/sage/basic-guide/index.html index 4efacfd7d8..38043e28d3 100644 --- a/jobs/healers/sage/basic-guide/index.html +++ b/jobs/healers/sage/basic-guide/index.html @@ -43,13 +43,13 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Sage Basic Guide
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Sage: The Basics

    Welcome to the basic guide for Sage, which should give you everything you need to get started. This guide is meant to be fairly basic and does not cover every little detail. However, it should point you in the right general direction and give you a feel for the class.

    Author and Acknowledgements

    This guide was written by Wynn Dohz, with special thanks to Shy and all the other healer mentors.

    Overview

    Sage is a very powerful healer with a smooth flow and straightforward skills. Sage brings high personal damage, tons of free healing, and low cooldown mitigation to the party. Kardia is a unique buff with no duration that will heal its target for free when you use an offensive Global Cooldown (GCD). Addersgall is your main gauge resource, with a free charge every 20 seconds, allowing powerful off-Global Cooldown (oGCD) heals to be used. It is also the only healer with a gap-closer.

    What Makes Sage Unique?

    Sage

    It is pretty straightforward to play at a decent level, and is not all that hard optimize if you want to take your gameplay further. However, it does suffer from having the weakest GCD heals. If you are trying to recover from mistakes, it is a challenge to get the raid back on track. If you are completely new to healing, you may want to learn the basics on White Mage, which does not have this particular disadvantage.

    Sage has the highest personal DPS of all the healers, but does not have a raid buff. It has a very high amount of free healing, which is any healing that does not require a tradeoff in the form of damage output. While it does have GCD heals as a last resort, they are a bit weaker than other healers. Thus, while Sage is one of the best healers at keeping the party alive and topped up, it is one of the worst at recovering when things go downhill, requiring the player to be proactive rather than reactive. However, its relatively low cooldowns make that a little easier than you would think. While all healers require some degree of planning for their movement, Sage has a multitude of tools to make it easier, including being the only healer with a gap-closer.

    Comparison to Other Healers

    If you have played any of the other healers, this may give you a better idea of what to expect from Sage.

    Compared to White Mage: Both White Mage and Sage are the “greedy” healers in that they have high personal damage output, but lack in raid buffs. However, Sage has significantly higher amounts of free healing, as Lily heals are still a DPS loss. However, White Mage has somewhat better options for recovering out of a bad situation. While they both ideally want to use their burst during raid buffs, SGE and WHM have a bit more leeway, as the other healers have raid buffs that they need to keep on cooldown. If those healers forget to use such an ability, even just for a couple GCDs, it can become out of sync with their other abilities or party buffs.

    Compared to Scholar: Their abilities have some parallels (for example, Kerachole is similar to Soil), and both are technically considered “Shield Healers” (or “Barrier Healers”). However, Scholar has less free healing, as its Aetherflow heals cost a small amount of damage. However, as mentioned in the White Mage section, Sage is more “freeform,” as it does not have a raid buff that needs to be planned out.

    Compared to Astrologian: Astrologian is the polar opposite in terms of damage. AST contributes the lowest personal DPS, but has the strongest buffs. However, Sage is similar to Astrologian in terms of not giving up damage to use its heals - they have the highest amount of free heals available.

    Playstyle

    As with the three other healers, Sage has a 30 second dot with a 1.5 cast time filler GCD. However, having a burst GCD on a charge system is what distinguishes it from other healers. By using charges rather than a hard cooldown on its primary burst, you do not have to worry quite as much about hitting specific amounts of spell speed, making it somewhat more ideal than other healers if you aren’t going to be able to gear up as quickly.

    Sage Job Gauge

    Apart from resources shared by all healers, such as mana, Sage has three main resources:

    1. Phlegma III
      Phlemga charges - two charges max, 45 second charge time, allows one cast of Phlegma.
    2. Addersgall stacks - three charges max, 20 second charge time, allows one use of Druochole, Kerachole, Ixochole, or -Taurochole.
    3. Addersting stacks - three charges max, gains a charge when the shield from your
      Eukrasian Diagnosis
      Eukrasian Diagnosis is fully consumed.

    The bar on the gauge shows the charge time for Addersgall. Current Addersgall charges are displayed at the top of the gauge and Addersting stacks are displayed at the bottom.

    As mentioned, Sage has the widest range of heals that do not sacrifice any damage and does not have any cooldowns longer than three minutes. As such, it feels very straightforward to play, as optimizing damage output need not involve minimizing heals to nearly the degree it does on the other healers.

    Opener

    Standard Sage Opener

    Using Toxikon enables us to precast Eukrasia and may gain an additional cast through the fight. As before, Sage can also comfortably precast Dosis and then immediately apply Eukrasian Dosis as an alternate opener.

    Additionally, check out other openers on the Openers page.

    Rotation and Priority

    The standard rotation is again similar to other healers in that you would want to make sure your DoT is active 100% of the time. Between DoT refreshes, use Dosis.

    However, you have three additional GCDs and one oGCD that are useful against single targets (even if some of them have AoE damage too):

    • Phlegma III
      Phlegma
    • Toxikon II
      Toxikon
    • Pneuma
      Pneuma
    • Psyche

    Phlegma is a damage gain, while Toxikon and Pneuma are damage neutral. Psyche is an oGCD and can be used losslessly. Let’s talk about the best times to use each one.

    Phlegma

    Phlegma III

    As it is a DPS gain, you should try to use it when raid buffs are active to maximize your damage output. This typically means trying to dump as many charges as possible just after each two-minute mark (e.g. in the opener, a few seconds after 2:00, 4:00, etc). However, be sure to not let it overcap. Apart from two-minute bursts, it is best used for movement. Lastly, be mindful of bosses going untargetable and dump charges before the boss goes away if you might otherwise overcap (for example, before going into adds phase in P3S).

    Toxikon

    Toxikon II

    Toxikon’s advantage is that it has the same potency as Dosis, but is instant cast, thus allowing free movement while using it. Toxikon requires Addersting charges. You start the instance with three out of three charges. After that, these can only be attained by having your shield from Eukrasian Diagnosis be fully consumed. However, using Eukrasian Diagnosis and Toxikon is still a damage loss compared to using two +Warrior

  • Newsfeed
  • Sage Basic Guide
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Sage: The Basics

    Welcome to the basic guide for Sage, which should give you everything you need to get started. This guide is meant to be fairly basic and does not cover every little detail. However, it should point you in the right general direction and give you a feel for the class.

    Author and Acknowledgements

    This guide was written by Wynn Dohz, with special thanks to Shy and all the other healer mentors.

    Overview

    Sage is a very powerful healer with a smooth flow and straightforward skills. Sage brings high personal damage, tons of free healing, and low cooldown mitigation to the party. Kardia is a unique buff with no duration that will heal its target for free when you use an offensive Global Cooldown (GCD). Addersgall is your main gauge resource, with a free charge every 20 seconds, allowing powerful off-Global Cooldown (oGCD) heals to be used. It is also the only healer with a gap-closer.

    What Makes Sage Unique?

    Sage

    It is pretty straightforward to play at a decent level, and is not all that hard optimize if you want to take your gameplay further. However, it does suffer from having the weakest GCD heals. If you are trying to recover from mistakes, it is a challenge to get the raid back on track. If you are completely new to healing, you may want to learn the basics on White Mage, which does not have this particular disadvantage.

    Sage has the highest personal DPS of all the healers, but does not have a raid buff. It has a very high amount of free healing, which is any healing that does not require a tradeoff in the form of damage output. While it does have GCD heals as a last resort, they are a bit weaker than other healers. Thus, while Sage is one of the best healers at keeping the party alive and topped up, it is one of the worst at recovering when things go downhill, requiring the player to be proactive rather than reactive. However, its relatively low cooldowns make that a little easier than you would think. While all healers require some degree of planning for their movement, Sage has a multitude of tools to make it easier, including being the only healer with a gap-closer.

    Comparison to Other Healers

    If you have played any of the other healers, this may give you a better idea of what to expect from Sage.

    Compared to White Mage: Both White Mage and Sage are the “greedy” healers in that they have high personal damage output, but lack in raid buffs. However, Sage has significantly higher amounts of free healing, as Lily heals are still a DPS loss. However, White Mage has somewhat better options for recovering out of a bad situation. While they both ideally want to use their burst during raid buffs, SGE and WHM have a bit more leeway, as the other healers have raid buffs that they need to keep on cooldown. If those healers forget to use such an ability, even just for a couple GCDs, it can become out of sync with their other abilities or party buffs.

    Compared to Scholar: Their abilities have some parallels (for example, Kerachole is similar to Soil), and both are technically considered “Shield Healers” (or “Barrier Healers”). However, Scholar has less free healing, as its Aetherflow heals cost a small amount of damage. However, as mentioned in the White Mage section, Sage is more “freeform,” as it does not have a raid buff that needs to be planned out.

    Compared to Astrologian: Astrologian is the polar opposite in terms of damage. AST contributes the lowest personal DPS, but has the strongest buffs. However, Sage is similar to Astrologian in terms of not giving up damage to use its heals - they have the highest amount of free heals available.

    Playstyle

    As with the three other healers, Sage has a 30 second dot with a 1.5 cast time filler GCD. However, having a burst GCD on a charge system is what distinguishes it from other healers. By using charges rather than a hard cooldown on its primary burst, you do not have to worry quite as much about hitting specific amounts of spell speed, making it somewhat more ideal than other healers if you aren’t going to be able to gear up as quickly.

    Sage Job Gauge

    Apart from resources shared by all healers, such as mana, Sage has three main resources:

    1. Phlegma III
      Phlemga charges - two charges max, 45 second charge time, allows one cast of Phlegma.
    2. Addersgall stacks - three charges max, 20 second charge time, allows one use of Druochole, Kerachole, Ixochole, or +Taurochole.
    3. Addersting stacks - three charges max, gains a charge when the shield from your
      Eukrasian Diagnosis
      Eukrasian Diagnosis is fully consumed.

    The bar on the gauge shows the charge time for Addersgall. Current Addersgall charges are displayed at the top of the gauge and Addersting stacks are displayed at the bottom.

    As mentioned, Sage has the widest range of heals that do not sacrifice any damage and does not have any cooldowns longer than three minutes. As such, it feels very straightforward to play, as optimizing damage output need not involve minimizing heals to nearly the degree it does on the other healers.

    Opener

    Standard Sage Opener

    Using Toxikon enables us to precast Eukrasia and may gain an additional cast through the fight. As before, Sage can also comfortably precast Dosis and then immediately apply Eukrasian Dosis as an alternate opener.

    Additionally, check out other openers on the Openers page.

    Rotation and Priority

    The standard rotation is again similar to other healers in that you would want to make sure your DoT is active 100% of the time. Between DoT refreshes, use Dosis.

    However, you have three additional GCDs and one oGCD that are useful against single targets (even if some of them have AoE damage too):

    • Phlegma III
      Phlegma
    • Toxikon II
      Toxikon
    • Pneuma
      Pneuma
    • Psyche

    Phlegma is a damage gain, while Toxikon and Pneuma are damage neutral. Psyche is an oGCD and can be used losslessly. Let’s talk about the best times to use each one.

    Phlegma

    Phlegma III

    As it is a DPS gain, you should try to use it when raid buffs are active to maximize your damage output. This typically means trying to dump as many charges as possible just after each two-minute mark (e.g. in the opener, a few seconds after 2:00, 4:00, etc). However, be sure to not let it overcap. Apart from two-minute bursts, it is best used for movement. Lastly, be mindful of bosses going untargetable and dump charges before the boss goes away if you might otherwise overcap (for example, before going into adds phase in P3S).

    Toxikon

    Toxikon II

    Toxikon’s advantage is that it has the same potency as Dosis, but is instant cast, thus allowing free movement while using it. Toxikon requires Addersting charges. You start the instance with three out of three charges. After that, these can only be attained by having your shield from Eukrasian Diagnosis be fully consumed. However, using Eukrasian Diagnosis and Toxikon is still a damage loss compared to using two Doses. Therefore, the ideal way to use it is to apply the shields during downtime, such as a raid mechanic where the boss is untargetable, or between dungeon pulls. This will give you one to three charges to use. -You can repeat this process during any downtime that may exist in the fight, giving you a few more charges to use.

    Pneuma

    Pneuma

    Pneuma is also the same potency as Dosis, but it comes with a fairly powerful AoE heal attached. Its 600 potency heal can be boosted to 900p using Zoe, making it one of the strongest raw heals. However, being exactly the same potency as Dosis, it should not be used on a single target if the healing is not needed.

    Psyche

    Pneuma

    Psyche can be considered functionally an oGCD Phlegma as a 600p AoE. Notably, it should be used on cooldown after its first use in the opener, so you will have one Psyche cast per minute. Psyche has an extremely high application time of almost 2.1s, so ensure that it is used well-before an enemy goes untargetable.

    Healing

    Kardia

    Kardia

    First, let us talk about Kardia. Kardia is an indefinite buff, similar to Dance Partner. You can put it on a party member and it will remain on them for the duration of the raid (persisting even through wipes). It simply causes any of your offensive GCDs to apply a 170 potency heal to the target.

    Kardia is completely free. It should always be on someone. The main tank is usually not a bad choice. However, it can also help for some unplanned healing situations, like if someone fails a mechanic and takes unnecessary damage. Kardia has a five second cooldown to switch it to a new target, so it can be changed every few GCDs if needed.

    Addersgall Heals

    These oGCD heals require a stack of Addersgall. Since you get a charge every 20 seconds and can store up to three, you can use these very frequently. In fact, each of them restores 7% of your mana, so you should use them liberally even if not necessarily needed.

    • Kerachole
      Kerachole - Provides a 10% +You can repeat this process during any downtime that may exist in the fight, giving you a few more charges to use.

      Pneuma

      Pneuma

      Pneuma is also the same potency as Dosis, but it comes with a fairly powerful AoE heal attached. Its 600 potency heal can be boosted to 900p using Zoe, making it one of the strongest raw heals. However, being exactly the same potency as Dosis, it should not be used on a single target if the healing is not needed.

      Psyche

      Pneuma

      Psyche can be considered functionally an oGCD Phlegma as a 600p AoE. Notably, it should be used on cooldown after its first use in the opener, so you will have one Psyche cast per minute. Psyche has an extremely high application time of almost 2.1s, so ensure that it is used well-before an enemy goes untargetable.

      Healing

      Kardia

      Kardia

      First, let us talk about Kardia. Kardia is an indefinite buff, similar to Dance Partner. You can put it on a party member and it will remain on them for the duration of the raid (persisting even through wipes). It simply causes any of your offensive GCDs to apply a 170 potency heal to the target.

      Kardia is completely free. It should always be on someone. The main tank is usually not a bad choice. However, it can also help for some unplanned healing situations, like if someone fails a mechanic and takes unnecessary damage. Kardia has a five second cooldown to switch it to a new target, so it can be changed every few GCDs if needed.

      Addersgall Heals

      These oGCD heals require a stack of Addersgall. Since you get a charge every 20 seconds and can store up to three, you can use these very frequently. In fact, each of them restores 7% of your mana, so you should use them liberally even if not necessarily needed.

      • Kerachole
        Kerachole - Provides a 10% mitigation and 100p regen for 15 seconds to nearby party members. Functionally very similar to Scholar’s Sacred Soil, but does not need to be placed (for better or for worse). Its 30 second cooldown means it can be up half the time, and the 500p total healing is more than Ixochole. Generally, this should be your go-to ability for incoming AoE damage. -The damage reduction does not stack with Taurochole.
      • Ixochole
        Ixochole - A simple 400p AoE heal on a 30 second cooldown.
      • Taurochole
        Taurochole - A single target, 700 potency heal, plus 10% damage mitigation for 15 seconds. 45 second cooldown. The damage reduction does not stack with Kerachole.
      • Druochole
        Druochole A single target, 600p heal. This does not have a cooldown.

      Generally, Addersgall heals should be your first and foremost healing tools, as using them restores mana.

      Other oGCD heals

      Next up, your other oGCD heals. These do not cost anything other than the cooldown itself, so they should be your second priority for healing behind Addersgall heals.

      • Kardia
        Kardia - See the Kardia section above.
      • Physis II
        Physis - AoE regen plus heal boost on a 60 second cooldown. The regen is 650 potency total over 15 seconds (five ticks of 130p each). The healing up effect only lasts ten seconds and affects all incoming healing on affected targets.
      • Haima
        Haima - A shield that repeatedly reapplies itself when absorbed (up to five times, not including the initial shield). Each shield is 300 potency, so the best case scenario is 1800p total absorbed. It also applies a small heal at the end of the duration based on how many stacks are remaining, so it can still be useful even if only two or three stacks are consumed.
      • Panhaima
        Panhaima - Like Haima, but AoE, with a lower potency to compensate.
      • Holos
        Holos - Applies a 300p heal, a 300p shield, and a 10% incoming damage reduction to nearby party members. While you should try to use it when you will benefit from all three (for example, topping the party up before a raid-wide), there may be situations where it is okay to use it when the party is already at full HP.
      • Philosophia - Grants a raidwide regenerative buff called Eudaimonia that heals players for 150p for each spell that the Sage casts and buffs GCD heals by 20% for 20s. This is a button that is exceptionally useful in a number of ways, and is on a 3m cooldown as a result.

      Again, these cost nothing - try to use them as much as possible!

      GCD Heals

      Excluding Pnuema as previous discussed, GCD heals should be your last resort. They cost damage, and Sage’s GCD heals are not particularly effective. You have Diagnosis as a single target, with Eukrasia adding a shield. Prognosis is an AoE heal, with Eukrasia also adding a shield. Generally, the Eukrasian versions are preferred, but both versions should be -avoided if possible.

      However, they are free to use during downtime, mana aside. This can help with Toxikon stacks as well as free shields.

      Utility

      • Icarus
        Icarus - Your gap-closer. You are the only healer with a gap-closer, so make good use of it. It can be used on an enemy or party member.
      • Soteria
        Soteria - Temporarily boosts the healing from Kardia by 50%. Useful for when you need a little extra free single target healing or general tank upkeep.
      • Zoe
        Zoe - Increases the potency of the next GCD heal by 50%. The important part is the Pneuma counts as a GCD heal, so you can make full use of Zoe while not sacrificing damage.
      • Pepsis
        Pepsis - Converts shields from your GCD heals that are currently applied to raw healing. Like Scholar’s Emergency Tactics, but in reverse (you use the heal first, then use Pepsis). This skill is fairly uncommon in actual use, so do not feel like it is going to waste if you do not use it.
      • Rhizomata
        Rhizomata - Gives you a charge of Addersgall. Since Addersgall heals give mana, this can help with MP management even if the healing is not needed.
      • Krasis
        Krasis - Increases healing received by a target. You should cast this on the target that you want to heal, not yourself. It will increase all forms of healing received by the target and works multiplicative with other boosters such as Soteria.

      Leveling/Dungeon Gameplay

      Dungeons are pretty straightforward, since Kardia makes dungeons a breeze.

      • Throw Kardia on the tank.
      • Spam Dyskrasia on packs, as well as Phlegma when available.
      • DoT packs as you walk up to them.
      • Use oGCD heals before dipping into GCD heals while fighting - you can use your 60 second cooldowns every big pull, and 120 second cooldowns every other big pull.
      • Charge up Toxikon by applying Eukrasian Diagnosis to the tank before reaching a pack.

      Gearing/Materia

      Sage is affected less by Spell Speed than the other healers. You typically just want Critical Hit wherever possible, with Determination and Direct Hit being the runner-up choices. Sage has very good mana economy, so extra Piety is generally unnecessary.

    +The damage reduction does not stack with Taurochole.
  • Ixochole
    Ixochole - A simple 400p AoE heal on a 30 second cooldown.
  • Taurochole
    Taurochole - A single target, 700 potency heal, plus 10% damage mitigation for 15 seconds. 45 second cooldown. The damage reduction does not stack with Kerachole.
  • Druochole
    Druochole A single target, 600p heal. This does not have a cooldown.
  • Generally, Addersgall heals should be your first and foremost healing tools, as using them restores mana.

    Other oGCD heals

    Next up, your other oGCD heals. These do not cost anything other than the cooldown itself, so they should be your second priority for healing behind Addersgall heals.

    • Kardia
      Kardia - See the Kardia section above.
    • Physis II
      Physis - AoE regen plus heal boost on a 60 second cooldown. The regen is 650 potency total over 15 seconds (five ticks of 130p each). The healing up effect only lasts ten seconds and affects all incoming healing on affected targets.
    • Haima
      Haima - A shield that repeatedly reapplies itself when absorbed (up to five times, not including the initial shield). Each shield is 300 potency, so the best case scenario is 1800p total absorbed. It also applies a small heal at the end of the duration based on how many stacks are remaining, so it can still be useful even if only two or three stacks are consumed.
    • Panhaima
      Panhaima - Like Haima, but AoE, with a lower potency to compensate.
    • Holos
      Holos - Applies a 300p heal, a 300p shield, and a 10% incoming damage reduction to nearby party members. While you should try to use it when you will benefit from all three (for example, topping the party up before a raid-wide), there may be situations where it is okay to use it when the party is already at full HP.
    • Philosophia - Grants a raidwide regenerative buff called Eudaimonia that heals players for 150p for each spell that the Sage casts and buffs GCD heals by 20% for 20s. This is a button that is exceptionally useful in a number of ways, and is on a 3m cooldown as a result.

    Again, these cost nothing - try to use them as much as possible!

    GCD Heals

    Excluding Pnuema as previous discussed, GCD heals should be your last resort. They cost damage, and Sage’s GCD heals are not particularly effective. You have Diagnosis as a single target, with Eukrasia adding a shield. Prognosis is an AoE heal, with Eukrasia also adding a shield. Generally, the Eukrasian versions are preferred, but both versions should be +avoided if possible.

    However, they are free to use during downtime, mana aside. This can help with Toxikon stacks as well as free shields.

    Utility

    • Icarus
      Icarus - Your gap-closer. You are the only healer with a gap-closer, so make good use of it. It can be used on an enemy or party member.
    • Soteria
      Soteria - Temporarily boosts the healing from Kardia by 50%. Useful for when you need a little extra free single target healing or general tank upkeep.
    • Zoe
      Zoe - Increases the potency of the next GCD heal by 50%. The important part is the Pneuma counts as a GCD heal, so you can make full use of Zoe while not sacrificing damage.
    • Pepsis
      Pepsis - Converts shields from your GCD heals that are currently applied to raw healing. Like Scholar’s Emergency Tactics, but in reverse (you use the heal first, then use Pepsis). This skill is fairly uncommon in actual use, so do not feel like it is going to waste if you do not use it.
    • Rhizomata
      Rhizomata - Gives you a charge of Addersgall. Since Addersgall heals give mana, this can help with MP management even if the healing is not needed.
    • Krasis
      Krasis - Increases healing received by a target. You should cast this on the target that you want to heal, not yourself. It will increase all forms of healing received by the target and works multiplicative with other boosters such as Soteria.

    Leveling/Dungeon Gameplay

    Dungeons are pretty straightforward, since Kardia makes dungeons a breeze.

    • Throw Kardia on the tank.
    • Spam Dyskrasia on packs, as well as Phlegma when available.
    • DoT packs as you walk up to them.
    • Use oGCD heals before dipping into GCD heals while fighting - you can use your 60 second cooldowns every big pull, and 120 second cooldowns every other big pull.
    • Charge up Toxikon by applying Eukrasian Diagnosis to the tank before reaching a pack.

    Gearing/Materia

    Sage is affected less by Spell Speed than the other healers. You typically just want Critical Hit wherever possible, with Determination and Direct Hit being the runner-up choices. Sage has very good mana economy, so extra Piety is generally unnecessary.

    • Have any questions?
      Authors
      Balance SGE Staff
      diff --git a/jobs/healers/sage/faq/index.html b/jobs/healers/sage/faq/index.html index 715a56b92f..3c58303528 100644 --- a/jobs/healers/sage/faq/index.html +++ b/jobs/healers/sage/faq/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Sage FAQ
    Guide Info
    Last Updated: 18 Sep, 2022
    Patch Applicable: 7.0

    Is Toxikon a dps gain?

    Toxikon is DPS-neutral on one target at level 90 and a DPS gain on 2+ targets if you already have a Toxikon charge. Using Eukrasia Diagnosis and then Toxikon is a loss on multiple targets compared to Dyskrasia.

    What is the purpose of Pepsis, will I be using it a lot?

    No, Pepsis is a utility button but not something you will be using as part of your healing rotation. It’s a good way to clear shields if an incoming AoE needs it and your shields may fall off right before it happens.

    Pepsis also has a niche use where you can use it to double dip by abusing snapshots. That is, use Pepsis between the damage snapshotting and applying. The damage has already snapshotted, so consuming the shield at this point doesn’t reduce its effectiveness, but you will also get the Pepsis heal on top of it.

    Can I double weave after my DoT?

    No, Eukrasia has a 1s recast, while the following spell has 1.5s recast time. You can only single weave after the second spell.

    Do shields stack?

    The image below shows conflicting shields and which shields win out, anything not listed will stack. (Thanks to Meru for the image.)

    How do I fit Phlegma into 2-minute buffs?

    Now that the cooldown has been reduced from 45 seconds to 40 seconds in patch 6.3, fitting Phlegma into buffs is easy. Every two minutes, you’ll receive three charges total. This allows you to put two of them into buffs, and use the third outside of buffs. Assuming your party is doing a normal opener and bursting every two minutes thereafter, you would use your first two charges as soon as raid buffs go up. The third charge is free to use anywhere from 0:40 to 1:20, and then you’ll have two charges available at the next two minute window.

  • Newsfeed
  • Sage FAQ
    Guide Info
    Last Updated: 18 Sep, 2022
    Patch Applicable: 7.0

    Is Toxikon a dps gain?

    Toxikon is DPS-neutral on one target at level 90 and a DPS gain on 2+ targets if you already have a Toxikon charge. Using Eukrasia Diagnosis and then Toxikon is a loss on multiple targets compared to Dyskrasia.

    What is the purpose of Pepsis, will I be using it a lot?

    No, Pepsis is a utility button but not something you will be using as part of your healing rotation. It’s a good way to clear shields if an incoming AoE needs it and your shields may fall off right before it happens.

    Pepsis also has a niche use where you can use it to double dip by abusing snapshots. That is, use Pepsis between the damage snapshotting and applying. The damage has already snapshotted, so consuming the shield at this point doesn’t reduce its effectiveness, but you will also get the Pepsis heal on top of it.

    Can I double weave after my DoT?

    No, Eukrasia has a 1s recast, while the following spell has 1.5s recast time. You can only single weave after the second spell.

    Do shields stack?

    The image below shows conflicting shields and which shields win out, anything not listed will stack. (Thanks to Meru for the image.)

    How do I fit Phlegma into 2-minute buffs?

    Now that the cooldown has been reduced from 45 seconds to 40 seconds in patch 6.3, fitting Phlegma into buffs is easy. Every two minutes, you’ll receive three charges total. This allows you to put two of them into buffs, and use the third outside of buffs. Assuming your party is doing a normal opener and bursting every two minutes thereafter, you would use your first two charges as soon as raid buffs go up. The third charge is free to use anywhere from 0:40 to 1:20, and then you’ll have two charges available at the next two minute window.

    • Have any questions?
      Authors
      Balance SGE Staff
      diff --git a/jobs/healers/sage/openers/index.html b/jobs/healers/sage/openers/index.html index 69c55bdd76..815513bf27 100644 --- a/jobs/healers/sage/openers/index.html +++ b/jobs/healers/sage/openers/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Sage Openers
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Standard Opener

    Full Size

    Pneuma Opener

    Full Size

  • Newsfeed
  • Sage Openers
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Standard Opener

    Full Size

    Pneuma Opener

    Full Size

    • Have any questions?
      Authors
      Balance SGE Staff
      diff --git a/jobs/healers/sage/skills-overview/index.html b/jobs/healers/sage/skills-overview/index.html index 9ce5191c42..d70f5d6d9b 100644 --- a/jobs/healers/sage/skills-overview/index.html +++ b/jobs/healers/sage/skills-overview/index.html @@ -41,11 +41,11 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Sage Skills
    Guide Info
    Last Updated: 26 Jul, 2024
    Patch Applicable: 7.0

    Before you Start: Eukrasia

    Eukrasia

    First, a note about skills with “Eukrasian” in the name. These are upgraded versions of other skills that you would access by using the “Eukrasia” skill first. For example, to cast Eukrasian Dosis, first cast Eukrasia, then cast Dosis. Eukrasia itself is a 1-second, instant cast Global Cooldown (GCD) and the buffed ability will become a 1.5-second, instant-cast GCD. Neither of these cast times are affected by spell speed, so any Eukrasian GCD will always be 2.5 seconds. Additionally, unlike a real 2.5 second instant GCD, you will only be able to weave one oGCD without clipping.

    If you press Eukrasia by mistake, you cannot press it again to turn it off. However, you can use a statusoff macro +Warrior

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  • Sage Skills
    Guide Info
    Last Updated: 26 Jul, 2024
    Patch Applicable: 7.0

    Before you Start: Eukrasia

    Eukrasia

    First, a note about skills with “Eukrasian” in the name. These are upgraded versions of other skills that you would access by using the “Eukrasia” skill first. For example, to cast Eukrasian Dosis, first cast Eukrasia, then cast Dosis. Eukrasia itself is a 1-second, instant cast Global Cooldown (GCD) and the buffed ability will become a 1.5-second, instant-cast GCD. Neither of these cast times are affected by spell speed, so any Eukrasian GCD will always be 2.5 seconds. Additionally, unlike a real 2.5 second instant GCD, you will only be able to weave one oGCD without clipping.

    If you press Eukrasia by mistake, you cannot press it again to turn it off. However, you can use a statusoff macro like so:

    /statusoff "Eukrasia"
    -

    Offensive Skills

    While Sage does not offer a raid buff, it makes up for it by having the highest personal DPS of all the healers. The general formula is similar, but Sage is the only healer to have a burst GCD (Phlegma). In addition, every offensive GCD provides free healing to your Kardion target. Let us take a look at how Sage’s offensive skills mesh with each other:

    Dosis

    Dosis III

    This is your main filler offensive GCD. When you have nothing higher priority to cast, use this. At 360 potency, it is the most powerful of all the healer single target filler GCDs.

    Eukrasian Dosis

    Eukrasian Dosis III

    Eukrasian Dosis is your damage over time skill. Like the other healers, it lasts 30 seconds. DoT (and HoT) effects in FFXIV operate on “server ticks,” once every three seconds. On each of these ticks, DoTs and HoTs will apply their listed potency. Thus, the total potency of Eukrasian Dosis is 750 (10 ticks of 75 potency). Typically, it should be re-applied as closely as possibly to when it would expire. To keep 100% uptime, you need to factor in the one second needed to cast Eukrasia, but the debuff application itself is instant.

    Dyskrasia

    Dyskrasia II

    Your spammable area-of-effect (AoE) cooldown. With 170 potency per target, compared to 360 on Dosis, It becomes a gain on three targets. It is also an instant cast, so it can be used while moving. Ideally, it would never be used on a single target, but it can function as a last resort movement skill.

    Phlegma

    Phlegma III

    Phlegma is unique as it is the only healer offensive GCD that operates on a charge system while still being a DPS gain. It deals 600 damage to the main target and 255 on other targets within a five-yalm radius of the primary target. The range is only six yards, so you will need to be somewhat close to the target. It is your most powerful single-target and AoE ability.

    Due to having two charges, it does not have a strict alignment need like you would get out of other GCDs with a cooldown. -The general priority for when to use Phlegma charges is:

    1. AoE, when needed. Hitting even just one additional target puts it at +50% potency.
    2. Two-minute burst windows. On a full-uptime fight, you will be able to use two charges in the opener and then again at: Two, six, eight, and twelve minute marks.
    3. Movement. Phlegma is an instant GCD, so it allows free movement for its entire recast time.
    4. Dump any remaining charges to avoid overcapping, or before a boss goes untargetable for a long enough period of time to make you overcap.

    For dungeons, the priority would be to use them on packs once the tank has finished pulling all the mobs together. Make sure that you’re targeting a mob that is within range of all the others, otherwise it may not hit everything if the mobs are a bit more spread out.

    Pneuma

    Pneuma

    Pneuma is a combination damage and healing ability. It is damage-neutral compared to Dosis, with the same 360 potency on the main target. For multiple targets, it is 216p on each target, making it fall behind only Phlegma for AoE. The 600p heal is already decent, but it is best used with Zoe for a 900p damage-neutral AoE heal.

    Due to it being an AoE, it is also useful for dungeons and situations such as P3S where it might be possible to hit multiple targets.

    Toxikon

    Toxikon II

    Toxikon is an instant cast 360 potency single target GCD. This makes it a damage neutral movement tool for single target encounters. However, it consumes Addersting charges (which are gained from your Eukrasian Diagnosis shield being consumed fully), meaning you will need to plan out your uses. For AoE scenarios, it behaves similarly to Dyskrasia, but has different scaling, giving it more overall damage in all practical scenarios.

    In order to use this, you will need to use Eukrasian Diagnosis, which unfortunately is a GCD heal. However, you start the instance with three charges. Apart from the three freebies, it is best charged during downtime so that it remains DPS-neutral.

    Addersgall Heals

    The heals in this section have a few things in common:

    • They all require one Addersgall charge (indicated on the top of the job gauge).
    • They restore 7% of your maximum MP when used.
    • They are oGCD.

    You get an Addersgall charge every 20 seconds, and can store up to three. Since these give mana, you can and should use them liberally even if it would be overheal.

    Kerachole

    Kerachole

    AoE mitigation plus regen

    • AoE 10% mitigation and 100p regen for 15 seconds (500p over five ticks)
    • 30 second cooldown
    • Mitigation does not stack with Taurochole

    Functionally, very similar to Scholar’s Sacred Soil, but it does not need to be placed (for better or for worse). Its 30 second cooldown means it can be up half the time, and the 500p total healing is more than Ixochole. Generally, this should be your go-to ability for incoming AoE damage. Does not stack with Taurochole. Unlike Asylum, this does not have a free tick on application.

    Kerachole Usage

    Since Kerachole has both regen and mitigation, it is ideal to use it shortly before damage. This will allow you to make use of the mitigation while still missing no more than a single tick of the regen. Being a 15-second mitigation on a 30 second cooldown, Kerachole has very good uptime. If you need to catch two instances of damage with less than 15 seconds between them, you can do so with a single Kerachole. If the two instances are between 15 and 30 seconds apart, you can catch both by casting the first one early so that it will come off cooldown before the second.

    Ixochole

    Ixochole

    AoE heal

    • 400p AoE heal
    • 30 second cooldown

    As Ixochole offers less healing than the regen on Kerachole, and does not offer any mitigation, Kerachole is usually preferable. However, Ixochole still has many uses, such as:

    • You will need Kera’s mitigation for something else in the next 30 seconds
    • You plan to use both Ixochole and Kerachole
    • The 15-second regen would not deliver the healing fast enough

    Taurochole

    Taurochole

    Single target heal plus mitigation

    • 700p single target heal, plus 10% mitigation for 15 seconds
    • 45 second cooldown
    • Mitigation does not stack with Kerachole

    The healing is upfront rather than over time, so it should ideally be used when both the mitigation and healing will come into play. For example, if faced with a raid-wide into a tankbuster, the upfront healing will heal off the raidwide, while the mitigation will work nicely for the tankbuster.

    Druochole

    Druochole

    Single target heal

    • Heals target for 600p
    • No cooldown

    It is less potency that Taurochole, but has the advantage of no cooldown.

    Other oGCD heals

    Next up, your other oGCD heals. These do not cost anything other than the cooldown itself, so they should be your second priority for healing, behind Addersgall heals.

    Kardia

    Kardia

    Kardia places the Kardion buff on the target. Kardion is an indefinite buff, similar to Dance Partner. After applying it to a party member it will remain on them for the duration of the raid (persisting through wipes). Kardion causes the target to receive a small healing every time you use an offensive GCD.

    • The potency of each heal is 170.

    • The Kardion heal and the damage ability that triggered it function independently.

      • Damage buffs will not increase the heal.
      • The damage and healing can crit independently.
      • The small variance inherent to all healing and damage is also rolled independently.
    • AoE spells must hit something to trigger it, but will only trigger it once per cast.

    • Individual DoT ticks do not trigger a heal.

    • Kardion can only be on a single target at a time. Applying it to another target will remove it from the first.

    • There is a small cooldown of five seconds when switching targets, but no cooldown on the healing effect.

    • The heal effect has a 60y range limit (significantly longer than the 30y range for applying the buff), which is large enough to generally be a non-issue.

    • Unlike Dance Partner, Kardia can be used on oneself.

    • If there are multiple Sages in the party, multiple Kardions on the same target will stack.

    Physis

    Physis II

    AoE regen and healing boost.

    • AoE regen - 650p total over 15 seconds (five ticks of 130p each).

    • Places a buff on each target for 15 seconds that increases healing received by 10%.

      • This affects oGCD heals and includes heals from other players.
      • If you are going to cast other heals in addition to Physis, try to use Physis first so it can amplify those other heals.

    Haima and Panhaima

    Haima
    Panhaima

    Haima is a shield that repeatedly re-applies itself when absorbed (up to five times, not including the initial shield). -Each shield is 300 potency, so the best case scenario is 1800p total absorbed. When it expires, it also applies a heal of 150p per stack remaining.

    • Single target
    • 300p per shield
    • Shields will reapply for up to 15 seconds (see details below)
    • Shields last up to 15 seconds
    • 150p heal per remaining stack when it expires

    Panhaima is the same, but AoE. Its potency is lower - 200p shields, and 100p heal per stack remaining. Panhaima and Haima do stack.

    • AoE version of Haima with lower numbers
    • 200p per shield
    • 100p heal per remaining stack when it expires

    Details

    Haima (and Panhaima, hereafter just Haima) has several intricacies that are worth knowing.

    Haima has two separate buffs that it applies. One of them has a stack number, the other does not. The one without the stack number is the shield itself. The one with the number indicates how many more times the shield will automatically re-apply. The initial application does not consume a stack, so six shields total can be applied. This buff is what applies the healing effect when it expires.

    The duration of each buff is 15 seconds. The 15 seconds for the shield buff is reapplied every time the shield is consumed, so while you will not get any more refreshes past the 15 seconds, the final shield buff linger for up to 15 seconds longer.

    Both Haima and Panhaima snapshot their potency on the initial cast, so it can be used with Krasis or Physis even if it would not last the entire duration. This includes the heal when the buff expires.

    Holos

    Holos

    AoE healing and mitigation

    • AoE 300p heal and 300p shield
    • Applies 10% mitigation
    • Stacks with Taurochole/Kerachole

    Roughly the AoE equivalent of Taurochole, but a normal cooldown rather than Addersgall. It applies a 300p heal, and a 10% mitigation for 20 seconds.

    Like Taurochole, it is ideal if you can make full use out of every aspect (healing, shielding and mitigation). If you only need the mitigation, consider using Kerachole. However, if you do need to use it purely for mitigation, the heal being only 300p means it isn’t the end of the world.

    Philosophia

    Philosophia grants a raidwide regenerative buff called Eudaimonia that heals players for 150p for each spell that the Sage casts and buffs GCD heals by 20% for 20s. This is a button that is exceptionally useful in a number of ways, and is on a 3m cooldown as a result.

    Combined with Eukrasian Prognosis and Zoe, Philosophia can output a significant shield and heal and function as a Holos that costs a GCD heal. If you choose to not mix it with a GCD shield, this still serves as a free regen that heals the party as you do damage similar to a raidwide Kardia.

    GCD Heals

    Excluding Pnuema as discussed in the Offensive GCD section, GCD heals should be your last resort. They cost damage, and Sage’s GCD heals are not particularly effective compared to those of other healers.

    If the situation is so dire that you need a non-shield GCD heal (due to damage that has already snapshotted), consider using the Eukrasian version anyway, and converting the shielding to healing using Pepsis.

    In terms of co-healer planning, Sage should be the absolute last priority for GCD healing. It has the least effective GCD heals, and has the highest opportunity cost due to having the hardest-hitting offensive GCDs.

    Diagnosis

    Diagnosis

    Single target 450p heal. Rough equivalent of Physick/Cure I/Benefic I - that is, something to be avoided except during downtime or when you have insufficient mana for anything larger.

    Eukrasian Diagnosis

    Eukrasian Diagnosis

    Single target 300 potency heal plus 540 potency shield (840p total). Similar to Adloquium, applies another shield on top if it crits (another 540 potency, bringing the total potency to 1380). However, since Sage does not have a way to force a crit, the crit shield is not something that should be relied upon.

    Eukrasian Diagnosis should be used during downtime as it gives Toxikon charges when absorbed.

    Prognosis

    Prognosis

    AoE 300 potency heal. Extremely low numbers with no benefit make this a very rare ability in practice, especially given that Eukrasian Prognosis only costs 100 more mana.

    Eukrasian Prognosis

    AoE 100p heal plus 360p shield. As with the base version of this spell, it simply does not have very good numbers. However, it can be mixed with Sage’s heal buffs, including Physis, Zoe, and Philosophia to greatly increase raidwide survivability.

    Utility

    Icarus

    Icarus

    • Gap closer
    • Can target a party member or an enemy
    • 45 second cooldown
    • No damage or other effects, so should be used when needed rather than on cooldown
    • 25-yalm range is fairly big, but will not span the entire width of many arenas

    You are the only healer who has a gap closer, so make use of it.

    Soteria

    Soteria

    • Boosts Kardion healing by 50%
    • Lasts 15 seconds
    • 60 second cooldown

    Useful for when you need a little extra free single target healing, or general tank upkeep.

    Zoe

    Zoe

    • Increases the potency of the next GCD heal by 50%
    • Must be used within 30 seconds
    • 90 second cooldown

    This would be unimpressive if not for the fact that Pneuma is considered a GCD heal. This effectively gives you a damage-neutral 900p AoE heal.

    Pepsis

    Pepsis

    • Converts shields from your GCD heals that are currently applied into raw healing
    • 450p heal for E.Diagnosis shields
    • 350p heal for E.Prognosis shields
    • Shields are removed when used
    • 30 second cooldown

    Like Scholar’s Emergency Tactics, but in reverse (you use the heal first, then use Pepsis). Due to the way snapshotting works, it is possible to have an instance of damage consume the shield and get healing from Pepsis. To do this, you need to use Pepsis between the damage snapshotting and resolving.

    Rhizomata

    Rhizomata

    • Gives you a charge of Addersgall
    • Still subject to a limit of three, so don’t use it if you already have two or three charges.
    • Since Addersgall heals give mana, this can help with MP management even if the healing is not needed.
    • 90 second cooldown

    Krasis

    Krasis

    • Increases healing received by a target by 20%
    • 10 second duration
    • 60 second cooldown
    • Cast this on the target that you want to heal, not yourself/ or your co-healer

    Role Actions

    Egeiro

    Egeiro

    “Raise” equivalent.

    • Resurrects target to a weakened state
    • No cooldown
    • 2400mp cost
    • Eight second cast time - use Swiftcast with it

    Lucid Dreaming

    Lucid Dreaming

    • Recovers MP over time (3850 MP over 21s)
    • Use when below 8000 MP

    Swiftcast

    Swiftcast

    • Makes your next GCD spell instant cast.
    • The buff is not consumed when using instant cast GCDs.
    • If progging or in an inconsistent party, save Swiftcast for Egeiro (Raise).
    • Otherwise, use it in the opener and for movement.

    Surecast

    Surecast

    • Prevents most knockback and movement effects and prevents casts from being canceled.
    • Use to avoid knockbacks.

    Rescue

    Rescue

    • Pulls a target party member to your location.
    • Mostly used on party members who are about to fail mechanics, but occasionally finds use in optimized strategies.
    +

    Offensive Skills

    While Sage does not offer a raid buff, it makes up for it by having the highest personal DPS of all the healers. The general formula is similar, but Sage is the only healer to have a burst GCD (Phlegma). In addition, every offensive GCD provides free healing to your Kardion target. Let us take a look at how Sage’s offensive skills mesh with each other:

    Dosis

    Dosis III

    This is your main filler offensive GCD. When you have nothing higher priority to cast, use this. At 360 potency, it is the most powerful of all the healer single target filler GCDs.

    Eukrasian Dosis

    Eukrasian Dosis III

    Eukrasian Dosis is your damage over time skill. Like the other healers, it lasts 30 seconds. DoT (and HoT) effects in FFXIV operate on “server ticks,” once every three seconds. On each of these ticks, DoTs and HoTs will apply their listed potency. Thus, the total potency of Eukrasian Dosis is 750 (10 ticks of 75 potency). Typically, it should be re-applied as closely as possibly to when it would expire. To keep 100% uptime, you need to factor in the one second needed to cast Eukrasia, but the debuff application itself is instant.

    Dyskrasia

    Dyskrasia II

    Your spammable area-of-effect (AoE) cooldown. With 170 potency per target, compared to 360 on Dosis, It becomes a gain on three targets. It is also an instant cast, so it can be used while moving. Ideally, it would never be used on a single target, but it can function as a last resort movement skill.

    Phlegma

    Phlegma III

    Phlegma is unique as it is the only healer offensive GCD that operates on a charge system while still being a DPS gain. It deals 600 damage to the main target and 255 on other targets within a five-yalm radius of the primary target. The range is only six yards, so you will need to be somewhat close to the target. It is your most powerful single-target and AoE ability.

    Due to having two charges, it does not have a strict alignment need like you would get out of other GCDs with a cooldown. +The general priority for when to use Phlegma charges is:

    1. AoE, when needed. Hitting even just one additional target puts it at +50% potency.
    2. Two-minute burst windows. On a full-uptime fight, you will be able to use two charges in the opener and then again at: Two, six, eight, and twelve minute marks.
    3. Movement. Phlegma is an instant GCD, so it allows free movement for its entire recast time.
    4. Dump any remaining charges to avoid overcapping, or before a boss goes untargetable for a long enough period of time to make you overcap.

    For dungeons, the priority would be to use them on packs once the tank has finished pulling all the mobs together. Make sure that you’re targeting a mob that is within range of all the others, otherwise it may not hit everything if the mobs are a bit more spread out.

    Pneuma

    Pneuma

    Pneuma is a combination damage and healing ability. It is damage-neutral compared to Dosis, with the same 360 potency on the main target. For multiple targets, it is 216p on each target, making it fall behind only Phlegma for AoE. The 600p heal is already decent, but it is best used with Zoe for a 900p damage-neutral AoE heal.

    Due to it being an AoE, it is also useful for dungeons and situations such as P3S where it might be possible to hit multiple targets.

    Toxikon

    Toxikon II

    Toxikon is an instant cast 360 potency single target GCD. This makes it a damage neutral movement tool for single target encounters. However, it consumes Addersting charges (which are gained from your Eukrasian Diagnosis shield being consumed fully), meaning you will need to plan out your uses. For AoE scenarios, it behaves similarly to Dyskrasia, but has different scaling, giving it more overall damage in all practical scenarios.

    In order to use this, you will need to use Eukrasian Diagnosis, which unfortunately is a GCD heal. However, you start the instance with three charges. Apart from the three freebies, it is best charged during downtime so that it remains DPS-neutral.

    Addersgall Heals

    The heals in this section have a few things in common:

    • They all require one Addersgall charge (indicated on the top of the job gauge).
    • They restore 7% of your maximum MP when used.
    • They are oGCD.

    You get an Addersgall charge every 20 seconds, and can store up to three. Since these give mana, you can and should use them liberally even if it would be overheal.

    Kerachole

    Kerachole

    AoE mitigation plus regen

    • AoE 10% mitigation and 100p regen for 15 seconds (500p over five ticks)
    • 30 second cooldown
    • Mitigation does not stack with Taurochole

    Functionally, very similar to Scholar’s Sacred Soil, but it does not need to be placed (for better or for worse). Its 30 second cooldown means it can be up half the time, and the 500p total healing is more than Ixochole. Generally, this should be your go-to ability for incoming AoE damage. Does not stack with Taurochole. Unlike Asylum, this does not have a free tick on application.

    Kerachole Usage

    Since Kerachole has both regen and mitigation, it is ideal to use it shortly before damage. This will allow you to make use of the mitigation while still missing no more than a single tick of the regen. Being a 15-second mitigation on a 30 second cooldown, Kerachole has very good uptime. If you need to catch two instances of damage with less than 15 seconds between them, you can do so with a single Kerachole. If the two instances are between 15 and 30 seconds apart, you can catch both by casting the first one early so that it will come off cooldown before the second.

    Ixochole

    Ixochole

    AoE heal

    • 400p AoE heal
    • 30 second cooldown

    As Ixochole offers less healing than the regen on Kerachole, and does not offer any mitigation, Kerachole is usually preferable. However, Ixochole still has many uses, such as:

    • You will need Kera’s mitigation for something else in the next 30 seconds
    • You plan to use both Ixochole and Kerachole
    • The 15-second regen would not deliver the healing fast enough

    Taurochole

    Taurochole

    Single target heal plus mitigation

    • 700p single target heal, plus 10% mitigation for 15 seconds
    • 45 second cooldown
    • Mitigation does not stack with Kerachole

    The healing is upfront rather than over time, so it should ideally be used when both the mitigation and healing will come into play. For example, if faced with a raid-wide into a tankbuster, the upfront healing will heal off the raidwide, while the mitigation will work nicely for the tankbuster.

    Druochole

    Druochole

    Single target heal

    • Heals target for 600p
    • No cooldown

    It is less potency that Taurochole, but has the advantage of no cooldown.

    Other oGCD heals

    Next up, your other oGCD heals. These do not cost anything other than the cooldown itself, so they should be your second priority for healing, behind Addersgall heals.

    Kardia

    Kardia

    Kardia places the Kardion buff on the target. Kardion is an indefinite buff, similar to Dance Partner. After applying it to a party member it will remain on them for the duration of the raid (persisting through wipes). Kardion causes the target to receive a small healing every time you use an offensive GCD.

    • The potency of each heal is 170.

    • The Kardion heal and the damage ability that triggered it function independently.

      • Damage buffs will not increase the heal.
      • The damage and healing can crit independently.
      • The small variance inherent to all healing and damage is also rolled independently.
    • AoE spells must hit something to trigger it, but will only trigger it once per cast.

    • Individual DoT ticks do not trigger a heal.

    • Kardion can only be on a single target at a time. Applying it to another target will remove it from the first.

    • There is a small cooldown of five seconds when switching targets, but no cooldown on the healing effect.

    • The heal effect has a 60y range limit (significantly longer than the 30y range for applying the buff), which is large enough to generally be a non-issue.

    • Unlike Dance Partner, Kardia can be used on oneself.

    • If there are multiple Sages in the party, multiple Kardions on the same target will stack.

    Physis

    Physis II

    AoE regen and healing boost.

    • AoE regen - 650p total over 15 seconds (five ticks of 130p each).

    • Places a buff on each target for 15 seconds that increases healing received by 10%.

      • This affects oGCD heals and includes heals from other players.
      • If you are going to cast other heals in addition to Physis, try to use Physis first so it can amplify those other heals.

    Haima and Panhaima

    Haima
    Panhaima

    Haima is a shield that repeatedly re-applies itself when absorbed (up to five times, not including the initial shield). +Each shield is 300 potency, so the best case scenario is 1800p total absorbed. When it expires, it also applies a heal of 150p per stack remaining.

    • Single target
    • 300p per shield
    • Shields will reapply for up to 15 seconds (see details below)
    • Shields last up to 15 seconds
    • 150p heal per remaining stack when it expires

    Panhaima is the same, but AoE. Its potency is lower - 200p shields, and 100p heal per stack remaining. Panhaima and Haima do stack.

    • AoE version of Haima with lower numbers
    • 200p per shield
    • 100p heal per remaining stack when it expires

    Details

    Haima (and Panhaima, hereafter just Haima) has several intricacies that are worth knowing.

    Haima has two separate buffs that it applies. One of them has a stack number, the other does not. The one without the stack number is the shield itself. The one with the number indicates how many more times the shield will automatically re-apply. The initial application does not consume a stack, so six shields total can be applied. This buff is what applies the healing effect when it expires.

    The duration of each buff is 15 seconds. The 15 seconds for the shield buff is reapplied every time the shield is consumed, so while you will not get any more refreshes past the 15 seconds, the final shield buff linger for up to 15 seconds longer.

    Both Haima and Panhaima snapshot their potency on the initial cast, so it can be used with Krasis or Physis even if it would not last the entire duration. This includes the heal when the buff expires.

    Holos

    Holos

    AoE healing and mitigation

    • AoE 300p heal and 300p shield
    • Applies 10% mitigation
    • Stacks with Taurochole/Kerachole

    Roughly the AoE equivalent of Taurochole, but a normal cooldown rather than Addersgall. It applies a 300p heal, and a 10% mitigation for 20 seconds.

    Like Taurochole, it is ideal if you can make full use out of every aspect (healing, shielding and mitigation). If you only need the mitigation, consider using Kerachole. However, if you do need to use it purely for mitigation, the heal being only 300p means it isn’t the end of the world.

    Philosophia

    Philosophia grants a raidwide regenerative buff called Eudaimonia that heals players for 150p for each spell that the Sage casts and buffs GCD heals by 20% for 20s. This is a button that is exceptionally useful in a number of ways, and is on a 3m cooldown as a result.

    Combined with Eukrasian Prognosis and Zoe, Philosophia can output a significant shield and heal and function as a Holos that costs a GCD heal. If you choose to not mix it with a GCD shield, this still serves as a free regen that heals the party as you do damage similar to a raidwide Kardia.

    GCD Heals

    Excluding Pnuema as discussed in the Offensive GCD section, GCD heals should be your last resort. They cost damage, and Sage’s GCD heals are not particularly effective compared to those of other healers.

    If the situation is so dire that you need a non-shield GCD heal (due to damage that has already snapshotted), consider using the Eukrasian version anyway, and converting the shielding to healing using Pepsis.

    In terms of co-healer planning, Sage should be the absolute last priority for GCD healing. It has the least effective GCD heals, and has the highest opportunity cost due to having the hardest-hitting offensive GCDs.

    Diagnosis

    Diagnosis

    Single target 450p heal. Rough equivalent of Physick/Cure I/Benefic I - that is, something to be avoided except during downtime or when you have insufficient mana for anything larger.

    Eukrasian Diagnosis

    Eukrasian Diagnosis

    Single target 300 potency heal plus 540 potency shield (840p total). Similar to Adloquium, applies another shield on top if it crits (another 540 potency, bringing the total potency to 1380). However, since Sage does not have a way to force a crit, the crit shield is not something that should be relied upon.

    Eukrasian Diagnosis should be used during downtime as it gives Toxikon charges when absorbed.

    Prognosis

    Prognosis

    AoE 300 potency heal. Extremely low numbers with no benefit make this a very rare ability in practice, especially given that Eukrasian Prognosis only costs 100 more mana.

    Eukrasian Prognosis

    AoE 100p heal plus 360p shield. As with the base version of this spell, it simply does not have very good numbers. However, it can be mixed with Sage’s heal buffs, including Physis, Zoe, and Philosophia to greatly increase raidwide survivability.

    Utility

    Icarus

    Icarus

    • Gap closer
    • Can target a party member or an enemy
    • 45 second cooldown
    • No damage or other effects, so should be used when needed rather than on cooldown
    • 25-yalm range is fairly big, but will not span the entire width of many arenas

    You are the only healer who has a gap closer, so make use of it.

    Soteria

    Soteria

    • Boosts Kardion healing by 50%
    • Lasts 15 seconds
    • 60 second cooldown

    Useful for when you need a little extra free single target healing, or general tank upkeep.

    Zoe

    Zoe

    • Increases the potency of the next GCD heal by 50%
    • Must be used within 30 seconds
    • 90 second cooldown

    This would be unimpressive if not for the fact that Pneuma is considered a GCD heal. This effectively gives you a damage-neutral 900p AoE heal.

    Pepsis

    Pepsis

    • Converts shields from your GCD heals that are currently applied into raw healing
    • 450p heal for E.Diagnosis shields
    • 350p heal for E.Prognosis shields
    • Shields are removed when used
    • 30 second cooldown

    Like Scholar’s Emergency Tactics, but in reverse (you use the heal first, then use Pepsis). Due to the way snapshotting works, it is possible to have an instance of damage consume the shield and get healing from Pepsis. To do this, you need to use Pepsis between the damage snapshotting and resolving.

    Rhizomata

    Rhizomata

    • Gives you a charge of Addersgall
    • Still subject to a limit of three, so don’t use it if you already have two or three charges.
    • Since Addersgall heals give mana, this can help with MP management even if the healing is not needed.
    • 90 second cooldown

    Krasis

    Krasis

    • Increases healing received by a target by 20%
    • 10 second duration
    • 60 second cooldown
    • Cast this on the target that you want to heal, not yourself/ or your co-healer

    Role Actions

    Egeiro

    Egeiro

    “Raise” equivalent.

    • Resurrects target to a weakened state
    • No cooldown
    • 2400mp cost
    • Eight second cast time - use Swiftcast with it

    Lucid Dreaming

    Lucid Dreaming

    • Recovers MP over time (3850 MP over 21s)
    • Use when below 8000 MP

    Swiftcast

    Swiftcast

    • Makes your next GCD spell instant cast.
    • The buff is not consumed when using instant cast GCDs.
    • If progging or in an inconsistent party, save Swiftcast for Egeiro (Raise).
    • Otherwise, use it in the opener and for movement.

    Surecast

    Surecast

    • Prevents most knockback and movement effects and prevents casts from being canceled.
    • Use to avoid knockbacks.

    Rescue

    Rescue

    • Pulls a target party member to your location.
    • Mostly used on party members who are about to fail mechanics, but occasionally finds use in optimized strategies.
    • Have any questions?
      Authors
      Balance SGE Staff
      diff --git a/jobs/healers/scholar/basic-guide/index.html b/jobs/healers/scholar/basic-guide/index.html index 0e7086f3a1..11ed65af23 100644 --- a/jobs/healers/scholar/basic-guide/index.html +++ b/jobs/healers/scholar/basic-guide/index.html @@ -47,7 +47,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Scholar Basic Guide
    Guide Info
    Last Updated: 27 Jul, 2024
    Patch Applicable: 7.0

    This guide is intended for players who are looking to play Scholar in level 100 trials and raids. For information about playing Scholar while leveling, please see our Leveling Guide.

    For a breakdown of what each skill does see the Skills Overview.

    For Opener information see Openers.

    Quick Glossary

    • SCH: Scholar
    • CD (Cooldown): The time it takes before you’re able to cast an action again.
    • GCD (Global Cooldown): Spells that share the same base recast time. On SCH, these are mostly spells with about 2.5s recast time, plus Resurrection. 
    • Instant (Instant Cast): GCD Spells that do not have a cast bar.
    • oGCD (Off Global Cooldown): Abilities that don’t share the 2.5s base recast time and therefore can be used while GCD spells are on cooldown.
    • Weaving: Using oGCDs in between GCDs. To avoid delaying your GCD, you can safely weave 2 oGCDs after an instant cast GCD, or one oGCD after your casted damaging GCD.
    • HoT (Heal over Time): Actions that heal the target over a period of time. These actions heal for their listed potency once every three seconds.
    • Regen: Another word for HoT
    • DoT (Damage over Time): Actions that damage the target over a period of time. These actions deal damage for their listed potency once every three seconds.
    • AoE (Area of Effect): Actions that affect every target in a specified area. AoE heals heal all allies in a circle around their source. AoE damage abilities affect all enemies in an area specified by the ability; enemies can perform AoE attacks too.
    • AF (Aetherflow): The level 45 SCH ability. The resource stacks it grants and the abilities that cost Aetherflow are often called “AF stacks” and “AF abilities”.
    • HP (Health Points): Your life. Don’t let this hit zero.
    • MP (Mana Points): The resource that allows you to cast spells. Also don’t let this hit zero.

    Job Gauges

    Aetherflow Gauge

    The Aetherflow Gauge displays your current Aetherflow stacks, with a maximum of three AF stacks held at once. This gauge will first be displayed upon unlocking Aetherflow at level 45. Using Aetherflow or Dissipation will fully fill your Aetherflow Gauge, so avoid using these when you still have stacks remaining. These stacks can be used either on AF healing abilities or Energy Drain. The abilities which consume Aetherflow will be noted in the sections below, and usage of Aetherflow stacks will be expanded upon later in the guide.

    Faerie Gauge

    The Faerie Gauge displays your current amount of Fae Aether. It will first be displayed upon unlocking the Aetherpact ability at level 70, and Fae Aether is solely used to fuel this ability. Aetherpact initiates the fairy ability Fey Union, which consumes ten Fae Aether per tick, and Fae Aether is accumulated whenever an AF ability is executed while the fairy is on the field (whether by consuming an AF stack or through the usage of Recitation). Upon unlocking Summon Seraph at level 80, the Faerie Gauge will also display the amount of time Seraph will remain on the field while she is active.

    How to Play Scholar

    Scholar is an oGCD focused healer which works together with their pet fairy to keep the party healthy. As a shield healer, Scholar has access to many powerful mitigative abilities that can help the party to survive attacks that would otherwise kill them from full hp, but these mitigative abilities can also be used to just reduce the healing burden inflicted by less lethal attacks as well. Playing SCH well requires you to use to the correct tool for the job as you will have a wide variety of abilities to choose from when dealing with incoming damage. It is highly encouraged that as you get into more challenging content that you begin mapping out your cooldowns so you can maximize effective usage of your abilities.

    Movement Options

    The most important thing you can do to contribute as a healer is maintain your casting uptime. Always Be Casting is the mantra for every job in this game, and as a caster our biggest hurdle to this is often forced movement. As a Scholar you have several methods to deal with forced movements. Remember that each of these methods can be paired with Sprint or Expedient to increase the amount of movement each grants you. 

    Slidecasting and Prepositioning

    As a Scholar, our main DPS spell is Broil. Broil has a 1.5s cast time meaning you have a ~1s window after each Broil where you aren’t casting and can move freely. On top of this though, you can also freely move during the last ~0.5s of each Broil cast without canceling the cast. This ~0.5s is referred to as the slidecast window. Your slidecast window is dependent on ping, so it won’t be exactly the same for every person, but it’s important that you learn when your slidecast window is to allow yourself the greatest possible amount of movement freedom. One thing that can be helpful for learning your slidecast window is adding an emote to your hotbar. When the emote lights up during your cast, you’re in the slidecast window and free to move. 

    While you’ll have to move for many mechanics in most fights, most movements don’t need to be accomplished in a very short period of time. Using slidecasting, as well as some of the other methods that will be mentioned below, you can preposition for these mechanics rather than losing DPS by responding reactively to them. Remember that fight mechanics happen in a set order, and while there is randomness involved in some of them, you should always be prepared for where you’re going to have to be, or what movements you might have to make.

    Natural Biolysis Refreshes

    Every 30s you will use Biolysis to refresh the duration of your DoT on the boss. Biolysis is an instant cast GCD meaning that you can freely move during it with no restrictions. It’s important to use these free movement windows as well as you can, to preposition for mechanics or for free movement during mechanics when your Bio refresh naturally lines up with it.

    Swiftcast

    Swiftcast makes the next casted spell an instant cast spell instead. Paired with Broil, it allows you to freely move for an entire GCD. This is a vital tool for high movement mechanics that can’t be dealt with or are difficult to deal with using slidecasting or natural bio refreshes. However, Swiftcast is sometimes better saved for a possible usage of Resurrection, especially during prog. Ensure that you weigh the benefits of Swiftcast against the costs of not having it for a future Resurrection.

    Ruin II

    Ruin II is a somewhat unique spell among healers. It’s an instant cast spell with no restrictions on its usage, but it deals ~25% less damage than Broil IV. This is your last resort to deal with forced movement, but it’s still a very important tool for maintaining your uptime before you have a fight optimized. During prog, Ruin II makes maintaining uptime easiest for Scholar amongst the healers, but it’s important not to still try to limit its usage when you can. Maintaining cast uptime is always the most important part of your DPS contribution, but replacing Ruin IIs with Broil IVs is just after it in importance.

    Seraphism

    While Seraphism is active our GCD shields are replaced with Manifestation and Accession which are instant cast. While this does technically free up movement, remember that casting a GCD heal is no better than doing nothing dps wise. Only consider this a movement gain if you were going to GCD heal already, this is effectively the same as using a Swiftcast Adloquium or Concitation.

    Healing Efficiently

    Scholar has the most stratified healing priority of the healers, though there is still some flexibility to it. Your general healing priority should be Free Healing > Aetherflow Healing > GCD Healing. You can think of each of these categories in terms of how much damage potency they cost you. Free Healing = -0p  > AF Healing = -100p (Energy Drain) > GCD Healing = -310p (Broil IV). There will be instances however where an action in a lower priority category will deal with a mechanic better than higher priority actions. This can happen when you want to save a specific CD or resources for a later mechanic, or because providing mitigation such as a Sacred Soil or a Deployed Adloquium will allow your party to survive a mechanic or make a mechanic significantly easier to deal with. It’s important to coordinate all of your healing and mitigation tools with your party and cohealer, so that both you and your cohealer can heal efficiently. 

    Gearing and Stats

    You can find current endgame Savage and Ultimate sets in the Gearing section of the Scholar landing page. Before endgame, it will generally be best to always use the highest item level gear you can obtain. Scholar’s stat and melding priority is as follows: Weapon Damage > Mind > Crit > DH = Det

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  • Scholar Basic Guide
    Guide Info
    Last Updated: 27 Jul, 2024
    Patch Applicable: 7.0

    This guide is intended for players who are looking to play Scholar in level 100 trials and raids. For information about playing Scholar while leveling, please see our Leveling Guide.

    For a breakdown of what each skill does see the Skills Overview.

    For Opener information see Openers.

    Quick Glossary

    • SCH: Scholar
    • CD (Cooldown): The time it takes before you’re able to cast an action again.
    • GCD (Global Cooldown): Spells that share the same base recast time. On SCH, these are mostly spells with about 2.5s recast time, plus Resurrection. 
    • Instant (Instant Cast): GCD Spells that do not have a cast bar.
    • oGCD (Off Global Cooldown): Abilities that don’t share the 2.5s base recast time and therefore can be used while GCD spells are on cooldown.
    • Weaving: Using oGCDs in between GCDs. To avoid delaying your GCD, you can safely weave 2 oGCDs after an instant cast GCD, or one oGCD after your casted damaging GCD.
    • HoT (Heal over Time): Actions that heal the target over a period of time. These actions heal for their listed potency once every three seconds.
    • Regen: Another word for HoT
    • DoT (Damage over Time): Actions that damage the target over a period of time. These actions deal damage for their listed potency once every three seconds.
    • AoE (Area of Effect): Actions that affect every target in a specified area. AoE heals heal all allies in a circle around their source. AoE damage abilities affect all enemies in an area specified by the ability; enemies can perform AoE attacks too.
    • AF (Aetherflow): The level 45 SCH ability. The resource stacks it grants and the abilities that cost Aetherflow are often called “AF stacks” and “AF abilities”.
    • HP (Health Points): Your life. Don’t let this hit zero.
    • MP (Mana Points): The resource that allows you to cast spells. Also don’t let this hit zero.

    Job Gauges

    Aetherflow Gauge

    The Aetherflow Gauge displays your current Aetherflow stacks, with a maximum of three AF stacks held at once. This gauge will first be displayed upon unlocking Aetherflow at level 45. Using Aetherflow or Dissipation will fully fill your Aetherflow Gauge, so avoid using these when you still have stacks remaining. These stacks can be used either on AF healing abilities or Energy Drain. The abilities which consume Aetherflow will be noted in the sections below, and usage of Aetherflow stacks will be expanded upon later in the guide.

    Faerie Gauge

    The Faerie Gauge displays your current amount of Fae Aether. It will first be displayed upon unlocking the Aetherpact ability at level 70, and Fae Aether is solely used to fuel this ability. Aetherpact initiates the fairy ability Fey Union, which consumes ten Fae Aether per tick, and Fae Aether is accumulated whenever an AF ability is executed while the fairy is on the field (whether by consuming an AF stack or through the usage of Recitation). Upon unlocking Summon Seraph at level 80, the Faerie Gauge will also display the amount of time Seraph will remain on the field while she is active.

    How to Play Scholar

    Scholar is an oGCD focused healer which works together with their pet fairy to keep the party healthy. As a shield healer, Scholar has access to many powerful mitigative abilities that can help the party to survive attacks that would otherwise kill them from full hp, but these mitigative abilities can also be used to just reduce the healing burden inflicted by less lethal attacks as well. Playing SCH well requires you to use to the correct tool for the job as you will have a wide variety of abilities to choose from when dealing with incoming damage. It is highly encouraged that as you get into more challenging content that you begin mapping out your cooldowns so you can maximize effective usage of your abilities.

    Movement Options

    The most important thing you can do to contribute as a healer is maintain your casting uptime. Always Be Casting is the mantra for every job in this game, and as a caster our biggest hurdle to this is often forced movement. As a Scholar you have several methods to deal with forced movements. Remember that each of these methods can be paired with Sprint or Expedient to increase the amount of movement each grants you. 

    Slidecasting and Prepositioning

    As a Scholar, our main DPS spell is Broil. Broil has a 1.5s cast time meaning you have a ~1s window after each Broil where you aren’t casting and can move freely. On top of this though, you can also freely move during the last ~0.5s of each Broil cast without canceling the cast. This ~0.5s is referred to as the slidecast window. Your slidecast window is dependent on ping, so it won’t be exactly the same for every person, but it’s important that you learn when your slidecast window is to allow yourself the greatest possible amount of movement freedom. One thing that can be helpful for learning your slidecast window is adding an emote to your hotbar. When the emote lights up during your cast, you’re in the slidecast window and free to move. 

    While you’ll have to move for many mechanics in most fights, most movements don’t need to be accomplished in a very short period of time. Using slidecasting, as well as some of the other methods that will be mentioned below, you can preposition for these mechanics rather than losing DPS by responding reactively to them. Remember that fight mechanics happen in a set order, and while there is randomness involved in some of them, you should always be prepared for where you’re going to have to be, or what movements you might have to make.

    Natural Biolysis Refreshes

    Every 30s you will use Biolysis to refresh the duration of your DoT on the boss. Biolysis is an instant cast GCD meaning that you can freely move during it with no restrictions. It’s important to use these free movement windows as well as you can, to preposition for mechanics or for free movement during mechanics when your Bio refresh naturally lines up with it.

    Swiftcast

    Swiftcast makes the next casted spell an instant cast spell instead. Paired with Broil, it allows you to freely move for an entire GCD. This is a vital tool for high movement mechanics that can’t be dealt with or are difficult to deal with using slidecasting or natural bio refreshes. However, Swiftcast is sometimes better saved for a possible usage of Resurrection, especially during prog. Ensure that you weigh the benefits of Swiftcast against the costs of not having it for a future Resurrection.

    Ruin II

    Ruin II is a somewhat unique spell among healers. It’s an instant cast spell with no restrictions on its usage, but it deals ~25% less damage than Broil IV. This is your last resort to deal with forced movement, but it’s still a very important tool for maintaining your uptime before you have a fight optimized. During prog, Ruin II makes maintaining uptime easiest for Scholar amongst the healers, but it’s important not to still try to limit its usage when you can. Maintaining cast uptime is always the most important part of your DPS contribution, but replacing Ruin IIs with Broil IVs is just after it in importance.

    Seraphism

    While Seraphism is active our GCD shields are replaced with Manifestation and Accession which are instant cast. While this does technically free up movement, remember that casting a GCD heal is no better than doing nothing dps wise. Only consider this a movement gain if you were going to GCD heal already, this is effectively the same as using a Swiftcast Adloquium or Concitation.

    Healing Efficiently

    Scholar has the most stratified healing priority of the healers, though there is still some flexibility to it. Your general healing priority should be Free Healing > Aetherflow Healing > GCD Healing. You can think of each of these categories in terms of how much damage potency they cost you. Free Healing = -0p  > AF Healing = -100p (Energy Drain) > GCD Healing = -310p (Broil IV). There will be instances however where an action in a lower priority category will deal with a mechanic better than higher priority actions. This can happen when you want to save a specific CD or resources for a later mechanic, or because providing mitigation such as a Sacred Soil or a Deployed Adloquium will allow your party to survive a mechanic or make a mechanic significantly easier to deal with. It’s important to coordinate all of your healing and mitigation tools with your party and cohealer, so that both you and your cohealer can heal efficiently. 

    Gearing and Stats

    You can find current endgame Savage and Ultimate sets in the Gearing section of the Scholar landing page. Before endgame, it will generally be best to always use the highest item level gear you can obtain. Scholar’s stat and melding priority is as follows: Weapon Damage > Mind > Crit > DH = Det

    • Have any questions?
      Authors
      Tonto Draksbane
      diff --git a/jobs/healers/scholar/faq/index.html b/jobs/healers/scholar/faq/index.html index 358e74d929..6d3318bbb1 100644 --- a/jobs/healers/scholar/faq/index.html +++ b/jobs/healers/scholar/faq/index.html @@ -47,7 +47,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Scholar FAQ
    Guide Info
    Last Updated: 8 Jan, 2024
    Patch Applicable: 6.5

    How can I see my fairy's nameplate in battle?

    A. Character Configuration > Control Settings > “Target” tab > Under “Target Settings”, Uncheck “Disable targeting of pets and minions when in battle.”

    B. Character Config > Display Name Settings > “Own” tab > Under “Pets” set “Display Name Settings” to “Always” or “During Battle”

    Both options must be set this way or your fairy’s nameplate will be hidden.

    Placing your Fairy

    It’s important to note that Placing your fairy DOES NOT require a weave slot and thus can be done while casting another ability without causing any sort of clipping. For the same reason, macroing Place does not have any of the drawbacks that most combat macros will incur, and many SCHs will use a macro for Place. Several different macros can be useful, but the following is a good general usage one. This macro will allow you to Place and Heel with the same button. It works by setting your fairy to Heel and then bringing up the Place targeting reticle. Simply cancel the Place targeting to keep her on Heel.

    /merror off
    /pac Heel
    /pac Place
    /micon "Place" pet

    Total Damage Done Inside Chain Windows

    Paste this at the end of an FFLogs URL to see how much dps each party member did during Chain. Remember that we only get attributed rdps for non-guaranteed party crits during Chain, so things such as Inner Release/Assassinate/Reassemble DO NOT contribute (nor should they).

    &pins=2%24Main%24%23244F4B%24auras-gained%24-1%240.0.0.Any%240.0.0.Any%24true%240.0.0.Any%24true%241001221%24true%24false

    Do shields apply faster now?

    Yes, shields now begin applying during the slidecast window instead of waiting for the healing to go out. They’ll consistently be applied before the cast itself finishes. This means it’s possible to use Deployment Tactics immediately after Adlo now without it ghosting. Remember that this will still cause you to clip your next GCD if done during uptime, Adlo’s cast is still too long to allow a full weave window.

    Is the fairy more responsive now?

    Yes, they’ve sped up her response time and how fast she applies her effects/heals. There will still be some delay when double weaving fairy commands, so be aware of that, but we’ll generally be trying to single weave now anyways due to the reduced Broil cast time.

    Is pet potency still a thing for SCH?

    Yes unfortunately, though it’s significantly better now. In solo play the fairy’s potency is worth ~0.93x player potency, in a party with the full 5% role bonus it’s worth ~0.89x player potency.

    Should I still be using Ruin II? If so, when?

    Now that we have free weaves with Broil, we want to avoid using Ruin II whenever possible. You should be slidecasting using Broil to get to where you need to be, and single weaving oGCDs after Broil. You can still use natural Bio refreshes to double weave and move longer distances, and Swiftcast can be used to move longer distances in a pinch. If you find yourself badly out of position, or a mechanic simply isn’t able to be dealt with using these methods, you can use Ruin II for the movement rather than just dropping cast. You can also use Ruin II if you absolutely need to get out two oGCDs right away, this can usually be avoided on future pulls with better planning.

    Why is my Consolation keybind a second Summon Seraph now?

    Summon Seraph now becomes Consolation while Seraph is out, just like Aetherpact becomes Dissolve Union while Fey Union is active. This reduces our needed number of keybinds by 1 which is appreciated since they gave us 2 new abilities that need keybinds without removing any others and our bars are pretty crowded already. To avoid accidentally double clicking the button and spending a Consolation charge you didn’t mean to, there is a 1s CD after hitting Summon Seraph before you can hit Consolation. This doesn’t actually delay how quickly it’s possible for Consolation to go out because she already waited a bit to use it when summoned, but it means you can no longer double weave Summon Seraph and Consolation. Use them as separate single weaves instead.

  • Newsfeed
  • Scholar FAQ
    Guide Info
    Last Updated: 8 Jan, 2024
    Patch Applicable: 6.5

    How can I see my fairy's nameplate in battle?

    A. Character Configuration > Control Settings > “Target” tab > Under “Target Settings”, Uncheck “Disable targeting of pets and minions when in battle.”

    B. Character Config > Display Name Settings > “Own” tab > Under “Pets” set “Display Name Settings” to “Always” or “During Battle”

    Both options must be set this way or your fairy’s nameplate will be hidden.

    Placing your Fairy

    It’s important to note that Placing your fairy DOES NOT require a weave slot and thus can be done while casting another ability without causing any sort of clipping. For the same reason, macroing Place does not have any of the drawbacks that most combat macros will incur, and many SCHs will use a macro for Place. Several different macros can be useful, but the following is a good general usage one. This macro will allow you to Place and Heel with the same button. It works by setting your fairy to Heel and then bringing up the Place targeting reticle. Simply cancel the Place targeting to keep her on Heel.

    /merror off
    /pac Heel
    /pac Place
    /micon "Place" pet

    Total Damage Done Inside Chain Windows

    Paste this at the end of an FFLogs URL to see how much dps each party member did during Chain. Remember that we only get attributed rdps for non-guaranteed party crits during Chain, so things such as Inner Release/Assassinate/Reassemble DO NOT contribute (nor should they).

    &pins=2%24Main%24%23244F4B%24auras-gained%24-1%240.0.0.Any%240.0.0.Any%24true%240.0.0.Any%24true%241001221%24true%24false

    Do shields apply faster now?

    Yes, shields now begin applying during the slidecast window instead of waiting for the healing to go out. They’ll consistently be applied before the cast itself finishes. This means it’s possible to use Deployment Tactics immediately after Adlo now without it ghosting. Remember that this will still cause you to clip your next GCD if done during uptime, Adlo’s cast is still too long to allow a full weave window.

    Is the fairy more responsive now?

    Yes, they’ve sped up her response time and how fast she applies her effects/heals. There will still be some delay when double weaving fairy commands, so be aware of that, but we’ll generally be trying to single weave now anyways due to the reduced Broil cast time.

    Is pet potency still a thing for SCH?

    Yes unfortunately, though it’s significantly better now. In solo play the fairy’s potency is worth ~0.93x player potency, in a party with the full 5% role bonus it’s worth ~0.89x player potency.

    Should I still be using Ruin II? If so, when?

    Now that we have free weaves with Broil, we want to avoid using Ruin II whenever possible. You should be slidecasting using Broil to get to where you need to be, and single weaving oGCDs after Broil. You can still use natural Bio refreshes to double weave and move longer distances, and Swiftcast can be used to move longer distances in a pinch. If you find yourself badly out of position, or a mechanic simply isn’t able to be dealt with using these methods, you can use Ruin II for the movement rather than just dropping cast. You can also use Ruin II if you absolutely need to get out two oGCDs right away, this can usually be avoided on future pulls with better planning.

    Why is my Consolation keybind a second Summon Seraph now?

    Summon Seraph now becomes Consolation while Seraph is out, just like Aetherpact becomes Dissolve Union while Fey Union is active. This reduces our needed number of keybinds by 1 which is appreciated since they gave us 2 new abilities that need keybinds without removing any others and our bars are pretty crowded already. To avoid accidentally double clicking the button and spending a Consolation charge you didn’t mean to, there is a 1s CD after hitting Summon Seraph before you can hit Consolation. This doesn’t actually delay how quickly it’s possible for Consolation to go out because she already waited a bit to use it when summoned, but it means you can no longer double weave Summon Seraph and Consolation. Use them as separate single weaves instead.

    • Have any questions?
      Authors
      Balance SCH Staff
      diff --git a/jobs/healers/scholar/fight-tips/sch-dsr-fight-tips/index.html b/jobs/healers/scholar/fight-tips/sch-dsr-fight-tips/index.html index 68070e3c10..261b4c2802 100644 --- a/jobs/healers/scholar/fight-tips/sch-dsr-fight-tips/index.html +++ b/jobs/healers/scholar/fight-tips/sch-dsr-fight-tips/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • SCH DSR Fight Tips
    Guide Info
    Last Updated: 19 May, 2024
    Patch Applicable: 6.58

    Introduction

    This document contains suggestions on how to use your cooldowns effectively and small things you can do to maximize them such as using Soil for two back-to-back damage instances that are just under 30s from each other. Ideally, you should communicate with your cohealer to make a plan that reduces stress for both of you and maximizes damage between you while being safe.

    Dragonsong Reprise (DSR)

    Gearing

    We have provided multiple sets based on your P7 Akh Morn strategy and heal plan.

    The BiS weapon for this fight is the Endwalker SCH relic (645/665 are functionally the same). If you choose to do the 3-3-2 strat for P7 Akh Morn, you should allocate stats into Crit/Det > SPS. If you choose to do the 6-1-1 strat, stats should be allocated into Crit/SPS > Det.

    Phase By Phase Fight Tips

    Phase Two: King Thordan

    Thordan Opening

    • Healing isn’t too heavy here – only the tank takes damage, but if they aren’t using invulnerability they can take a lot.
    • Prepull Recitation lines up well for this fight, so feel free to Excog your tanks.
    • It’s important to understand how your tanks will be handling busters in this phase. Tanks will require healing during Ascalon’s Might if they’re using cooldowns instead of their invulns. Discuss with your tanks how they’re planning mitigation and invulns so you can be prepared with Excog and shields.

    Strength Healing Advice

    • Be aware of where you can go, even when healing. If you have defamation markers, look at where people are going so you can quickly get to a spot without forcing someone else to adjust for you.
    • Seraph has a good use here. I usually summon her after dodging so I can get my second Consolation before Ancient Quaga. (Note: Seraph can also be used in Sanctity to help survive 3/5 splits during prog. Both are good spots to use Seraph and it’ll be back up in time for Nidhogg)
    • Expedient is a good use here, letting everyone quickly get to their spot and mitigating the significant damage. I press it after my Succor so it’ll last as long as it can.
    • Tethers are proximity based. Crossing them will make tanks take less damage.
    • Use Soil for the Ancient Quaga into tankbusters. As a reminder, Soil applies instantly so a later Soil can help mitigate and give regen to Tanks taking the buster while also mitigating Quaga.
    • You can start Recitation at the start of Thordan’s Tank buster and start casting Adlo after the second/third swing. This ensures Recite Spreadlo is back up for Nidhogg transition if your group doesn’t want to hold for whatever reason.

    Sanctity

    • If your Thordan kill time is fast, you may need to Dissipation before Thordan casts Sanctity. You can cast Adlo after the third hit of the tank buster and it’ll last through jumps. Doing this will make sure Recite is back up before Nidhogg transition.
    • With Recitation Spreadlo, you only really need small mitigation and Succor to heal this. However, you can add an Indom if you want to be safer. (You can move Seraph to this during prog to help heal ⅗ jumps)
    • You can queue up a Swiftcast after taking the second damage – in case someone dies, you can be ready to raise them instantly. If they don’t die, you can just Succor in the middle.
    • If you’re in the 1 group, start casting Succor when the cast bar for The Dragon’s Gaze is nearly complete.
    • If you’re in the 2 group, start casting Succor when the cast bar for The Dragon’s Gaze is complete.

    Thordan Post-Sanctity

    • Shields and Soil are needed for this. With proper mitigation, you will barely live, but you don’t want to over-mitigate this.

    Phase Three: Nidhogg

    Transition

    • With Tanks, regen Healer, and personal mitigation being given out you only need two 10% mitigation to live this cleanly. To play it safe you should also add a fey illumination to boost your healing and give an additional 5%
    • Spreadlo & mitigation from your group and personal mitigation from Tanks and party members can make this liable skipping Soil entirely which helps for stacks
    • Most damage in this phase comes from stacks so they should be your main priority for mitigation and healing

    Nidhogg stacks

    • You can Soil every stack if you use your first Soil when numbers appear over your head and then on cooldown. (Note: Soil turns your character which can mess up tower facing when using it too close to the dive timing.)
    • I use Seraph for the first stack and Expedient for the second stack, contributing most of the mitigation and shields from me, making much smaller room for error. (If you used Seraph during Sanctity, it may not be up. Just switch the order and Expedient the first stack and Seraph the second stack.

    Nidhogg Tank healing advice

    • Tanks can either invuln the buster or mitigate it. Excog on a non-invuln tank can help with burst healing after the tether tankbuster. For the auto chain afterward, I suggest Protraction and Fey Union plus Excog (if needed), but remember that you have a co-Healer who can deal with the autos extremely well.

    Phase Four: The Eyes of Nidhogg

    Eyes healing advice

    • Orbs do more than max HP, so your group needs shields for them.
    • Dives also do more than max HP raw, so shields and Soil are also needed here.

    Intermission

    How to heal Haurchefant advice

    • Any spells/abilities that do not list party members in the description can target Haurchefant.
    • Adloquium, Lustrate, and Physick can target him
    • I suggest always giving him an Adloquium. Combined with regens, this gives him a lot of healing over the duration. WHM can instantly top him with Bene or you can give another Adloquium before the end of Charibert’s cast to help an AST give Haurchefant enough HP to survive.

    Targeting Haurchefant advice

    • You can create a macro that targets and focus targets Haurchefant when he appears. Remember: he can’t be targeted until he stops and takes his stance.

    • Controller players should turn on Cycle through NPCs Objects to make targeting Haurchefant possible

    Phase Five: Dark King Thordan

    Tank healing advice

    • Busters are the same as Phase Two except they do more damage now. If you’re planning on doing 6-1-1 in P7 then chances are that your Tanks are just going to invuln these busters. If you aren’t doing 6-1-1, tanks might not invuln these busters. If that’s the case, you must be proactive with healing. Give Excog and Protraction, and your co-healer should also be giving out mitigation and heals in-between hits.

    Intermission heal timing advice

    • Recitation Spreadlo for the upcoming downtime mechanic.
    • Seraph is also helpful in this mechanic: one Consolation after the initial damage and a second one before Quaga.
    • Pay attention to your fire baiter as they can easily die from the fire baits.

    Intermission 2 heal timing advice

    • Your party should have full health and shields before the knockback.
    • Soil can be used here as it gives a lingering mitigation buff that is long enough for the knockback and explosion. (Note: Soil turns your character and you can end up looking at Thordan or an eye, so make sure to turn your character after placing Soil)

    Phase Six: The Great Wyrms

    Wyrm’s Breath 1 healing advice

    • Seraph is great here as it’ll also come back up for Cauterize

    Tank healing advice

    • Tanks take a lot of damage here with autos into pretty big busters, so keep an eye on them.
    • Healers need to give personal mitigation to Tanks to help them with busters. my priority for giving the strongest mitigation is GNB = WAR > PLD > DRK. DRK shouldn’t need help unless they’ve made a mistake and asked for help. Don’t be afraid to Adloquium a Tank – the DPS check should be easy if no one is dying.
    • Personal mitigation and healing that can be used effectively on tanks include Protraction, Fey Union, Excog, and Adloquium.

    Wroth healing advice

    • Place your Soil as soon as you find the starting spot for Wroth so that it’ll be back up for Akh Afah.
    • Place your Soil so that your allies are in the tip of it at the start and can run through it giving you as long of mitigation as possible. Reminder: Soil gives a mitigation buff so even when out of it they’ll still have it for 5s after the last Soil tick.
    • Spreadlo is important for the first hit making healing this a breeze. Keep a Swiftcast so you can swift Succor as well.

    Post-Wroth TB advice

    • Some Tanks could use help here, Paladin > GNB = WAR is my priority for giving help, DRK shouldn’t need help unless they’ve made a mistake and asked for help. Don’t be afraid to Adloquium a Tank the DPS check should be easy if no one is dying

    Cauterize advice

    • Seraph is great to use on cooldown for WB2 and it comes back up before Cauterize
    • Tanks take a strong DOT after Cauterize. Make sure to pay attention and properly heal/regen them
    • Place Soil in front of the dragon and make sure both Tanks are in it to help them take the wild charge damage. Soil is pretty helpful since this does a lot of damage and there is another AoE coming up afterward.

    Phase Seven: Dragon-King Thordan

    DO NOT USE SWIFTCAST UNLESS IT’S A LAST RESORT. LET WHM/AST OR CASTERS DO IT BEFORE YOU.

    Thordan transition advice

    • Alt End is a strong raid buster, however with Recitation Spreadlo you can shave some mitigation and use it for Dragon-King Thordan. With personal mitigations, four 10% mitigation, and additional mitigation from your regen healer and Tanks spreading out on as many people as possible, Alt End should be no problem.

    • As a follow-up, some personal DPS mitigations are harder to time. For these short-duration mitigations like Third Eye or Arcane Crest, you want to use it when Thordan extends his swords.

    Akh Morn advice

    • For 3-2-2: Timing Succor to go off right after the first hit is important to keep up pace with the damage of this mechanic.
    • For 6-1-1: Timing is less important as everyone takes very low damage. Make sure to keep an eye on your non-invulning Tanks, however.

    Gigaflare advice

    • You can Soil in the middle of the boss.
    • Time your Succor to go off right after the first Gigaflare hit.
    • Swiftcast Succor after the second hit. Do not waste Swiftcast in this fight to raise unless you’re the last option

    Soil advice

    • First Soil can be placed after the second Trinity auto. This ensures that it’ll be up for Gigaflare. By doing this, you can Soil all Akh Morns and Gigaflares.

    Heal Partners

    Below, we’ve supplied a brief rundown of the strengths and weaknesses of each cohealer option when paired with a Scholar in DSR. Keep in mind that every healer combination (of unique healers at least) can and has cleared the fight, but Scholar especially tends to lend itself to very strong pairings. As such, none of these options are poor but offer differing strengths and potential weak points to pay extra attention to. If in a pug situation, these pros and cons can be utilized to shift your use of tools to an extent, and if you’re planning to prog the fight with a static, these can be helpful to your cohealer choosing a job, if they’re flexible between multiple healers.

    AST

    Astrologian: On paper, Astrologian is probably the most powerful general co-healer option, and as such tends to be favored by cutting edge progression groups. However, AST’s kit can be difficult to leverage at times.

    Pros:

    • Neutral Sect is the strongest healing cooldown in the game, and, when combined with SCH’s kit, serves to outright invalidate certain mechanics, along with a steroid on the heal over time + shield that can stack with your own
    • Collective Unconscious provides an extra 10%, 60s cd form of mitigation, as well as regen
    • P5 Meteors quickly become a joke with Macrocosmos + Earthly Star + Lord of Crowns

    Cons:

    • Astro’s bar for execution is undeniably harder than the other options, and can prove unforgiving to less comfortable players of the job
    • Low personal DPS means burst window execution becomes even more important, and some (especially in Dragon King Thordan) can be quite busy mechanically while handing out cards
    • Astro does lack an automatic answer to multi-hit abilities in the mold of Lilybell and Panhaima. Macrocosmos works, but needs more planning and/or a manual pop

    WHM

    White Mage: Of the three options for a co-healer, White Mage is probably the most straightforward and can play a bit more reactively if needed. As such, many pugs will include a WHM, and the healing potencies on offer do allow extra safety in some areas

    Pros:

    • Instant cast lilies, especially when paired with Plenary Indulgence, are super powerful as a repeatable, high throughput source of healing that doesn’t rely upon swiftcast. Wroth Flame and Gigaflares especially appreciate these.
    • Having fewer tools and major cooldowns on offer means fewer moving parts that require coordination, especially in less organized environments.
    • Benediction makes Intermission nearly very simple from a single target healing perspective

    Cons:

    • Compared with the other two options, WHM is essentially missing an entire source of mitigation. Even the other regen option in AST offers CU in addition to Neutral, while WHM packs only Temperance, demanding more mitigation from others
    • Bell and Temperance both feel solid, but lack the raw power of things like Neutral Sect or Kerachole

    SGE

    Sage: The double shield healer pairing is one that was talked about a lot coming into Dragonsong, and in retrospect, there have been interesting lessons learned from such. It is important to note that we massively recommend you plan to do 6/1/1 Akh Morns for Phase 7 if you plan to run SCH/SGE, otherwise the lack of high potency/regen GCDs becomes a liability for Akh Morns.

    Pros:

    • Stacking Sacred Soil with Kerachole is incredibly powerful. Offering mitigation + OGCD regens on 30s CDs is tremendously powerful, with the ability to put both on literally every mechanic in the fight
    • The addition of a shield to Holos has only served to make this combo’s single-hit mitigation potential even more ridiculous. While not recommended, it’s totally reasonable to say you can handle even an Alternative End level hit utilizing only healer mitigation, which allows even further flexibility in the Mitigation sheet planning of abilities.
    • Sage’s notable weakness of lacking deploy is masked with an SCH co-healer, and the ability to leverage Zoe more often on Pneuma instead of worrying about shielding with such allows for strong burst healing on Sage’s side

    Cons:

    • More than any other combo, SCH/SGE relies upon the strength of mitigation. Missing forms of mitigation can snowball things very badly quickly, and this duo lacks a bit of brute force heal vomit compared to other options if this occurs
    • Without 6/1/1 Akh Morn Tank invuln strats, Sage is left spamming Prognosis to heal through Akh Morns. This is pretty inefficient, especially compared to the other options which can leverage regens (in the form of Aspected Helios/Medica 2), and just simply more powerful base-level heals (in Helios/Medica). This, in turn, makes planning where you plan your other CDs, namely Pneuma, Ixochole, and Indom extremely important
    • Lack of attention to shields can end in disaster if a deployment is overwritten

    Credits

    • Morgan - Providing the heal partner section
    • Scholar Helpfuls for looking over and correcting any mistakes
  • Newsfeed
  • SCH DSR Fight Tips
    Guide Info
    Last Updated: 19 May, 2024
    Patch Applicable: 6.58

    Introduction

    This document contains suggestions on how to use your cooldowns effectively and small things you can do to maximize them such as using Soil for two back-to-back damage instances that are just under 30s from each other. Ideally, you should communicate with your cohealer to make a plan that reduces stress for both of you and maximizes damage between you while being safe.

    Dragonsong Reprise (DSR)

    Gearing

    We have provided multiple sets based on your P7 Akh Morn strategy and heal plan.

    The BiS weapon for this fight is the Endwalker SCH relic (645/665 are functionally the same). If you choose to do the 3-3-2 strat for P7 Akh Morn, you should allocate stats into Crit/Det > SPS. If you choose to do the 6-1-1 strat, stats should be allocated into Crit/SPS > Det.

    Phase By Phase Fight Tips

    Phase Two: King Thordan

    Thordan Opening

    • Healing isn’t too heavy here – only the tank takes damage, but if they aren’t using invulnerability they can take a lot.
    • Prepull Recitation lines up well for this fight, so feel free to Excog your tanks.
    • It’s important to understand how your tanks will be handling busters in this phase. Tanks will require healing during Ascalon’s Might if they’re using cooldowns instead of their invulns. Discuss with your tanks how they’re planning mitigation and invulns so you can be prepared with Excog and shields.

    Strength Healing Advice

    • Be aware of where you can go, even when healing. If you have defamation markers, look at where people are going so you can quickly get to a spot without forcing someone else to adjust for you.
    • Seraph has a good use here. I usually summon her after dodging so I can get my second Consolation before Ancient Quaga. (Note: Seraph can also be used in Sanctity to help survive 3/5 splits during prog. Both are good spots to use Seraph and it’ll be back up in time for Nidhogg)
    • Expedient is a good use here, letting everyone quickly get to their spot and mitigating the significant damage. I press it after my Succor so it’ll last as long as it can.
    • Tethers are proximity based. Crossing them will make tanks take less damage.
    • Use Soil for the Ancient Quaga into tankbusters. As a reminder, Soil applies instantly so a later Soil can help mitigate and give regen to Tanks taking the buster while also mitigating Quaga.
    • You can start Recitation at the start of Thordan’s Tank buster and start casting Adlo after the second/third swing. This ensures Recite Spreadlo is back up for Nidhogg transition if your group doesn’t want to hold for whatever reason.

    Sanctity

    • If your Thordan kill time is fast, you may need to Dissipation before Thordan casts Sanctity. You can cast Adlo after the third hit of the tank buster and it’ll last through jumps. Doing this will make sure Recite is back up before Nidhogg transition.
    • With Recitation Spreadlo, you only really need small mitigation and Succor to heal this. However, you can add an Indom if you want to be safer. (You can move Seraph to this during prog to help heal ⅗ jumps)
    • You can queue up a Swiftcast after taking the second damage – in case someone dies, you can be ready to raise them instantly. If they don’t die, you can just Succor in the middle.
    • If you’re in the 1 group, start casting Succor when the cast bar for The Dragon’s Gaze is nearly complete.
    • If you’re in the 2 group, start casting Succor when the cast bar for The Dragon’s Gaze is complete.

    Thordan Post-Sanctity

    • Shields and Soil are needed for this. With proper mitigation, you will barely live, but you don’t want to over-mitigate this.

    Phase Three: Nidhogg

    Transition

    • With Tanks, regen Healer, and personal mitigation being given out you only need two 10% mitigation to live this cleanly. To play it safe you should also add a fey illumination to boost your healing and give an additional 5%
    • Spreadlo & mitigation from your group and personal mitigation from Tanks and party members can make this liable skipping Soil entirely which helps for stacks
    • Most damage in this phase comes from stacks so they should be your main priority for mitigation and healing

    Nidhogg stacks

    • You can Soil every stack if you use your first Soil when numbers appear over your head and then on cooldown. (Note: Soil turns your character which can mess up tower facing when using it too close to the dive timing.)
    • I use Seraph for the first stack and Expedient for the second stack, contributing most of the mitigation and shields from me, making much smaller room for error. (If you used Seraph during Sanctity, it may not be up. Just switch the order and Expedient the first stack and Seraph the second stack.

    Nidhogg Tank healing advice

    • Tanks can either invuln the buster or mitigate it. Excog on a non-invuln tank can help with burst healing after the tether tankbuster. For the auto chain afterward, I suggest Protraction and Fey Union plus Excog (if needed), but remember that you have a co-Healer who can deal with the autos extremely well.

    Phase Four: The Eyes of Nidhogg

    Eyes healing advice

    • Orbs do more than max HP, so your group needs shields for them.
    • Dives also do more than max HP raw, so shields and Soil are also needed here.

    Intermission

    How to heal Haurchefant advice

    • Any spells/abilities that do not list party members in the description can target Haurchefant.
    • Adloquium, Lustrate, and Physick can target him
    • I suggest always giving him an Adloquium. Combined with regens, this gives him a lot of healing over the duration. WHM can instantly top him with Bene or you can give another Adloquium before the end of Charibert’s cast to help an AST give Haurchefant enough HP to survive.

    Targeting Haurchefant advice

    • You can create a macro that targets and focus targets Haurchefant when he appears. Remember: he can’t be targeted until he stops and takes his stance.

    • Controller players should turn on Cycle through NPCs Objects to make targeting Haurchefant possible

    Phase Five: Dark King Thordan

    Tank healing advice

    • Busters are the same as Phase Two except they do more damage now. If you’re planning on doing 6-1-1 in P7 then chances are that your Tanks are just going to invuln these busters. If you aren’t doing 6-1-1, tanks might not invuln these busters. If that’s the case, you must be proactive with healing. Give Excog and Protraction, and your co-healer should also be giving out mitigation and heals in-between hits.

    Intermission heal timing advice

    • Recitation Spreadlo for the upcoming downtime mechanic.
    • Seraph is also helpful in this mechanic: one Consolation after the initial damage and a second one before Quaga.
    • Pay attention to your fire baiter as they can easily die from the fire baits.

    Intermission 2 heal timing advice

    • Your party should have full health and shields before the knockback.
    • Soil can be used here as it gives a lingering mitigation buff that is long enough for the knockback and explosion. (Note: Soil turns your character and you can end up looking at Thordan or an eye, so make sure to turn your character after placing Soil)

    Phase Six: The Great Wyrms

    Wyrm’s Breath 1 healing advice

    • Seraph is great here as it’ll also come back up for Cauterize

    Tank healing advice

    • Tanks take a lot of damage here with autos into pretty big busters, so keep an eye on them.
    • Healers need to give personal mitigation to Tanks to help them with busters. my priority for giving the strongest mitigation is GNB = WAR > PLD > DRK. DRK shouldn’t need help unless they’ve made a mistake and asked for help. Don’t be afraid to Adloquium a Tank – the DPS check should be easy if no one is dying.
    • Personal mitigation and healing that can be used effectively on tanks include Protraction, Fey Union, Excog, and Adloquium.

    Wroth healing advice

    • Place your Soil as soon as you find the starting spot for Wroth so that it’ll be back up for Akh Afah.
    • Place your Soil so that your allies are in the tip of it at the start and can run through it giving you as long of mitigation as possible. Reminder: Soil gives a mitigation buff so even when out of it they’ll still have it for 5s after the last Soil tick.
    • Spreadlo is important for the first hit making healing this a breeze. Keep a Swiftcast so you can swift Succor as well.

    Post-Wroth TB advice

    • Some Tanks could use help here, Paladin > GNB = WAR is my priority for giving help, DRK shouldn’t need help unless they’ve made a mistake and asked for help. Don’t be afraid to Adloquium a Tank the DPS check should be easy if no one is dying

    Cauterize advice

    • Seraph is great to use on cooldown for WB2 and it comes back up before Cauterize
    • Tanks take a strong DOT after Cauterize. Make sure to pay attention and properly heal/regen them
    • Place Soil in front of the dragon and make sure both Tanks are in it to help them take the wild charge damage. Soil is pretty helpful since this does a lot of damage and there is another AoE coming up afterward.

    Phase Seven: Dragon-King Thordan

    DO NOT USE SWIFTCAST UNLESS IT’S A LAST RESORT. LET WHM/AST OR CASTERS DO IT BEFORE YOU.

    Thordan transition advice

    • Alt End is a strong raid buster, however with Recitation Spreadlo you can shave some mitigation and use it for Dragon-King Thordan. With personal mitigations, four 10% mitigation, and additional mitigation from your regen healer and Tanks spreading out on as many people as possible, Alt End should be no problem.

    • As a follow-up, some personal DPS mitigations are harder to time. For these short-duration mitigations like Third Eye or Arcane Crest, you want to use it when Thordan extends his swords.

    Akh Morn advice

    • For 3-2-2: Timing Succor to go off right after the first hit is important to keep up pace with the damage of this mechanic.
    • For 6-1-1: Timing is less important as everyone takes very low damage. Make sure to keep an eye on your non-invulning Tanks, however.

    Gigaflare advice

    • You can Soil in the middle of the boss.
    • Time your Succor to go off right after the first Gigaflare hit.
    • Swiftcast Succor after the second hit. Do not waste Swiftcast in this fight to raise unless you’re the last option

    Soil advice

    • First Soil can be placed after the second Trinity auto. This ensures that it’ll be up for Gigaflare. By doing this, you can Soil all Akh Morns and Gigaflares.

    Heal Partners

    Below, we’ve supplied a brief rundown of the strengths and weaknesses of each cohealer option when paired with a Scholar in DSR. Keep in mind that every healer combination (of unique healers at least) can and has cleared the fight, but Scholar especially tends to lend itself to very strong pairings. As such, none of these options are poor but offer differing strengths and potential weak points to pay extra attention to. If in a pug situation, these pros and cons can be utilized to shift your use of tools to an extent, and if you’re planning to prog the fight with a static, these can be helpful to your cohealer choosing a job, if they’re flexible between multiple healers.

    AST

    Astrologian: On paper, Astrologian is probably the most powerful general co-healer option, and as such tends to be favored by cutting edge progression groups. However, AST’s kit can be difficult to leverage at times.

    Pros:

    • Neutral Sect is the strongest healing cooldown in the game, and, when combined with SCH’s kit, serves to outright invalidate certain mechanics, along with a steroid on the heal over time + shield that can stack with your own
    • Collective Unconscious provides an extra 10%, 60s cd form of mitigation, as well as regen
    • P5 Meteors quickly become a joke with Macrocosmos + Earthly Star + Lord of Crowns

    Cons:

    • Astro’s bar for execution is undeniably harder than the other options, and can prove unforgiving to less comfortable players of the job
    • Low personal DPS means burst window execution becomes even more important, and some (especially in Dragon King Thordan) can be quite busy mechanically while handing out cards
    • Astro does lack an automatic answer to multi-hit abilities in the mold of Lilybell and Panhaima. Macrocosmos works, but needs more planning and/or a manual pop

    WHM

    White Mage: Of the three options for a co-healer, White Mage is probably the most straightforward and can play a bit more reactively if needed. As such, many pugs will include a WHM, and the healing potencies on offer do allow extra safety in some areas

    Pros:

    • Instant cast lilies, especially when paired with Plenary Indulgence, are super powerful as a repeatable, high throughput source of healing that doesn’t rely upon swiftcast. Wroth Flame and Gigaflares especially appreciate these.
    • Having fewer tools and major cooldowns on offer means fewer moving parts that require coordination, especially in less organized environments.
    • Benediction makes Intermission nearly very simple from a single target healing perspective

    Cons:

    • Compared with the other two options, WHM is essentially missing an entire source of mitigation. Even the other regen option in AST offers CU in addition to Neutral, while WHM packs only Temperance, demanding more mitigation from others
    • Bell and Temperance both feel solid, but lack the raw power of things like Neutral Sect or Kerachole

    SGE

    Sage: The double shield healer pairing is one that was talked about a lot coming into Dragonsong, and in retrospect, there have been interesting lessons learned from such. It is important to note that we massively recommend you plan to do 6/1/1 Akh Morns for Phase 7 if you plan to run SCH/SGE, otherwise the lack of high potency/regen GCDs becomes a liability for Akh Morns.

    Pros:

    • Stacking Sacred Soil with Kerachole is incredibly powerful. Offering mitigation + OGCD regens on 30s CDs is tremendously powerful, with the ability to put both on literally every mechanic in the fight
    • The addition of a shield to Holos has only served to make this combo’s single-hit mitigation potential even more ridiculous. While not recommended, it’s totally reasonable to say you can handle even an Alternative End level hit utilizing only healer mitigation, which allows even further flexibility in the Mitigation sheet planning of abilities.
    • Sage’s notable weakness of lacking deploy is masked with an SCH co-healer, and the ability to leverage Zoe more often on Pneuma instead of worrying about shielding with such allows for strong burst healing on Sage’s side

    Cons:

    • More than any other combo, SCH/SGE relies upon the strength of mitigation. Missing forms of mitigation can snowball things very badly quickly, and this duo lacks a bit of brute force heal vomit compared to other options if this occurs
    • Without 6/1/1 Akh Morn Tank invuln strats, Sage is left spamming Prognosis to heal through Akh Morns. This is pretty inefficient, especially compared to the other options which can leverage regens (in the form of Aspected Helios/Medica 2), and just simply more powerful base-level heals (in Helios/Medica). This, in turn, makes planning where you plan your other CDs, namely Pneuma, Ixochole, and Indom extremely important
    • Lack of attention to shields can end in disaster if a deployment is overwritten

    Credits

    • Morgan - Providing the heal partner section
    • Scholar Helpfuls for looking over and correcting any mistakes
    • Have any questions?
      Authors
      ShyShy
      diff --git a/jobs/healers/scholar/fight-tips/sch-ucob-fight-tips/index.html b/jobs/healers/scholar/fight-tips/sch-ucob-fight-tips/index.html index 55a4899555..23dc51d3c0 100644 --- a/jobs/healers/scholar/fight-tips/sch-ucob-fight-tips/index.html +++ b/jobs/healers/scholar/fight-tips/sch-ucob-fight-tips/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • SCH UCOB fight tips
    Guide Info
    Last Updated: 17 Jun, 2023
    Patch Applicable: 6.38

    Introduction

    This document contains suggestions on how to use your cooldowns effectively and small things you can do to maximize them. Ideally, you should communicate with your Co-Healer to make a plan that reduces stress for both of you and maximizes damage between you while being safe.

    The Unending Coil of Bahamut (uCOB)

    Gearing

    For level 70 Ultimates and Healers, we can mostly get away with using all synced gear with at least ilevel 470. However, if you want to go out of your way to pick up some gear, Orator’s Mortarboard +2, Bonewicca Soother’s Chestpiece, Orator’s Shoes +2, and Bonewicca Ring of Healing are solid options when melded with Direct Hit. Reminder getting these pieces is not necessary and syncing gear down is a 4 DPS loss which truly does not matter.

    Moving on to stats if you’re using synced gear go in with three pieces of CRIT/PIETY and the rest can be CRIT/DET, Ultimates ruin any spell speed Alignment so spell speed in Ultimates is mostly to help with mechanics like dodging twisters or to help to get in a GCDs before downtime. You can check your stats when synced for UCoB in O6S with the minimum item level option turned on. For your relic weapon (515/535), you can copy what’s below. Relic is a good damage increase but not 100% needed to clear the fight.

    Phase by Phase fight tips

    Twin

    • You can gain extra LB making it easier to get LB3 for Transition, Deployment Tactics Adloquium 15s before the pull, take the first stack with five non-Tank and a 10% mitigation
    • Warrior and GNB can heal themselves well after a Tank swap with 123 combo + their oGCD healing ability.
    • Your fairy can be moved to the back to give ranged DPS embraces and moved back to the middle for Whispering Dawns
    • It’s important to realize during the second Neurolink your range DPS will be taking baited fireballs and right after can run into the group for the stack. Watch their hp and heal them if they’re too low coming into the stack. If your range DPS isn’t stack bait I suggest they just stay out and you take it with seven people.

    Nael

    • When the arena begins to change you can start Succor and it’ll heal everyone as you’re getting knocked back.
    • After the second dive bomb you can Adloquium on yourself and spread it off of yourself, this is just in case the first quote mechanic is stack.
    • Placing an early Excog on the Tank taking the first buster will ensure it’s up again for the second and fourth tankbuster.
    • During dive bombs if it’s stack Healers should rescue the third dive bomb back into the group after they bait.
    • Pay attention to your LB leaving Nael, you need Soil, and Fey Illum and your group will also want to hold their mitigation for Seventh Umbral Era if it’s LB2.
    • It’s possible to do Calamity with LB1, so at least attempt to do it. it’s better to try and fail than to wipe when you could have not thrown those prog minutes away.

    Trios

    • Seventh Umbral Era hits hard, you need shields before it slams down and before Bahamut erupts from it. Tank LB is needed if you pushed fast you could end up with LB2 even with LB cheese at the start but it’s very doable.

    • LB2 needs spam healing, remember LB2 has a longer duration than LB3 so Tanks can pop it earlier mitigating the knockback as well as the Calamitous Blaze.

    • LB3 only needs a burst of healing before the final hit.

    • If you mis-time Succor and you think it may fall off at an awkward time you can use spreadlo to always overwrite bad shields.

    • Saving swiftcast for mechanics where you need to move and heal is needed, try to let your RDM/SMN raise before you and try to hard raise over Swiftcast for prog.

    • The best Swiftcast uses is Black Fire when running to the wall and Heavensfall Trio after the fireball stack.

    • If Swiftcast is down for Blackfire Trio, you can use this example to try to heal everyone.

      How to blackfire without swiftcast

    • During Grand Octet you want to Succor as a stack that can do more than max HP, but if you’re using LB3 to cheese you don’t need to Succor.

    Adds

    • Tanks take a lot of auto damage in this phase you must be aware of this and not fall behind in healing them because crits happen. Excog should be used on cooldown; Twintania Tank is the best Excog target as she still attacks during quotes.
    • During downtime before Nael and Twintania become targetable I suggest using Adlo on both Tanks and yourself. Once both Tanks lose their initial shield you can spreadlo it off of yourself giving them an extra one.
    • Regens are very valuable while progging your co-Healer keeping regens up on both Tanks helps a lot.
    • During Nael’s quotes the Tank holding Twintania will continue to take autos while the Tank that is holding Nael won’t. Be careful during stack quotes the Twintania Tank can take a surprising amount of damage at once. I suggest using Fey Union on the Twintania Tank during quotes and stopping at a good time afterward so you have enough to give it out for the next quotes. Even with the Fey Union, the bosses can crit meaning multiple crits can chunk your Tank. Pay attention to them and give extra healing if needed or just to be a little safer. losing a few Broils will not cause an enrage however, your Tank dying will 99% of the time cause a wipe.
    • Art of War is a damage gain here but be very careful doing this. You could accidentally hit a hatch, you could bait a tornado wrong or you can get cleaved by Twintania. I suggest just using Broil for prog on the one with the highest HP. This also allows you to keep track and tell your team if one is getting significantly further away.

    Golden

    • Golden shakes are a thing; even if the phase is easy, it’s easy to psych yourself out. Breathe, focus on dodging Exaflares, applying shields for raid busters, and use your Soil and you will be fine.
    • While Morn Afah does a lot of damage it’s the only damage in the phase your party takes outside of Exaflares. Make good use of your Whispering Dawn and your Co-Healer’s regens to top people between raid busters.
    • Tanks take a lot of damage, use your Excogs effectively and toggle Fey Union to help with autos the Tanks will take during Exaflares or non-invuln tankbusters.
    • When healing non-invuln busters remember that Indom is 400p on each Tank totaling 800p while Lustrate is only 600p on one Tank, make use of Indom when healing both Tanks during shared tankbuster.
    • If you mess up shield timing, remember that your Deployment Tactics will overwrite Succor 100% of the time.

    Pros and Cons of Picking a SCH over SGE

    Pros

    • Whispering Dawn and Soil can be placed and used from anywhere, letting us heal when away from everyone.
    • Excog being on a shorter cooldown than Haima and being able to be put on the Tank in advance is great.
    • Fey Union is a stronger regen than Soteria-powered Kardia and can be toggled on and off to give regen where needed making it more versatile.

    Cons

    • Instant shields(GCD) saving Swift cast for rezzes if needed, this truly makes Sage a powerhouse over Scholar. UCOB is a fight that was truly made for Sage, this doesn’t mean Scholar isn’t a fine choice it’s just not as good because of this.
    • Kardia is a targeted Embrace, and it helps with Tank upkeep throughout the fight, Soteria can give it a little boost too for heavy auto phases.
    • SGE has access to a pure heal that doesn’t rely on Emergency Tactics which can help if you need to recover
    • Haima is pretty solid for solo Tank upkeep and multi-hit busters.
    • Phlegma and Toxicon can be used for movement.
    • Kerachole beats Soil in mechanics that have the party spread out. Example: Heavens fall if your party tends to be too close to the tower.
    • No ED means they don’t need to balance heals and damage.

    Helpful Links

    LB Generation - https://www.akhmorning.com/allagan-studies/limit-break/gauge-generation/#active-generation

    Ucob guide -

    https://clees.me/guides/ucob/

    Credits

    • Scholar helpfuls
    • Chi - Clips
    • Moth - Diagram
  • Newsfeed
  • SCH UCOB fight tips
    Guide Info
    Last Updated: 17 Jun, 2023
    Patch Applicable: 6.38

    Introduction

    This document contains suggestions on how to use your cooldowns effectively and small things you can do to maximize them. Ideally, you should communicate with your Co-Healer to make a plan that reduces stress for both of you and maximizes damage between you while being safe.

    The Unending Coil of Bahamut (uCOB)

    Gearing

    For level 70 Ultimates and Healers, we can mostly get away with using all synced gear with at least ilevel 470. However, if you want to go out of your way to pick up some gear, Orator’s Mortarboard +2, Bonewicca Soother’s Chestpiece, Orator’s Shoes +2, and Bonewicca Ring of Healing are solid options when melded with Direct Hit. Reminder getting these pieces is not necessary and syncing gear down is a 4 DPS loss which truly does not matter.

    Moving on to stats if you’re using synced gear go in with three pieces of CRIT/PIETY and the rest can be CRIT/DET, Ultimates ruin any spell speed Alignment so spell speed in Ultimates is mostly to help with mechanics like dodging twisters or to help to get in a GCDs before downtime. You can check your stats when synced for UCoB in O6S with the minimum item level option turned on. For your relic weapon (515/535), you can copy what’s below. Relic is a good damage increase but not 100% needed to clear the fight.

    Phase by Phase fight tips

    Twin

    • You can gain extra LB making it easier to get LB3 for Transition, Deployment Tactics Adloquium 15s before the pull, take the first stack with five non-Tank and a 10% mitigation
    • Warrior and GNB can heal themselves well after a Tank swap with 123 combo + their oGCD healing ability.
    • Your fairy can be moved to the back to give ranged DPS embraces and moved back to the middle for Whispering Dawns
    • It’s important to realize during the second Neurolink your range DPS will be taking baited fireballs and right after can run into the group for the stack. Watch their hp and heal them if they’re too low coming into the stack. If your range DPS isn’t stack bait I suggest they just stay out and you take it with seven people.

    Nael

    • When the arena begins to change you can start Succor and it’ll heal everyone as you’re getting knocked back.
    • After the second dive bomb you can Adloquium on yourself and spread it off of yourself, this is just in case the first quote mechanic is stack.
    • Placing an early Excog on the Tank taking the first buster will ensure it’s up again for the second and fourth tankbuster.
    • During dive bombs if it’s stack Healers should rescue the third dive bomb back into the group after they bait.
    • Pay attention to your LB leaving Nael, you need Soil, and Fey Illum and your group will also want to hold their mitigation for Seventh Umbral Era if it’s LB2.
    • It’s possible to do Calamity with LB1, so at least attempt to do it. it’s better to try and fail than to wipe when you could have not thrown those prog minutes away.

    Trios

    • Seventh Umbral Era hits hard, you need shields before it slams down and before Bahamut erupts from it. Tank LB is needed if you pushed fast you could end up with LB2 even with LB cheese at the start but it’s very doable.

    • LB2 needs spam healing, remember LB2 has a longer duration than LB3 so Tanks can pop it earlier mitigating the knockback as well as the Calamitous Blaze.

    • LB3 only needs a burst of healing before the final hit.

    • If you mis-time Succor and you think it may fall off at an awkward time you can use spreadlo to always overwrite bad shields.

    • Saving swiftcast for mechanics where you need to move and heal is needed, try to let your RDM/SMN raise before you and try to hard raise over Swiftcast for prog.

    • The best Swiftcast uses is Black Fire when running to the wall and Heavensfall Trio after the fireball stack.

    • If Swiftcast is down for Blackfire Trio, you can use this example to try to heal everyone.

      How to blackfire without swiftcast

    • During Grand Octet you want to Succor as a stack that can do more than max HP, but if you’re using LB3 to cheese you don’t need to Succor.

    Adds

    • Tanks take a lot of auto damage in this phase you must be aware of this and not fall behind in healing them because crits happen. Excog should be used on cooldown; Twintania Tank is the best Excog target as she still attacks during quotes.
    • During downtime before Nael and Twintania become targetable I suggest using Adlo on both Tanks and yourself. Once both Tanks lose their initial shield you can spreadlo it off of yourself giving them an extra one.
    • Regens are very valuable while progging your co-Healer keeping regens up on both Tanks helps a lot.
    • During Nael’s quotes the Tank holding Twintania will continue to take autos while the Tank that is holding Nael won’t. Be careful during stack quotes the Twintania Tank can take a surprising amount of damage at once. I suggest using Fey Union on the Twintania Tank during quotes and stopping at a good time afterward so you have enough to give it out for the next quotes. Even with the Fey Union, the bosses can crit meaning multiple crits can chunk your Tank. Pay attention to them and give extra healing if needed or just to be a little safer. losing a few Broils will not cause an enrage however, your Tank dying will 99% of the time cause a wipe.
    • Art of War is a damage gain here but be very careful doing this. You could accidentally hit a hatch, you could bait a tornado wrong or you can get cleaved by Twintania. I suggest just using Broil for prog on the one with the highest HP. This also allows you to keep track and tell your team if one is getting significantly further away.

    Golden

    • Golden shakes are a thing; even if the phase is easy, it’s easy to psych yourself out. Breathe, focus on dodging Exaflares, applying shields for raid busters, and use your Soil and you will be fine.
    • While Morn Afah does a lot of damage it’s the only damage in the phase your party takes outside of Exaflares. Make good use of your Whispering Dawn and your Co-Healer’s regens to top people between raid busters.
    • Tanks take a lot of damage, use your Excogs effectively and toggle Fey Union to help with autos the Tanks will take during Exaflares or non-invuln tankbusters.
    • When healing non-invuln busters remember that Indom is 400p on each Tank totaling 800p while Lustrate is only 600p on one Tank, make use of Indom when healing both Tanks during shared tankbuster.
    • If you mess up shield timing, remember that your Deployment Tactics will overwrite Succor 100% of the time.

    Pros and Cons of Picking a SCH over SGE

    Pros

    • Whispering Dawn and Soil can be placed and used from anywhere, letting us heal when away from everyone.
    • Excog being on a shorter cooldown than Haima and being able to be put on the Tank in advance is great.
    • Fey Union is a stronger regen than Soteria-powered Kardia and can be toggled on and off to give regen where needed making it more versatile.

    Cons

    • Instant shields(GCD) saving Swift cast for rezzes if needed, this truly makes Sage a powerhouse over Scholar. UCOB is a fight that was truly made for Sage, this doesn’t mean Scholar isn’t a fine choice it’s just not as good because of this.
    • Kardia is a targeted Embrace, and it helps with Tank upkeep throughout the fight, Soteria can give it a little boost too for heavy auto phases.
    • SGE has access to a pure heal that doesn’t rely on Emergency Tactics which can help if you need to recover
    • Haima is pretty solid for solo Tank upkeep and multi-hit busters.
    • Phlegma and Toxicon can be used for movement.
    • Kerachole beats Soil in mechanics that have the party spread out. Example: Heavens fall if your party tends to be too close to the tower.
    • No ED means they don’t need to balance heals and damage.

    Helpful Links

    LB Generation - https://www.akhmorning.com/allagan-studies/limit-break/gauge-generation/#active-generation

    Ucob guide -

    https://clees.me/guides/ucob/

    Credits

    • Scholar helpfuls
    • Chi - Clips
    • Moth - Diagram
    • Have any questions?
      Authors
      ShyShy
      diff --git a/jobs/healers/scholar/openers/index.html b/jobs/healers/scholar/openers/index.html index 969118a737..5c375d772a 100644 --- a/jobs/healers/scholar/openers/index.html +++ b/jobs/healers/scholar/openers/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Scholar Openers
    Guide Info
    Last Updated: 27 Jul, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Remember that the exact ability usage in these openers is not strict. If you need to use a heal in the opener or hold an AF stack for later healing do so. This is the ability usage you’d do on a dummy, but not every fight allows for it.

    Dissipation First Openers: You can swap the place of Aetherflow and Dissipation in both of the above openers. This can have several advantages: the fairy comes back about 15s earlier due to an earlier Dissipation (giving you access to her healing again), the 2000mp from Aetherflow comes later (meaning it won’t be wasted to overcapping), and it aligns Aetherflow correctly for a six ED buff window at two minutes. The last benefit is minor as you can simply delay the two minute Aetherflow instead if using an Aetherflow first opener. The main drawback of doing a Dissipation first opener is the risk of losing an Aetherflow use over the course of the fight or the phase, though this risk is shared by any rotation that does six ED buff windows every two minutes. It also changes the timings of when you get AF stacks back which make an impact on your healing plan. Consider the positives and negatives of Dissipation first when planning out the fight.

    Refreshing Biolysis at the End of Raid Buffs: With the changes to raid buffs becoming at least 20 seconds, clipping your DoT at the end of buffs is a gain with at least one additional raid buff. Certain fights may change the timing of the refresh or want us to drop the refresh entirely.

    Level 100 Opener

    Level 100 Opener

  • Newsfeed
  • Scholar Openers
    Guide Info
    Last Updated: 27 Jul, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Remember that the exact ability usage in these openers is not strict. If you need to use a heal in the opener or hold an AF stack for later healing do so. This is the ability usage you’d do on a dummy, but not every fight allows for it.

    Dissipation First Openers: You can swap the place of Aetherflow and Dissipation in both of the above openers. This can have several advantages: the fairy comes back about 15s earlier due to an earlier Dissipation (giving you access to her healing again), the 2000mp from Aetherflow comes later (meaning it won’t be wasted to overcapping), and it aligns Aetherflow correctly for a six ED buff window at two minutes. The last benefit is minor as you can simply delay the two minute Aetherflow instead if using an Aetherflow first opener. The main drawback of doing a Dissipation first opener is the risk of losing an Aetherflow use over the course of the fight or the phase, though this risk is shared by any rotation that does six ED buff windows every two minutes. It also changes the timings of when you get AF stacks back which make an impact on your healing plan. Consider the positives and negatives of Dissipation first when planning out the fight.

    Refreshing Biolysis at the End of Raid Buffs: With the changes to raid buffs becoming at least 20 seconds, clipping your DoT at the end of buffs is a gain with at least one additional raid buff. Certain fights may change the timing of the refresh or want us to drop the refresh entirely.

    Level 100 Opener

    Level 100 Opener

    • Have any questions?
      Authors
      Balance SCH Staff
      diff --git a/jobs/healers/scholar/skills-overview/index.html b/jobs/healers/scholar/skills-overview/index.html index 60c361aa5e..d7ece3ae16 100644 --- a/jobs/healers/scholar/skills-overview/index.html +++ b/jobs/healers/scholar/skills-overview/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Scholar Skills Overview
    Guide Info
    Last Updated: 27 Jul, 2024
    Patch Applicable: 7.0

    Notable Dawntrail Changes

    • New skills: Baneful Impaction and Seraphism
    • Swiftcast cooldown reduced to 40s with a trait.
    • Potency increases for Broil IV and Biolysis with a trait.
    • Succor upgraded to Concitation with a trait. 
    • Recitation cooldown reduced to 60s with a trait.
    • Chain Stratagem duration increased to 20s.
    • Summon Seraph and Consolation can be assigned to separate hotkeys if desired.

    Damage

    GCDs

    Broil4

    Broil IV

    • Single target damage (310 potency), 1.5s cast time
    • Can weave one oGCD after it without clipping
    • Cast this when you don’t need to do anything else.

    ArtOfWar2

    Art Of War II

    • AoE damage in a circle centered around you (180 potency), instant cast
    • Can weave two oGCDs after this (or any other instant cast)
    • At 2-4 targets, apply your DoT to all enemies before using this. At 5+ targets skip your DoT. Do not use on single target.

    Ruin2

    Ruin II

    • Single target damage (220 potency), instant cast
    • Use only if unable to cast Broil IV due to movement – if possible, slidecast or use Swiftcast + Broil IV instead.

    Biolysis

    Biolysis

    • Single target DoT (75 potency, 30s duration), instant cast

    • Total potency: 750

    • Keep this on all enemies for 1-4 targets and avoid refreshing it early if possible. Do not apply to enemies that are about to die.

    • If optimizing:

      • Potency is approximately equal to Broil IV after 12s and beats it at 15s.
      • Clipping Biolysis early for movement may be a DPS gain but should not be considered before other solutions (e.g. slidecasting, better positioning, Swiftcast)

    oGCDs

    EnergyDrain

    Energy Drain

    • Single target damage (100 potency)
    • Costs 1 Aetherflow stack and increases Faerie Gauge by 10.
    • Use this to spend excess Aetherflow stacks on dealing damage. 
    • If you need to heal and cannot use a non-Aetherflow oGCD heal, use Aetherflow stacks on healing instead of Energy Drain.

    BanefulImpaction

    Baneful Impaction

    • AoE DoT (140 potency, 15s duration)
    • Total potency: 700
    • Can only be used while under Impact Imminent, a 30s buff granted by Chain Stratagem. Impact Imminent is consumed when Baneful Impaction is cast.
    • Try to ensure that Baneful Impaction is always within raid buffs.
    • It is worth using Chain Stratagem on trash pulls for access to Baneful Impaction. The AoE originates from your target, so try to target a central mob while they’re grouped together to ensure all mobs receive the DoT.

    Healing/Mitigation

    GCDs

    Physick

    Physick

    • Single target heal (450 potency), 1.5s cast time
    • Do not use unless out of MP and oGCDs are unavailable, or in niche scenarios where you need a single target GCD heal and Adloquium would apply healing too late.

    Adloquium

    Adloquium

    • Single target heal (300 potency) + shield (180% of heal strength), 2s cast time.

    • Applies a shield buff called Galvanize. If critical heal, also applies a second shield buff (Catalyze) of the same strength.

      • Galvanize shields can be spread using Deployment Tactics. Catalyze shields cannot.
      • Galvanize is always overwritten by Sage’s Eukrasian Diagnosis. Galvanize and Eukrasian Prognosis overwrite each other (a newer shield always overwrites an older one). Catalyze neither overwrites nor is overwritten by any other shield.
    • Total potency:

      • Non-crit: 300 (heal) + 540 (Galvanize) = 840
      • Crit: [300 (heal) + 540 (Galvanize) + 540 (Catalyze)] * 1.55 (est. crit multiplier) ≈ 2139
    • Weaving an oGCD after this will clip slightly; avoid if possible.

    • Use prepull and during downtime with Deployment Tactics to shield the party. This combo can also be used during uptime in place of Concitation for a slight healing potency gain, but be sure the shield won’t be damaged before you Deploy.

      • Deployment Tactics can be used immediately after casting Adloquium; however this is not recommended during combat because you will clip your GCD.
    • Use if necessary to survive tankbusters or when large party shields are needed, such as for life-threatening raidwides or when cheesing mechanics. Other use is discouraged while other resources are available.

    Concitation

    Concitation

    • AoE heal (200 potency) + shield (180% of heal strength), 2s cast time.
    • Applies the same Galvanize buff as Adloquium (and does not stack with it). Does not apply Catalyze. See Adloquium for interactions with Sage’s GCD shields.
    • Total potency: 200 (heal) + 360 (shield) = 560
    • Weaving an oGCD after this will clip slightly; avoid if possible.
    • Use for downtime shielding if Adloquium + Deployment Tactics cannot be used.
    • Use if shielding is necessary and oGCD shields like Seraph’s Consolation are unavailable. Other use is discouraged while other resources are available.

    Manifestation

    Manifestation

    • Replaces Adloquium while under the effect of Seraphism

    • Single target heal (360 potency) + shield (180% of heal strength), instant cast.

    • Just like Adloquium, applies Galvanize normally as well as Catalyze on critical heals. See Adloquium for interactions with Sage’s GCD shields.

    • Total potency:

      • Non-crit: 360 (heal) + 648 (Galvanize) = 1008
      • Crit: [360 (heal) + 648 (Galvanize) + 648 (Catalyze)] * 1.55 (est. crit multiplier) ≈ 2567
    • Cannot be used with Recitation, which can make it somewhat awkward to use with Deployment Tactics if you’re aiming for a critical shield.

    • As with Adloquium, use if necessary to survive tankbusters or when large party shields are needed via Deployment Tactics, such as for life-threatening raidwides or when cheesing mechanics. Other use is discouraged while other resources are available.

    Accession

    Accession

    • Replaces Concitation while under the effect of Seraphism.
    • AoE heal (240 potency) + shield (180% of heal strength), instant cast.
    • Applies Galvanize just like Concitation. Does not apply Catalyze. See Adloquium for interactions with Sage’s GCD shields.
    • Total potency: 240 (heal) + 432 (shield) = 672
    • Cannot be used with Recitation.
    • Use if shielding is necessary and oGCD shields like Seraph’s Consolation are unavailable. Other use is discouraged while other resources are available.
    • Can be useful for brute forcing full hp checks thanks to Seraphism reducing the Emergency Tactics recast timer, but avoid doing this if more efficient methods are available.

    oGCDs

    Free (non-Fairy)

    Recitation

    Recitation

    • Removes the cost (MP or Aetherflow stack) of your next Adloquium, Succor, Indomitability, or Excogitation and guarantees it will do critical healing.
    • Use on Indomitability for AoE healing whenever possible. Otherwise, consider using it on Excogitation for tank healing.
    • In some circumstances, such as early progression or recovery from mistakes, using Recitation on Adloquium + Deployment Tactics can help guarantee your party’s survival by providing a large shield. 
    • Do not use prepull to guarantee a critical Adloquium unless Recitation won’t be needed within the first ~45s of the fight. To avoid using Recitation, if a critical Adloquium is necessary, fish for the crit instead.

    DeploymentTactics

    Deployment Tactics

    • Copies your Galvanize shield on your target onto everyone near them.
    • The copied shield has the same strength and duration as your target’s shield
    • Does not work on non-Galvanize shields (including Catalyze) or shields cast by other players.
    • Use Adloquium + Deployment Tactics on the tank prepull or during downtime to give the party a bigger shield than Concitation’s shield.
    • Consider using this over Concitation during uptime as it provides slightly more healing potency. Do not do this if the party shields may not be broken, or the shield may be damaged before you can Deploy.
    • Situationally: use Adloquium + Deployment Tactics during uptime to cheese mechanics or survive heavy raidwides when other mitigation is unavailable.

    Protraction

    Protraction

    • Single target max HP increase (10%) + healing received buff (10%).
    • Heals the target for the amount of max HP increased.
    • Increases the target’s healing received from all healing actions (both GCD and oGCD).
    • Use this to buff prepull Adloquium and Excogitation casts, or during pulls for additional healing. 
    • Regens, including Aetherpact, snapshot the healing buff if initiated while the buff is active.

    Expedient

    Expedient

    • 20s AoE mitigation (10%) and 10s AoE move speed buff (equivalent to Sprint)
    • Move speed buff persists during combat (unlike Peloton)
    • Use for long-duration mitigation and/or use the increased move speed for mechanics

    Seraphism

    Seraphism

    • For 20s, applies a regen (100 potency) to party members and replaces Adloquium and Concitation with Manifestation and Accession respectively.
    • The regen applied has a hidden duration of 5s, meaning each party member receives 7 or 8 ticks healing. Total potency is 700 or 800.
    • The range on the regen application is 50y making it impossible to outrange on a standard 8-man boss arena.
    • Also resets the cooldown of Emergency Tactics and changes its recast timers to 1s, providing a consistent source of GCD pure healing if needed.

    EmergencyTactics

    Emergency Tactics

    • Converts the shield from your next Adloquium or Succor into raw healing.

    • Use during downtime to top up the party if MP is not a concern.

    • Do not use during uptime unless all of the following are true:

      • There is a heal-to-full mechanic (e.g. Certain doom mechanics that require full hp) or life-threatening incoming damage that you (or your Sage cohealer) have already shielded for.
      • You have no other oGCD tools available.
      • Your cohealer has no other oGCD tools available.
      • It is better for you to cast a GCD heal than it is for your cohealer.

    Free (Fairy)

    Note:

    • All effective fairy potencies are scaled down from their listed values by a factor of about 0.89 due to pet scaling. 
    • Fairy abilities cannot be used while Dissipation is active.
    • Fairy heals originate from the fairy’s location; use the Place pet action to position the fairy at an appropriate location (usually the middle of the arena)

    Embrace

    Embrace

    • Your fairy’s passive single target heal (180 potency).
    • The pet heals once every 3s
    • See other guides for more information on pet healing priority.

    AetherpactFeyUnion

    Aetherpact

    • Orders your fairy to execute Fey Union: Single target regen (300 potency/tick).

    • Costs 10 Faerie Gauge per tick.

    • Use to focus healing onto a single target, such as the tank. The heal is stronger than Embrace.

    • Note: 

      • The fairy won’t cast Embrace, move, or do anything else when Aetherpact is active.
      • Aetherpact can be canceled by either using the skill a second time or by using any other fairy ability.
      • If the target moves out of range, the Faerie Gauge will not drain, but the fairy won’t heal anybody.

    FeyBlessing

    Fey Blessing

    • AoE heal (320 potency).
    • Use for AoE healing. If AoE healing isn’t needed, use for additional tank healing.

    WhisperingDawn

    Whispering Dawn/Angel’s Whisper

    • AoE regen (80 potency, 21s duration).
    • Total potency: 560.
    • Has the same effect for both base fairy and Seraph despite different buff icons.
    • Use for AoE healing. If AoE healing isn’t needed, use for additional tank healing.

    FeyIllumination

    Fey Illumination/Seraphic Illumination

    • AoE magic damage mitigation (5%) and healing spell buff (10%).
    • Increases outgoing GCD healing done by allies with the buff. Does not affect oGCDs or pets.
    • Has the same effect for both base fairy and Seraph despite different buff icons.
    • Use to buff prepull or downtime shields, if needed.
    • Use during the pull to mitigate or to buff GCD heals if using them.

    SeraphicVeil

    Seraphic Veil

    • Seraph’s passive single target heal (180 potency) and shield (100% heal strength)
    • Total potency: 180 (heal) + 180 (shield) = 360
    • The shield does not stack with Consolation but stacks with other shields.
    • The pet heals once every 3s.
    • See other guides for more information on pet healing priority.

    SummonSeraph
    Consolation

    Summon Seraph/Consolation

    • Replaces your fairy with Seraph for 22s. The following abilities are changed:

      • Embrace => Seraphic Veil.

        • If the shields are consumed, this doubles your fairy’s effective passive healing
      • Summon Seraph => Consolation: AoE heal (250 potency) + shield (100% heal value).

        • Total potency: 250 (heal) + 250 (shield).
        • 2 Consolation charges are available each time Seraph is summoned.
        • Whispering Dawn and Fey Illumination => Angel’s Whisper and Seraphic Illumination.
        • This is a cosmetic change only.
      • Fey Blessing, Aetherpact, and Dissipation are unavailable.

    • Cannot be used if no fairy is summoned or if Dissipation is active.

    • Use Summon Seraph and Consolation when AoE healing or shielding is needed, especially if there are multiple raidwides within a short interval. Otherwise, use Seraph (and Consolation) to boost tank healing.

    Aetherflow

    All Aetherflow heals cost 1 Aetherflow stack and increase Faerie Gauge by 10.

    Lustrate

    Lustrate

    • Single target heal (600 potency).
    • Use only if Excogitation and Sacred Soil cannot be used.
    • During downtime, if Aetherflow will come off cooldown, use Lustrate to spend any remaining stacks and avoid delaying Aetherflow. If possible, prevent this situation by spending stacks outside of downtime.

    SacredSoil

    Sacred Soil

    • Creates a bubble with 10% mitigation and a regen (100 potency, 15s).
    • Total potency: 100 (initial potency) + 500 (regen ticks) = 600.
    • Do not use if synced below Level 78 unless the mitigation is necessary for survival (ultimates and minimum ilvl content).
    • Use instead of Lustrate or Indomitability if the party will remain inside the bubble and there is enough time for the regen to heal – Sacred Soil provides as much healing as Lustrate and also provides mitigation.

    Indomitability

    Indomitability

    • AoE heal (400 potency)
    • Use with Recitation for burst AoE healing.
    • Otherwise, use for AoE healing only if Sacred Soil’s regeneration and mitigation cannot be used.

    Excogitation

    Excogitation

    • Delayed single target heal (800 potency)
    • The target is healed when their HP drops below 50% or when Excogitation’s buff timer expires. The target can still die if killed in one hit from above 50% HP.
    • Use if needed for preemptive tank healing, especially when Holmgang or Living Dead are used.
    • Use in emergencies on a target below 50% HP for an instant burst heal.

    Other Abilities

    GCDs

    SummonEos

    Summon Eos

    • Summons your fairy. Please don’t forget it.
    • The fairy must be resummoned if you die.

    Resurrection

    Resurrection

    • Revives a dead player (8s cast time).
    • Use with Swiftcast if available.

    Repose

    Repose

    • Puts an enemy to sleep.
    • Do not use: Most enemies are immune and sleeping enemies wake up when damaged.

    Esuna

    Esuna

    • Removes cleansable debuffs (debuffs with a white bar above them).
    • Use to remove lethal debuffs (e.g. Doom, Throttle).
    • Most other debuffs can be ignored.

    oGCDs

    Aetherflow

    Aetherflow

    • Grants 3 Aetherflow stacks and recovers 2000 MP.
    • Use on cooldown. Spend Aetherflow stacks before using it – do not overcap.

    Dissipation

    Dissipation

    • Removes the fairy for 30s and grants 3 stacks of Aetherflow and a 20% GCD heal buff.

    • Can only be used if the base fairy is active. Cannot be used if Seraph is summoned or if no fairy is summoned.

    • While under the effect of Dissipation, the fairy does not cast Embrace, your Faerie Gauge does not increase, and you cannot use any fairy abilities or Seraphism.

    • Use as a damage cooldown or save it for emergencies:

      • Damage: Use as often as possible and spend the Aetherflow stacks on Energy Drain. Avoid using if it forces you or your cohealer to GCD heal.
      • Emergency healing: Use the healing buff to increase your GCD shields, and use the Aetherflow stacks for healing.

    ChainStratagem

    Chain Stratagem

    • Raid buff: Increases the crit rate of attacks against the target by 10% for 20s.
    • Grants Impact Imminent, allowing the use of Baneful Impaction.
    • Stacks additively with your base critical chance and with other crit rate buffs (e.g. Battle Litany).
    • Use during the opener, then use on cooldown. Only delay its usage if your group is coordinating raid buffs for optimization.

    LucidDreaming

    Lucid Dreaming

    • Recovers MP over time (3850 MP over 21s).
    • Use when below 8000 MP.

    Swiftcast

    Swiftcast

    • Makes your next GCD spell instant cast.
    • The buff is not consumed when using instant cast GCDs.
    • If desired, save Swiftcast for Resurrection.
    • Otherwise, use it in the opener and for movement.

    Surecast

    Surecast

    • Prevents most knockback and movement effects and prevents casts from being canceled.
    • Use to avoid knockbacks.

    Rescue

    Rescue

    • Pulls a target party member to your location
    • Does not work if the target has certain debuffs, like Bind, or if the target is using Surecast/Arm’s Length
    • Use this to save a party member from failing mechanics
    • You can rescue someone who used LB3 to move them into a safe spot; however it doesn’t allow them to move or act sooner.
  • Newsfeed
  • Scholar Skills Overview
    Guide Info
    Last Updated: 27 Jul, 2024
    Patch Applicable: 7.0

    Notable Dawntrail Changes

    • New skills: Baneful Impaction and Seraphism
    • Swiftcast cooldown reduced to 40s with a trait.
    • Potency increases for Broil IV and Biolysis with a trait.
    • Succor upgraded to Concitation with a trait. 
    • Recitation cooldown reduced to 60s with a trait.
    • Chain Stratagem duration increased to 20s.
    • Summon Seraph and Consolation can be assigned to separate hotkeys if desired.

    Damage

    GCDs

    Broil4

    Broil IV

    • Single target damage (310 potency), 1.5s cast time
    • Can weave one oGCD after it without clipping
    • Cast this when you don’t need to do anything else.

    ArtOfWar2

    Art Of War II

    • AoE damage in a circle centered around you (180 potency), instant cast
    • Can weave two oGCDs after this (or any other instant cast)
    • At 2-4 targets, apply your DoT to all enemies before using this. At 5+ targets skip your DoT. Do not use on single target.

    Ruin2

    Ruin II

    • Single target damage (220 potency), instant cast
    • Use only if unable to cast Broil IV due to movement – if possible, slidecast or use Swiftcast + Broil IV instead.

    Biolysis

    Biolysis

    • Single target DoT (75 potency, 30s duration), instant cast

    • Total potency: 750

    • Keep this on all enemies for 1-4 targets and avoid refreshing it early if possible. Do not apply to enemies that are about to die.

    • If optimizing:

      • Potency is approximately equal to Broil IV after 12s and beats it at 15s.
      • Clipping Biolysis early for movement may be a DPS gain but should not be considered before other solutions (e.g. slidecasting, better positioning, Swiftcast)

    oGCDs

    EnergyDrain

    Energy Drain

    • Single target damage (100 potency)
    • Costs 1 Aetherflow stack and increases Faerie Gauge by 10.
    • Use this to spend excess Aetherflow stacks on dealing damage. 
    • If you need to heal and cannot use a non-Aetherflow oGCD heal, use Aetherflow stacks on healing instead of Energy Drain.

    BanefulImpaction

    Baneful Impaction

    • AoE DoT (140 potency, 15s duration)
    • Total potency: 700
    • Can only be used while under Impact Imminent, a 30s buff granted by Chain Stratagem. Impact Imminent is consumed when Baneful Impaction is cast.
    • Try to ensure that Baneful Impaction is always within raid buffs.
    • It is worth using Chain Stratagem on trash pulls for access to Baneful Impaction. The AoE originates from your target, so try to target a central mob while they’re grouped together to ensure all mobs receive the DoT.

    Healing/Mitigation

    GCDs

    Physick

    Physick

    • Single target heal (450 potency), 1.5s cast time
    • Do not use unless out of MP and oGCDs are unavailable, or in niche scenarios where you need a single target GCD heal and Adloquium would apply healing too late.

    Adloquium

    Adloquium

    • Single target heal (300 potency) + shield (180% of heal strength), 2s cast time.

    • Applies a shield buff called Galvanize. If critical heal, also applies a second shield buff (Catalyze) of the same strength.

      • Galvanize shields can be spread using Deployment Tactics. Catalyze shields cannot.
      • Galvanize is always overwritten by Sage’s Eukrasian Diagnosis. Galvanize and Eukrasian Prognosis overwrite each other (a newer shield always overwrites an older one). Catalyze neither overwrites nor is overwritten by any other shield.
    • Total potency:

      • Non-crit: 300 (heal) + 540 (Galvanize) = 840
      • Crit: [300 (heal) + 540 (Galvanize) + 540 (Catalyze)] * 1.55 (est. crit multiplier) ≈ 2139
    • Weaving an oGCD after this will clip slightly; avoid if possible.

    • Use prepull and during downtime with Deployment Tactics to shield the party. This combo can also be used during uptime in place of Concitation for a slight healing potency gain, but be sure the shield won’t be damaged before you Deploy.

      • Deployment Tactics can be used immediately after casting Adloquium; however this is not recommended during combat because you will clip your GCD.
    • Use if necessary to survive tankbusters or when large party shields are needed, such as for life-threatening raidwides or when cheesing mechanics. Other use is discouraged while other resources are available.

    Concitation

    Concitation

    • AoE heal (200 potency) + shield (180% of heal strength), 2s cast time.
    • Applies the same Galvanize buff as Adloquium (and does not stack with it). Does not apply Catalyze. See Adloquium for interactions with Sage’s GCD shields.
    • Total potency: 200 (heal) + 360 (shield) = 560
    • Weaving an oGCD after this will clip slightly; avoid if possible.
    • Use for downtime shielding if Adloquium + Deployment Tactics cannot be used.
    • Use if shielding is necessary and oGCD shields like Seraph’s Consolation are unavailable. Other use is discouraged while other resources are available.

    Manifestation

    Manifestation

    • Replaces Adloquium while under the effect of Seraphism

    • Single target heal (360 potency) + shield (180% of heal strength), instant cast.

    • Just like Adloquium, applies Galvanize normally as well as Catalyze on critical heals. See Adloquium for interactions with Sage’s GCD shields.

    • Total potency:

      • Non-crit: 360 (heal) + 648 (Galvanize) = 1008
      • Crit: [360 (heal) + 648 (Galvanize) + 648 (Catalyze)] * 1.55 (est. crit multiplier) ≈ 2567
    • Cannot be used with Recitation, which can make it somewhat awkward to use with Deployment Tactics if you’re aiming for a critical shield.

    • As with Adloquium, use if necessary to survive tankbusters or when large party shields are needed via Deployment Tactics, such as for life-threatening raidwides or when cheesing mechanics. Other use is discouraged while other resources are available.

    Accession

    Accession

    • Replaces Concitation while under the effect of Seraphism.
    • AoE heal (240 potency) + shield (180% of heal strength), instant cast.
    • Applies Galvanize just like Concitation. Does not apply Catalyze. See Adloquium for interactions with Sage’s GCD shields.
    • Total potency: 240 (heal) + 432 (shield) = 672
    • Cannot be used with Recitation.
    • Use if shielding is necessary and oGCD shields like Seraph’s Consolation are unavailable. Other use is discouraged while other resources are available.
    • Can be useful for brute forcing full hp checks thanks to Seraphism reducing the Emergency Tactics recast timer, but avoid doing this if more efficient methods are available.

    oGCDs

    Free (non-Fairy)

    Recitation

    Recitation

    • Removes the cost (MP or Aetherflow stack) of your next Adloquium, Succor, Indomitability, or Excogitation and guarantees it will do critical healing.
    • Use on Indomitability for AoE healing whenever possible. Otherwise, consider using it on Excogitation for tank healing.
    • In some circumstances, such as early progression or recovery from mistakes, using Recitation on Adloquium + Deployment Tactics can help guarantee your party’s survival by providing a large shield. 
    • Do not use prepull to guarantee a critical Adloquium unless Recitation won’t be needed within the first ~45s of the fight. To avoid using Recitation, if a critical Adloquium is necessary, fish for the crit instead.

    DeploymentTactics

    Deployment Tactics

    • Copies your Galvanize shield on your target onto everyone near them.
    • The copied shield has the same strength and duration as your target’s shield
    • Does not work on non-Galvanize shields (including Catalyze) or shields cast by other players.
    • Use Adloquium + Deployment Tactics on the tank prepull or during downtime to give the party a bigger shield than Concitation’s shield.
    • Consider using this over Concitation during uptime as it provides slightly more healing potency. Do not do this if the party shields may not be broken, or the shield may be damaged before you can Deploy.
    • Situationally: use Adloquium + Deployment Tactics during uptime to cheese mechanics or survive heavy raidwides when other mitigation is unavailable.

    Protraction

    Protraction

    • Single target max HP increase (10%) + healing received buff (10%).
    • Heals the target for the amount of max HP increased.
    • Increases the target’s healing received from all healing actions (both GCD and oGCD).
    • Use this to buff prepull Adloquium and Excogitation casts, or during pulls for additional healing. 
    • Regens, including Aetherpact, snapshot the healing buff if initiated while the buff is active.

    Expedient

    Expedient

    • 20s AoE mitigation (10%) and 10s AoE move speed buff (equivalent to Sprint)
    • Move speed buff persists during combat (unlike Peloton)
    • Use for long-duration mitigation and/or use the increased move speed for mechanics

    Seraphism

    Seraphism

    • For 20s, applies a regen (100 potency) to party members and replaces Adloquium and Concitation with Manifestation and Accession respectively.
    • The regen applied has a hidden duration of 5s, meaning each party member receives 7 or 8 ticks healing. Total potency is 700 or 800.
    • The range on the regen application is 50y making it impossible to outrange on a standard 8-man boss arena.
    • Also resets the cooldown of Emergency Tactics and changes its recast timers to 1s, providing a consistent source of GCD pure healing if needed.

    EmergencyTactics

    Emergency Tactics

    • Converts the shield from your next Adloquium or Succor into raw healing.

    • Use during downtime to top up the party if MP is not a concern.

    • Do not use during uptime unless all of the following are true:

      • There is a heal-to-full mechanic (e.g. Certain doom mechanics that require full hp) or life-threatening incoming damage that you (or your Sage cohealer) have already shielded for.
      • You have no other oGCD tools available.
      • Your cohealer has no other oGCD tools available.
      • It is better for you to cast a GCD heal than it is for your cohealer.

    Free (Fairy)

    Note:

    • All effective fairy potencies are scaled down from their listed values by a factor of about 0.89 due to pet scaling. 
    • Fairy abilities cannot be used while Dissipation is active.
    • Fairy heals originate from the fairy’s location; use the Place pet action to position the fairy at an appropriate location (usually the middle of the arena)

    Embrace

    Embrace

    • Your fairy’s passive single target heal (180 potency).
    • The pet heals once every 3s
    • See other guides for more information on pet healing priority.

    AetherpactFeyUnion

    Aetherpact

    • Orders your fairy to execute Fey Union: Single target regen (300 potency/tick).

    • Costs 10 Faerie Gauge per tick.

    • Use to focus healing onto a single target, such as the tank. The heal is stronger than Embrace.

    • Note: 

      • The fairy won’t cast Embrace, move, or do anything else when Aetherpact is active.
      • Aetherpact can be canceled by either using the skill a second time or by using any other fairy ability.
      • If the target moves out of range, the Faerie Gauge will not drain, but the fairy won’t heal anybody.

    FeyBlessing

    Fey Blessing

    • AoE heal (320 potency).
    • Use for AoE healing. If AoE healing isn’t needed, use for additional tank healing.

    WhisperingDawn

    Whispering Dawn/Angel’s Whisper

    • AoE regen (80 potency, 21s duration).
    • Total potency: 560.
    • Has the same effect for both base fairy and Seraph despite different buff icons.
    • Use for AoE healing. If AoE healing isn’t needed, use for additional tank healing.

    FeyIllumination

    Fey Illumination/Seraphic Illumination

    • AoE magic damage mitigation (5%) and healing spell buff (10%).
    • Increases outgoing GCD healing done by allies with the buff. Does not affect oGCDs or pets.
    • Has the same effect for both base fairy and Seraph despite different buff icons.
    • Use to buff prepull or downtime shields, if needed.
    • Use during the pull to mitigate or to buff GCD heals if using them.

    SeraphicVeil

    Seraphic Veil

    • Seraph’s passive single target heal (180 potency) and shield (100% heal strength)
    • Total potency: 180 (heal) + 180 (shield) = 360
    • The shield does not stack with Consolation but stacks with other shields.
    • The pet heals once every 3s.
    • See other guides for more information on pet healing priority.

    SummonSeraph
    Consolation

    Summon Seraph/Consolation

    • Replaces your fairy with Seraph for 22s. The following abilities are changed:

      • Embrace => Seraphic Veil.

        • If the shields are consumed, this doubles your fairy’s effective passive healing
      • Summon Seraph => Consolation: AoE heal (250 potency) + shield (100% heal value).

        • Total potency: 250 (heal) + 250 (shield).
        • 2 Consolation charges are available each time Seraph is summoned.
        • Whispering Dawn and Fey Illumination => Angel’s Whisper and Seraphic Illumination.
        • This is a cosmetic change only.
      • Fey Blessing, Aetherpact, and Dissipation are unavailable.

    • Cannot be used if no fairy is summoned or if Dissipation is active.

    • Use Summon Seraph and Consolation when AoE healing or shielding is needed, especially if there are multiple raidwides within a short interval. Otherwise, use Seraph (and Consolation) to boost tank healing.

    Aetherflow

    All Aetherflow heals cost 1 Aetherflow stack and increase Faerie Gauge by 10.

    Lustrate

    Lustrate

    • Single target heal (600 potency).
    • Use only if Excogitation and Sacred Soil cannot be used.
    • During downtime, if Aetherflow will come off cooldown, use Lustrate to spend any remaining stacks and avoid delaying Aetherflow. If possible, prevent this situation by spending stacks outside of downtime.

    SacredSoil

    Sacred Soil

    • Creates a bubble with 10% mitigation and a regen (100 potency, 15s).
    • Total potency: 100 (initial potency) + 500 (regen ticks) = 600.
    • Do not use if synced below Level 78 unless the mitigation is necessary for survival (ultimates and minimum ilvl content).
    • Use instead of Lustrate or Indomitability if the party will remain inside the bubble and there is enough time for the regen to heal – Sacred Soil provides as much healing as Lustrate and also provides mitigation.

    Indomitability

    Indomitability

    • AoE heal (400 potency)
    • Use with Recitation for burst AoE healing.
    • Otherwise, use for AoE healing only if Sacred Soil’s regeneration and mitigation cannot be used.

    Excogitation

    Excogitation

    • Delayed single target heal (800 potency)
    • The target is healed when their HP drops below 50% or when Excogitation’s buff timer expires. The target can still die if killed in one hit from above 50% HP.
    • Use if needed for preemptive tank healing, especially when Holmgang or Living Dead are used.
    • Use in emergencies on a target below 50% HP for an instant burst heal.

    Other Abilities

    GCDs

    SummonEos

    Summon Eos

    • Summons your fairy. Please don’t forget it.
    • The fairy must be resummoned if you die.

    Resurrection

    Resurrection

    • Revives a dead player (8s cast time).
    • Use with Swiftcast if available.

    Repose

    Repose

    • Puts an enemy to sleep.
    • Do not use: Most enemies are immune and sleeping enemies wake up when damaged.

    Esuna

    Esuna

    • Removes cleansable debuffs (debuffs with a white bar above them).
    • Use to remove lethal debuffs (e.g. Doom, Throttle).
    • Most other debuffs can be ignored.

    oGCDs

    Aetherflow

    Aetherflow

    • Grants 3 Aetherflow stacks and recovers 2000 MP.
    • Use on cooldown. Spend Aetherflow stacks before using it – do not overcap.

    Dissipation

    Dissipation

    • Removes the fairy for 30s and grants 3 stacks of Aetherflow and a 20% GCD heal buff.

    • Can only be used if the base fairy is active. Cannot be used if Seraph is summoned or if no fairy is summoned.

    • While under the effect of Dissipation, the fairy does not cast Embrace, your Faerie Gauge does not increase, and you cannot use any fairy abilities or Seraphism.

    • Use as a damage cooldown or save it for emergencies:

      • Damage: Use as often as possible and spend the Aetherflow stacks on Energy Drain. Avoid using if it forces you or your cohealer to GCD heal.
      • Emergency healing: Use the healing buff to increase your GCD shields, and use the Aetherflow stacks for healing.

    ChainStratagem

    Chain Stratagem

    • Raid buff: Increases the crit rate of attacks against the target by 10% for 20s.
    • Grants Impact Imminent, allowing the use of Baneful Impaction.
    • Stacks additively with your base critical chance and with other crit rate buffs (e.g. Battle Litany).
    • Use during the opener, then use on cooldown. Only delay its usage if your group is coordinating raid buffs for optimization.

    LucidDreaming

    Lucid Dreaming

    • Recovers MP over time (3850 MP over 21s).
    • Use when below 8000 MP.

    Swiftcast

    Swiftcast

    • Makes your next GCD spell instant cast.
    • The buff is not consumed when using instant cast GCDs.
    • If desired, save Swiftcast for Resurrection.
    • Otherwise, use it in the opener and for movement.

    Surecast

    Surecast

    • Prevents most knockback and movement effects and prevents casts from being canceled.
    • Use to avoid knockbacks.

    Rescue

    Rescue

    • Pulls a target party member to your location
    • Does not work if the target has certain debuffs, like Bind, or if the target is using Surecast/Arm’s Length
    • Use this to save a party member from failing mechanics
    • You can rescue someone who used LB3 to move them into a safe spot; however it doesn’t allow them to move or act sooner.
    • Have any questions?
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      diff --git a/jobs/healers/white-mage/basic-guide/index.html b/jobs/healers/white-mage/basic-guide/index.html index 16916aa3c8..c4090bd0da 100644 --- a/jobs/healers/white-mage/basic-guide/index.html +++ b/jobs/healers/white-mage/basic-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • White Mage Basic Guide
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.0

    Introduction

    This guide aims to provide a basic overview of White Mage and offer guidelines on how to use each skill in its toolkit effectively in any environment. As healers do not have a strict healing rotation, this guide will focus on highlighting what makes each skill unique and explain some common use cases.

    White Mage is considered by many people to be the most beginner friendly healer, and rightfully so. It offers a very straightforward healing kit that meshes well with the ‘press button to make HP bars go up’ mindset, and a plethora of powerful tools to salvage almost any situation. It brings high personal damage with no convoluted job specific mechanics, making it a comfortable healer to start on and become proficient at in a short time.

    Glossary

    • WHM: White Mage
    • CD (Cooldown): The time it takes before you’re able to cast an action again.
    • GCD (Global Cooldown): Spells that share the same base recast time. On WHM, these are anything categorized as “Spell” on the official job guide. This guide will also categorize skills based on whether they are GCDs or not.
    • Instant (Instant Cast): GCD Spells that do not have a cast bar.
    • oGCD (Off Global Cooldown): Abilities that don’t share the 2.5s base recast time and therefore can be used while GCD spells are on cooldown. These abilities are also explicitly categorized in this guide as such.
    • Weaving: Using oGCDs between GCDs. To avoid delaying your GCD, you can safely weave two oGCDs after an instant cast GCD, or one oGCD after Glare.
    • HoT (Heal over Time)/Regen: Actions that heal the target over a period of time. These actions heal for their listed potency once every three seconds.
    • DoT (Damage over Time): Actions that damage the target over a period of time. These actions deal damage for their listed potency once every three seconds.
    • AoE (Area of Effect): Actions that affect every target in a specified area. AoE heals heal all allies in a circle around their source. AoE damage abilities affect all enemies in an area specified by the ability; enemies can perform AoE attacks too.

    Job Gauge: Lilies

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    WHM’s job gauge displays two resources: blue Healing Lilies and red Blood Lily stacks. Healing Lilies are naturally accumulated over time once you unlock the job gauge at level 52. Every 20 seconds, a Healing Lily is automatically added to your job gauge, capping out at three stacks. Note that Healing Lily only charges while you are in combat, and the gauge is paused outside of combat. This distinction is mostly relevant in dungeon content, as the majority of raids and trials will consider you to be in combat as soon as the boss is pulled until the instance is completed.

    Healing Lilies allow you the use of Afflatus Solace (Lv. 52) and Afflatus Rapture (Lv. 76), healing spells that each consume one Healing Lily upon use. These spells will be expanded upon in the healing section, but they share the following characteristics:

    • GCD spells
    • Consumes one Healing Lily
    • 0 MP cost
    • Instant-cast, so you can weave two oGCDs after each Afflatus spell
    • Grants you one Blood Lily stack (post-Lvl. 74)

    Unlocked at level 74, Blood Lily stacks are generated when you use Afflatus Solace or Afflatus Rapture, up to a maximum of three, which allows you to execute Afflatus Misery, a targeted AoE damaging GCD that costs three Blood Lily stacks. Unlike Healing Lilies, Blood Lily stacks can be charged outside of combat when you use any Afflatus healing spell. However, make sure to not use any Healing Lilies when you have three Blood Lily stacks so you do not overcap on Blood Lily stacks. Aim to use Afflatus Misery first before starting a new Lily set.

    Damage Overview

    GCD

    Glare III (“Glare” for simplicity)

    Your standard damage filler spell that you should aim to cast whenever possible, Glare does 310p per cast and has a 1.5s cast time assuming base recast of 2.5s. This allows you to weave one oGCD per hardcasted Glare without clipping your next GCD. At lower levels, “Stone” variants will be your filler spell.

    Glare IV

    When you press presence of mind after level 92 you get the ability to use three Glare IVs over the next 30 seconds. It is an instant cast damage GCD that does 640 potency to the first target with 40% damage to the surrounding enemies. It is not a gain or a loss to use them during presence of mind outside of thinking about other people’s buffs.

    Dia

    An instant cast DoT spell that deals 75p upfront and then ticks for 30s, dealing 75p per tick for a total of 825p if allowed to run its full duration. As this is a gain over your standard Glare filler, this DoT should be maintained on the boss at all times, unless it is about to die in less than 15s. This also applies if the boss is about to disappear, as DoTs do not tick on untargetable bosses for the vast majority of cases. At lower levels, “Aero” variants will be your DoT spell.

    Holy III (“Holy” for simplicity)

    An AoE centered on you that damages enemies within 8y by 150p and applies a stun effect. Enemies who are susceptible to the stun effect build resistance to it, halving its duration with each application until they become temporarily immune to stun. This spell is very strong in dungeons where the cumulative 7s of stun helps mitigate a significant amount of tank damage in trash pulls. In raid scenarios, Holy is rarely used as it requires hitting three enemies to beat a Glare cast, though it can be used in niche optimization scenarios where you precast a Holy to hit the boss right as they come back from an untargetable phase.

    Afflatus Misery (Lily spell)

    An instant-cast GCD that deals 1240p damage to the primary target and 620p to enemies around it within 5y. Afflatus Misery requires three Blood Lily stacks to use, which in turn requires the use of three Afflatus healing spells. From a pure potency perspective, Afflatus Misery is neutral in single target scenarios as it costs four GCDs to execute - three Afflatus healing spells and one Afflatus misery - and deals 1240p, same as the 1240p that you would have dealt replacing all those Afflatus casts with Glares. However, it can be an overall DPS gain if Afflatus Misery is placed under raid buffs and/or potion.

    Afflatus Misery quickly becomes more of a potency gain when downtime and multi-target scenarios are involved. As using Afflatus healing spells during downtime does not cost you any DPS, you should proactively ‘dump’ any available Healing Lilies without overcapping your Blood Lily stacks so you have an Afflatus Misery at your disposal for when the boss comes back. In multi-target scenarios, if Afflatus Misery can even hit one additional target, it becomes a gain to proactively use Afflatus healing spells beforehand to prepare an Afflatus Misery.

    Always aim to finish any partial Lily sets before a fight ends, since Afflatus healing spells being potency neutral requires the execution of Afflatus Misery.

    oGCD

    Presence of Mind

    A 15s buff on a two minute cooldown that grants you a haste buff that speeds up all your GCDs by 20%. As this buff is simply a GCD modifier and does not affect your Spell Speed substat, it has no effect on your DoT damage. The haste buff reduces the length of the weave window between hardcasted Glares and may cause problems with weaving at certain ping levels.

    Assize

    Assize recovers 500MP per use, deals 400p of damage and also heals allies within range for 400p. It is a damaging oGCD that happens to do healing, but unlike your actual healing oGCDs, there is not much leeway to move Assize around for healing purposes as delays can risk losing an entire Assize usage in a fight, which is a significant potency loss. On top of that, Assize is also integral to WHM’s MP sustain, and should be used on cooldown in pretty much all scenarios. Assize can be delayed for multi-target scenarios even if it means losing a use, as it only needs to hit two targets to break even, and quickly becomes a gain at higher target counts.

    However, you can and should take advantage of Assize’s healing portion by structuring your other healing oGCDs around it. For example, if you know that Assize naturally aligns to heal before an upcoming raid-wide, you can delay your Asylum to heal the party at a later point in the fight. Assize’s 40s cooldown means that it will align with useful healing opportunities more often than not, but only if you let it do its work.

    Aetherial Shift

    A dash on a 60 second cooldown, this can be very useful in the right situations. In bosses you often can use the dash to get out of a dangerous area, or reach a stack marker from far away quickly. In dungeons it can be used to keep up with a tank as you run. Just be careful as it is very easy to dash too far and accidentally put yourself into more danger.

    Healing & Mitigation Overview

    GCD

    Single Target Spells

    Cure

    A basic healing spell that heals the designated target for 500p. It is by far the least utilized spell in your kit at higher levels due to its weak potency. Outside of level-synced content where you do not have access to better healing spells, you will not be using this outside of emergency situations where you do not have Healing Lilies for Afflatus Solace and MP for Cure II, and all your oGCD options are unavailable. It does have a slightly faster cast time compared to Cure II, which may save someone in a pinch. Other than these very niche situations, Cure should not be used at all.

    It has a 15% chance of proccing Freecure, which allows your next Cure II to be cast at no MP cost, but the trait plays no part in when we choose to use Cure.

    Cure II

    A stronger version of Cure that costs more MP and heals the target for 800p. This is your best fallback single target healing option for when someone needs healing immediately and you are out of Healing Lilies and oGCDs. It will be used a decent amount in dungeons during hard-hitting pulls, as well as in raids during progression and recovery scenarios.

    Regen

    At 1500 total potency, Regen is your most powerful single target GCD heal if you do not need the full healing immediately. Regen is frequently used during big dungeon pulls and progression scenarios with sustained single target damage. In fights with heavy single target damage that cannot be handled solely with oGCDs, Regen can also double as a movement tool due to being an instant GCD.

    Despite being a healing spell, Regen does not proc a Paladin’s Divine Veil as it does not have any upfront healing.

    Afflatus Solace (Lily spell)

    An instant cast, 0 MP spell that heals the target for 800p, putting it equivalent to Cure II in terms of healing power. In raid scenarios, it is not used too often compared to its AoE counterpart, Afflatus Rapture, especially since a lot of single target healing can be covered with oGCDs. If you are in synced content where Afflatus Misery is not available (such as level 70 Ultimates), Afflatus Solace becomes even lower than Regen in priority unless the full healing is needed immediately (due to its lower total potency and the fact that Regen is also an instant cast GCD).

    AoE Spells

    Medica

    A basic AoE healing spell that heals all allies within 15y for 400p. It is outclassed by pretty much all of your other GCD AoE healing options and will be rarely used at level cap content. It is only used when your party needs extra healing right now and a) Medica III is already applied, b) you cannot use Afflatus Rapture and c) Cure III is also not an option either due to party positioning or lack of MP.

    Medica III

    Heals all allies within 20y for 250p and applies a 15s regen of 150p per tick, totaling 1000p healing over its full duration. It is your most powerful AoE healing option provided that you can afford to wait out all its ticks. With one tick, it already breaks even with Medica in healing and surpasses Medica with just two ticks. It also offers 5y of additional range compared to most AoE healing spells, making it easier for you to hit party members that may be spread out for mechanics.

    Cure III

    A spell that heals allies within 10y for 600p, Cure III offers the most upfront partywide healing out of all healing tools that are not limited by a cooldown. It is one of the reasons that WHM excels at recovery, as Cure III spam alone can brute force a large amount of healing checks. Its main drawbacks are its slightly limited range of 10y compared to standard AOE healing spells, as well as a costly 1500MP per cast, though the MP cost can be mitigated via the use of Thin Air.

    While you will be using Cure III as a self-originated spell in most cases, Cure III is fairly unique in that it is actually a targeted AoE healing spell, meaning that you can target any party member within 30y and have the spell heal 10y around them. This can come in handy when you are forced to be away from the party stack and they need a lot of healing for upcoming damage.

    Not to be confused for a Cure II upgrade - you never use Cure III in single target healing scenarios.

    Afflatus Rapture (Lily spell)

    An instant cast, 0 MP spell that heals allies within 20y for 400p. While it heals the same amount as a Medica, Afflatus Rapture is our top priority for AoE GCD healing due to the damage refund of the Blood Lily system essentially making all Afflatus healing spells potency neutral. As an instant cast spell, it often doubles as a movement option for when slidecasting isn’t quite enough.

    Afflatus Rapture, and Lily spells in general, also fulfill a less obvious role in our kit: MP sustain. Even if the healing is not strictly needed, you should aim to proactively use Afflatus spells to take advantage of their 0 MP cost, as WHM MP economy is very bad without the use of any Afflatus spells. That said, you can and should structure your healing plan so that Afflatus healing spells are not pure overheal.

    oGCD

    Single Target Abilities

    Benediction

    Heals the target for 100% of their max HP. As this skill is on a lengthy 180s CD, its usage should definitely be planned out in an encounter. Do not let this powerful single target oGCD simply sit in your kit for emergency scenarios. In both dungeon pulls and raid scenarios, this can be used as a planned heal to top off the tank after letting them get extremely low from damage.

    Tetragrammaton

    A straightforward oGCD that heals the target for 700p. It is on a decently short CD of 60s and should be your top priority when single target healing is needed. It can be used on tanks to heal them during autos, or on other party members that may need spot healing. That said, do not sit on this skill for the sole reason of keeping it available for emergencies.

    Divine Benison

    An oGCD that applies a 500p shield on the target, you get a second charge of this ability at level 88. Due to its short CD of 30s, you can get a lot of usages of this ability throughout a fight. Try to not let this overcap on charges - you’re almost always guaranteed to get value out of this just slapping it on the tank for autos. Be careful when using this for emergency shielding, though, as you may sometimes see the target take full damage with the Divine Benison buff and shield active. This is because the shield has a slight delay before being applied to your target, and last second applications of Divine Benison can often be too late to mitigate damage.

    Aquaveil

    Applies a 15% mitigation effect to the target for eight seconds, this stacks with any other mitigation such as a tank’s personal CDs. This can aid in mitigating autos and tankbusters, though it should never be required for a tank to survive a conventional buster unless they mismanage their CDs. However, Aquaveil can be used as planned mitigation if a tank is taking damage in an unintended way - for example, taking a shared buster solo, or trying to 0 out avoidable damage for uptime purposes. In high damage encounters such as Ultimate fights, Aquaveil can also be a planned substitute tank CD for when the tanks’ personal CDs are spread too thin. Like all of your single target oGCDs, Aquaveil can and should be used on non-tank players when some single target mitigation is needed.

    AoE Abilities

    Asylum

    Places a 10y radius ground effect at a designated location. Party members within Asylum will be healed for 100p per tick, for 8 ticks over 24s if standing in Asylum for its full duration. However, ground effects such as Asylum have a special effect where they apply an instant tick upon placement to all party members within range, bringing up the total healing to nine ticks of 100p each.

    At level 78, Asylum also applies a 10% healing received buff to allies inside its range. This healing buff works on both GCD and oGCDs, including itself, making Asylum ticks 110p for all intents and purposes. However, this healing buff does not apply to the extra tick upon placement, resulting a total Asylum potency of 8 100 1.1 + 100 = 980p.

    The high total potency as well as short CD of 90s makes Asylum your best option for partywide healing in a lot of cases, provided that party members can stand in its range for a prolonged time. Even in scenarios where additional healing is required, the healing received buff Asylum provides in addition to its regen can take a lot of pressure off the healing requirements. In dungeons, use this during trash pulls for an additional regen on the tank instead of saving it exclusively for raid-wide damage.

    Asylum is a placed skill, for tips on making ground placement less janky, see:

    Ground Effect Placement.

    Plenary Indulgence

    This ability applies a 10s buff called “Confession” to all party members within 20y. By itself, the buff has no effect. However, when someone with this buff is healed by a Medica, Medica III, Afflatus Rapture or Cure III casted by you, they are healed for an additional 200p. The buff is not consumed when this effect activates, and can be procc’d multiple times over its 10s duration. It is also important to note that Confession’s effect is only activated by the upfront heal of Medica III and not once per regen tick. Whenever you plan on GCD healing, consider activating Plenary Indulgence beforehand to take advantage of its bonus healing, even if you only proc it once. The short 60s CD means that it will likely be off cooldown the next time you want to use it, though you should definitely prioritize using it during heavy heal checks where you plan on using multiple heals in quick succession.

    Temperance

    This ability has two effects. First, it grants you a 20% outgoing healing buff which only applies to GCD heals. Secondly, it grants any party member within 30y a 10% mitigation buff. Interestingly enough, this mitigation buff is implemented not as a conventionally timed buff, but rather an effect that is regularly refreshed as long as they are within 30y of you. If someone moves too far away from you, they will lose the mitigation buff after a few seconds, though they will regain it if they come in range again later on. This is rarely a detriment as 30y is a huge range and there are very few cases where party members need to be that far from you for an extended period of time. In addition, the mitigation buff of Temperance also applies instantly due to its unique implementation and does not suffer the standard cascading delay that most buffs in this game are plagued with.

    Due to the combination of its mitigation and healing buff effects, Temperance is a powerful CD to use in any scenario where the party is taking significant damage that needs to be healed through. However, in optimized scenarios, you may find yourself using Temperance more for its mitigation effect than the healing buff as GCD healing is used very little, if at all. It is on a fairly long cooldown of two minutes, so its usage in a fight should definitely be planned out in advance.

    Divine Caress

    Only able to be used within 30s after pressing temperance, this ability grants everyone around you 400 potency worth of shield. Anytime the shields given by Divine Caress either break or run out of duration, the shielded player gets a 200 potency regen for 15s. Because the ability to use this is tied to temperance, you often will be using them together with one another to mitigate and regen up after a big hit, but you can also wait for after temperance and use the shields in the 10s following, potentially mitigating a different hit.

    Liturgy of the Bell

    Places a Liturgic Bell (“Bell” for simplicity) at a designated location and grants you five stacks of a buff called Liturgy of the Bell. In the next 20s, every time you, the WHM specifically, take damage, one stack of “Liturgy of the Bell” is consumed and the Bell heals all allies within 20y of its placed location for 400p. The Bell dissipates naturally when all five stacks are consumed or when 20s have passed, whichever comes first. Any remaining Liturgy of the Bell stacks will be expended at the end of this 20s to heal allies within 20y for 200p per stack. You can also manually dismiss Bell anytime before its natural expiration to trigger this heal.

    The Bell’s healing effect procs on all forms of damage to the WHM, be it direct damage dealt by an enemy, a DoT effect from a debuff, or even environmental effects such as stepping into poison puddles. It does not proc if the WHM takes 0 damage due to shields or any other factor.

    While Bell’s total healing potency of 2000p may seem very powerful on the surface, it is fairly rare to get its full effect as it requires five separate damage instances on the WHM within 20s. A portion of that healing is “refunded” as the Bell dissipates, but due to its long cooldown of three minutes, you should definitely aim to maximize Bell procs per usage where possible.

    A unique advantage that Bell offers is the ability to place it. The fact that its healing originates from the Bell and not the WHM means that you do not need to worry about your positioning relative to other party members when Bell healing goes off. This is very useful when party members are taking damage but need to spread out to complete a mechanic. The large 20y on Bell’s healing also means that it will reach everyone if properly centered, as most circular raid arenas are 20y in radius.

    Bell will share any buffs that the WHM has, regardless of whether they were gained before or after Bell was placed. While this property is not too impactful for the most part, it played a significant role in the Fountain of Fire phase of P3S, as Bell can be placed ahead of time and benefit from the significant healing buff the WHM gets during the mechanic.

    Bell is a placed skill. For tips on making ground placement less janky, see

    Ground Effect Placement.

    Other Actions

    GCD

    Raise

    Your standard resurrection spell. It has a long cast time and should generally be used with Swiftcast and Thin Air to remove both the cast time and MP cost. Unfortunately, this means you will often be forced to clip Swiftcast + Thin Air unless you have an instant cast GCD ready to double weave those two oGCDs.

    Repose (Role Action)

    Puts target enemy to sleep. Not very useful outside of being required for the Shadowbringers healer role quest.

    Esuna (Role Action)

    Removes one random cleansable debuff (as indicated by the white bar above the icon) from the targeted party member. Most debuffs you encounter during the leveling experience are minor annoyances that do not need to be cleansed, though some DoT debuffs can hit decently hard and should be removed if you’re not confident in healing through them. Cleansable Doom-like debuffs should always be Esuna’d.

    alt_text

    oGCD

    Thin Air

    A 60s CD on two charges, this ability negates the MP cost of the next spell you cast. It is not consumed when you cast a spell with 0 MP cost naturally, such as Afflatus spells. Thin Air should be used whenever you need to cast MP costing GCD heals or Raise to negate their heavy MP cost. If neither scenario applies, you can use Thin Air on a Glare or Dia to save 400MP, but it is perfectly fine to let it sit at two charges as WHM’s DPS rotation can be sustained entirely without Thin Air. In progression scenarios, saving Thin Air for MP costing GCD heals and raises should be the default approach.

    Swiftcast (Role Action)

    Makes your next GCD instant. Generally used on Raise, but can also be used for movement in more optimized environments. In dungeons, can be used on the first Holy in a pull to instantly apply the stun effect and line up subsequent stuns better.

    Lucid Dreaming (Role Action)

    Gradually restores MP, a total of 3850MP over its full duration. Lucid Dreaming is critical to WHM’s MP sustain, so get into the habit of using it at around 80% MP and keeping it on cooldown.

    Surecast (Role Action)

    Prevents most forced movement effects and stops your cast from being interrupted. Use it to maintain casting uptime.

    Rescue (Role Action)

    Pulls a targeted party member towards you. Both you and your target need to be in combat for this to take effect. This skill is generally not used outside of coordinated environments due to the delay on the movement. You can rescue someone who is animation locked from casting a Limit Break to save them from being hit by mechanics, though this does not let them act or move any sooner.

    Opener and Rotation

    alt_text

    -3s HQ Tincture of Mind

    -1.5s Glare
    Pull

    Dia

    Glare

    Glare

    Presence of Mind

    Glare

    Assize

    Glare

    The standard opener that does not use Swiftcast. However, some people might have trouble weaving Assize after a hardcasted Glare under Presence of Mind. An alternative opener that uses Swift can potentially help mitigate this issue.

    alt_text

    -3s HQ Tincture of Mind

    -1.5s Glare
    Pull

    Dia

    Glare

    Glare

    Swiftcast

    Glare

    Assize + Presence of Mind

    Glare

    In this version of the opener, Assize is weaved outside of Presence of Mind, offering a bit more leeway for people on moderate ping as the threshold for a clean double weave is more lenient than a single weave under hardcasted PoM GCDs. The main drawback of this opener is how it leaves you without Swiftcast in the first 60s of the fight, but this should not cause you any significant issues outside of extremely fresh prog.

    In both of the above openers, Assize and Presence of Mind are delayed to align better with raid buffs. Both can be moved earlier if the delay actually causes a loss of use over the fight.

    After the opener, WHM’s basic rotation is simply a matter of keeping your DoT up, using Assize and Presence of Mind on CD and then spamming Glares.

    How to Handle Movement

    As WHM’s actual rotation is extremely simple, the only challenge to maintaining it will be forced movement sections during actual fights. Here is an overview of your most common movement choices.

    Slidecasting and Prepositioning

    Glare has a base 2.5s recast but a 1.5s cast time, meaning you have over 1s to move with every Glare without clipping your next GCD, accounting for the fact that you can start moving before the 1.5s mark. As you will spend the majority of your time casting Glares, learning how to move in the window between Glares is critical to maintaining casting uptime. A lot of mechanics will require you to move quite far, but very rarely will they require you to cover that distance instantly. Use your Glare slidecast windows to slowly move towards your destination instead of sitting in one place and panic moving at the last second, which can lead to lots of dropped casts. If you are unsure of when you can safely start slidecasting, you can drag any Emote action on your hotbar and watch for when it lights up - that indicates the timing to begin moving without interrupting your cast.

    Sprint also extends how much distance you can cover with slidecasting quite significantly. Since we have a free weave window with every Glare, you should use sprint proactively to aid with slidecasting if needed.

    https://www.youtube.com/watch?v=JNfYQShpXJY

    Example of slidecasting without sprint, watch how the emote bar lights up each cast.

    https://www.youtube.com/watch?v=09Cl4T2kzOY

    Example of slidecasting with sprint.

    Prepositioning can also help you get the most out of your slidecasts. For example, if a semi-random mechanic requires you to be in one of two locations depending on the telegraph, you can preposition yourself between the two potential safe spots so you have an easy time reaching either of them.

    Natural Dia Refreshes

    Dia is an instant cast GCD which allows you a full GCD of movement, so try to utilize it to cover as much useful ground as possible. If you know a Dia refresh window is coming up, you can afford to greed a few more casts in the danger zone before making a swift escape with Dia.

    Afflatus Spells

    All of your Lily spells are instant cast GCDs, and Lily sets are DPS neutral if fully completed. Since you get one Healing Lily charge every 20s, this means you have four instant casts per minute available including Afflatus Misery, which can cover the majority of movement requirements in any fight. If you know you will be using Lilies to move for an upcoming mechanic, try to structure your healing plan so that those Lilies won’t be completely overhealing.

    Ideally, we do want to put Afflatus Misery into raid buffs whenever possible, so if using Misery for movement would prevent you from using it in upcoming buffs, it may be worth considering another lossless movement option in place of Misery. However, do not fixate on putting Misery into buffs if it would otherwise cost you casting uptime.

    Swiftcast Glare

    Like natural Dia refreshes, Swiftcast also grants you a full GCD’s worth of movement, though this option is usually reserved for more optimized environments where you do not expect to raise.

    Regen

    While it does not offer any damage refund unlike Lily spells, Regen is not a terrible movement option provided that the healing is genuinely useful. Such opportunities will be somewhat rare in Savage fights, especially in optimized environments, but certain fights such as the infamous Brute Justice & Cruise Chaser phase in The Epic of Alexander (Ultimate) will demand Regen as part of your healing rotation, so you may as well make use of it for movement.

    Early Dia Refresh

    For when you are truly out of options. A single early Dia refresh may not be the end of the world, but over-reliance on Dia spamming for movement will lead to lots of overwritten ticks and lost potency down the drain.

    Recovery from Death

    Let’s face it, at some point you are going to run out of HP, whether by your own mistake or someone else’s. But this does not always mean a party wipe, especially when playing in content with another healer or caster with raise capabilities, and it is on you to not waste this opportunity. So you get a raise, what next?

    Choose a Raise Timing

    The most important part of death recovery is choosing a time where you will not immediately die after. Many new players fall into the trap of instantly taking a raise, instantly trying to heal themselves and then dying to unavoidable damage. The raise buff stays for a long time, so pick a time to raise when you do not need to immediately do mechanics or heal yourself.

    On top of having a lot of flexibility in choosing your raise timing, you also get a Transcendent buff that lasts for five seconds after you raise, which makes you invulnerable to most attacks in this game as long as you don’t take any actions. Moving around and receiving healing from other party members are fine, but actions such as using sprint will end your buff early. Take advantage of this buff if you raise into incoming damage. However, there are several attacks that will pierce this invulnerability, which further emphasizes the importance of picking a good time to raise. Knockbacks tend to also go through this invulnerability, even if they do not do damage to you. A lot of debuffs, such as Vulnerability Up or Damage Down, will also apply through res invulnerability.

    Stabilize Yourself

    As the healer, you are often one of the most important party members that needs to remain alive. Even if the rest of your party dies, you can salvage a near wipe with a well timed healer LB3. Assuming that you have chosen a raise timing where you will not be in immediate danger, you should still ensure that you have enough HP to survive the next onset of unavoidable damage. Oftentimes, any AoE healing that the party needs will cover your own healing requirements, so you may not need to do anything specifically for yourself. If not, your co-healer (in content where this is applicable) can assist you, or you can simply toss a Regen on yourself.

    Your MP is also an important resource to take care of after death. If Lucid Dreaming is not available, you can use a Super Ether HQ to recover some MP. You lose all accumulated Healing Lilies upon death, significantly limiting your healing options, so make sure you have enough MP for any upcoming heal checks. While we want to avoid not casting anything whenever possible, it may be necessary during post death recovery when limited on MP tools.

    Ground Effect Placement

    Many players find it tricky to use ground effects without clipping as it involves two steps: aiming the cursor correctly and then confirming placement. This section offers some options that may help if manual ground placement is causing issues.

    Targeted Macros

    While Macros are generally not recommended due to their lack of queueing, ground effects are often an exception as the delay incurred by manual placement can often outweigh the detriments of a macro. A simple targeted macro for Asylum can look like this:

    /merror off

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /micon “Asylum”

    This will place Asylum centered around what your current target is. If you want to drop Asylum at your feet, you can replace <t> with <me>. While static target macros can get you very far, it is good practice to keep non macro’d versions of ground effects accessible for the cases where unconventional placement is required.

    gtoff Macros

    These macros will drop the ground effect wherever your cursor is. However, given that gtoff is limited to being a macro, this means that its usage is still subject to the standard macro disadvantages in terms of queueing. A gtoff macro for Asylum will look like this:

    /merror off

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /micon “Asylum”

    Double Tap Placement

    alt_text

    This option requires setting up your Character Configuration as shown, but will allow you to confirm ground effect placement using the same keybind for the skill itself, which means that using that keybind twice in succession will drop the ground effect on wherever your cursor is. Unlike the macro options, double tap placement does queue like a normal oGCD and can feel smoother to execute for some.

    What if I’m just a casual roulette player?

    Unless you are specifically aiming to drop every shred of Piety from your gear set, WHM’s MP issues will not affect you in any significant manner.

    In conclusion, WHM’s MP is perfectly fine for progression and casual play, provided you are not going out of your way to get rid of Piety completely with your gear choices**. In optimization, it becomes more restrictive than other healers in terms of gear choice due to its lack of lossless MP sustain tools.**

    Gearing and Stats

    During the leveling process, you should simply equip higher iLvl gear as you obtain them through dungeons, tome currencies or quest rewards. As gear will be replaced every few levels, do not bother melding materia or optimizing substats.

    At level cap, you should generally prefer higher iLvl gear as usual, though the multiple options offered at each iLvl make substats a bigger factor when choosing gear.

    In general, WHM’s stat priority is:

    Magic Damage »»> Mind »> Piety to required levels > Crit > Direct Hit/Determination > Spell Speed

    Magic Damage (or “Weapon Damage”) is only found on weapons and is your most impactful stat as it factors significantly in both healing and damage calculations. Mind, your main stat, also affects healing and damage, though to a lesser degree than Magic Damage. Your Mind increases naturally as you upgrade your gear to higher iLvls.

    Piety affects your natural MP regen in combat which ticks every three seconds. While the substat itself does not provide a direct damage increase, it is critical that we take enough piety to maintain full casting uptime while fulfilling healing requirements. Running out of MP to cast Glares in the middle of a fight is a significant damage loss, and not having enough MP to GCD heal and raise in prog is being an active detriment to your team. “Enough” piety in this case is extremely context- and player skill-dependent, and very much a variable that will change as you get more comfortable with fights.

    Critical Hit increases both our chance to score a critical hit when healing or dealing damage and how much that critical hit heals or damages for; this includes both direct damage/healing as well as DoTs and HoTs. While it does affect our healing, Crit is preferred due to its impact on our damage output as critical heals should not be part of a healing plan due to their unpredictable nature.

    Determination is a flat multiplier on all of our healing and damaging skills that increases as you gain more of the substat, though the expected gain is less than Crit. Direct Hit increases the chance that our damaging skills (DoT ticks included) do a “Direct Hit,” dealing 25% more damage than normal. Healing is completely unaffected by Direct Hits. Healers do not have Direct Hit naturally on level cap gear, meaning we have 0 chance of scoring Direct Hits without melds or external buffs.

    While Direct Hit offers a marginally greater damage increase on healers than Determination, the fact that it does not affect our healing may lead to some players being uncomfortable with taking large amounts of Direct Hit. While the healing boost from Determination will not save you any GCDs, it could offer some additional comfort in progression environments, and the damage loss compared to melding Direct Hit is negligible for the most part (less than 1%). That said, Best-in-Slot sets will almost always meld Direct Hit over Determination as they are optimized for damage.

    Spell Speed reduces our cast and recast time and increases the damage/healing our HoTs/DoTs do per tick. While it can be a powerful substat damage wise as more Glares in the same time frame = more damage, it can be a dangerous substat to meld blindly as the amount of Spell Speed required to hit new GCD tiers - which is where the main gain from Spell Speed comes from - is nontrivial, and you may be wasting a significant amount of substats that could be allocated elsewhere.

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  • White Mage Basic Guide
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.0

    Introduction

    This guide aims to provide a basic overview of White Mage and offer guidelines on how to use each skill in its toolkit effectively in any environment. As healers do not have a strict healing rotation, this guide will focus on highlighting what makes each skill unique and explain some common use cases.

    White Mage is considered by many people to be the most beginner friendly healer, and rightfully so. It offers a very straightforward healing kit that meshes well with the ‘press button to make HP bars go up’ mindset, and a plethora of powerful tools to salvage almost any situation. It brings high personal damage with no convoluted job specific mechanics, making it a comfortable healer to start on and become proficient at in a short time.

    Glossary

    • WHM: White Mage
    • CD (Cooldown): The time it takes before you’re able to cast an action again.
    • GCD (Global Cooldown): Spells that share the same base recast time. On WHM, these are anything categorized as “Spell” on the official job guide. This guide will also categorize skills based on whether they are GCDs or not.
    • Instant (Instant Cast): GCD Spells that do not have a cast bar.
    • oGCD (Off Global Cooldown): Abilities that don’t share the 2.5s base recast time and therefore can be used while GCD spells are on cooldown. These abilities are also explicitly categorized in this guide as such.
    • Weaving: Using oGCDs between GCDs. To avoid delaying your GCD, you can safely weave two oGCDs after an instant cast GCD, or one oGCD after Glare.
    • HoT (Heal over Time)/Regen: Actions that heal the target over a period of time. These actions heal for their listed potency once every three seconds.
    • DoT (Damage over Time): Actions that damage the target over a period of time. These actions deal damage for their listed potency once every three seconds.
    • AoE (Area of Effect): Actions that affect every target in a specified area. AoE heals heal all allies in a circle around their source. AoE damage abilities affect all enemies in an area specified by the ability; enemies can perform AoE attacks too.

    Job Gauge: Lilies

    alt_text

    alt_text

    WHM’s job gauge displays two resources: blue Healing Lilies and red Blood Lily stacks. Healing Lilies are naturally accumulated over time once you unlock the job gauge at level 52. Every 20 seconds, a Healing Lily is automatically added to your job gauge, capping out at three stacks. Note that Healing Lily only charges while you are in combat, and the gauge is paused outside of combat. This distinction is mostly relevant in dungeon content, as the majority of raids and trials will consider you to be in combat as soon as the boss is pulled until the instance is completed.

    Healing Lilies allow you the use of Afflatus Solace (Lv. 52) and Afflatus Rapture (Lv. 76), healing spells that each consume one Healing Lily upon use. These spells will be expanded upon in the healing section, but they share the following characteristics:

    • GCD spells
    • Consumes one Healing Lily
    • 0 MP cost
    • Instant-cast, so you can weave two oGCDs after each Afflatus spell
    • Grants you one Blood Lily stack (post-Lvl. 74)

    Unlocked at level 74, Blood Lily stacks are generated when you use Afflatus Solace or Afflatus Rapture, up to a maximum of three, which allows you to execute Afflatus Misery, a targeted AoE damaging GCD that costs three Blood Lily stacks. Unlike Healing Lilies, Blood Lily stacks can be charged outside of combat when you use any Afflatus healing spell. However, make sure to not use any Healing Lilies when you have three Blood Lily stacks so you do not overcap on Blood Lily stacks. Aim to use Afflatus Misery first before starting a new Lily set.

    Damage Overview

    GCD

    Glare III (“Glare” for simplicity)

    Your standard damage filler spell that you should aim to cast whenever possible, Glare does 310p per cast and has a 1.5s cast time assuming base recast of 2.5s. This allows you to weave one oGCD per hardcasted Glare without clipping your next GCD. At lower levels, “Stone” variants will be your filler spell.

    Glare IV

    When you press presence of mind after level 92 you get the ability to use three Glare IVs over the next 30 seconds. It is an instant cast damage GCD that does 640 potency to the first target with 40% damage to the surrounding enemies. It is not a gain or a loss to use them during presence of mind outside of thinking about other people’s buffs.

    Dia

    An instant cast DoT spell that deals 75p upfront and then ticks for 30s, dealing 75p per tick for a total of 825p if allowed to run its full duration. As this is a gain over your standard Glare filler, this DoT should be maintained on the boss at all times, unless it is about to die in less than 15s. This also applies if the boss is about to disappear, as DoTs do not tick on untargetable bosses for the vast majority of cases. At lower levels, “Aero” variants will be your DoT spell.

    Holy III (“Holy” for simplicity)

    An AoE centered on you that damages enemies within 8y by 150p and applies a stun effect. Enemies who are susceptible to the stun effect build resistance to it, halving its duration with each application until they become temporarily immune to stun. This spell is very strong in dungeons where the cumulative 7s of stun helps mitigate a significant amount of tank damage in trash pulls. In raid scenarios, Holy is rarely used as it requires hitting three enemies to beat a Glare cast, though it can be used in niche optimization scenarios where you precast a Holy to hit the boss right as they come back from an untargetable phase.

    Afflatus Misery (Lily spell)

    An instant-cast GCD that deals 1240p damage to the primary target and 620p to enemies around it within 5y. Afflatus Misery requires three Blood Lily stacks to use, which in turn requires the use of three Afflatus healing spells. From a pure potency perspective, Afflatus Misery is neutral in single target scenarios as it costs four GCDs to execute - three Afflatus healing spells and one Afflatus misery - and deals 1240p, same as the 1240p that you would have dealt replacing all those Afflatus casts with Glares. However, it can be an overall DPS gain if Afflatus Misery is placed under raid buffs and/or potion.

    Afflatus Misery quickly becomes more of a potency gain when downtime and multi-target scenarios are involved. As using Afflatus healing spells during downtime does not cost you any DPS, you should proactively ‘dump’ any available Healing Lilies without overcapping your Blood Lily stacks so you have an Afflatus Misery at your disposal for when the boss comes back. In multi-target scenarios, if Afflatus Misery can even hit one additional target, it becomes a gain to proactively use Afflatus healing spells beforehand to prepare an Afflatus Misery.

    Always aim to finish any partial Lily sets before a fight ends, since Afflatus healing spells being potency neutral requires the execution of Afflatus Misery.

    oGCD

    Presence of Mind

    A 15s buff on a two minute cooldown that grants you a haste buff that speeds up all your GCDs by 20%. As this buff is simply a GCD modifier and does not affect your Spell Speed substat, it has no effect on your DoT damage. The haste buff reduces the length of the weave window between hardcasted Glares and may cause problems with weaving at certain ping levels.

    Assize

    Assize recovers 500MP per use, deals 400p of damage and also heals allies within range for 400p. It is a damaging oGCD that happens to do healing, but unlike your actual healing oGCDs, there is not much leeway to move Assize around for healing purposes as delays can risk losing an entire Assize usage in a fight, which is a significant potency loss. On top of that, Assize is also integral to WHM’s MP sustain, and should be used on cooldown in pretty much all scenarios. Assize can be delayed for multi-target scenarios even if it means losing a use, as it only needs to hit two targets to break even, and quickly becomes a gain at higher target counts.

    However, you can and should take advantage of Assize’s healing portion by structuring your other healing oGCDs around it. For example, if you know that Assize naturally aligns to heal before an upcoming raid-wide, you can delay your Asylum to heal the party at a later point in the fight. Assize’s 40s cooldown means that it will align with useful healing opportunities more often than not, but only if you let it do its work.

    Aetherial Shift

    A dash on a 60 second cooldown, this can be very useful in the right situations. In bosses you often can use the dash to get out of a dangerous area, or reach a stack marker from far away quickly. In dungeons it can be used to keep up with a tank as you run. Just be careful as it is very easy to dash too far and accidentally put yourself into more danger.

    Healing & Mitigation Overview

    GCD

    Single Target Spells

    Cure

    A basic healing spell that heals the designated target for 500p. It is by far the least utilized spell in your kit at higher levels due to its weak potency. Outside of level-synced content where you do not have access to better healing spells, you will not be using this outside of emergency situations where you do not have Healing Lilies for Afflatus Solace and MP for Cure II, and all your oGCD options are unavailable. It does have a slightly faster cast time compared to Cure II, which may save someone in a pinch. Other than these very niche situations, Cure should not be used at all.

    It has a 15% chance of proccing Freecure, which allows your next Cure II to be cast at no MP cost, but the trait plays no part in when we choose to use Cure.

    Cure II

    A stronger version of Cure that costs more MP and heals the target for 800p. This is your best fallback single target healing option for when someone needs healing immediately and you are out of Healing Lilies and oGCDs. It will be used a decent amount in dungeons during hard-hitting pulls, as well as in raids during progression and recovery scenarios.

    Regen

    At 1500 total potency, Regen is your most powerful single target GCD heal if you do not need the full healing immediately. Regen is frequently used during big dungeon pulls and progression scenarios with sustained single target damage. In fights with heavy single target damage that cannot be handled solely with oGCDs, Regen can also double as a movement tool due to being an instant GCD.

    Despite being a healing spell, Regen does not proc a Paladin’s Divine Veil as it does not have any upfront healing.

    Afflatus Solace (Lily spell)

    An instant cast, 0 MP spell that heals the target for 800p, putting it equivalent to Cure II in terms of healing power. In raid scenarios, it is not used too often compared to its AoE counterpart, Afflatus Rapture, especially since a lot of single target healing can be covered with oGCDs. If you are in synced content where Afflatus Misery is not available (such as level 70 Ultimates), Afflatus Solace becomes even lower than Regen in priority unless the full healing is needed immediately (due to its lower total potency and the fact that Regen is also an instant cast GCD).

    AoE Spells

    Medica

    A basic AoE healing spell that heals all allies within 15y for 400p. It is outclassed by pretty much all of your other GCD AoE healing options and will be rarely used at level cap content. It is only used when your party needs extra healing right now and a) Medica III is already applied, b) you cannot use Afflatus Rapture and c) Cure III is also not an option either due to party positioning or lack of MP.

    Medica III

    Heals all allies within 20y for 250p and applies a 15s regen of 150p per tick, totaling 1000p healing over its full duration. It is your most powerful AoE healing option provided that you can afford to wait out all its ticks. With one tick, it already breaks even with Medica in healing and surpasses Medica with just two ticks. It also offers 5y of additional range compared to most AoE healing spells, making it easier for you to hit party members that may be spread out for mechanics.

    Cure III

    A spell that heals allies within 10y for 600p, Cure III offers the most upfront partywide healing out of all healing tools that are not limited by a cooldown. It is one of the reasons that WHM excels at recovery, as Cure III spam alone can brute force a large amount of healing checks. Its main drawbacks are its slightly limited range of 10y compared to standard AOE healing spells, as well as a costly 1500MP per cast, though the MP cost can be mitigated via the use of Thin Air.

    While you will be using Cure III as a self-originated spell in most cases, Cure III is fairly unique in that it is actually a targeted AoE healing spell, meaning that you can target any party member within 30y and have the spell heal 10y around them. This can come in handy when you are forced to be away from the party stack and they need a lot of healing for upcoming damage.

    Not to be confused for a Cure II upgrade - you never use Cure III in single target healing scenarios.

    Afflatus Rapture (Lily spell)

    An instant cast, 0 MP spell that heals allies within 20y for 400p. While it heals the same amount as a Medica, Afflatus Rapture is our top priority for AoE GCD healing due to the damage refund of the Blood Lily system essentially making all Afflatus healing spells potency neutral. As an instant cast spell, it often doubles as a movement option for when slidecasting isn’t quite enough.

    Afflatus Rapture, and Lily spells in general, also fulfill a less obvious role in our kit: MP sustain. Even if the healing is not strictly needed, you should aim to proactively use Afflatus spells to take advantage of their 0 MP cost, as WHM MP economy is very bad without the use of any Afflatus spells. That said, you can and should structure your healing plan so that Afflatus healing spells are not pure overheal.

    oGCD

    Single Target Abilities

    Benediction

    Heals the target for 100% of their max HP. As this skill is on a lengthy 180s CD, its usage should definitely be planned out in an encounter. Do not let this powerful single target oGCD simply sit in your kit for emergency scenarios. In both dungeon pulls and raid scenarios, this can be used as a planned heal to top off the tank after letting them get extremely low from damage.

    Tetragrammaton

    A straightforward oGCD that heals the target for 700p. It is on a decently short CD of 60s and should be your top priority when single target healing is needed. It can be used on tanks to heal them during autos, or on other party members that may need spot healing. That said, do not sit on this skill for the sole reason of keeping it available for emergencies.

    Divine Benison

    An oGCD that applies a 500p shield on the target, you get a second charge of this ability at level 88. Due to its short CD of 30s, you can get a lot of usages of this ability throughout a fight. Try to not let this overcap on charges - you’re almost always guaranteed to get value out of this just slapping it on the tank for autos. Be careful when using this for emergency shielding, though, as you may sometimes see the target take full damage with the Divine Benison buff and shield active. This is because the shield has a slight delay before being applied to your target, and last second applications of Divine Benison can often be too late to mitigate damage.

    Aquaveil

    Applies a 15% mitigation effect to the target for eight seconds, this stacks with any other mitigation such as a tank’s personal CDs. This can aid in mitigating autos and tankbusters, though it should never be required for a tank to survive a conventional buster unless they mismanage their CDs. However, Aquaveil can be used as planned mitigation if a tank is taking damage in an unintended way - for example, taking a shared buster solo, or trying to 0 out avoidable damage for uptime purposes. In high damage encounters such as Ultimate fights, Aquaveil can also be a planned substitute tank CD for when the tanks’ personal CDs are spread too thin. Like all of your single target oGCDs, Aquaveil can and should be used on non-tank players when some single target mitigation is needed.

    AoE Abilities

    Asylum

    Places a 10y radius ground effect at a designated location. Party members within Asylum will be healed for 100p per tick, for 8 ticks over 24s if standing in Asylum for its full duration. However, ground effects such as Asylum have a special effect where they apply an instant tick upon placement to all party members within range, bringing up the total healing to nine ticks of 100p each.

    At level 78, Asylum also applies a 10% healing received buff to allies inside its range. This healing buff works on both GCD and oGCDs, including itself, making Asylum ticks 110p for all intents and purposes. However, this healing buff does not apply to the extra tick upon placement, resulting a total Asylum potency of 8 100 1.1 + 100 = 980p.

    The high total potency as well as short CD of 90s makes Asylum your best option for partywide healing in a lot of cases, provided that party members can stand in its range for a prolonged time. Even in scenarios where additional healing is required, the healing received buff Asylum provides in addition to its regen can take a lot of pressure off the healing requirements. In dungeons, use this during trash pulls for an additional regen on the tank instead of saving it exclusively for raid-wide damage.

    Asylum is a placed skill, for tips on making ground placement less janky, see:

    Ground Effect Placement.

    Plenary Indulgence

    This ability applies a 10s buff called “Confession” to all party members within 20y. By itself, the buff has no effect. However, when someone with this buff is healed by a Medica, Medica III, Afflatus Rapture or Cure III casted by you, they are healed for an additional 200p. The buff is not consumed when this effect activates, and can be procc’d multiple times over its 10s duration. It is also important to note that Confession’s effect is only activated by the upfront heal of Medica III and not once per regen tick. Whenever you plan on GCD healing, consider activating Plenary Indulgence beforehand to take advantage of its bonus healing, even if you only proc it once. The short 60s CD means that it will likely be off cooldown the next time you want to use it, though you should definitely prioritize using it during heavy heal checks where you plan on using multiple heals in quick succession.

    Temperance

    This ability has two effects. First, it grants you a 20% outgoing healing buff which only applies to GCD heals. Secondly, it grants any party member within 30y a 10% mitigation buff. Interestingly enough, this mitigation buff is implemented not as a conventionally timed buff, but rather an effect that is regularly refreshed as long as they are within 30y of you. If someone moves too far away from you, they will lose the mitigation buff after a few seconds, though they will regain it if they come in range again later on. This is rarely a detriment as 30y is a huge range and there are very few cases where party members need to be that far from you for an extended period of time. In addition, the mitigation buff of Temperance also applies instantly due to its unique implementation and does not suffer the standard cascading delay that most buffs in this game are plagued with.

    Due to the combination of its mitigation and healing buff effects, Temperance is a powerful CD to use in any scenario where the party is taking significant damage that needs to be healed through. However, in optimized scenarios, you may find yourself using Temperance more for its mitigation effect than the healing buff as GCD healing is used very little, if at all. It is on a fairly long cooldown of two minutes, so its usage in a fight should definitely be planned out in advance.

    Divine Caress

    Only able to be used within 30s after pressing temperance, this ability grants everyone around you 400 potency worth of shield. Anytime the shields given by Divine Caress either break or run out of duration, the shielded player gets a 200 potency regen for 15s. Because the ability to use this is tied to temperance, you often will be using them together with one another to mitigate and regen up after a big hit, but you can also wait for after temperance and use the shields in the 10s following, potentially mitigating a different hit.

    Liturgy of the Bell

    Places a Liturgic Bell (“Bell” for simplicity) at a designated location and grants you five stacks of a buff called Liturgy of the Bell. In the next 20s, every time you, the WHM specifically, take damage, one stack of “Liturgy of the Bell” is consumed and the Bell heals all allies within 20y of its placed location for 400p. The Bell dissipates naturally when all five stacks are consumed or when 20s have passed, whichever comes first. Any remaining Liturgy of the Bell stacks will be expended at the end of this 20s to heal allies within 20y for 200p per stack. You can also manually dismiss Bell anytime before its natural expiration to trigger this heal.

    The Bell’s healing effect procs on all forms of damage to the WHM, be it direct damage dealt by an enemy, a DoT effect from a debuff, or even environmental effects such as stepping into poison puddles. It does not proc if the WHM takes 0 damage due to shields or any other factor.

    While Bell’s total healing potency of 2000p may seem very powerful on the surface, it is fairly rare to get its full effect as it requires five separate damage instances on the WHM within 20s. A portion of that healing is “refunded” as the Bell dissipates, but due to its long cooldown of three minutes, you should definitely aim to maximize Bell procs per usage where possible.

    A unique advantage that Bell offers is the ability to place it. The fact that its healing originates from the Bell and not the WHM means that you do not need to worry about your positioning relative to other party members when Bell healing goes off. This is very useful when party members are taking damage but need to spread out to complete a mechanic. The large 20y on Bell’s healing also means that it will reach everyone if properly centered, as most circular raid arenas are 20y in radius.

    Bell will share any buffs that the WHM has, regardless of whether they were gained before or after Bell was placed. While this property is not too impactful for the most part, it played a significant role in the Fountain of Fire phase of P3S, as Bell can be placed ahead of time and benefit from the significant healing buff the WHM gets during the mechanic.

    Bell is a placed skill. For tips on making ground placement less janky, see

    Ground Effect Placement.

    Other Actions

    GCD

    Raise

    Your standard resurrection spell. It has a long cast time and should generally be used with Swiftcast and Thin Air to remove both the cast time and MP cost. Unfortunately, this means you will often be forced to clip Swiftcast + Thin Air unless you have an instant cast GCD ready to double weave those two oGCDs.

    Repose (Role Action)

    Puts target enemy to sleep. Not very useful outside of being required for the Shadowbringers healer role quest.

    Esuna (Role Action)

    Removes one random cleansable debuff (as indicated by the white bar above the icon) from the targeted party member. Most debuffs you encounter during the leveling experience are minor annoyances that do not need to be cleansed, though some DoT debuffs can hit decently hard and should be removed if you’re not confident in healing through them. Cleansable Doom-like debuffs should always be Esuna’d.

    alt_text

    oGCD

    Thin Air

    A 60s CD on two charges, this ability negates the MP cost of the next spell you cast. It is not consumed when you cast a spell with 0 MP cost naturally, such as Afflatus spells. Thin Air should be used whenever you need to cast MP costing GCD heals or Raise to negate their heavy MP cost. If neither scenario applies, you can use Thin Air on a Glare or Dia to save 400MP, but it is perfectly fine to let it sit at two charges as WHM’s DPS rotation can be sustained entirely without Thin Air. In progression scenarios, saving Thin Air for MP costing GCD heals and raises should be the default approach.

    Swiftcast (Role Action)

    Makes your next GCD instant. Generally used on Raise, but can also be used for movement in more optimized environments. In dungeons, can be used on the first Holy in a pull to instantly apply the stun effect and line up subsequent stuns better.

    Lucid Dreaming (Role Action)

    Gradually restores MP, a total of 3850MP over its full duration. Lucid Dreaming is critical to WHM’s MP sustain, so get into the habit of using it at around 80% MP and keeping it on cooldown.

    Surecast (Role Action)

    Prevents most forced movement effects and stops your cast from being interrupted. Use it to maintain casting uptime.

    Rescue (Role Action)

    Pulls a targeted party member towards you. Both you and your target need to be in combat for this to take effect. This skill is generally not used outside of coordinated environments due to the delay on the movement. You can rescue someone who is animation locked from casting a Limit Break to save them from being hit by mechanics, though this does not let them act or move any sooner.

    Opener and Rotation

    alt_text

    -3s HQ Tincture of Mind

    -1.5s Glare
    Pull

    Dia

    Glare

    Glare

    Presence of Mind

    Glare

    Assize

    Glare

    The standard opener that does not use Swiftcast. However, some people might have trouble weaving Assize after a hardcasted Glare under Presence of Mind. An alternative opener that uses Swift can potentially help mitigate this issue.

    alt_text

    -3s HQ Tincture of Mind

    -1.5s Glare
    Pull

    Dia

    Glare

    Glare

    Swiftcast

    Glare

    Assize + Presence of Mind

    Glare

    In this version of the opener, Assize is weaved outside of Presence of Mind, offering a bit more leeway for people on moderate ping as the threshold for a clean double weave is more lenient than a single weave under hardcasted PoM GCDs. The main drawback of this opener is how it leaves you without Swiftcast in the first 60s of the fight, but this should not cause you any significant issues outside of extremely fresh prog.

    In both of the above openers, Assize and Presence of Mind are delayed to align better with raid buffs. Both can be moved earlier if the delay actually causes a loss of use over the fight.

    After the opener, WHM’s basic rotation is simply a matter of keeping your DoT up, using Assize and Presence of Mind on CD and then spamming Glares.

    How to Handle Movement

    As WHM’s actual rotation is extremely simple, the only challenge to maintaining it will be forced movement sections during actual fights. Here is an overview of your most common movement choices.

    Slidecasting and Prepositioning

    Glare has a base 2.5s recast but a 1.5s cast time, meaning you have over 1s to move with every Glare without clipping your next GCD, accounting for the fact that you can start moving before the 1.5s mark. As you will spend the majority of your time casting Glares, learning how to move in the window between Glares is critical to maintaining casting uptime. A lot of mechanics will require you to move quite far, but very rarely will they require you to cover that distance instantly. Use your Glare slidecast windows to slowly move towards your destination instead of sitting in one place and panic moving at the last second, which can lead to lots of dropped casts. If you are unsure of when you can safely start slidecasting, you can drag any Emote action on your hotbar and watch for when it lights up - that indicates the timing to begin moving without interrupting your cast.

    Sprint also extends how much distance you can cover with slidecasting quite significantly. Since we have a free weave window with every Glare, you should use sprint proactively to aid with slidecasting if needed.

    https://www.youtube.com/watch?v=JNfYQShpXJY

    Example of slidecasting without sprint, watch how the emote bar lights up each cast.

    https://www.youtube.com/watch?v=09Cl4T2kzOY

    Example of slidecasting with sprint.

    Prepositioning can also help you get the most out of your slidecasts. For example, if a semi-random mechanic requires you to be in one of two locations depending on the telegraph, you can preposition yourself between the two potential safe spots so you have an easy time reaching either of them.

    Natural Dia Refreshes

    Dia is an instant cast GCD which allows you a full GCD of movement, so try to utilize it to cover as much useful ground as possible. If you know a Dia refresh window is coming up, you can afford to greed a few more casts in the danger zone before making a swift escape with Dia.

    Afflatus Spells

    All of your Lily spells are instant cast GCDs, and Lily sets are DPS neutral if fully completed. Since you get one Healing Lily charge every 20s, this means you have four instant casts per minute available including Afflatus Misery, which can cover the majority of movement requirements in any fight. If you know you will be using Lilies to move for an upcoming mechanic, try to structure your healing plan so that those Lilies won’t be completely overhealing.

    Ideally, we do want to put Afflatus Misery into raid buffs whenever possible, so if using Misery for movement would prevent you from using it in upcoming buffs, it may be worth considering another lossless movement option in place of Misery. However, do not fixate on putting Misery into buffs if it would otherwise cost you casting uptime.

    Swiftcast Glare

    Like natural Dia refreshes, Swiftcast also grants you a full GCD’s worth of movement, though this option is usually reserved for more optimized environments where you do not expect to raise.

    Regen

    While it does not offer any damage refund unlike Lily spells, Regen is not a terrible movement option provided that the healing is genuinely useful. Such opportunities will be somewhat rare in Savage fights, especially in optimized environments, but certain fights such as the infamous Brute Justice & Cruise Chaser phase in The Epic of Alexander (Ultimate) will demand Regen as part of your healing rotation, so you may as well make use of it for movement.

    Early Dia Refresh

    For when you are truly out of options. A single early Dia refresh may not be the end of the world, but over-reliance on Dia spamming for movement will lead to lots of overwritten ticks and lost potency down the drain.

    Recovery from Death

    Let’s face it, at some point you are going to run out of HP, whether by your own mistake or someone else’s. But this does not always mean a party wipe, especially when playing in content with another healer or caster with raise capabilities, and it is on you to not waste this opportunity. So you get a raise, what next?

    Choose a Raise Timing

    The most important part of death recovery is choosing a time where you will not immediately die after. Many new players fall into the trap of instantly taking a raise, instantly trying to heal themselves and then dying to unavoidable damage. The raise buff stays for a long time, so pick a time to raise when you do not need to immediately do mechanics or heal yourself.

    On top of having a lot of flexibility in choosing your raise timing, you also get a Transcendent buff that lasts for five seconds after you raise, which makes you invulnerable to most attacks in this game as long as you don’t take any actions. Moving around and receiving healing from other party members are fine, but actions such as using sprint will end your buff early. Take advantage of this buff if you raise into incoming damage. However, there are several attacks that will pierce this invulnerability, which further emphasizes the importance of picking a good time to raise. Knockbacks tend to also go through this invulnerability, even if they do not do damage to you. A lot of debuffs, such as Vulnerability Up or Damage Down, will also apply through res invulnerability.

    Stabilize Yourself

    As the healer, you are often one of the most important party members that needs to remain alive. Even if the rest of your party dies, you can salvage a near wipe with a well timed healer LB3. Assuming that you have chosen a raise timing where you will not be in immediate danger, you should still ensure that you have enough HP to survive the next onset of unavoidable damage. Oftentimes, any AoE healing that the party needs will cover your own healing requirements, so you may not need to do anything specifically for yourself. If not, your co-healer (in content where this is applicable) can assist you, or you can simply toss a Regen on yourself.

    Your MP is also an important resource to take care of after death. If Lucid Dreaming is not available, you can use a Super Ether HQ to recover some MP. You lose all accumulated Healing Lilies upon death, significantly limiting your healing options, so make sure you have enough MP for any upcoming heal checks. While we want to avoid not casting anything whenever possible, it may be necessary during post death recovery when limited on MP tools.

    Ground Effect Placement

    Many players find it tricky to use ground effects without clipping as it involves two steps: aiming the cursor correctly and then confirming placement. This section offers some options that may help if manual ground placement is causing issues.

    Targeted Macros

    While Macros are generally not recommended due to their lack of queueing, ground effects are often an exception as the delay incurred by manual placement can often outweigh the detriments of a macro. A simple targeted macro for Asylum can look like this:

    /merror off

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /ac “Asylum”

    /micon “Asylum”

    This will place Asylum centered around what your current target is. If you want to drop Asylum at your feet, you can replace <t> with <me>. While static target macros can get you very far, it is good practice to keep non macro’d versions of ground effects accessible for the cases where unconventional placement is required.

    gtoff Macros

    These macros will drop the ground effect wherever your cursor is. However, given that gtoff is limited to being a macro, this means that its usage is still subject to the standard macro disadvantages in terms of queueing. A gtoff macro for Asylum will look like this:

    /merror off

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /ac “Asylum” gtoff

    /micon “Asylum”

    Double Tap Placement

    alt_text

    This option requires setting up your Character Configuration as shown, but will allow you to confirm ground effect placement using the same keybind for the skill itself, which means that using that keybind twice in succession will drop the ground effect on wherever your cursor is. Unlike the macro options, double tap placement does queue like a normal oGCD and can feel smoother to execute for some.

    What if I’m just a casual roulette player?

    Unless you are specifically aiming to drop every shred of Piety from your gear set, WHM’s MP issues will not affect you in any significant manner.

    In conclusion, WHM’s MP is perfectly fine for progression and casual play, provided you are not going out of your way to get rid of Piety completely with your gear choices**. In optimization, it becomes more restrictive than other healers in terms of gear choice due to its lack of lossless MP sustain tools.**

    Gearing and Stats

    During the leveling process, you should simply equip higher iLvl gear as you obtain them through dungeons, tome currencies or quest rewards. As gear will be replaced every few levels, do not bother melding materia or optimizing substats.

    At level cap, you should generally prefer higher iLvl gear as usual, though the multiple options offered at each iLvl make substats a bigger factor when choosing gear.

    In general, WHM’s stat priority is:

    Magic Damage »»> Mind »> Piety to required levels > Crit > Direct Hit/Determination > Spell Speed

    Magic Damage (or “Weapon Damage”) is only found on weapons and is your most impactful stat as it factors significantly in both healing and damage calculations. Mind, your main stat, also affects healing and damage, though to a lesser degree than Magic Damage. Your Mind increases naturally as you upgrade your gear to higher iLvls.

    Piety affects your natural MP regen in combat which ticks every three seconds. While the substat itself does not provide a direct damage increase, it is critical that we take enough piety to maintain full casting uptime while fulfilling healing requirements. Running out of MP to cast Glares in the middle of a fight is a significant damage loss, and not having enough MP to GCD heal and raise in prog is being an active detriment to your team. “Enough” piety in this case is extremely context- and player skill-dependent, and very much a variable that will change as you get more comfortable with fights.

    Critical Hit increases both our chance to score a critical hit when healing or dealing damage and how much that critical hit heals or damages for; this includes both direct damage/healing as well as DoTs and HoTs. While it does affect our healing, Crit is preferred due to its impact on our damage output as critical heals should not be part of a healing plan due to their unpredictable nature.

    Determination is a flat multiplier on all of our healing and damaging skills that increases as you gain more of the substat, though the expected gain is less than Crit. Direct Hit increases the chance that our damaging skills (DoT ticks included) do a “Direct Hit,” dealing 25% more damage than normal. Healing is completely unaffected by Direct Hits. Healers do not have Direct Hit naturally on level cap gear, meaning we have 0 chance of scoring Direct Hits without melds or external buffs.

    While Direct Hit offers a marginally greater damage increase on healers than Determination, the fact that it does not affect our healing may lead to some players being uncomfortable with taking large amounts of Direct Hit. While the healing boost from Determination will not save you any GCDs, it could offer some additional comfort in progression environments, and the damage loss compared to melding Direct Hit is negligible for the most part (less than 1%). That said, Best-in-Slot sets will almost always meld Direct Hit over Determination as they are optimized for damage.

    Spell Speed reduces our cast and recast time and increases the damage/healing our HoTs/DoTs do per tick. While it can be a powerful substat damage wise as more Glares in the same time frame = more damage, it can be a dangerous substat to meld blindly as the amount of Spell Speed required to hit new GCD tiers - which is where the main gain from Spell Speed comes from - is nontrivial, and you may be wasting a significant amount of substats that could be allocated elsewhere.

    • Have any questions?
      Authors
      Meru Lucis
      diff --git a/jobs/healers/white-mage/openers/index.html b/jobs/healers/white-mage/openers/index.html index a5e3295e64..71a25fee2a 100644 --- a/jobs/healers/white-mage/openers/index.html +++ b/jobs/healers/white-mage/openers/index.html @@ -71,8 +71,8 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • White Mage Opener
    Guide Info
    Last Updated: 30 Jul, 2024
    Patch Applicable: 7.0

    Standard Opener

    -2.3s prepull/PULL/Current Tincture of Mind/Dia/Glare III/ Glare III: Weave: Presence of mind/ Glare IV Weave: Assize/Glare IV/ Glare III/ Glare III/ Glare III/ Glare III/ Glare III/ Glare III/ Glare IV/ Dia

    In most cases, use this
    -2.3s prepull Glare III
    PULL
    Current Tincture of Mind
    Dia
    Glare III
    Glare III: Weave: Presence of mind\ -Glare IV Weave: Assize
    Glare IV
    Glare III
    Glare III
    Glare III
    Glare III
    Glare III
    Glare III
    Glare IV
    Dia

    This opener is used to ensure as much of presence of mind gets under buffs as possible, as well as refreshing your dot inside of them. If your party is doing 2nd GCD buffs, remove one of the two glare III after dia at the start. Chain is present purely to show how you will align with buffs.

    (To view the image full size click here.)

    Example 2 Minute Burst

    Not all 2 minutes will look exactly like this, this is just to have an idea of the structure. You want to pot in the 2 minute instead of the opener unless the fight ends before the 8 Minute Burst. Chain is present purely to show how you will align with buffs.

    (To view the image full size click here.)

    GCD Rotation Planner

    Looking for an advanced tool to plan out your rotation for a fight, compare openers, etc.?
    https://bit.ly/whmrotation

  • Newsfeed
  • White Mage Opener
    Guide Info
    Last Updated: 30 Jul, 2024
    Patch Applicable: 7.0

    Standard Opener

    -2.3s prepull/PULL/Current Tincture of Mind/Dia/Glare III/ Glare III: Weave: Presence of mind/ Glare IV Weave: Assize/Glare IV/ Glare III/ Glare III/ Glare III/ Glare III/ Glare III/ Glare III/ Glare IV/ Dia

    In most cases, use this
    -2.3s prepull Glare III
    PULL
    Current Tincture of Mind
    Dia
    Glare III
    Glare III: Weave: Presence of mind\ +Glare IV Weave: Assize
    Glare IV
    Glare III
    Glare III
    Glare III
    Glare III
    Glare III
    Glare III
    Glare IV
    Dia

    This opener is used to ensure as much of presence of mind gets under buffs as possible, as well as refreshing your dot inside of them. If your party is doing 2nd GCD buffs, remove one of the two glare III after dia at the start. Chain is present purely to show how you will align with buffs.

    (To view the image full size click here.)

    Example 2 Minute Burst

    Not all 2 minutes will look exactly like this, this is just to have an idea of the structure. You want to pot in the 2 minute instead of the opener unless the fight ends before the 8 Minute Burst. Chain is present purely to show how you will align with buffs.

    (To view the image full size click here.)

    GCD Rotation Planner

    Looking for an advanced tool to plan out your rotation for a fight, compare openers, etc.?
    https://bit.ly/whmrotation

    • Have any questions?
      Authors
      Balance WHM Staff
      diff --git a/jobs/healers/white-mage/skills-overview/index.html b/jobs/healers/white-mage/skills-overview/index.html index f0cf2ddbb8..c36f955fae 100644 --- a/jobs/healers/white-mage/skills-overview/index.html +++ b/jobs/healers/white-mage/skills-overview/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • White Mage Skills Overview
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.0

    Notable Endwalker Changes

    • Thin Air has two charges but only reduces mana cost on one spell per cast.
    • Glare cast time reduced to 1.5s.
    • Presence of Mind changes to a 120s cooldown.

    Damage

    GCD

    Glare III

    Glare III

    • Single target damage (330), 1.5 cast time
    • At lower levels you’ll have Stone, which gets replaced by Glare at level 72
    • Can weave one oGCD after it
    • Cast this when you don’t need to do anything else.

    Glare IV

    • Single Target Damage (640p), instant cast
    • Gain 3 charges of Glare IV for 30s after using Presence of Mind
    • Can Weave two oGCDs afterit
    • Try to always put this into raid buffs

    Holy III

    Holy III

    • AoE damage in a small 8y radius around you (150p), 2.5s cast time
    • In non boss fights, Holy has a stun that gets reduced each time starting off with 4s stun followed by 2s stun and the last stun being 1s.
    • Holy is your strongest tool in Dungeons, letting you have an effective seven second stun
    • Holy is a gain over Glare III on three targets
    • Try to use Swift before Holy in dungeon runs before the first usage, makes the stun chain smooth

    Dia

    Dia

    • Single target damage (75p) and DoT (10 ticks of 75p), instant cast. Total Potency: 825

    • At lower levels you’ll have Aero, this is replaced by Dia at level 72

    • In dungeons, apply Dia while running and spam Holy when the tank stops

    • If Optimizing:

      • Refreshing Dia early can be a gain if you know your kill/phase time and you know you will lose ticks anyway.
      • Dia is a gain on Glare III after four ticks.

    Afflatus Misery

    Afflatus Misery

    • AoE damage in a very small 5y radius around enemy target (1,240p), instant cast. Deals 620 potency to enemies that aren’t the main target in a 5y radius.
    • You gain Blood Lily charges when using a Lily charge, you need three lily usages to gain a Blood Lily. Misery can only be activated if you have a Blood Lily
    • Three Lilies and a Misery is a DPS gain on two or more targets. Be aware of its small 5y radius and make sure it is hitting two targets.
    • Your priority for Misery should be Movement if you have nothing else > Using it into Putting it into raid buffs > before the fight ends
    • If you have at least one Blood Lily charge, it’s a gain to use as many Lilies as you need to get a Blood Lily before the fight ends.

    oGCD

    Assize

    Assize (40s CD)

    • AoE damage in a 15y radius around you (400p) and an AoE heal in a 15y radius around you (400p)
    • Should always be used on cooldown for damage.
    • Try to delay your own healing or communicate with your cohealer if Assize will be coming off of cooldown before threatening damage. This will allow you to use Assize for both damage and healing
    • Delaying Assize to heal can be done if you know you won’t lose a use
    • Excellent ability for cleave damage, always a gain to delay if you can hit more than two targets

    Healing

    GCD

    Cure

    Cure

    • Single target heal (500p), 1.5s cast time, 400 MP cost
    • Can weave one oGCD after this
    • Once you have Cure II, Cure is only used when you’re out of mana and it’s your only available heal.

    Cure II

    Cure II

    • Single target heal (800p), 2.0s cast time, 1000 MP cost
    • Use in niche scenarios where you need a single target heal, every other single target heal is on cooldown, and it’s too late to use Regen.

    Afflatus Solace

    Afflatus Solace

    • Single target heal (800p), instant cast
    • Use in most scenarios over Cure II as Misery can refund some of the lost Glare potency.

    Regen

    Regen

    • Single target strong regen (six ticks of 250p), Total heal: 1,500.
    • Regen has substantially higher total potency than Cure II if you don’t need immediate healing.
    • Regen won’t proc Divine Veil

    Medica

    Medica

    • Aoe heal in a 15y radius around you (400p), 2s cast time
    • Use in niche scenarios where you need extra AoE healing, can’t wait for a tick of Medica II, and have no Lilies.

    Medica III

    Medica III

    • AoE heals in a 20y radius around you (250p) and applies a regen (5 ticks of 175p), Total healing: 1,125p
    • Use in scenarios where you need an AoE GCD heals, use this over Medica as it becomes a heal gain to Medica with one regen tick.

    Cure III

    Cure III

    • AoE heal in a small 10y radius around your targeted party member (600p), 2s cast time
    • Use in situations where you need a big burst heal in one GCD radius
    • Cure III can target someone further away and heal in a 6y radius around them

    Afflatus Rapture

    Afflatus Rapture

    • AoE heal in a 20y radius around you (400p), instant cast
    • Use over other AoE GCD heals when possible as Misery can refund some of the lost potency

    oGCD

    Divine Benison

    Divine Benison (30s CD)

    • Single target shield (500p)
    • Has two charges
    • Use it as your primary tank upkeep tool, always keeping at least one on cooldown. Can also be used on a non-tank to help them deal with incoming damage if needed.

    Tetragrammaton

    Tetragrammaton (60s CD)

    • Single target heal (700p)
    • Typically used for tank upkeep but can also be used for spot healing on any low party member.

    Benediction

    Benediction (3-minute CD)

    • Single target heal for 100% of your target’s maximum HP.
    • Typically reserved for healing Living Dead when paired with a Dark Knight, but can be used for any substantial tank or spot healing in other tank comps or when LD won’t be needed for a while.

    Asylum

    Asylum (90s CD)

    • Places a 15y ground AoE (Nine ticks of 100p)
    • Asylum gives 10% increased healing to both GCD and oGCD heals except select few cases
    • Asylum gives an additional regen tick when first placed
    • Asylum increases its own potency to 110p per tick except for the initial one on placement
    • Total heal: 980p

    Liturgy of the Bell

    Liturgy of the Bell (3m CD)

    • Places a Bell at a designated location and gives the WHM a 5-stack buff
    • When the White Mage takes damage, Bell uses one stack and heals allies within a 20y radius (400p). Bell’s healing originates from itself, not the WHM.
    • Bell can be triggered again at any time to heal all allies (200p per stack)
    • After 20s Bell expires and any remaining stacks heal allies within a 20y radius (200p per stack)
    • It’s most effective at healing multiple raidwides, however don’t be afraid to use it to heal one or two raidwides and the leftover stacks can top the party.

    Plenary Indulgence

    Plenary Indulgence (60s CD)

    • Grants Confession to allies within a 20y radius
    • Confession heals for 200p when triggered by Medica, Medica II, Cure III and Afflatus Rapture
    • Use if you’re about to GCD heal and you need additional healing, its low cooldown makes it more flexible.
    • Especially potent for tougher healing checks where you’ll be casting multiple GCD heals during the buff.

    Divine Caress

    Divine Caress

    • AoE 15y Shield(400p) and Regen (5 ticks of 200p), total heal: 1,000.
    • Gain use of Divine Caress after using Temperance for 30 seconds
    • Divine Caress’ shield can crit and benefits from healing up buffs like Asylum or NAture’s Minne(BRD)
    • Divine Caress can be activated 30 seconds after Temperance meaning you can stagger Divine Caress to cover another mechanic after Temperance falls off.

    Other Actions

    Temperance

    Temperance (2m CD - oGCD)

    • Grants Temperance a 20s buff that increases your GCD healing by 20% and gives a 10% mitigation to allies within a 50y radius.
    • Use to mitigate heavy raidwides and to help with heal checks that force you to GCD heal.

    Aquaveil

    Aquaveil (60s CD - oGCD)

    • Single target 8s mitigation (15%)
    • Use as a tank buster cooldown assistance, can also be used to deal with heavy auto attacks if no tank busters are coming up during its cooldown. Best case scenario is to use it as both

    Presence of Mind

    Presence of Mind (2m CD - oGCD)

    • Haste Buff: Reduces spell cast time, recast time, and auto-attack delay by 20% for 15s
    • This is not Spell Speed, so it has no effect on DoT damage
    • In raid boss fights, use during the third GCD in your opener and on cooldown throughout the fight. Only delay its usage if your group is coordinating raid buffs.
    • In dungeons use on both trash and bosses, do not save it unless trash will die soon
    • Depending on your ping weaving between Presence of Mind glares could have small clips

    Thin Air

    Thin Air (60s CD - oGCD)

    • Grants Thin Air, which makes your next spell cost zero MP
    • Has two charges
    • Most effective when used on high-MP cost spells like Medica II or Raise, but is often used on Glare for MP-sustain in optimized fights.
    • Keep one on cooldown at all times and keep the extra one for a Raise or GCD heal

    Raise

    Raise

    • Revives a dead player after a long 8s cast
    • Use with Swiftcast if available
    • Use with Thin Air to mitigate the mana cost

    Repose

    Repose

    • 2.5s cast time
    • Puts an enemy to sleep
    • Highly situational spell, as most enemies are immune to sleep and sleeping enemies wake up when damaged.

    Esuna

    Esuna

    • 1s cast time
    • Removes cleansable debuffs (debuffs with a white bar above them)
    • Use to remove lethal debuffs (e.g. Doom, Throttle)
    • Most other debuffs can be ignored
    • Can weave one oGCD

    Lucid Dreaming

    Lucid Dreaming (60s CD - oGCD)

    • Recovers MP over time (3850 MP over 21s)
    • Use when below 8000 MP

    Swiftcast

    Swiftcast (oGCD)

    • Makes your next GCD spell instant cast
    • The buff is not consumed when using instant cast GCDs.
    • If desired, save Swiftcast for Raise

    Surecast

    Surecast (2m CD - oGCD)

    • Prevents most knockback and movement effects and prevents casts from being canceled
    • Use to avoid knockbacks.

    Rescue

    Rescue (2m CD - oGCD)

    • Pulls a target party member to your location
    • Does not work if the target has certain debuffs, like Bind, or if the target is using Surecast/Arm’s Length
    • Use this to save a party member from failing mechanics
    • You can rescue someone who used LB3 to move them into a safe spot; however, it doesn’t allow them to move or act sooner.
  • Newsfeed
  • White Mage Skills Overview
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.0

    Notable Endwalker Changes

    • Thin Air has two charges but only reduces mana cost on one spell per cast.
    • Glare cast time reduced to 1.5s.
    • Presence of Mind changes to a 120s cooldown.

    Damage

    GCD

    Glare III

    Glare III

    • Single target damage (330), 1.5 cast time
    • At lower levels you’ll have Stone, which gets replaced by Glare at level 72
    • Can weave one oGCD after it
    • Cast this when you don’t need to do anything else.

    Glare IV

    • Single Target Damage (640p), instant cast
    • Gain 3 charges of Glare IV for 30s after using Presence of Mind
    • Can Weave two oGCDs afterit
    • Try to always put this into raid buffs

    Holy III

    Holy III

    • AoE damage in a small 8y radius around you (150p), 2.5s cast time
    • In non boss fights, Holy has a stun that gets reduced each time starting off with 4s stun followed by 2s stun and the last stun being 1s.
    • Holy is your strongest tool in Dungeons, letting you have an effective seven second stun
    • Holy is a gain over Glare III on three targets
    • Try to use Swift before Holy in dungeon runs before the first usage, makes the stun chain smooth

    Dia

    Dia

    • Single target damage (75p) and DoT (10 ticks of 75p), instant cast. Total Potency: 825

    • At lower levels you’ll have Aero, this is replaced by Dia at level 72

    • In dungeons, apply Dia while running and spam Holy when the tank stops

    • If Optimizing:

      • Refreshing Dia early can be a gain if you know your kill/phase time and you know you will lose ticks anyway.
      • Dia is a gain on Glare III after four ticks.

    Afflatus Misery

    Afflatus Misery

    • AoE damage in a very small 5y radius around enemy target (1,240p), instant cast. Deals 620 potency to enemies that aren’t the main target in a 5y radius.
    • You gain Blood Lily charges when using a Lily charge, you need three lily usages to gain a Blood Lily. Misery can only be activated if you have a Blood Lily
    • Three Lilies and a Misery is a DPS gain on two or more targets. Be aware of its small 5y radius and make sure it is hitting two targets.
    • Your priority for Misery should be Movement if you have nothing else > Using it into Putting it into raid buffs > before the fight ends
    • If you have at least one Blood Lily charge, it’s a gain to use as many Lilies as you need to get a Blood Lily before the fight ends.

    oGCD

    Assize

    Assize (40s CD)

    • AoE damage in a 15y radius around you (400p) and an AoE heal in a 15y radius around you (400p)
    • Should always be used on cooldown for damage.
    • Try to delay your own healing or communicate with your cohealer if Assize will be coming off of cooldown before threatening damage. This will allow you to use Assize for both damage and healing
    • Delaying Assize to heal can be done if you know you won’t lose a use
    • Excellent ability for cleave damage, always a gain to delay if you can hit more than two targets

    Healing

    GCD

    Cure

    Cure

    • Single target heal (500p), 1.5s cast time, 400 MP cost
    • Can weave one oGCD after this
    • Once you have Cure II, Cure is only used when you’re out of mana and it’s your only available heal.

    Cure II

    Cure II

    • Single target heal (800p), 2.0s cast time, 1000 MP cost
    • Use in niche scenarios where you need a single target heal, every other single target heal is on cooldown, and it’s too late to use Regen.

    Afflatus Solace

    Afflatus Solace

    • Single target heal (800p), instant cast
    • Use in most scenarios over Cure II as Misery can refund some of the lost Glare potency.

    Regen

    Regen

    • Single target strong regen (six ticks of 250p), Total heal: 1,500.
    • Regen has substantially higher total potency than Cure II if you don’t need immediate healing.
    • Regen won’t proc Divine Veil

    Medica

    Medica

    • Aoe heal in a 15y radius around you (400p), 2s cast time
    • Use in niche scenarios where you need extra AoE healing, can’t wait for a tick of Medica II, and have no Lilies.

    Medica III

    Medica III

    • AoE heals in a 20y radius around you (250p) and applies a regen (5 ticks of 175p), Total healing: 1,125p
    • Use in scenarios where you need an AoE GCD heals, use this over Medica as it becomes a heal gain to Medica with one regen tick.

    Cure III

    Cure III

    • AoE heal in a small 10y radius around your targeted party member (600p), 2s cast time
    • Use in situations where you need a big burst heal in one GCD radius
    • Cure III can target someone further away and heal in a 6y radius around them

    Afflatus Rapture

    Afflatus Rapture

    • AoE heal in a 20y radius around you (400p), instant cast
    • Use over other AoE GCD heals when possible as Misery can refund some of the lost potency

    oGCD

    Divine Benison

    Divine Benison (30s CD)

    • Single target shield (500p)
    • Has two charges
    • Use it as your primary tank upkeep tool, always keeping at least one on cooldown. Can also be used on a non-tank to help them deal with incoming damage if needed.

    Tetragrammaton

    Tetragrammaton (60s CD)

    • Single target heal (700p)
    • Typically used for tank upkeep but can also be used for spot healing on any low party member.

    Benediction

    Benediction (3-minute CD)

    • Single target heal for 100% of your target’s maximum HP.
    • Typically reserved for healing Living Dead when paired with a Dark Knight, but can be used for any substantial tank or spot healing in other tank comps or when LD won’t be needed for a while.

    Asylum

    Asylum (90s CD)

    • Places a 15y ground AoE (Nine ticks of 100p)
    • Asylum gives 10% increased healing to both GCD and oGCD heals except select few cases
    • Asylum gives an additional regen tick when first placed
    • Asylum increases its own potency to 110p per tick except for the initial one on placement
    • Total heal: 980p

    Liturgy of the Bell

    Liturgy of the Bell (3m CD)

    • Places a Bell at a designated location and gives the WHM a 5-stack buff
    • When the White Mage takes damage, Bell uses one stack and heals allies within a 20y radius (400p). Bell’s healing originates from itself, not the WHM.
    • Bell can be triggered again at any time to heal all allies (200p per stack)
    • After 20s Bell expires and any remaining stacks heal allies within a 20y radius (200p per stack)
    • It’s most effective at healing multiple raidwides, however don’t be afraid to use it to heal one or two raidwides and the leftover stacks can top the party.

    Plenary Indulgence

    Plenary Indulgence (60s CD)

    • Grants Confession to allies within a 20y radius
    • Confession heals for 200p when triggered by Medica, Medica II, Cure III and Afflatus Rapture
    • Use if you’re about to GCD heal and you need additional healing, its low cooldown makes it more flexible.
    • Especially potent for tougher healing checks where you’ll be casting multiple GCD heals during the buff.

    Divine Caress

    Divine Caress

    • AoE 15y Shield(400p) and Regen (5 ticks of 200p), total heal: 1,000.
    • Gain use of Divine Caress after using Temperance for 30 seconds
    • Divine Caress’ shield can crit and benefits from healing up buffs like Asylum or NAture’s Minne(BRD)
    • Divine Caress can be activated 30 seconds after Temperance meaning you can stagger Divine Caress to cover another mechanic after Temperance falls off.

    Other Actions

    Temperance

    Temperance (2m CD - oGCD)

    • Grants Temperance a 20s buff that increases your GCD healing by 20% and gives a 10% mitigation to allies within a 50y radius.
    • Use to mitigate heavy raidwides and to help with heal checks that force you to GCD heal.

    Aquaveil

    Aquaveil (60s CD - oGCD)

    • Single target 8s mitigation (15%)
    • Use as a tank buster cooldown assistance, can also be used to deal with heavy auto attacks if no tank busters are coming up during its cooldown. Best case scenario is to use it as both

    Presence of Mind

    Presence of Mind (2m CD - oGCD)

    • Haste Buff: Reduces spell cast time, recast time, and auto-attack delay by 20% for 15s
    • This is not Spell Speed, so it has no effect on DoT damage
    • In raid boss fights, use during the third GCD in your opener and on cooldown throughout the fight. Only delay its usage if your group is coordinating raid buffs.
    • In dungeons use on both trash and bosses, do not save it unless trash will die soon
    • Depending on your ping weaving between Presence of Mind glares could have small clips

    Thin Air

    Thin Air (60s CD - oGCD)

    • Grants Thin Air, which makes your next spell cost zero MP
    • Has two charges
    • Most effective when used on high-MP cost spells like Medica II or Raise, but is often used on Glare for MP-sustain in optimized fights.
    • Keep one on cooldown at all times and keep the extra one for a Raise or GCD heal

    Raise

    Raise

    • Revives a dead player after a long 8s cast
    • Use with Swiftcast if available
    • Use with Thin Air to mitigate the mana cost

    Repose

    Repose

    • 2.5s cast time
    • Puts an enemy to sleep
    • Highly situational spell, as most enemies are immune to sleep and sleeping enemies wake up when damaged.

    Esuna

    Esuna

    • 1s cast time
    • Removes cleansable debuffs (debuffs with a white bar above them)
    • Use to remove lethal debuffs (e.g. Doom, Throttle)
    • Most other debuffs can be ignored
    • Can weave one oGCD

    Lucid Dreaming

    Lucid Dreaming (60s CD - oGCD)

    • Recovers MP over time (3850 MP over 21s)
    • Use when below 8000 MP

    Swiftcast

    Swiftcast (oGCD)

    • Makes your next GCD spell instant cast
    • The buff is not consumed when using instant cast GCDs.
    • If desired, save Swiftcast for Raise

    Surecast

    Surecast (2m CD - oGCD)

    • Prevents most knockback and movement effects and prevents casts from being canceled
    • Use to avoid knockbacks.

    Rescue

    Rescue (2m CD - oGCD)

    • Pulls a target party member to your location
    • Does not work if the target has certain debuffs, like Bind, or if the target is using Surecast/Arm’s Length
    • Use this to save a party member from failing mechanics
    • You can rescue someone who used LB3 to move them into a safe spot; however, it doesn’t allow them to move or act sooner.
    • Have any questions?
      Authors
      ShyShy
      diff --git a/jobs/melee/dragoon/basic-guide/index.html b/jobs/melee/dragoon/basic-guide/index.html index e702dd1372..3c4ca6a3a9 100644 --- a/jobs/melee/dragoon/basic-guide/index.html +++ b/jobs/melee/dragoon/basic-guide/index.html @@ -41,8 +41,8 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Dragoon Basic Guide
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.0

    /jobs/melee/dragoon/opener/Saving The Dragoon

    Overview

    Dragoon is a relatively static melee DPS job with a high focus on weaving off-Global Cooldown (oGCD) actions between a rigid 10-hit sequence of Global Cooldown (GCD) actions. Burst windows can get hectic, and prioritizing the various skills you need to execute can become a rather significant hassle in some instances. Dawntrail has doubled down on this by introducing the ability to utilize even more oGCD actions at regular intervals, as if we didn’t have enough already.


    Weaponskills

    Also known as your GCD actions, weaponskills form the backbone upon which you weave the meat of your rotation - your abilities (oGCD actions). These skills are strung together in specific orders to form combos which amplify the skill effects.

    The Chaotic Spring Combo

    True Thrust >Spiral Blow >Chaotic Spring >Wheeling Thrust >Drakesbane

     
    This combo allows Disembowel to apply the Power Surge buff, amplifying your damage by 10% and Chaotic Spring to inflict a damage-over-time (DoT) effect that will keep constant damage rolling, even outside of your normal attacking skills.

    The Heavens’ Thrust Combo

    True Thrust >Lance Barrage >Heavens’ Thrust >Fang and Claw >Drakesbane

     
    This combo just deals raw damage. As it doesn’t apply any buffs, you want to make sure you only use this while Power Surge and Chaotic Spring are active already.

    The Coerthan Torment Combo

    Doom Spike >Sonic Thrust >Coerthan Torment

     
    This combo affects a line of enemies in front of you. It allows Sonic Thrust to apply the Power Surge buff, amplifying your damage by 10%. This combo is only worth using when you are faced with three or more enemies in combat that can all be hit by each skill.

    Draconian Fire

    Upon properly completing any of the above combos, you will gain the buff Draconian Fire. This buff augments the next True Thrust or Doom Spike you use into Raiden Thrust or Draconian Fury, respectively. These weaponskills combo the exact same as their unbuffed versions. They also give you one charge of Firstminds’ Focus, which is discussed in more detail later.

    True Thrust >Raiden Thrust

     

    Doom Spike >Draconian Fury

     

    Piercing Talon

    While you always want to maintain your uptime on the above combos as much as possible, occasionally an encounter may push you off for an extended period of time. Rather than doing nothing, you can utilize Piercing Talon. It doesn’t break any of the above combos or negates your Draconian Fire. This is only worth doing if you would be unable to re-engage before your GCD spin completes.

    Basic Rotation

     
    Putting the above information to work, in a single-target encounter, our rotation will simply be the Chaotic Spring Combo followed by the Heavens’ Thrust Combo. We repeat this infinitely, assuming nothing interrupts our rotation. You may notice that Chaotic Spring will fall off slightly before you use the skill again. This is completely normal and nothing to be worried about. The DoT lasts 24 seconds while this rotation cycle takes 25 seconds to complete (assuming no Skillspeed).

    Mistakes

    Everyone makes them. In attempting to follow this rotation to the best of your ability, if you make a mistake and press the wrong second hit, commit to the mistake. Restarting the combo is a larger loss than just continuing the incorrect combo string. After the mistaken combo, just return to the alternating rotation. Do not attempt to course-correct back into the old order.

    If you accidentally use an uncomboed GCD (and therefore break your combo) you have to start a fresh combo. Look at your remaining time on the Power Surge buff. If it is still high enough you want to start a Heavens’ Thrust combo. Move on with a Chaotic Spring combo otherwise.


    Wyrmwind Thrust

    Every time you land Raiden Thrust or Draconian Fury, you gain one charge of your Firstminds’ Focus. Two charges allows you to activate Wyrmwind Thrust. Because we don’t start fights with Draconian Fire, the first charge comes during the Heavens’ Thrust combo and the second during the following Chaotic Spring combo. From there, you will always be using Wyrmwind Thrust during your Chaotic Spring combo, barring any rotational errors you encounter along the way. When it’s ready to to be used, you must press Wyrmwind Thrust before your next Raiden Thrust or Draconian Fury, otherwise you will not gain the charge of Firstminds’ Focus, leading to a drastic loss in damage.


    Positionals

    Some actions in the kit deal more damage from the side of a boss and some deal more from the rear. You want to be sure to position yourself to hit these for extra damage whenever possible.

    How do I know if I’m at the side or rear of a target?

    Positional zones

    The arrow at the top is the front of the target. You get no special bonuses by attacking here, other than lots of bonus deaths for standing in tank busters and cleaves.

    On the left and right sides, you will find the sides or flanks of the target. They account for 90° of the target on either side, but you will generally want to stand near the base of the visible line.

    At the bottom of the image, there’s a gap between the two sides of the target. This empty space is the rear. When standing at the base of one side, it becomes easy to identify the two positions; you either attack the empty space or the line.

    Some enemies will have the side mark wrapping their entire hitbox. These target rings are special because you will get positional bonuses from every action without needing to worry about where you attack from. All the enemies in the Palace of the Dead, for example, have this special targeting ring.

    As a Dragoon, we only have positional requirements on three of our actions. Each of them provides an additional 40 potency when they hit the proper side of the target.

    Side Positionals

     
    Fang and Claw deals 40 more potency from the side.

    Rear Positionals

     
    Chaotic Spring and Wheeling Thrust deal 40 more potency from the rear.

    Combat Priority

    While it is a loss to miss your positionals, landing them should be your last priority. Prioritize meeting all of the other combat priority requirements of a melee DPS job. These are listed in order from largest to smallest loss of damage if you fail that level.

    1. Handle Mechanics
    If you fail mechanics, you could cause a potential raid wipe and a fight reset. You do not want to be the cause of that. Nothing is more important than properly handling mechanics.
    2. Stay Alive
    Don’t die. Plain and simple. If you have to sacrifice uptime to stay alive then you know the choice to make. Deaths cause much larger losses than having to use a few Piercing Talons.
    3. Maintain Uptime (ABC - Always Be Casting)
    Stick to the boss like glue, assuming you meet one and two. Do not let your GCD stop spinning.
    4. Land Positionals
    And then, once you have one through three down, worry about maintaining proper positionals. Missing every single positional is less than a 5% dps loss - much less than mistakes in the aforementioned points.


    Abilities

    Also more commonly known as your oGCD skills, these are the most important part of your rotation as a Dragoon. Once you have your GCD skeleton laid out, you overlay the oGCD rotation on top of it to form the full rotation.

    Buffs


    Lance Charge is a strong and frequent buff in your arsenal. You should always press this button as soon as it is available.


    Battle Litany is a powerful raid buff that enhances everyone’s critical hit rate. It has the longest cooldown out of your buff arsenal. Your goal should be to align it properly with the 2 minute bursts of your group.


    Geirskogul acts as both, the strongest buff in your kit and a damaging skill. When using it your enter Life of the Dragon for 20s, increasing your damage dealt by 15% and allowing you to use a variety of other skills. It should be used in conjunction with the other buffs because stacking them makes them stronger.


    Life Surge forces your next weaponskill to automatically land a critical hit. The effect does not apply to DoT effects, which means we tend to use it on either Heavens’ Thrust or Drakesbane. It does however affect every hit of AoE GCDs. We therefore use it on Coerthan Torment when facing three or more targets.
    Try to hold one charge for odd minute buff windows and two charges for even minute windows.


    Gemdraughts of Strength (“Pot” in short) can be used as an additional 30s damage buff in combat. Potency-wise, they are weaker than our other main buff options, but they exist in addition to them. These are in no way necessary to use in order to play this game and are simply an additional option should you enjoy fully min/maxing your damage. They are always optimal to use.

    Basic Buff Rotation

    In general, the buffs will be used together every two minutes, with Lance Charge hitting the odd minutes as well. This creates a very simple pattern.

    Basic buff rotation

     


    Attacks

    In addition to buffs, Dragoon is inundated with oGCD offensive abilities that form the core of the rotation outside the GCD backbone.

    High Jump
    Mirage Dive

    High Jump is your most frequently used oGCD action. Use it every 30s to activate Dive Ready which allows the use of Mirage Dive. These skills formerly had major implications for our rotation, however these were removed with Dawntrail. Now, they’re only used for damage but it is still important to use them on cooldown as much as possible.


    Dragonfire Dive is a strong area-of-effect (AoE) skill with long cooldown. In single-target, you still use it whenever it is available since it does not stop doing damage when there is only one target. Rise of the Dragon is a follow-up that also deals AoE damage. It is however not a jump so it isn’t subject to the same long animation lock.



    Wyrmwind Thrust is just a strong oGCD action you should use whenever possible. It has slight flexibility within its five-GCD window, so it is not as high priority as High Jump or Dragonfire Dive which have strict cooldowns. You ideally have this fall under buffs whenever possible without sacrificing charges.

    Life of the Dragon

    After using Geirskogul, you will enter Life of the Dragon. Entering Life turns Geirskogul into Nastrond and unlocks the ability to use Stardiver. Over the following 20 seconds, you can use three Nastronds and one Stardiver and Starcross, but beyond that they can be shifted somewhat freely to adjust to mechanics and buffs.



    Nastrond is a strong line attack like Geirskogul. You should always use it three times in a burst window. There is a small 2 second cooldown between uses so spread them out across multiple weave windows.



    Stardiver has an excessively long animation lock. Even with the lowest possible ping and perfect server ticks, you will clip when weaving this alongside any other action, so I strongly recommend you just do not try it. You can use it somewhat freely in the 20s life window but don’t forget that it also has a follow-up in Starcross now. Unlike Stardiver, Starcross has a short animation lock like other oGCDs. It can easily be double-weaved. These are your strongest hits in burst so make sure they land inside of all the buffs.

    Extra Mobility


    Elusive Jump allows you to quickly and efficiently jump backwards out of trouble. The only use for this is re-engaging or disengaging from a boss for mechanics at the last second, or crossing long distances quickly. Don’t be afraid to use it, but do your best to avoid yeeting yourself off the stage.

    Winged Glide is a dash to a targeted enemy with 2 charges. It does not deal damage so you can use it freely whenever you need to gapclose longer distances.

    Managing the usage of Elusive Jump, Winged Glide, Dragonfire Dive and Stardiver (the latter two only during burst windows) properly allows you to keep perfect uptime through a multitude of mechanics.

    The Opener

    I know a lot of you have skipped ahead to this section, since you feel like you have a solid grasp on the fundamentals, and I think that is great! The primary use of the opener is to prepare your cooldown alignment for the rest of the encounter.

    DT Opener

    We use our raidbuff Battle Litany after applying our DoT for party alignment, the rest of our buffs surround it with Geirskogul being used last to ensure its own potency is buffed by all our personal buffs and potential raidbuffs.

    Using our buffs before or after Chaotic Spring makes little difference, favoring being used after due to the Wyrmwind Thrust at the end.

    The timing of your buffs, High Jump & Dragonfire Dive will determine the position in which you will weave them for the rest of the fight, our other weaves will be used as filler when possible keeping mind of Life Surge and Wyrmwind Thrust.

    Our opener page has some alternatives listed that can be useful in specific fights or group compositions:\

    Re-Openers

    During fights or dungeons, you may find yourself encountering a situation where you are coming up against a boss with resources already in the tank. This shuffles your opener around and makes things harder to manage.
    In general you want to use your buffs first, followed by high priority oGCDs (mainly High Jump & Dragonfire Dive).
    Dawntrail changes have made reopeners significantly easier so they should look very similar to the regular opener in most cases.


    Multiple Target Situations

    When you have more than one target to attack, your backbone GCD rotation changes.

    Two Targets

    When up against two targets, you drop the Heavens’ Thrust combo and just double down on the Chaotic Spring combo, alternating targets to maintain both DoT effects. -Only Chaotic Spring has to be alternated between targets. Every other combo action can be used on either target.

     

    Three or More Targets

    Once you have three or more targets, you should cycle through your Coerthan Torment combo and eschew all others. It applies Power Surge for you and deals more damage against three targets than the one or two target rotation would, while also giving more frequent casts of Wyrmwind Thrust.

     

    You ideally want to keep all of your other AoE attacks rolling as often as possible in these situations. Keep in mind that Life Surge does work on Coerthan Torment to force a critical hit on every target all at once. Make sure to still use single-target actions like High Jump. It’s free damage after all.


    Gearing Up

    Due to the slight buff of Determination with Endwalker, it is now preferable to have slightly more Determination than Direct Hit. However, you do not want to neglect Direct Hit completely.

    1. Item level - maximize Strength and Weapon Damage first.
    2. Critical Hit Rate > Determination >= Direct Hit Rate »» Skill Speed

    Dawntrail changes have made skill speed even more punishing for us. But you should still try to maximize main stat first.

    Check out the BiS page for the current BiS Dragoon gear sets.

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  • Dragoon Basic Guide
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.0

    /jobs/melee/dragoon/opener/Saving The Dragoon

    Overview

    Dragoon is a relatively static melee DPS job with a high focus on weaving off-Global Cooldown (oGCD) actions between a rigid 10-hit sequence of Global Cooldown (GCD) actions. Burst windows can get hectic, and prioritizing the various skills you need to execute can become a rather significant hassle in some instances. Dawntrail has doubled down on this by introducing the ability to utilize even more oGCD actions at regular intervals, as if we didn’t have enough already.


    Weaponskills

    Also known as your GCD actions, weaponskills form the backbone upon which you weave the meat of your rotation - your abilities (oGCD actions). These skills are strung together in specific orders to form combos which amplify the skill effects.

    The Chaotic Spring Combo

    True Thrust >Spiral Blow >Chaotic Spring >Wheeling Thrust >Drakesbane

     
    This combo allows Disembowel to apply the Power Surge buff, amplifying your damage by 10% and Chaotic Spring to inflict a damage-over-time (DoT) effect that will keep constant damage rolling, even outside of your normal attacking skills.

    The Heavens’ Thrust Combo

    True Thrust >Lance Barrage >Heavens’ Thrust >Fang and Claw >Drakesbane

     
    This combo just deals raw damage. As it doesn’t apply any buffs, you want to make sure you only use this while Power Surge and Chaotic Spring are active already.

    The Coerthan Torment Combo

    Doom Spike >Sonic Thrust >Coerthan Torment

     
    This combo affects a line of enemies in front of you. It allows Sonic Thrust to apply the Power Surge buff, amplifying your damage by 10%. This combo is only worth using when you are faced with three or more enemies in combat that can all be hit by each skill.

    Draconian Fire

    Upon properly completing any of the above combos, you will gain the buff Draconian Fire. This buff augments the next True Thrust or Doom Spike you use into Raiden Thrust or Draconian Fury, respectively. These weaponskills combo the exact same as their unbuffed versions. They also give you one charge of Firstminds’ Focus, which is discussed in more detail later.

    True Thrust >Raiden Thrust

     

    Doom Spike >Draconian Fury

     

    Piercing Talon

    While you always want to maintain your uptime on the above combos as much as possible, occasionally an encounter may push you off for an extended period of time. Rather than doing nothing, you can utilize Piercing Talon. It doesn’t break any of the above combos or negates your Draconian Fire. This is only worth doing if you would be unable to re-engage before your GCD spin completes.

    Basic Rotation

     
    Putting the above information to work, in a single-target encounter, our rotation will simply be the Chaotic Spring Combo followed by the Heavens’ Thrust Combo. We repeat this infinitely, assuming nothing interrupts our rotation. You may notice that Chaotic Spring will fall off slightly before you use the skill again. This is completely normal and nothing to be worried about. The DoT lasts 24 seconds while this rotation cycle takes 25 seconds to complete (assuming no Skillspeed).

    Mistakes

    Everyone makes them. In attempting to follow this rotation to the best of your ability, if you make a mistake and press the wrong second hit, commit to the mistake. Restarting the combo is a larger loss than just continuing the incorrect combo string. After the mistaken combo, just return to the alternating rotation. Do not attempt to course-correct back into the old order.

    If you accidentally use an uncomboed GCD (and therefore break your combo) you have to start a fresh combo. Look at your remaining time on the Power Surge buff. If it is still high enough you want to start a Heavens’ Thrust combo. Move on with a Chaotic Spring combo otherwise.


    Wyrmwind Thrust

    Every time you land Raiden Thrust or Draconian Fury, you gain one charge of your Firstminds’ Focus. Two charges allows you to activate Wyrmwind Thrust. Because we don’t start fights with Draconian Fire, the first charge comes during the Heavens’ Thrust combo and the second during the following Chaotic Spring combo. From there, you will always be using Wyrmwind Thrust during your Chaotic Spring combo, barring any rotational errors you encounter along the way. When it’s ready to to be used, you must press Wyrmwind Thrust before your next Raiden Thrust or Draconian Fury, otherwise you will not gain the charge of Firstminds’ Focus, leading to a drastic loss in damage.


    Positionals

    Some actions in the kit deal more damage from the side of a boss and some deal more from the rear. You want to be sure to position yourself to hit these for extra damage whenever possible.

    How do I know if I’m at the side or rear of a target?

    Positional zones

    The arrow at the top is the front of the target. You get no special bonuses by attacking here, other than lots of bonus deaths for standing in tank busters and cleaves.

    On the left and right sides, you will find the sides or flanks of the target. They account for 90° of the target on either side, but you will generally want to stand near the base of the visible line.

    At the bottom of the image, there’s a gap between the two sides of the target. This empty space is the rear. When standing at the base of one side, it becomes easy to identify the two positions; you either attack the empty space or the line.

    Some enemies will have the side mark wrapping their entire hitbox. These target rings are special because you will get positional bonuses from every action without needing to worry about where you attack from. All the enemies in the Palace of the Dead, for example, have this special targeting ring.

    As a Dragoon, we only have positional requirements on three of our actions. Each of them provides an additional 40 potency when they hit the proper side of the target.

    Side Positionals

     
    Fang and Claw deals 40 more potency from the side.

    Rear Positionals

     
    Chaotic Spring and Wheeling Thrust deal 40 more potency from the rear.

    Combat Priority

    While it is a loss to miss your positionals, landing them should be your last priority. Prioritize meeting all of the other combat priority requirements of a melee DPS job. These are listed in order from largest to smallest loss of damage if you fail that level.

    1. Handle Mechanics
    If you fail mechanics, you could cause a potential raid wipe and a fight reset. You do not want to be the cause of that. Nothing is more important than properly handling mechanics.
    2. Stay Alive
    Don’t die. Plain and simple. If you have to sacrifice uptime to stay alive then you know the choice to make. Deaths cause much larger losses than having to use a few Piercing Talons.
    3. Maintain Uptime (ABC - Always Be Casting)
    Stick to the boss like glue, assuming you meet one and two. Do not let your GCD stop spinning.
    4. Land Positionals
    And then, once you have one through three down, worry about maintaining proper positionals. Missing every single positional is less than a 5% dps loss - much less than mistakes in the aforementioned points.


    Abilities

    Also more commonly known as your oGCD skills, these are the most important part of your rotation as a Dragoon. Once you have your GCD skeleton laid out, you overlay the oGCD rotation on top of it to form the full rotation.

    Buffs


    Lance Charge is a strong and frequent buff in your arsenal. You should always press this button as soon as it is available.


    Battle Litany is a powerful raid buff that enhances everyone’s critical hit rate. It has the longest cooldown out of your buff arsenal. Your goal should be to align it properly with the 2 minute bursts of your group.


    Geirskogul acts as both, the strongest buff in your kit and a damaging skill. When using it your enter Life of the Dragon for 20s, increasing your damage dealt by 15% and allowing you to use a variety of other skills. It should be used in conjunction with the other buffs because stacking them makes them stronger.


    Life Surge forces your next weaponskill to automatically land a critical hit. The effect does not apply to DoT effects, which means we tend to use it on either Heavens’ Thrust or Drakesbane. It does however affect every hit of AoE GCDs. We therefore use it on Coerthan Torment when facing three or more targets.
    Try to hold one charge for odd minute buff windows and two charges for even minute windows.


    Gemdraughts of Strength (“Pot” in short) can be used as an additional 30s damage buff in combat. Potency-wise, they are weaker than our other main buff options, but they exist in addition to them. These are in no way necessary to use in order to play this game and are simply an additional option should you enjoy fully min/maxing your damage. They are always optimal to use.

    Basic Buff Rotation

    In general, the buffs will be used together every two minutes, with Lance Charge hitting the odd minutes as well. This creates a very simple pattern.

    Basic buff rotation

     


    Attacks

    In addition to buffs, Dragoon is inundated with oGCD offensive abilities that form the core of the rotation outside the GCD backbone.

    High Jump
    Mirage Dive

    High Jump is your most frequently used oGCD action. Use it every 30s to activate Dive Ready which allows the use of Mirage Dive. These skills formerly had major implications for our rotation, however these were removed with Dawntrail. Now, they’re only used for damage but it is still important to use them on cooldown as much as possible.


    Dragonfire Dive is a strong area-of-effect (AoE) skill with long cooldown. In single-target, you still use it whenever it is available since it does not stop doing damage when there is only one target. Rise of the Dragon is a follow-up that also deals AoE damage. It is however not a jump so it isn’t subject to the same long animation lock.



    Wyrmwind Thrust is just a strong oGCD action you should use whenever possible. It has slight flexibility within its five-GCD window, so it is not as high priority as High Jump or Dragonfire Dive which have strict cooldowns. You ideally have this fall under buffs whenever possible without sacrificing charges.

    Life of the Dragon

    After using Geirskogul, you will enter Life of the Dragon. Entering Life turns Geirskogul into Nastrond and unlocks the ability to use Stardiver. Over the following 20 seconds, you can use three Nastronds and one Stardiver and Starcross, but beyond that they can be shifted somewhat freely to adjust to mechanics and buffs.



    Nastrond is a strong line attack like Geirskogul. You should always use it three times in a burst window. There is a small 2 second cooldown between uses so spread them out across multiple weave windows.



    Stardiver has an excessively long animation lock. Even with the lowest possible ping and perfect server ticks, you will clip when weaving this alongside any other action, so I strongly recommend you just do not try it. You can use it somewhat freely in the 20s life window but don’t forget that it also has a follow-up in Starcross now. Unlike Stardiver, Starcross has a short animation lock like other oGCDs. It can easily be double-weaved. These are your strongest hits in burst so make sure they land inside of all the buffs.

    Extra Mobility


    Elusive Jump allows you to quickly and efficiently jump backwards out of trouble. The only use for this is re-engaging or disengaging from a boss for mechanics at the last second, or crossing long distances quickly. Don’t be afraid to use it, but do your best to avoid yeeting yourself off the stage.

    Winged Glide is a dash to a targeted enemy with 2 charges. It does not deal damage so you can use it freely whenever you need to gapclose longer distances.

    Managing the usage of Elusive Jump, Winged Glide, Dragonfire Dive and Stardiver (the latter two only during burst windows) properly allows you to keep perfect uptime through a multitude of mechanics.

    The Opener

    I know a lot of you have skipped ahead to this section, since you feel like you have a solid grasp on the fundamentals, and I think that is great! The primary use of the opener is to prepare your cooldown alignment for the rest of the encounter.

    DT Opener

    We use our raidbuff Battle Litany after applying our DoT for party alignment, the rest of our buffs surround it with Geirskogul being used last to ensure its own potency is buffed by all our personal buffs and potential raidbuffs.

    Using our buffs before or after Chaotic Spring makes little difference, favoring being used after due to the Wyrmwind Thrust at the end.

    The timing of your buffs, High Jump & Dragonfire Dive will determine the position in which you will weave them for the rest of the fight, our other weaves will be used as filler when possible keeping mind of Life Surge and Wyrmwind Thrust.

    Our opener page has some alternatives listed that can be useful in specific fights or group compositions:\

    Re-Openers

    During fights or dungeons, you may find yourself encountering a situation where you are coming up against a boss with resources already in the tank. This shuffles your opener around and makes things harder to manage.
    In general you want to use your buffs first, followed by high priority oGCDs (mainly High Jump & Dragonfire Dive).
    Dawntrail changes have made reopeners significantly easier so they should look very similar to the regular opener in most cases.


    Multiple Target Situations

    When you have more than one target to attack, your backbone GCD rotation changes.

    Two Targets

    When up against two targets, you drop the Heavens’ Thrust combo and just double down on the Chaotic Spring combo, alternating targets to maintain both DoT effects. +Only Chaotic Spring has to be alternated between targets. Every other combo action can be used on either target.

     

    Three or More Targets

    Once you have three or more targets, you should cycle through your Coerthan Torment combo and eschew all others. It applies Power Surge for you and deals more damage against three targets than the one or two target rotation would, while also giving more frequent casts of Wyrmwind Thrust.

     

    You ideally want to keep all of your other AoE attacks rolling as often as possible in these situations. Keep in mind that Life Surge does work on Coerthan Torment to force a critical hit on every target all at once. Make sure to still use single-target actions like High Jump. It’s free damage after all.


    Gearing Up

    Due to the slight buff of Determination with Endwalker, it is now preferable to have slightly more Determination than Direct Hit. However, you do not want to neglect Direct Hit completely.

    1. Item level - maximize Strength and Weapon Damage first.
    2. Critical Hit Rate > Determination >= Direct Hit Rate »» Skill Speed

    Dawntrail changes have made skill speed even more punishing for us. But you should still try to maximize main stat first.

    Check out the BiS page for the current BiS Dragoon gear sets.

    • Have any questions?
      Authors
      Balance DRG Staff
      diff --git a/jobs/melee/dragoon/faq/index.html b/jobs/melee/dragoon/faq/index.html index 49a06ea0be..5e5d79b3e8 100644 --- a/jobs/melee/dragoon/faq/index.html +++ b/jobs/melee/dragoon/faq/index.html @@ -47,7 +47,7 @@ Paladin Warrior
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  • Dragoon FAQ
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0

    How much skill speed is required to play Dragoon?

    Due to the amount of our damage that is tied to oGCDs with cooldowns unaffected by skill speed and the cooldown drift that occurs to these oGCDs when our GCD doesn’t line up cleanly, DRG wants to stay at it’s base 2.50 GCD speed as much as possible.

    What abilities can I double weave? And is it bad to use the increased Recast Time on Action Change?

    Besides Stardiver, all of our actions can be double weaved on a good connection (<150ms ping). Certain abilities (High Jump, Dragonfire Dive & Winged Glide) have a slightly longer than normal animation lock which can make double weaving these actions slightly more difficult.

    Using the increased recast time setting will cause the follow-up action to not be usable for 1.0s. This adds 0.4s to a Geirskogul > Nastrond weave, for our jumps it adds 0.2s and for Stardiver it doesn’t add any since the animation lock already exceeds this time.

    It is possible but very rare that this delay will cause any problems, the most likely scenario is a tight High Jump > Mirage Dive weave in a fight with downtime. Skill speed rotations may also encounter problems from this setting since timings are often more strict.

    Use whichever settings are most comfortable for you above all.

    How difficult is it to play Dragoon?

    Dragoon is fundamentally punishing but very simple once mastered. The job resolves around continuing your alternating 5 GCD combo loops and pressing most of your oGCDs exactly as they come up.

    When should I use LB3?

    LB3 should be used when needed above all, when you have flexibility however; Make sure you are not delaying your High Jump or other oGCD cooldowns by using it. -Aim to use the LB3 after your Chaotic Spring combo and repeat the same combo after your LB3.

    How do we use Wyrmwind Thrust?

    For every executed Raiden Thrust we obtain 1 Firstminds’ Focus stack, 2 of these stacks can be used to execute Wyrmwind Thrust. Since there is no restriction on when you have to use this ability until your next stack is obtained, you can freely delay it for the 12s~ window to fit into your buff window or use it to cleave.

    How do we use Life Surge?

    Life Surge should be used on our highest potency weaponskill while avoiding overcap, this will usually result in using 1 charge during our 60s burst window and 2 charges during our 120s burst window.

    The priority of which weaponskills should be buffed by Life Surge is as follows:

    LS Usage

    +Aim to use the LB3 after your Chaotic Spring combo and repeat the same combo after your LB3.

    How do we use Wyrmwind Thrust?

    For every executed Raiden Thrust we obtain 1 Firstminds’ Focus stack, 2 of these stacks can be used to execute Wyrmwind Thrust. Since there is no restriction on when you have to use this ability until your next stack is obtained, you can freely delay it for the 12s~ window to fit into your buff window or use it to cleave.

    How do we use Life Surge?

    Life Surge should be used on our highest potency weaponskill while avoiding overcap, this will usually result in using 1 charge during our 60s burst window and 2 charges during our 120s burst window.

    The priority of which weaponskills should be buffed by Life Surge is as follows:

    LS Usage

    • Have any questions?
      Authors
      Balance DRG Staff
      diff --git a/jobs/melee/dragoon/fight-tips/the-epic-of-alexander-ultimate-tea/index.html b/jobs/melee/dragoon/fight-tips/the-epic-of-alexander-ultimate-tea/index.html index 596bd91118..8f04af90e0 100644 --- a/jobs/melee/dragoon/fight-tips/the-epic-of-alexander-ultimate-tea/index.html +++ b/jobs/melee/dragoon/fight-tips/the-epic-of-alexander-ultimate-tea/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • The Epic of Alexander (Ultimate) - TEA
    Guide Info
    Last Updated: 13 Apr, 2024
    Patch Applicable: 6.55

    The Epic of Alexander (Ultimate) is the Ultimate released in Final Fantasy XIV: Shadowbringers. This encounter is split into 4 Phases: Living Liquid, Brute Justice & Cruise Chaser, Alexander Prime and Perfect Alexander. This guide will go over the Operners, rotations and provide tips for different push-timings and general oGCD usage. This guide assumes that you have a basic understanding of the class and its fundamentals.

    Best in Slot

    Etro Link

    Phase One: Living Liquid:

    Opener:

    Enter your life window early when the Jagd Doll spawns by doing Wheeling Thrust > High Jump > Fang and Claw > Mirage Dive > Geirskogul and hold your Stardiver for your Lance Charge buff.

    Alternate Chaos Thrust combos on Living Liquid and the hand throughout the phase.

    Phase Two: Brute Justice & Cruise Chaser (BJ & CC)

    Alternate Chaos Thrust combos on BJ & CC throughout the phase, starting with the boss you can still hit during the chakram split.

    Cleave both bosses with every Geirskogul, Nastrond, Stardiver and Dragonfire Dive.

    Depending on killtime you may consider using High Jump immediately after True Thrust to prevent a lost usage, in this case your opener would look as follows:

    Phase Three: Alexander Prime

    Opener: +Warrior

  • Newsfeed
  • The Epic of Alexander (Ultimate) - TEA
    Guide Info
    Last Updated: 13 Apr, 2024
    Patch Applicable: 6.55

    The Epic of Alexander (Ultimate) is the Ultimate released in Final Fantasy XIV: Shadowbringers. This encounter is split into 4 Phases: Living Liquid, Brute Justice & Cruise Chaser, Alexander Prime and Perfect Alexander. This guide will go over the Operners, rotations and provide tips for different push-timings and general oGCD usage. This guide assumes that you have a basic understanding of the class and its fundamentals.

    Best in Slot

    Etro Link

    Phase One: Living Liquid:

    Opener:

    Enter your life window early when the Jagd Doll spawns by doing Wheeling Thrust > High Jump > Fang and Claw > Mirage Dive > Geirskogul and hold your Stardiver for your Lance Charge buff.

    Alternate Chaos Thrust combos on Living Liquid and the hand throughout the phase.

    Phase Two: Brute Justice & Cruise Chaser (BJ & CC)

    Alternate Chaos Thrust combos on BJ & CC throughout the phase, starting with the boss you can still hit during the chakram split.

    Cleave both bosses with every Geirskogul, Nastrond, Stardiver and Dragonfire Dive.

    Depending on killtime you may consider using High Jump immediately after True Thrust to prevent a lost usage, in this case your opener would look as follows:

    Phase Three: Alexander Prime

    Opener: Restart your GCD combo with True Thrust if your next GCD is a Chaos Thrust/ Full Thrust or a 4th hit Fang and Claw/ Wheeling Thrust. Use your first Nastrond before your 5th GCD.

    Inception

    After Flamethrower, use High Jump on the heart to gain an eye, as well as Doom Spike > Sonic Thrust > True Thrust to quickly gain Power Surge and set your GCD up for the next burst window.

    Since the burst phase is just over 30s in duration, we aim to quickly get High Jump on cooldown and gain a second usage.

    Pre-buff before Alexander is targetable with Lance Charge and Dragon Sight and immediately use High Jump, do a standard burst window with life of the dragon and press your last High Jump immediately when it comes up followed by Mirage Dive.

    Wormhole

    After surviving Wormhole you will be able to hit Alexander for just under 30 seconds followed by a 2 target BJ & CC dps check.

    Enter a life window if you have 2 eyes and re-enter afterwards, otherwise delay your life window on Alexander.

    Use Lance Charge before your first True Thrust to gain the highest value of your next usage.

    Before Alexander leaves do Raiden Thrust > Disembowel > Piercing Talon since doing Raiden Thrust > True Thrust > Disembowel would have your final GCD apply damage after the boss becomes untargetable.

    Cleave BJ & CC with Geirskogul and Nastrond.

    Apply Chaos Thrust to CC and then BJ.

    Use your Lance Charge when it comes off cooldown. Use your own judgement on whether you can fit another Nastrond cleave in this buff before Cruise Chaser dies, and other potency that you could hold for this buff.

    Phase Four: Perfect Alexander

    There are no general tips for the final phase, simply keep your GCD rolling and press your oGCDs on cooldown in alignment with raidbuffs.

    diff --git a/jobs/melee/dragoon/leveling-guide/index.html b/jobs/melee/dragoon/leveling-guide/index.html index 6461212758..cb1d37a68f 100644 --- a/jobs/melee/dragoon/leveling-guide/index.html +++ b/jobs/melee/dragoon/leveling-guide/index.html @@ -46,7 +46,7 @@ Gunbreaker Paladin Warrior
  • Newsfeed
  • Dragoon Leveling Guide
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.0

    Dragoon Leveling Guide

    Gear

    Always use the highest Item Level gear available to you. The increase of Strength and survivability outweighs potentially more favorable substats in lower Item Level gear. The total amount of substats is also higher.

    Dragoons use Maiming armor and Slaying accessories. -Low level gear may not be labeled as such, so make sure you always equip gear that gives a bonus to Strength.

    Know Your Role

    Melee DPS jobs have a unique mechanic in Positionals. Certain actions will deal more damage when executed from the rear or flank of a target. Targets with continuous Target Rings will always take the increased damage from positional actions.
    The Role Action True North allows you to disregard positional requirements for ten seconds per use.
    A continuous target ring will always count positionals as successful, regardless of your position.

    Positional zones

    While it is a loss to miss your Positionals, landing them should be your last priority, after you have met all of the other combat priority requirements of a melee DPS job. These are listed in order from largest to smallest loss of damage if you fail that level.

    1. Handle Mechanics
      If you fail mechanics, you could cause a potential raid wipe and a fight reset. You do not want to be the cause of that. Nothing is more important than properly handling mechanics.
    2. Stay Alive
      Don’t die. Plain and simple. If you have to sacrifice uptime to not die, you know the choice to make. Deaths cause much larger losses than having to use a few Piercing Talons.
    3. Maintain Uptime (ABC - Always Be Casting)
      Stick to the boss like glue, assuming you meet 1 and 2. Don’t let your GCD stop spinning.
    4. Land Positionals
      And then, once you have 1-3 down, worry about maintaining proper positionals.

    Defensive actions like Feint and Arms’ Length as well as healing actions like Bloodbath and Second Wind help you stay alive in solo and group content

    Leveling Rotations

    The basic single target rotation changes as you progress through the levels.
    The general idea is to keep the Power Surge buff up and using the Pure Damage combo as a filler.

    The Area of Effect (AoE) rotation becomes worth it at three targets.

    Off-Global Cooldown actions such as Jump or Geirskogul, as well as buffs like Lance Charge, should be used on cooldown on all levels.

    Levels 1-17

    • Single Target combo
      True Thrust -> Vorpal Thrust

    Use Life Surge with Vorpal Thrust up to level 26 as it is your strongest weaponskill at this point.

    Levels 18-25

    New action: Disembowel. Using Disembowel will give you the Power Surge buff for 30 seconds which increases your damage dealt by 10%. This buff should be kept up at all times.

    The general rotation idea from here on is to apply the Power Surge buff to yourself and then use the Pure Damage combo as a filler until the buff has to be applied again.

    • Buffing Single Target combo
      True Thrust -> Disembowel
    • Pure Damage Single Target combo
      True Thrust -> Vorpal Thrust

    Levels 26-49

    New action: Full Thrust. The next weaponskill in the Pure Damage combo. Due to its high potency, Life Surge should from now on be paired with this action.

    New action: Doom Spike. Your first AoE weaponskill. Use it when facing three or more enemies. You still have to manually keep Power Surge up by doing True Thrust -> Disembowel for now. Life Surge guarantees a Critical Hit on each target hit when used with this skill.

    • Buffing Single Target combo
      True Thrust -> Disembowel
    • Pure Damage Single Target combo
      True Thrust -> Vorpal Thrust -> Full Thrust
    • AoE combo
      Doom Spike

    Levels 50-55

    New action: Chaos Thrust. The next weaponskill in the Buff combo and the first Rear positional. This action applies a Damage-over-Time (DoT) effect to the target. The general rotation idea does not change. This is our strongest weaponskill, however Life Surge does not apply to the DoT so it should still be used on Full Thrust or Doom Spike. +Low level gear may not be labeled as such, so make sure you always equip gear that gives a bonus to Strength.

    Know Your Role

    Melee DPS jobs have a unique mechanic in Positionals. Certain actions will deal more damage when executed from the rear or flank of a target. Targets with continuous Target Rings will always take the increased damage from positional actions.
    The Role Action True North allows you to disregard positional requirements for ten seconds per use.
    A continuous target ring will always count positionals as successful, regardless of your position.

    Positional zones

    While it is a loss to miss your Positionals, landing them should be your last priority, after you have met all of the other combat priority requirements of a melee DPS job. These are listed in order from largest to smallest loss of damage if you fail that level.

    1. Handle Mechanics
      If you fail mechanics, you could cause a potential raid wipe and a fight reset. You do not want to be the cause of that. Nothing is more important than properly handling mechanics.
    2. Stay Alive
      Don’t die. Plain and simple. If you have to sacrifice uptime to not die, you know the choice to make. Deaths cause much larger losses than having to use a few Piercing Talons.
    3. Maintain Uptime (ABC - Always Be Casting)
      Stick to the boss like glue, assuming you meet 1 and 2. Don’t let your GCD stop spinning.
    4. Land Positionals
      And then, once you have 1-3 down, worry about maintaining proper positionals.

    Defensive actions like Feint and Arms’ Length as well as healing actions like Bloodbath and Second Wind help you stay alive in solo and group content

    Leveling Rotations

    The basic single target rotation changes as you progress through the levels.
    The general idea is to keep the Power Surge buff up and using the Pure Damage combo as a filler.

    The Area of Effect (AoE) rotation becomes worth it at three targets.

    Off-Global Cooldown actions such as Jump or Geirskogul, as well as buffs like Lance Charge, should be used on cooldown on all levels.

    Levels 1-17

    • Single Target combo
      True Thrust -> Vorpal Thrust

    Use Life Surge with Vorpal Thrust up to level 26 as it is your strongest weaponskill at this point.

    Levels 18-25

    New action: Disembowel. Using Disembowel will give you the Power Surge buff for 30 seconds which increases your damage dealt by 10%. This buff should be kept up at all times.

    The general rotation idea from here on is to apply the Power Surge buff to yourself and then use the Pure Damage combo as a filler until the buff has to be applied again.

    • Buffing Single Target combo
      True Thrust -> Disembowel
    • Pure Damage Single Target combo
      True Thrust -> Vorpal Thrust

    Levels 26-49

    New action: Full Thrust. The next weaponskill in the Pure Damage combo. Due to its high potency, Life Surge should from now on be paired with this action.

    New action: Doom Spike. Your first AoE weaponskill. Use it when facing three or more enemies. You still have to manually keep Power Surge up by doing True Thrust -> Disembowel for now. Life Surge guarantees a Critical Hit on each target hit when used with this skill.

    • Buffing Single Target combo
      True Thrust -> Disembowel
    • Pure Damage Single Target combo
      True Thrust -> Vorpal Thrust -> Full Thrust
    • AoE combo
      Doom Spike

    Levels 50-55

    New action: Chaos Thrust. The next weaponskill in the Buff combo and the first Rear positional. This action applies a Damage-over-Time (DoT) effect to the target. The general rotation idea does not change. This is our strongest weaponskill, however Life Surge does not apply to the DoT so it should still be used on Full Thrust or Doom Spike. When facing two enemies you want to apply the DoT to both first.

    • Buffing Single Target combo
      True Thrust -> Disembowel -> Chaos Thrust
    • Pure Damage Single Target combo
      True Thrust -> Vorpal Thrust -> Full Thrust
    • AoE combo
      Doom Spike

    Levels 56-57

    New action: Fang and Claw. Another extension of the Pure Damage combo and our only Flank positional.

    • Buffing Single Target combo
      True Thrust -> Disembowel -> Chaos Thrust
    • Pure Damage Single Target combo
      True Thrust -> Vorpal Thrust -> Full Thrust -> Fang and Claw
    • AoE combo
      Doom Spike

    Levels 58-63

    New action: Wheeling Thrust. Another extension of the Buffing combo and our second Rear positional.

    New action: Sonic Thrust. Our second combo action in the AoE combo. Applies the Power Surge buff so it is not necessary to manually apply it anymore. Use Life Surge on this skill in AoE scenarios.

    • Buffing Single Target combo
      True Thrust -> Disembowel -> Chaos Thrust -> Wheeling Thrust
    • Pure Damage Single Target combo
      True Thrust -> Vorpal Thrust -> Full Thrust -> Fang and Claw
    • AoE combo
      Doom Spike -> Sonic Thrust

    Levels 64-100

    New action: Drakesbane. This new GCD is used as the 5th action in both combos. From here on out you will always alternate between the two combos. Drakesbane has the same potency as Full Thrust making it equally as valuable for Life Surge.

    New action: Coerthan Torment. The final extension of our AoE combo and the new skill to use Life Surge on in it.

    New action: Raiden Thrust. At level 76 your True Thrust button will turn into Raiden Thrust after executing a final combo action. This is a small potency increase and will grant you a stack of Firstminds’ Focus at level 90. It does not change the rotation.

    New action: Draconian Fury. Similar to Raiden Thrust, at level 82 your Doom Spike button will turn into Draconian Fury. This is a small potency increase and will grant you a stack of Firstminds’ Focus at level 90. It does not change the rotation.

    New action: Heavens’ Thrust. At level 86 Full Thrust turns into Heavens’ Thrust, a small upgrade to the original skill. Drakesbane potency is increased alongside it so Life Surge usage doesn’t change.

    New action: Chaotic Spring. At level 86 Chaos Thrust turns into Chaotic Spring. This is a base and DoT potency increase, it does not change the rotation.

    • Buffing Single Target combo
      Raiden Thrust -> Disembowel -> Chaotic Spring -> Wheeling Thrust -> Fang and Claw
    • Pure Damage Single Target combo
      Raiden Thrust -> Vorpal Thrust -> Heavens’ Thrust -> Fang and Claw -> Wheeling Thrust
    • AoE combo
      Draconian Fury -> Sonic Thrust -> Coerthan Torment

    New actions: Lance Barrage & Spiral Blow. These act as direct upgrades to Vorpal Thrust and Disembowel. Permanently replacing the original skills from level 96 onwards. This doesn’t affect our rotation though.

    Dragoon Openers
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0

    Dragoon Opener and Rotation

    The primary use of the Opener is to prepare your cooldown alignment for the rest of the encounter. With our new job design, it’s possible that we’ll actually have fight-specific openers down the stretch.

    Standard Opener

    DT Opener

    We use our raidbuff Battle Litany after applying our DoT for party alignment, the rest of our buffs surround it with Geirskogul being used last to ensure its own potency is buffed by all our personal buffs and potential raidbuffs.

    Using our buffs before or after Chaotic Spring makes little difference, favoring being used after due to the Wyrmwind Thrust at the end.

    The timing of your buffs, High Jump & Dragonfire Dive will determine the position in which you will weave them for the rest of the fight, our other weaves will be used as filler when possible keeping mind of Life Surge and Wyrmwind Thrust.

    Alternative Openers

    4th GCD Geirskogul

    4th GCD

    This opener delays our oGCD usages in benefit of party alignment, ensuring our Geirskogul is under full party buffs.

    2nd GCD Battle Litany

    2nd GCD BL

    This opener has considerably better alignment for ourselves at the cost of having worse party alignment on our raid buff.

    Whether this opener is a better general option for us or not is yet to be determined and will likely depend on which jobs are in your party due to exact burst timings.

    2nd GCD Geirskogul

    2nd GCD GSK

    Similar to moving forward Battle Litany, we can also choose to use sooner and keep our standard raidbuff alignment. This will still offer an incredibly small gain in personal dps (pretty much equal to standard) but keeps the advantage of being able to use Life Surge without overcap.

    Recommended if you have no raidbuffs since the Geirskogul timing will make this opener worse as soon as it starts to miss raidbuffs it usually wouldn’t.

    Rotation

    Dragoon’s Dawntrail rotation consists of a 10 GCD combo loop with alternating Chaotic Spring & Heavens’ Thrust finishers, as well as using our 30s interval oGCDs on cooldown.

    The GCD and oGCD parts of our kit work independently of each other, your GCD loop takes 25s while our oGCDs work on intervals of 30s meaning that the GCDs which line up with your burst are not consistent. Due to this you will have to plan your burst windows around Life Surge which is optimally used on your highest potency GCDs Heavens’ Thrust & Drakesbane. And also plan around Wyrmwind Thrust which must be used before overcapping on your next Raiden Thrust.

    Our 60s and 120s burst windows follow the logic of using oGCDs with a hard cooldown precisely when they come up, then filling the required slots with Life Surge & Wyrmwind Thrust, finding a single weave for your Stardiver, and filling the leftover space with filler oGCDs.

    Hard cooldowns: Lance Charge, Battle Litany, Geirskogul, High Jump, Drangonfire Dive
    Non-flexible oGCDs: Life Surge, Wyrmwind Thrust
    Flexible oGCDs: Nastrond, Rise of the Dragon, Starcross, Mirage Dive, Stardiver

  • Newsfeed
  • Dragoon Openers
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0

    Dragoon Opener and Rotation

    The primary use of the Opener is to prepare your cooldown alignment for the rest of the encounter. With our new job design, it’s possible that we’ll actually have fight-specific openers down the stretch.

    Standard Opener

    DT Opener

    We use our raidbuff Battle Litany after applying our DoT for party alignment, the rest of our buffs surround it with Geirskogul being used last to ensure its own potency is buffed by all our personal buffs and potential raidbuffs.

    Using our buffs before or after Chaotic Spring makes little difference, favoring being used after due to the Wyrmwind Thrust at the end.

    The timing of your buffs, High Jump & Dragonfire Dive will determine the position in which you will weave them for the rest of the fight, our other weaves will be used as filler when possible keeping mind of Life Surge and Wyrmwind Thrust.

    Alternative Openers

    4th GCD Geirskogul

    4th GCD

    This opener delays our oGCD usages in benefit of party alignment, ensuring our Geirskogul is under full party buffs.

    2nd GCD Battle Litany

    2nd GCD BL

    This opener has considerably better alignment for ourselves at the cost of having worse party alignment on our raid buff.

    Whether this opener is a better general option for us or not is yet to be determined and will likely depend on which jobs are in your party due to exact burst timings.

    2nd GCD Geirskogul

    2nd GCD GSK

    Similar to moving forward Battle Litany, we can also choose to use sooner and keep our standard raidbuff alignment. This will still offer an incredibly small gain in personal dps (pretty much equal to standard) but keeps the advantage of being able to use Life Surge without overcap.

    Recommended if you have no raidbuffs since the Geirskogul timing will make this opener worse as soon as it starts to miss raidbuffs it usually wouldn’t.

    Rotation

    Dragoon’s Dawntrail rotation consists of a 10 GCD combo loop with alternating Chaotic Spring & Heavens’ Thrust finishers, as well as using our 30s interval oGCDs on cooldown.

    The GCD and oGCD parts of our kit work independently of each other, your GCD loop takes 25s while our oGCDs work on intervals of 30s meaning that the GCDs which line up with your burst are not consistent. Due to this you will have to plan your burst windows around Life Surge which is optimally used on your highest potency GCDs Heavens’ Thrust & Drakesbane. And also plan around Wyrmwind Thrust which must be used before overcapping on your next Raiden Thrust.

    Our 60s and 120s burst windows follow the logic of using oGCDs with a hard cooldown precisely when they come up, then filling the required slots with Life Surge & Wyrmwind Thrust, finding a single weave for your Stardiver, and filling the leftover space with filler oGCDs.

    Hard cooldowns: Lance Charge, Battle Litany, Geirskogul, High Jump, Drangonfire Dive
    Non-flexible oGCDs: Life Surge, Wyrmwind Thrust
    Flexible oGCDs: Nastrond, Rise of the Dragon, Starcross, Mirage Dive, Stardiver

    • Have any questions?
      Authors
      Balance DRG Staff
      diff --git a/jobs/melee/dragoon/skills-overview/index.html b/jobs/melee/dragoon/skills-overview/index.html index 9acca804ae..cfc39e06ed 100644 --- a/jobs/melee/dragoon/skills-overview/index.html +++ b/jobs/melee/dragoon/skills-overview/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Dragoon Skills Overview
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0

    Dragoon Skills Overview

    Global Cooldown Actions (Single Target)

    All potencies assume level 100, meaning potency increases through traits are already included.

    IconNameAcronymLevelDescription
    True Thrust
    True ThrustTT1Basic combo initiator for both the Chaos Thrust and the Full Thrust combo with 230 potency.
    Raiden Thrust
    Raiden ThrustRT76Direct upgrade to True Thrust after successfully landing the last combo action, i.e. Drakesbane. The True Thrust button will temporarily be replaced by this 320 potency action. Grants a stack of Firstminds’ Focus at Level 90.
    Disembowel
    DisembowelDE18250 potency action that combos off of True Thrust/Raiden Thrust and applies a 10% damage buff for 30s.
    Spiral Blow
    Sprial BlowSB96250 potency action that combos off of True Thrust/Raiden Thrust and applies a 10% damage buff for 30s. Direct upgrade to Disembowel, replacing the original action.
    Chaos Thrust
    Chaos ThrustCT50260 potency action that combos off of Disembowel and applies a 40 potency Damage over Time effect to the target for 24s. Has to be executed from the targets rear for maximum damage. The DoT effect is not influenced by the positional.
    Chaotic Spring
    Chaotic SpringCS86An upgraded version of Chaos Thrust that automatically replaces Chaos Thrust on your hotbar at Level 86. Increases the potency to 300 and the DoT potency to 45.
    Vorpal Thrust
    Vorpal ThrustVT4280 potency action that combos off of True Thrust/Raiden Thrust
    Lance Barrage
    Lance Barrage-96340 potency action that combos off of True Thrust/Raiden Thrust. Direct upgrade to Vorpal Thrust, replacing the original action.
    Full Thrust
    Full ThrustFT26380 potency action that combos off of Vorpal Thrust.
    Heavens&rsquo; Thrust
    Heavens’ ThrustHT86An upgraded version of Full Thrust that automatically replaces Full Thrust on your hotbar at Level 86. Increases potency to 440.
    Fang and Claw
    Fang and ClawFC56300 potency combo action after Full Thrust/Heavens’ Thrust. 340 potency when executed from the targets flank.
    Wheeling Thrust
    Wheeling ThrustWT58300 potency combo action after Chaos Thrust/Chaotic Spring. 340 potency when executed from the targets rear.
    Drakesbane
    DrakesbaneDB64The fifth and final combo action after Fang and Claw and Wheeling Thrust with 440 potency. Grants Draconian Fire for 30s, turning True Thrust into Raiden Thrust and Doom Spike into Draconian Fury.
    Piercing Talon
    Piercing TalonPT15Uncomboed ranged action with 150 potency. Will not terminate an active combo if used between combo skills.

    Global Cooldown Actions (Area of Effect)

    IconNameAcronymLevelDescription
    Doom Spike
    Doom SpikeDoS40Basic combo initiator for the AoE combo with 110 potency. Deals damage to all enemies in a rectangular shape.
    Draconian Fury
    Draconian FuryDrF82Direct upgrade to Doom Spike after using a comboed Coerthan Torment. The Doom Spike button will temporarily be replaced by this 130 potency action. Grants a stack of Firstmind’s Focus at Level 90 and above.
    Sonic Thrust
    Sonic ThrustSoT62120 potency action that combos off of Doom Spike. Deals damage to all enemies in a rectangular shape and grants the Power Surge buff for 30s, increasing damage dealt by 10%.
    Coerthan Torment
    Coerthan TormentCoT72150 potency action that combos off of Sonic Thrust. Deals damage to all enemies in a rectangular shape and allows the execution of Draconian Fury.

    off-Global Cooldown Actions

    IconNameAcronymLevelDescription
    Jump
    Jump-30320 potency action with a 30s cooldown. Long animation and movement lock (Movement lock can be avoided by jumping while executing this action). Allows the execution of Mirage Dive within 15s after using Jump.
    High Jump
    High JumpHJ74Upgraded version of Jump with 400 potency and a reduced movement lock (Movement lock can be avoided by jumping while executing this action).
    Winged Glide
    Winged GlideWG45Non-damaging dash to a target enemy’s location. Gains a second charge at level 84.
    Dragonfire Dive
    Dragonfire DiveDFD50Jumps to the target and deals 500 potency (and 50% less to all enemies in a 5y radius around it). 120s cooldown - long animation lock. Grants Dragon’s Flight for 30s, allowing the execution of Rise of the Dragon.
    Rise of the Dragon
    Rise of the DragonRotD92Follow-up to Dragonfire Dive. Deals 550 potency to all enemies in a 5y range around the target with a 50% damage fall-off.
    Mirage Dive
    Mirage DiveMD68200 potency action. Only available after using (High) Jump.
    Geirskogul
    GeirskogulGSK60Delivers an attack to all enemies in a straight line before you with a potency of 280 for the first enemy, and 50% less for all remaining enemies. Enters Life of the Dragon for 20s, increasing damage dealt by 15%. Also grants 3 stacks of Nastrond Ready
    Nastrond
    NastrondNAS70Delivers an attack to all enemies in a straight line before you with a potency of 360 for the first enemy, and 50% less for all remaining enemies. Can only be used under the effect of Nastrond Ready, 2s cooldown.
    Stardiver
    StardiverSTD or SD80Jumps to the target and deals damage to all enemies in a 5y radius around it (620 potency for the first enemy, 30% less for all remaining enemies). Only available once per Life of the Dragon - very long animation lock.
    Starcross
    StarcrossStC100Follow-up to Stardiver. Deals damage with a potency of 700 to the target and 50% less to all remaining targets in a 5y range.
    Wyrmwind Thrust
    Wyrmwind ThrustWWT90440 potency action with a 10s cooldown that deals damage to all enemies in a rectangular shape. 50% reduced damage for all enemies hit after the first one. Can only be executed when you have two Stacks of Firstminds’ Focus
    Elusive Jump
    Elusive JumpEJ35Jumps 15y backwards. Used to travel long distances quickly. 30s cooldown.

    Buffs

    IconNameAcronymLevelDescription
    Lance Charge
    Lance ChargeLC30Increases damage dealt by 10% for 20s. 60s cooldown
    Battle Litany
    Battle LitanyBL52Increases the Critical Hit Rate by self and party members within 30y by 10% for 20s. 120s cooldown.
    Life Surge
    Life SurgeLS6Guarantees a Critical Hit on the next Global Cooldown Action within 5s. 40s cooldown. Also works on AoE actions. Absorbs 10% of the damage dealt from the buffed action as own HP. Gains a second charge at level 88.
    Gemdraught of Strength
    Current Gemdraught of StrengthPot-Increases Strength by 10% for 30s. 270s cooldown.

    Role Actions

    IconNameAcronymLevelDescription
    Second Wind
    Second Wind-8Instant self-heal for 800 potency. 120s cooldown.
    Leg Sweep
    Leg Sweep-10Stuns the target for 3s. 40s cooldown.
    Bloodbath
    BloodbathBB12Heals self for 1/6 of all physical damage dealt for 20s. 90s cooldown.
    Feint
    Feint-22Reduces target’s physical damage dealt by 10% and magic damage by 5% for 15s. 90s cooldown.
    Arm&rsquo;s Length
    Arm’s LengthAL32Grants knockback immunity for 6s (note that some knockbacks cannot be mitigated with this) and inflicts 20% slow for 15s on attackers when struck during this time. 120s cooldown.
    True North
    True NorthTN50Nullifies all positional requirements for 10s. 45s cooldown, can hold two charges.

    Traits

    IconNameAcronymLevelDescription
    Enhanced Jump
    Enhanced Jump-54Increases Jump potency to 320.
    Life of the Dragon
    Life of the DragonLotD70Increases damage dealt by 15% for 20s, grants 3 stacks of Nastrond Ready when landing Geirskogul.
    Jump Mastery
    Jump Mastery-74Upgrades Jump to High Jump.
    Lance Mastery
    Lance Mastery-76Increases the potency of True Thrust to 230, Vorpal Thrust to 280 and Disembowel to 250. Also enables the use of Raiden Thrust.
    Enhanced Coerthan Torment
    Enhanced Coerthan Torment-82Enables the use of Draconian Fury.
    Enhanced Winged Glide
    Enhanced Winged Glide-84Grants a second charge for Winged Glide.
    Lance Mastery II
    Lance Mastery II-86Upgrades Chaos Thrust to Chaotic Spring and Full Thrust to Heavens’ Thrust. Increases Drakesbane potency to 400.
    Enhanced Life Surge
    Enhanced Life Surge-88Grants a second charge of Life Surge.
    Lance Mastery III
    Lance Mastery III-90Increases Geirskogul potency to 280 and Nastrond potency to 360. Also enables the collection of Firstminds’ Focus stacks.
    Enhanced Dragonfire Dive
    Enhanced Dragonfire Dive-92Enables the use of Rise of the Dragon.
    Melee Mastery
    Melee Mastery-94Increases the potency of Fang and Claw to 340, Wheeling Thrust to 340, Drakesbane to 440, Raiden Thrust to 320, Heavens’ Thrust to 440 and Chaotic Spring to 340.
    Lance Mastery IV
    Lance Mastery IV-96Upgrades Disembowel to Spiral Blow and Vorpal Thrust to Lance Barrage.
    Enhanced Stardiver
    Enhanced Stardiver-100Enables the use of Starcross.

    Role Traits

    IconNameAcronymLevelDescription
    Enhanced Second Wind
    Enhanced Second Wind-94Increases the healing potency of Second Wind to 800.
    Enhanced Feint
    Enhanced Feint-98Extends the duration of Feint to 15 seconds.
  • Newsfeed
  • Dragoon Skills Overview
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.0

    Dragoon Skills Overview

    Global Cooldown Actions (Single Target)

    All potencies assume level 100, meaning potency increases through traits are already included.

    IconNameAcronymLevelDescription
    True Thrust
    True ThrustTT1Basic combo initiator for both the Chaos Thrust and the Full Thrust combo with 230 potency.
    Raiden Thrust
    Raiden ThrustRT76Direct upgrade to True Thrust after successfully landing the last combo action, i.e. Drakesbane. The True Thrust button will temporarily be replaced by this 320 potency action. Grants a stack of Firstminds’ Focus at Level 90.
    Disembowel
    DisembowelDE18250 potency action that combos off of True Thrust/Raiden Thrust and applies a 10% damage buff for 30s.
    Spiral Blow
    Sprial BlowSB96250 potency action that combos off of True Thrust/Raiden Thrust and applies a 10% damage buff for 30s. Direct upgrade to Disembowel, replacing the original action.
    Chaos Thrust
    Chaos ThrustCT50260 potency action that combos off of Disembowel and applies a 40 potency Damage over Time effect to the target for 24s. Has to be executed from the targets rear for maximum damage. The DoT effect is not influenced by the positional.
    Chaotic Spring
    Chaotic SpringCS86An upgraded version of Chaos Thrust that automatically replaces Chaos Thrust on your hotbar at Level 86. Increases the potency to 300 and the DoT potency to 45.
    Vorpal Thrust
    Vorpal ThrustVT4280 potency action that combos off of True Thrust/Raiden Thrust
    Lance Barrage
    Lance Barrage-96340 potency action that combos off of True Thrust/Raiden Thrust. Direct upgrade to Vorpal Thrust, replacing the original action.
    Full Thrust
    Full ThrustFT26380 potency action that combos off of Vorpal Thrust.
    Heavens&rsquo; Thrust
    Heavens’ ThrustHT86An upgraded version of Full Thrust that automatically replaces Full Thrust on your hotbar at Level 86. Increases potency to 440.
    Fang and Claw
    Fang and ClawFC56300 potency combo action after Full Thrust/Heavens’ Thrust. 340 potency when executed from the targets flank.
    Wheeling Thrust
    Wheeling ThrustWT58300 potency combo action after Chaos Thrust/Chaotic Spring. 340 potency when executed from the targets rear.
    Drakesbane
    DrakesbaneDB64The fifth and final combo action after Fang and Claw and Wheeling Thrust with 440 potency. Grants Draconian Fire for 30s, turning True Thrust into Raiden Thrust and Doom Spike into Draconian Fury.
    Piercing Talon
    Piercing TalonPT15Uncomboed ranged action with 150 potency. Will not terminate an active combo if used between combo skills.

    Global Cooldown Actions (Area of Effect)

    IconNameAcronymLevelDescription
    Doom Spike
    Doom SpikeDoS40Basic combo initiator for the AoE combo with 110 potency. Deals damage to all enemies in a rectangular shape.
    Draconian Fury
    Draconian FuryDrF82Direct upgrade to Doom Spike after using a comboed Coerthan Torment. The Doom Spike button will temporarily be replaced by this 130 potency action. Grants a stack of Firstmind’s Focus at Level 90 and above.
    Sonic Thrust
    Sonic ThrustSoT62120 potency action that combos off of Doom Spike. Deals damage to all enemies in a rectangular shape and grants the Power Surge buff for 30s, increasing damage dealt by 10%.
    Coerthan Torment
    Coerthan TormentCoT72150 potency action that combos off of Sonic Thrust. Deals damage to all enemies in a rectangular shape and allows the execution of Draconian Fury.

    off-Global Cooldown Actions

    IconNameAcronymLevelDescription
    Jump
    Jump-30320 potency action with a 30s cooldown. Long animation and movement lock (Movement lock can be avoided by jumping while executing this action). Allows the execution of Mirage Dive within 15s after using Jump.
    High Jump
    High JumpHJ74Upgraded version of Jump with 400 potency and a reduced movement lock (Movement lock can be avoided by jumping while executing this action).
    Winged Glide
    Winged GlideWG45Non-damaging dash to a target enemy’s location. Gains a second charge at level 84.
    Dragonfire Dive
    Dragonfire DiveDFD50Jumps to the target and deals 500 potency (and 50% less to all enemies in a 5y radius around it). 120s cooldown - long animation lock. Grants Dragon’s Flight for 30s, allowing the execution of Rise of the Dragon.
    Rise of the Dragon
    Rise of the DragonRotD92Follow-up to Dragonfire Dive. Deals 550 potency to all enemies in a 5y range around the target with a 50% damage fall-off.
    Mirage Dive
    Mirage DiveMD68200 potency action. Only available after using (High) Jump.
    Geirskogul
    GeirskogulGSK60Delivers an attack to all enemies in a straight line before you with a potency of 280 for the first enemy, and 50% less for all remaining enemies. Enters Life of the Dragon for 20s, increasing damage dealt by 15%. Also grants 3 stacks of Nastrond Ready
    Nastrond
    NastrondNAS70Delivers an attack to all enemies in a straight line before you with a potency of 360 for the first enemy, and 50% less for all remaining enemies. Can only be used under the effect of Nastrond Ready, 2s cooldown.
    Stardiver
    StardiverSTD or SD80Jumps to the target and deals damage to all enemies in a 5y radius around it (620 potency for the first enemy, 30% less for all remaining enemies). Only available once per Life of the Dragon - very long animation lock.
    Starcross
    StarcrossStC100Follow-up to Stardiver. Deals damage with a potency of 700 to the target and 50% less to all remaining targets in a 5y range.
    Wyrmwind Thrust
    Wyrmwind ThrustWWT90440 potency action with a 10s cooldown that deals damage to all enemies in a rectangular shape. 50% reduced damage for all enemies hit after the first one. Can only be executed when you have two Stacks of Firstminds’ Focus
    Elusive Jump
    Elusive JumpEJ35Jumps 15y backwards. Used to travel long distances quickly. 30s cooldown.

    Buffs

    IconNameAcronymLevelDescription
    Lance Charge
    Lance ChargeLC30Increases damage dealt by 10% for 20s. 60s cooldown
    Battle Litany
    Battle LitanyBL52Increases the Critical Hit Rate by self and party members within 30y by 10% for 20s. 120s cooldown.
    Life Surge
    Life SurgeLS6Guarantees a Critical Hit on the next Global Cooldown Action within 5s. 40s cooldown. Also works on AoE actions. Absorbs 10% of the damage dealt from the buffed action as own HP. Gains a second charge at level 88.
    Gemdraught of Strength
    Current Gemdraught of StrengthPot-Increases Strength by 10% for 30s. 270s cooldown.

    Role Actions

    IconNameAcronymLevelDescription
    Second Wind
    Second Wind-8Instant self-heal for 800 potency. 120s cooldown.
    Leg Sweep
    Leg Sweep-10Stuns the target for 3s. 40s cooldown.
    Bloodbath
    BloodbathBB12Heals self for 1/6 of all physical damage dealt for 20s. 90s cooldown.
    Feint
    Feint-22Reduces target’s physical damage dealt by 10% and magic damage by 5% for 15s. 90s cooldown.
    Arm&rsquo;s Length
    Arm’s LengthAL32Grants knockback immunity for 6s (note that some knockbacks cannot be mitigated with this) and inflicts 20% slow for 15s on attackers when struck during this time. 120s cooldown.
    True North
    True NorthTN50Nullifies all positional requirements for 10s. 45s cooldown, can hold two charges.

    Traits

    IconNameAcronymLevelDescription
    Enhanced Jump
    Enhanced Jump-54Increases Jump potency to 320.
    Life of the Dragon
    Life of the DragonLotD70Increases damage dealt by 15% for 20s, grants 3 stacks of Nastrond Ready when landing Geirskogul.
    Jump Mastery
    Jump Mastery-74Upgrades Jump to High Jump.
    Lance Mastery
    Lance Mastery-76Increases the potency of True Thrust to 230, Vorpal Thrust to 280 and Disembowel to 250. Also enables the use of Raiden Thrust.
    Enhanced Coerthan Torment
    Enhanced Coerthan Torment-82Enables the use of Draconian Fury.
    Enhanced Winged Glide
    Enhanced Winged Glide-84Grants a second charge for Winged Glide.
    Lance Mastery II
    Lance Mastery II-86Upgrades Chaos Thrust to Chaotic Spring and Full Thrust to Heavens’ Thrust. Increases Drakesbane potency to 400.
    Enhanced Life Surge
    Enhanced Life Surge-88Grants a second charge of Life Surge.
    Lance Mastery III
    Lance Mastery III-90Increases Geirskogul potency to 280 and Nastrond potency to 360. Also enables the collection of Firstminds’ Focus stacks.
    Enhanced Dragonfire Dive
    Enhanced Dragonfire Dive-92Enables the use of Rise of the Dragon.
    Melee Mastery
    Melee Mastery-94Increases the potency of Fang and Claw to 340, Wheeling Thrust to 340, Drakesbane to 440, Raiden Thrust to 320, Heavens’ Thrust to 440 and Chaotic Spring to 340.
    Lance Mastery IV
    Lance Mastery IV-96Upgrades Disembowel to Spiral Blow and Vorpal Thrust to Lance Barrage.
    Enhanced Stardiver
    Enhanced Stardiver-100Enables the use of Starcross.

    Role Traits

    IconNameAcronymLevelDescription
    Enhanced Second Wind
    Enhanced Second Wind-94Increases the healing potency of Second Wind to 800.
    Enhanced Feint
    Enhanced Feint-98Extends the duration of Feint to 15 seconds.
  • Newsfeed
  • Melee

    Melee DPS are close-range attackers, focused on combos and careful positioning to inflict the maximum amount of damage while dancing around the enemy’s hitbox and trying not to disengage as much as possible.

    Melee Jobs

    Monk is a fast-paced, flexible melee DPS job that finds strength in its adaptability. The job plays by moving through various forms, entering burst windows fluidly and easily, maximising damage by building and spending stacks of Fury Gauge, and manipulating forms through the use of Perfect Balance during its Riddle of Fire windows.

    Dragoon is a very static melee DPS job. You have strict, long combos to execute and timers within those combos that need to be maintained. Unlike other jobs - especially other melee - which rely upon a priority system for their basic GCD rotation, Dragoon instead has static buttons to press in a specific order with very little variance.

    Ninja is a melee DPS focused on high-output burst windows. The rotation is extremely flexible, with one of the strongest raid buff contributions in the game. Mudras are the backbone of our burst, and combined with their charge system, allow us to do insane damage inside of buffs while also having plenty of options when forced to disconnect. On top of that, Ninja is the most mobile melee and can adapt easily to any situation which presents itself.

    At a glance, a Samurai’s GCD structure is simplistic and easy to digest - there are three different combos you execute after one another in order to collect their corresponding “Sen”. As such, it’s a job that’s easy to get into and do moderately well with, even if your knowledge of the higher arts isn’t as refined yet. At higher levels, there are two resources to manage - Sen and Kenki - and understanding how to manipulate them in order to have a smooth rotation which lines up with party buffs and encounter mechanics is what makes Samurai stand out as job with one of the highest skill ceilings in the game.

    Reaper is a flexible burst job that revolves around gauge and resource management. While Reaper itself has a few strict damage windows, the majority of the rotation can be moved around to align better with mechanics, or to fit into the burst windows of other jobs’ raid buffs. Reaper also has the benefit of being mobile for short periods of time through intelligent usage of its mobility-based abilities and ranged spells.

    Viper (VPR) is a fast-paced melee DPS that alternates between fast dual wield attacks and heavy hitting twinblade attacks. Its core gameplay revolves around the classic builder-spender playstyle, building gauge with its dual wield and twinblade attacks and spending that gauge on a powerful burst window called Reawaken. VPR joins the Melee DPS roster as a Scouting class, and therefore shares gear with Ninja.

    +Warrior
  • Newsfeed
  • Melee

    Melee DPS are close-range attackers, focused on combos and careful positioning to inflict the maximum amount of damage while dancing around the enemy’s hitbox and trying not to disengage as much as possible.

    Melee Jobs

    Monk is a fast-paced, flexible melee DPS job that finds strength in its adaptability. The job plays by moving through various forms, entering burst windows fluidly and easily, maximising damage by building and spending stacks of Fury Gauge, and manipulating forms through the use of Perfect Balance during its Riddle of Fire windows.

    Dragoon is a very static melee DPS job. You have strict, long combos to execute and timers within those combos that need to be maintained. Unlike other jobs - especially other melee - which rely upon a priority system for their basic GCD rotation, Dragoon instead has static buttons to press in a specific order with very little variance.

    Ninja is a melee DPS focused on high-output burst windows. The rotation is extremely flexible, with one of the strongest raid buff contributions in the game. Mudras are the backbone of our burst, and combined with their charge system, allow us to do insane damage inside of buffs while also having plenty of options when forced to disconnect. On top of that, Ninja is the most mobile melee and can adapt easily to any situation which presents itself.

    At a glance, a Samurai’s GCD structure is simplistic and easy to digest - there are three different combos you execute after one another in order to collect their corresponding “Sen”. As such, it’s a job that’s easy to get into and do moderately well with, even if your knowledge of the higher arts isn’t as refined yet. At higher levels, there are two resources to manage - Sen and Kenki - and understanding how to manipulate them in order to have a smooth rotation which lines up with party buffs and encounter mechanics is what makes Samurai stand out as job with one of the highest skill ceilings in the game.

    Reaper is a flexible burst job that revolves around gauge and resource management. While Reaper itself has a few strict damage windows, the majority of the rotation can be moved around to align better with mechanics, or to fit into the burst windows of other jobs’ raid buffs. Reaper also has the benefit of being mobile for short periods of time through intelligent usage of its mobility-based abilities and ranged spells.

    Viper (VPR) is a fast-paced melee DPS that alternates between fast dual wield attacks and heavy hitting twinblade attacks. Its core gameplay revolves around the classic builder-spender playstyle, building gauge with its dual wield and twinblade attacks and spending that gauge on a powerful burst window called Reawaken. VPR joins the Melee DPS roster as a Scouting class, and therefore shares gear with Ninja.

    \ No newline at end of file diff --git a/jobs/melee/monk/advanced-guide/index.html b/jobs/melee/monk/advanced-guide/index.html index 61e9071824..55938ecb26 100644 --- a/jobs/melee/monk/advanced-guide/index.html +++ b/jobs/melee/monk/advanced-guide/index.html @@ -43,10 +43,10 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Monk Advanced Guide
    Guide Info
    Last Updated: 6 Mar, 2023
    Patch Applicable: 6.3

    Advanced Monk Gameplay Techniques: Reaching Enlightenment


    Opener Variations

    The two basic opener choices are not going to work perfectly in every situation. As such, we can modify our openers quite easily in order to better suit our needs.

    Early Openers

    An early opener is exactly what it sounds like. By skipping past the Opo GCD straight into a Twin Snakes, we are able to get our buffs on cooldown sooner. These openers are generally used in situations where a phase or fight would end while we are still in a buff window in order to squeeze more effective usage out of those buffs. If, for instance, an encounter ends at 6:20 and we are using a standard opener timing, we will only be able to leverage roughly 16 seconds out of Riddle of Fire, and 12 seconds of Brotherhood. By doing an early opener, we would instead be able to get the full usage of both buffs.

    Early Lunar Solar

    Early Double Solar

    Double Lunar

    It goes without saying, but the Double Lunar opener is incredibly fight specific. It’s a much slower opener than any of our other options, with Riddle of Fire not being used until after the 4th GCD. Ideally for us, Brotherhood would also come out later to better cover our burst, however the slight gains that we would personally get from this do not outweigh the negative effect it would have on our teammates.

    Generally the only reason for using this opener is going to be if the delayed blitzes hit multiple targets where standard timings would not. Potential pitfalls to keep in mind when considering where to use this opener include being slightly desynced from raid buffs, being forced into Double Solar even windows hence potentially losing a Phantom Rush, and potentially losing time on Riddle of Fire.


    Useful Plugins

    PluginDescriptionLink / Info
    TriggernometryMany triggers we typically use hinge on Triggernometry to functionGitHub
    Auto-Attack timerDisplays a bar showing your auto-attack timerXML Guide
    Missed positional triggerSays “miss” when you miss a positional. (Doesn’t require Triggernometry)Go to Custom Triggers in ACT and import XML. Change “NAME HERE” to your character’s name and copy below to your clipboard: <Trigger R="^A[^ ]* 15:[^:]+:NAME HERE:((38428(CFD2)5F3\\\\\[EF]DE\\\\\[B24]64AC1D3\\\\\[9A]):[^:]+:[^:]+:[^:]+:(73\\\\\[9ADF]46)(DEB58):[^:]+:[^:]+:[^:]+:(3644))" SD="Miss" ST="3" CR="F" C=" General" T="F" TN="" Ta="F" />

     


    Cursed Knowledge

    Double Weaving

    You’ll likely have noticed that across the basic guide I say “if you’re able to double weave without clipping” a lot. Realistically, you probably can’t do this unless you’re living right next to the servers. For those of us that don’t sleep in a nice warm server room, you can use XIVAlexander to mitigate your problems. XIVAlex works by effectively simulating a low ping environment by removing some animation lock, which should enable double weaving on a worse connection. If your connection is laughably bad, i.e., you’re playing on NA from EU, this probably isn’t going to be good enough, but if you’re playing on the right server and your internet by itself just isn’t good enough, this should definitely help.

    As with all 3rd party programs you should not discuss it in-game, and although to my knowledge no one has been banned for its use as of yet, I do want to say use at your own discretion. -You can download it here.

    RoF Holding - Double Blitz

    RoF holding is exactly what it sounds like; strategically holding your Riddle of Fire. The general advice for Monk so far has been to keep things strictly on cooldown, both for the sake of reaching maximum potential CD uses while staying in sync with raid buffs. That being said, in an optimised scenario with a pre-planned killtime, we have the option of holding our RoF in order to fit an extra blitz into odd RoF windows. Generally you would hold the odd RoF anywhere from 10-20 seconds depending on where the natural Demolish refresh occurs in order to fit the 2nd blitz into the tail end of RoF. On the following Even window, another delay of a similar duration is required in order to allow both PB charges to cool down again.

    This concept provides the Monk rotation with even further freedom, allowing us a way to safely (depending on killtime) drift our RoF if needed to avoid mechanics/downtime, while simultaneously ensuring that we will not end a fight with RoF on cooldown while having a PB charge available.

    The example provided demonstrates two different practical applications of RoF holds in order to leverage more buffed blitzes without losing RoF time. The 2nd example demonstrates how you can avoid having to “re-drift” to realign on the following even window, in cases where your group holds their two minute burst effectively allowing for a two blitz odd window into a one blitz odd window into an even window.

    Keep in mind that since this is putting an extra blitz into an odd window, it has the added effect of pushing your Phantom Rush “back” a window, either knocking you into or out of Double Solar even windows. Generally, you want a double blitz odd window to be Double Lunar; this is because it will set up following Even windows to be Solar - Lunar sequences, allowing for greater freedom of entry than doing a Lunar - Solar sequence where you are forced into doing a Solar sequenced Phantom Rush. That being said, as always everything is fight, comp, and killtime specific, as this kind of optimisation doesn’t have any one solution that is going to be correct 100% of the time; experimentation is key to find what’s right for you.

    Triple Blitzing

    Triple Blitz windows are reliant on long periods of downtime in order to leverage the 20 second durations of both Perfect Balance + Masterful Blitz in order to charge up a Blitz, then hold it into your next Riddle of Fire where the 40 second cooldown of Perfect Balance will have refreshed, allowing for an additional Blitz in an Even Riddle of Fire window at no cost. This is doable due to the fact that AoE skills will grant a Beast chakra even if they don’t hit a target. -Given the freedom Monk’s rotation allows, and the penchant it has for bending the rules when optimising, there are four potential entry states for an extra blitz window depending on your nadi.

    0 Nadi

    Given that you go into this window with no Nadi, you are provided with options on how you structure this window. Starting with Elixir Field; starting with Rising Phoenix - whatever you pick, the way that you progress within the window will have to be different to accommodate your choice. As for which one to choose - it depends. Demolish usage will be different depending on which you use, either clipping or falling off, resulting in subsequent Demolish uses being in different places following each burst window. As a result, phase timing can push one option ahead of the other in terms of DPS. Listed are two potential reopener sequences.

    Following this your rotation is going to have to change to accommodate your new Nadi alignment, as you will be entering even windows with a single Lunar nadi built up. This means all subsequent Even windows become a strange Optimal Drift/Double Solar hybrid, whereby you have to do Rising Phoenix -> Phantom Rush. This is fine initially as you’re doing RoF+BH 1 windows, but when you start to hit RoF+BH 3s it gets awkward. Again though, this is such a specific technique that when using it you should be planning out your entire rotation anyway, and as such will have to come up with your own solutions to the problems you find arising in whatever scenario ends up accommodating Triple Blitzes that follow on from an Optimal Drift start, as there are too many variables to apply a one-size-fits-all solution.

    1 Nadi: Lunar

    As you are beginning with a Nadi already, you are relatively locked in as to how the rest of the window is sequenced. We are able to leverage the freedom afforded to us by Phantom Rush and Rising Phoenix for favourable Twin/Demo reapplications.

    This is much simpler than the previous examples, and essentially lets your rotation continue entirely unmolested.

    1 Nadi: Solar

    Much like the single prepped Lunar, having a Nadi already generated leaves us without too much room for how to interpret this window.

    2 Nadi

    As with the 0 Nadi triple blitz, this window offers us options. The main difference between the two suggested windows here are again, the Demolish timings, where subsequent phase length is going to dictate which option is the better choice.

    Key things to keep in mind regardless of which route you choose to follow when attempting a Triple Blitz is that it starts quite late relative to other jobs reopeners. As such you might have to modify your burst to better catch your groups timings and to have the ability to place Brotherhood in a better spot for your team. This means potentially doing an early reopener variant, starting on Twin snakes and inverting all following Opo GCDs. -Also, due to the specific conditions required to execute a Triple Blitz window it’s going to be incredibly rare that you actually have an opportunity to implement this technique, and given the particular nature of these windows each will likely require some additional fine tuning/planning to account for the specific encounter therein. There are a myriad of potential tweaks that could be made to better fine tune these burst windows to specific encounters, from adjusting Demolishes to swapping Blitzes around entirely. I cannot stress enough that what is presented here are in no way universal solutions to the ways these windows will occur in real encounters, and they will require meticulous planning if you want to squeeze out the absolute most potency possible.

    Dragon Kick Spam

    Dragon Kick spamming is a way to pull tiny potency gains out of our core rotation at the end of a phase/fight. Assuming that a fight is coming to an end, you aren’t in a burst window, and all of your PB charges are off cooldown, you may be used to timing an SSS as your final GCD and think no more of it than that. However, we can take advantage of the fact that an uncomboed Dragon Kick is higher upfront potency than any of our other six core GCDs. We have a priority checklist to keep in mind that determines how long you can spam DK for at the end of a phase:

    • Any remaining Leaden Fist procs should be spent on a Bootshine with Form bonus if possible.
    • Disciplined Fist cannot fall off.
    • SSS should be the final GCD.

    Once any remaining Leaden Fists are spent and you have enough time left on Disciplined Fist, you can simply press Dragon Kick up until the penultimate GCD of the phase. Sometimes this might result in just getting a single extra DK before using SSS, other times it might mean getting multiple, it depends on where your rotation is at the end of a fight.

    At the other end of the spectrum, once you understand and can apply this to the end of a fight, you can look back to to the opener and use it at the beginning of a fight too. Assuming you have mapped out every GCD of a phase and know that the phase/fight will end with filler GCDs, you can replace all of the filler following your opener while your potion is still active with Dragon Kicks. This is the exact same principle as above, but requires a perfectly mapped fight in order to squeeze even more miniscule potency amounts out of your opener tincture.

    Brotherhood Chakra Application

    Ghosting Ranking

    Damage Application

    These images show the damage application on a number of Monk skills. It’s called the “Ghost Ranking” because if you press the button and the boss goes invulnerable in a shorter amount of time than is displayed, the damage will not apply, it will “ghost”.

    This is relevant to Brotherhood because Brotherhood Chakra are granted upon damage application too. This means that if you have four Chakra opened, Brotherhood on, and you press Demolish, you won’t get a Chakra until 1.604 seconds after you’ve pressed that Demolish. Effectively this means that by the time you do receive your 5th Chakra, it’s too late and you have to press your next Opo GCD now, forcing a Chakra overcap.

    Brotherhood: Damage vs Chakra

    Brotherhood is split into two halves; the 5% damage buff, and the Meditative chakra gain buff. Awkwardly, these two halves function differently to one another. The 5% buff aspect works the same as every other buff in the game; if the buff is active when your action snapshots, the 5% damage up will be applied. This is not the case for Chakra generation, which instead occurs on damage application - for both your actions and the actions of your group.

    What this means practically is that if you were to press the notoriously slow Demolish with 0.1s of Brotherhood left on its duration it will gain the +5% damage, but it will not generate a Chakra. Inversely, if you press Brotherhood then Demolish, it will generate a Chakra but will not have the +5% damage applied.

    Generally it is advised to early weave Brotherhood. This is because Brotherhood is an AoE buff, and AoE buffs take around 0.75s to apply to yourself as opposed to single target personal buffs like Riddle of Fire which are instant. What this means is that if you weave Brotherhood late, there is a good chance it won’t apply until after your next action, thereby losing the +5% damage on that GCD. It is worth keeping in mind, however, that even if +5% damage is missed on that GCD, hitting an additional damage application in Brotherhood is now worth 20% of a Forbidden Chakra. On average, this outperforms getting the +5% damage buff on an extra GCD.

    At a 1.94 GCD, an early weave Brotherhood leaves roughly 0.7s of Brotherhood duration left after the final GCD you use in Brotherhood. That’s not enough to catch the damage application of anything other than Six-Sided Star, which will not be a particularly common action to be used there. However, a late weave Brotherhood has a whole 1.4s left there, which is enough to catch the damage application of anything but Demolish. This means that late weave Brotherhood generally outperforms early weave Brotherhood now.

    You may be feeling confused, upset, or even lied to here, as all of the openers listed in this guide contain an early weave Brotherhood. This is because at the end of the day Brotherhood is a raid buff, and while we can adjust it all we like to the perfect spot for us, the damage we would gain is quickly outweighed by placing Brotherhood in a worse spot for the rest of the party. That being said, the damage application on Demolish is so slow that an early weave Brotherhood will actually still catch the additional Chakra generation; which would be ideal were we able to place Brotherhood before Demolish in our opener. Nonetheless, just because we aren’t able to do the “perfect” Brotherhood in the opener is not the end of the world; there are still avenues open to us to take advantage of this mechanic in actual encounters, where mechanics, kill timings, and composition can allow us certain freedoms with how we place Brotherhood.

    With all of this in mind, here are the three possible ways a Brotherhood window can go:

    • Eight snapshot, seven chakra Brotherhood: Happens when you early weave Brotherhood after anything but Demolish. Buffs the damage of the next eight GCDs, but only has 0.7s duration remaining after the final Brotherhood GCD so it will not get chakra from it unless it’s Six-sided Star (very unlikely).
    • Seven snapshot, eight chakra Brotherhood: Happens when you late weave Brotherhood and your final Brotherhood GCD is anything but Demolish (pretty likely, you’re generally in the PB window to prepare for using Phantom Rush there and would like to be spamming Dragon Kick and Bootshine), but you miss the damage snapshot of the GCD directly after Brotherhood. Better on average than eight snapshot, seven chakra Brotherhood.
    • Eight snapshot, eight chakra Brotherhood: The king of all Brotherhood windows. Happens when you early weave Brotherhood after Demolish or you perform the legendary Brotherhood “middle weave”, using it just late enough to have time for Brotherhood to apply to yourself (this weave would be just a tiny bit earlier than your standard Riddle of Fire late weave) but leaving as much extra Brotherhood duration as possible to catch the final GCD’s damage application (except if it’s Demolish, but that’s rare). One concern with this is that Dragon Kick takes a whole 1.3s to apply its damage and Dragon Kick is your final GCD pretty frequently. However, this being a possible window to hit has already been tested ingame with a bit below 100ms leeway at 1.94 GCD.

    By the way, you’re at the absolute worst losing around 35 potency by just settling for seven snapshot, eight chakra Brotherhood windows every time, not to mention that this is looking at Brotherhood in a vacuum for your own GCDs when there’s a high chance the truly best optimal time to pop it in a high-end optimization context will be relative to where your entire group’s GCDs generally fall each pull. You’ve already lost more time of your life by reading this section than you’ll ever get back in the total time saved killing bosses with perfect Brotherhood play over the entire expansion.

    Auto-attacks

    We have a very minor optimization available to use through Riddle of Wind, where the placement of RoW between auto-attack swings can gain additional autos overall. Again, this is incredibly minor and you can likely expect less than additional two autos compared to someone who is just pressing RoW on CD, but nevertheless this is an option if you so choose to push Monk to the absolute limit.

    Auto-Attack Usage

    This image from Aya demonstrates in slightly more detail what the auto-attack timer you’ll see in-game is. It essentially shows the best and worst times to press RoW. Green is the best, Red is awful, and orange is fine. The closer to green the orange is the better, the further away from green orange is, the worse. It is not worth holding RoW multiple GCDs for more favorable auto-attack timer alignment; this is simply to be used to identify a better injection point in the early/late weave window.

    Upon installing the plugin via Triggernometry, it should look something like this:

    Auto-Attack Trigger

    If you click on the !README and then click Edit, you’ll see a “Move me” action. This can be used to move the element wherever you would like on your screen.

    Macromania - By guest author Mantra Bot

    Hello monks, my name is Mantra Bot and I am here to tell you all about the wonderful applications of macros when they aren’t being used for crafting rotations and fancy collapsable hotbars. Special thanks to Speedy Ben for discovering mouseover macro GCDs with me, Neiru Salwa for their macro queue diagrams, Andy Lee for being a good lab rat, Aya Liz for knowing all of this tech better than I do already, and the plethora of people who gave suggestions on my WIPs you know who you are.

    Macro Queuing

    When you press most actions anytime in a 0.5 second window before they’re able to be cast, the game will “queue” the input for you. That is, after animation lock ends and the cooldown on the action is complete, the action will be cast.

    Something this action queue does not apply to is macros, macros execute independently of anything else. So your 4 line suiton macro with ten chi and jin lines will still go off even if you’re in the middle of the GCD roll, doing utterly nothing as the animation lock is not yet complete–the lines of the macro attempt to execute, but are not able to. Time it slightly less incorrectly and maybe you’ll do a hyoton.

    What this section will instead try to explain is how you can emulate the normal action queue for a single ability, spell, or weaponskill through the use of properly written macros.

    To start, the lines of a macro are executed every frame. That is, let’s say you have a macro where the first 14 lines are /ac “Leg Sweep” and the final line is /micon “Leg Sweep” in order to track its cooldown.

    This macro will attempt to input Leg Sweep every single frame for 14 frames. This means that if you press this macro anytime in the 14 frame window before the animation lock from your last ability or weaponskill is over, it will cast Leg Sweep on the first frame on which you’re able to. Conversely, if you had only used a single line of ‘/ac “Leg Sweep”’, you would have to be frame perfect on your macro press in order to cast Leg Sweep on the first frame on which animation lock is over. 

    Because the normal 0.5s action queue also executes your action on the first frame on which it’s able to, the 14 line macro queue is functionally the same, albeit with a much smaller timing window.

    “action queue comparison” by Neiru Salwa

    The diagram above by Neiru Salwa attempts to visualize how the normal 0.5s action queue and the 14 frame macro queue can be considered to be functionally the same. With the knowledge that the lower green portion is when the action is cast, notice that the normal Leg Sweep and the 14 line macroed Leg Sweep are cast at exactly the same time–the frame after animation lock completes. The 1 line macroed Leg Sweep has no queue time at all and therefore does not cast the action when used at the same time as the other two–a frame perfect input would have had to be executed in order to use Leg Sweep the frame after animation lock completed.

    However, do understand that higher framerates will make this 14 frame window much tighter. At 60 fps, a 14 frame window is roughly 0.25 seconds of queue time. Increase your framerate to 120 and suddenly that queue time is halved to roughly 0.125 seconds. The reverse is as expected: at 30fps the 14 frame window takes up almost a full 0.5 seconds. At all framerates, the normal 0.5 second action queue stays constant.

    The importance of this information is more in how it applies to abilities such as DRG’s Dragon Sight or DNC’s Closed Position, allowing you to use a mouseover macro for instance while still being able to double weave it with other abilities. This also explains why our mouseover Thunderclap macro is written the way it is.

    Applications

    Where macro queuing truly shines is how it can be used to queue inputs when you normally cannot. Take the situation where a boss becomes targetable after a period of downtime (P5S’s Devour, P8S’s High Concepts, etc). You can’t actually use the normal 0.5 second action queue here, as there’s nothing to target. This means that with normal button presses, you’ll be stuck in the same situation as the single line macro: to cast your gcd on the frame on which the boss becomes targetable, you must be frame perfect with your input. We can fix this issue through the use of macro queuing: the lines of the macro will always attempt to execute even if the conditions to use your GCD are not met. Therefore, press your shiny first GCD macro in the 14 frame window before the boss becomes targetable and you will cast your GCD on the very first frame on which the boss is targetable.

    “targetability queuing” by Dr. Salwa

    Note that the use of a macro queue in this scenario is pretty much a more ethical version of a third party tool, such as an AutoHotKey script, that spams your buttons every single frame.

    As a side note, you also have to address the problem of actually targeting the boss. The easiest solution here is to turn on auto-target in the character configuration. This option has no downsides, at least from my experience–your macro will both target and execute your GCD as soon as it’s pressed. If you still refuse to yield, know that holding tab will also target on the first frame; as opposed to mashing tab, which falls into the same trap as the normal action queue when a boss goes targetable.

    Macro queuing also applies to any scenario in which your animation lock and GCD are over but you can’t actually use anything due to stuns, knockups, etc (i.e. the stuns in P6S, the knockup in P7S). Similarly, in these cases you can’t queue your next action using the normal action queue due to the evil “cannot execute at this time” message. Instead, you can use the macro queue to cast immediately after the said stun or knockup finishes.

    Additionally, this applies to moving back into a skill’s range after your GCD roll and animation lock are finished. In this case, there isn’t an actual timer or status you’re trying to queue your input on, rather you cannot use the normal action queue while outside of the range of a skill: You’re using the macro queue to cast on the first frame you get back in range. On Monk, this applies to moving back into melee range to use a weaponskill or ability, as well as moving back into the 20y Thunderclap range.

    However, don’t leave this guide and convert your entire hotbar to macroed abilities and GCDs. At most, all you gain is very, very slight consistency on where your cast is at the start of a phase, maybe frame 1 versus frame 7. Not to mention the smaller queue time inducing possible GCD clips if you’re not pressing the macros at the correct times. What I personally recommend if you want to use this tech is to have separate buttons for the GCDs that you want to macro, ideally bound to a key that you can spam comfortably (dare I say it, even a clicked macro could work here 😬). 

    The last place where the macro queue was truly helpful was the mythical “ripple GCD” of Dragonsong’s Reprise (Ultimate) during the rewind phase. Because the stun from Grinnaux had propagation delay as it applied to each player–closest were stunned first, farther players received the stun last–you could actually hit Charibert right before the stun applied to you. However, because of Charibert only being targetable as the stun initially goes out, hitting this GCD as the anything but the 8th person to receive the stun propagation was difficult. The macro queue alleviated this problem as a way to consistently hit the GCD and remove the overreliance on being the 8th person in line for the stun propagation–you could go as far as the 5th person in line and still hit the GCD. 

    (non-macroed farthest person away clip: https://streamable.com/sl7cce

    Addendum: The echnology

    Thanks to the efforts of Nyan Pls, there is now another application of the macro queue. It turns out that adding to a /ac line will force you to have a target in order to execute the action.

    This means that, for example, if you hold tab and spam a 14-line /ac Rockbreaker macro, it will macro-queue the Rockbreaker for when the boss is targetable. Obviously this doesn’t really apply to Monk, as in most scenarios you’ll start post-downtime with an Opo or Twin - 1st GCD post-downtime blitz is usually avoided. This is much more important on jobs such as Dancer, as it allows you to queue something like Standard or Tech Step out of downtime.

    Macrochakra

    Now that you understand how macro queuing works thanks to the last section, we can now lessen the burden of chakra as a mechanic.

    If you’ve played Monk, you’ve definitely felt a sort of “clunkiness” when it came to mashing your Forbidden Chakra button during Brotherhood. That awkwardness can be blamed on the fact that you can’t queue TFC when not at 5/5 chakra. There’s another problem too: mashing too hard on a late chakra proc and queuing a Meditation instead. This is because of how long the 0.5s action queue is compared to Mediation and TFC’s shared 1s recast time.

    (note: an /ac “Meditation” macro line will execute The Forbidden Chakra when at 5/5 chakra)

    A macro solves both of these problems. TFC being unqueueable when outside of the 5/5 chakra state is the same situation that has been solved in the previous macro queue applications–by using a macro you have a 14 frame queue on whenever you get 5/5 chakra within the GCD. The problem of queuing a Mediation is also alleviated because of the much smaller 14 frame queue (at normal framerates) leading to less accidental queues. But this is also because of how the normal action queue takes precedence over macro lines when queuing an action–if you’ve already queued your next weaponskill and attempt to use a macro in that 0.5s window, it will ignore the macro actions entirely and queue the weaponskill cast.

    Although this seems like nothing but a gain because of dodging most of the chakra overcaps during Brotherhood, there is one important caveat: you must work with a 14 frame queue for every single Forbidden Chakra cast. This means that if you’re in the situation of 5/5 chakra during animation lock (e.g. hitting Bootshine at 4/5) you must adjust your TFC cast time such that the 14 frames overlap with the completion of the animation lock. Essentially, you are accelerating your progression to carpal tunnel status because of the obligation to spam this Meditation macro anytime you approach 5/5 chakra. 

    While you can use both a macroed TFC and a normal TFC button at the same time, consider that you’d have to adjust on the fly to which button to use at the right time–normal TFC’s during animation locks and macroed TFC’s outside of animation locks during Brotherhood. An easier, less brain intensive and muscle memory shattering fix is to lower your framerate to get a relatively longer 14 frame queue window. If you’re still sticking to the 2-button chakra solution, consider remapping mousewheel to your macro keybind similar to how source games bind jump to mousewheel in order to bhop.

    If you use ReAction, you might be wondering about how sundered chakra plays into this. Actions that do not meet their requirements to be used cannot be queued, therefore even after splitting TFC into a separate button you can’t use the normal action queue to queue the 5/5 chakra state during Brotherhood. A consequence of chakra sundering is that the /ac “Meditation” lines won’t use TFC when at 5/5 chakra anymore. Because you cannot macro actions that cannot be assigned to your hotbar, the only solution here (barring finding a plugin that allows macroed TFC) is to turn off chakra sundering.

    Early and Late Queues

    With the information that macro line actions essentially stop working once you’ve queued an action, there is a certain rotational choice we can use to further guarantee less chakra overcap. 

    As soon as you use an action inside of the normal 0.5s action queue window, it is “locked” into being cast at the end of animation lock. Macro queues do not possess this quality and can be said to have a “lower priority” than other actions. For example if you were to use your TFC macro 14 frames before animation lock completes then queue a PB cast say 12 frames later, even though you “cast” your TFC first, the PB input will take priority and be cast instead of the TFC. Take the other extreme where you queued your PB input a full 0.5s before animation lock completed and then spammed the living hell out of your TFC macro. In this case, the PB input is already locked into the action queue–even if you do attain 5/5 chakra during the 0.5s normal action queue, nothing can be done to use that chakra.

    “the early early weave vs. the late early weave”

    With the concept of the action queue lock in mind, there is a very small but meaningful rotational adjustment we can make to play around it during Brotherhood. By delaying any first weave oGCD queues until as late into animation lock from your GCD as possible, you leave yourself the option to early weave TFC and reduce the amount of time you’re sitting on 5/5 chakra during Brotherhood in the event you reach 5 chakra during the previous GCD’s animation lock.

    Ideally this is just another tool used during Brotherhood in tandem with any personal chakra proc prediction/gambling methods that you’ve built up while playing monk.

    Going Cyberpsycho

    Another concept born from the knowledge of the action queue lock and Brotherhood chakra procs is the complete automation of Brotherhood chakra procs as a mechanic. First, use the Dalamud plugin NoClippy to increase the normal action queue size from 0.5s to 0.6s (or 0.7s if you’re scared). This means that with proper button mashing of both your GCDs and your Meditation macro, even the worst case scenario of reaching 5/5 chakra at the beginning of the normal action queue won’t result in you clipping your next GCD due to animation lock on TFC. Next, find a way to mash your Meditation macro keybind constantly during Brotherhood’s duration (mashing outside of Brotherhood could potentially ruin a Perfect Balance + Riddle of Fire weave). An toggleable AutoHotkey button spam script works here, with a more ethical version being binding your mousewheel to your macro keybind then using a pressurized air can on your unlocked Logitech mouse scroll wheel.

    If you refuse to use AutoHotkey and are too poor to buy compressed air, a worthy alternative that still results in complete chakra automation during Brotherhood is to use the Dalamud plugin Macro Chain. With the usage of /nextmacro lines you can increase the number of frames a single meditation macro queue covers–all the way up to a potential 1399 frames if you’re willing to commit ritual sacrifice and convert one of your entire macro pages to meditation macros. Unfortunately this only covers the entire of Brotherhood while at 93 FPS or below, so if you’re a 144hz gamer you might have to press the macro a 2nd time during BH 😔

    “average Macro Chain enjoyer”

    One of the downsides of chakra automation would be the situation of planning to late-weave an action during Brotherhood and getting a mid-weave 5/5 chakra. Realistically, the only time where a late-weave would be “required” while already inside Brotherhood would be unfortunate Riddle of Wind or Feint timing. Otherwise, usual chakra prediction methods and late queuing of normal oGCDs still apply even in the world of automated chakra and high speed mousewheel gaming.

    The Nuclear Option

    ReAction has a configuration setting for enabling turbo hotbar keybinds. The usage of which allows you to spam a particular keybind with a certain millisecond delay between presses as long as you hold the button down. While this does allow you to reach the same effect of queueing 5/5 chakra during Brotherhood it does not fix the problem of accidental meditation usage in uptime—proper usage of this feature requires you to either sunder chakra or use a macro. The results are frightening: by simply holding down your chakra keybind while pressing your other buttons any and all TFC casts during Brotherhood are automatically dealt with. Your hands free and safe from the threat of carpal tunnel due the requirement of having to press chakra 10 times per second at 140 fps being abolished.

    Personally I’m against the usage of this feature. Automating your own inputs to this degree feels a little too close to botting, however I cannot deny that in the long run your hands will thank you. Ethical considerations aside, the end result of queued chakra is exactly the same. How you get there, whether it’s through the 1500 line macro chain or dual macrochakra binds on separate buttons, is entirely up to you.

    Mouseover Macroed GCDs & Application Delay Adjustment

    Another wacky application of macros is exploiting how a mouseover action can execute a weaponskill on a target without queuing an auto, allowing you to delay your first damage application.

    To actually dig into this, I have to first explain how initial boss aggro–the start of an encounter–actually works. The usual suspect is aggro range: when a person stands within a specific radius of the boss and the magical invisible and impossible to predict (for now) aggro ticks automatically aggro the boss to that person. The other even more usual suspect is the first instance of threat generation, usually the first damage application by anyone in the party. 

    Notice however that this is specifically the damage application and not the cast: theoretically if you timed your first cast before the pull started such that the application delay lined up perfectly with the countdown hitting zero, you’d pull on time, e.g. pressing Dragon Kick at -1.29 seconds. This is pretty much the same idea as a wizard’s precast, barring the fact that they are also dealing with their own application delays.

    “the auto attack limiter”

    Unfortunately, using a weaponskill with the boss targeted while in melee range will also cast auto attack which has an application delay of around ~0.53 seconds. This means we’re limited by this auto application delay, unless we were to miraculously find a way to cast a weaponskill on a target without queuing an auto…

    As it turns out we have our savior in the form of a mouseover macroed action:

    A mouseover will execute our action, Dragon Kick, without the need to target the boss and it happens that using such a mouseover action without the boss targeted will cast the weaponskill without queuing an auto.

    We have almost reached the promised land, but there is one last very important thing we need to take care of: applying the same application delay adjustment on our first auto. We must time our first auto attack cast such that the auto damage application will happen at exactly the same time as Dragon Kick’s damage application. If you timed your Dragon Kick correctly this means queuing an auto at around -0.53 seconds: 0.76s after your initial Dragon Kick.

    “the promised land”

    To cast this auto, either you can right click on the boss from an untargeted state which is my recommended method as you’re already doing a mouseover action, or you can press your “confirm” keybind twice: once to target the boss, and the other to start autos. A good visual/audio cue for when to time the auto is on the 2nd “swing” of the Dragon Kick animation: https://streamable.com/jnxzr4

    If you’re doing a normal lunar solar opener this means weaving your tincture in while doing these wacky inputs. Because cybernetic augmentations that do these inputs for you do not exist (unless you make them yourself), you’re on your own here–with enough practice it becomes very consistent.

    While this tech does apply to every job’s first gcd, a given job has to have an application delay long enough to actually gain anything out of it. For example, Samurai’s Gekko has an application delay of around 0.76s so they would only start around 0.23s faster compared to normal auto application. Wizards have it rather easy, as their casts do not start autos and damage those autos do are rather negligible: if they weren’t already adjusting for application delay they stand to gain a huge amount of time from application delay adjustment, compounded with their actual precast times. Black Mage, for instance, has an application delay of ~1.29 on Fire III, the same as Dragon Kick. Also consider the special case of White Mage, wherein you can exploit Holy III’s ~2.14 application time and full GCD cast time to precast it in AOE range if and only if you don’t lose a Glare III cast compared to the timeline where you just precasted and application delay adjusted a Glare III instead. In an organized party setting, ideally you would have everyone “reverse ripple” their application delays–syncing their first casts such that every damage application occurs at the same time.

    Not all parties are created equally of course, and finding yourself paired with a machinist early pull demon who presses Air Anchor at -1.2s which pulls the boss 0.76 seconds later due to machinist auto attack application delay might be inevitable. If an exorcism isn’t viable, consider adjusting your own application delay adjustment to be for their first damage application (in the case of the machinist demon, a -1.73 Dragon Kick to be in line for their first auto application at -0.44)

    The FFLogs Accord

    Starting in patch 6.4, FFlogs has changed from starting fights at first prepares to starting fights at initial boss aggro. Previously, a -1.29s Dragon Kick would just end up adding 1.29 seconds to the fight time, meaning that it was wholly worthless outside of situations where you could 100% gain an extra gcd before downtime.

    Screenshot of FFLogs events tab

    Now, any prepare lines that happen before the initial boss aggro are not counted towards the encounter time. However do note that currently this seemingly only applies to actual clear logs. Wipe logs will still have the old behaviour.

    Applications for Monk

    Realistically, a mouseover macro Dragon Kick can be used on any fight where you start within melee range of the boss. In Anabaseios, this includes Pandaemonium and Pallas Athena. Both are rather boring full uptime wall bosses so the actual effects of a mouseover macroed start will be left as an exercise for the reader.

    Sub-90 Play

    Until some poor soul goes back and dedicates time to 70/80 Ultimate resources, the best generic advice we can give is to just play Lunar Solar opener. Double Solar struggles as Flint Strike is weaker than Rising Phoenix is at Level 90. Lunar Solar also offers greater flexibility in the two minute windows.

    There have been some questions regarding Double Lunar as a low-level option, but the way things stand currently, it looks unlikely to ever be the case. Double Lunar has to make too many compromises in both the opener and its two minute windows due to lack of flexibility caused by fitting in so many Opo GCDs, and so probably isn’t ever worthwhile.

    FPS Locking

    In memoriam.
    Dead tech made redundant by the [REDACTED] plugin.

  • Newsfeed
  • Monk Advanced Guide
    Guide Info
    Last Updated: 6 Mar, 2023
    Patch Applicable: 6.3

    Advanced Monk Gameplay Techniques: Reaching Enlightenment


    Opener Variations

    The two basic opener choices are not going to work perfectly in every situation. As such, we can modify our openers quite easily in order to better suit our needs.

    Early Openers

    An early opener is exactly what it sounds like. By skipping past the Opo GCD straight into a Twin Snakes, we are able to get our buffs on cooldown sooner. These openers are generally used in situations where a phase or fight would end while we are still in a buff window in order to squeeze more effective usage out of those buffs. If, for instance, an encounter ends at 6:20 and we are using a standard opener timing, we will only be able to leverage roughly 16 seconds out of Riddle of Fire, and 12 seconds of Brotherhood. By doing an early opener, we would instead be able to get the full usage of both buffs.

    Early Lunar Solar

    Early Double Solar

    Double Lunar

    It goes without saying, but the Double Lunar opener is incredibly fight specific. It’s a much slower opener than any of our other options, with Riddle of Fire not being used until after the 4th GCD. Ideally for us, Brotherhood would also come out later to better cover our burst, however the slight gains that we would personally get from this do not outweigh the negative effect it would have on our teammates.

    Generally the only reason for using this opener is going to be if the delayed blitzes hit multiple targets where standard timings would not. Potential pitfalls to keep in mind when considering where to use this opener include being slightly desynced from raid buffs, being forced into Double Solar even windows hence potentially losing a Phantom Rush, and potentially losing time on Riddle of Fire.


    Useful Plugins

    PluginDescriptionLink / Info
    TriggernometryMany triggers we typically use hinge on Triggernometry to functionGitHub
    Auto-Attack timerDisplays a bar showing your auto-attack timerXML Guide
    Missed positional triggerSays “miss” when you miss a positional. (Doesn’t require Triggernometry)Go to Custom Triggers in ACT and import XML. Change “NAME HERE” to your character’s name and copy below to your clipboard: <Trigger R="^A[^ ]* 15:[^:]+:NAME HERE:((38428(CFD2)5F3\\\\\[EF]DE\\\\\[B24]64AC1D3\\\\\[9A]):[^:]+:[^:]+:[^:]+:(73\\\\\[9ADF]46)(DEB58):[^:]+:[^:]+:[^:]+:(3644))" SD="Miss" ST="3" CR="F" C=" General" T="F" TN="" Ta="F" />

     


    Cursed Knowledge

    Double Weaving

    You’ll likely have noticed that across the basic guide I say “if you’re able to double weave without clipping” a lot. Realistically, you probably can’t do this unless you’re living right next to the servers. For those of us that don’t sleep in a nice warm server room, you can use XIVAlexander to mitigate your problems. XIVAlex works by effectively simulating a low ping environment by removing some animation lock, which should enable double weaving on a worse connection. If your connection is laughably bad, i.e., you’re playing on NA from EU, this probably isn’t going to be good enough, but if you’re playing on the right server and your internet by itself just isn’t good enough, this should definitely help.

    As with all 3rd party programs you should not discuss it in-game, and although to my knowledge no one has been banned for its use as of yet, I do want to say use at your own discretion. +You can download it here.

    RoF Holding - Double Blitz

    RoF holding is exactly what it sounds like; strategically holding your Riddle of Fire. The general advice for Monk so far has been to keep things strictly on cooldown, both for the sake of reaching maximum potential CD uses while staying in sync with raid buffs. That being said, in an optimised scenario with a pre-planned killtime, we have the option of holding our RoF in order to fit an extra blitz into odd RoF windows. Generally you would hold the odd RoF anywhere from 10-20 seconds depending on where the natural Demolish refresh occurs in order to fit the 2nd blitz into the tail end of RoF. On the following Even window, another delay of a similar duration is required in order to allow both PB charges to cool down again.

    This concept provides the Monk rotation with even further freedom, allowing us a way to safely (depending on killtime) drift our RoF if needed to avoid mechanics/downtime, while simultaneously ensuring that we will not end a fight with RoF on cooldown while having a PB charge available.

    The example provided demonstrates two different practical applications of RoF holds in order to leverage more buffed blitzes without losing RoF time. The 2nd example demonstrates how you can avoid having to “re-drift” to realign on the following even window, in cases where your group holds their two minute burst effectively allowing for a two blitz odd window into a one blitz odd window into an even window.

    Keep in mind that since this is putting an extra blitz into an odd window, it has the added effect of pushing your Phantom Rush “back” a window, either knocking you into or out of Double Solar even windows. Generally, you want a double blitz odd window to be Double Lunar; this is because it will set up following Even windows to be Solar - Lunar sequences, allowing for greater freedom of entry than doing a Lunar - Solar sequence where you are forced into doing a Solar sequenced Phantom Rush. That being said, as always everything is fight, comp, and killtime specific, as this kind of optimisation doesn’t have any one solution that is going to be correct 100% of the time; experimentation is key to find what’s right for you.

    Triple Blitzing

    Triple Blitz windows are reliant on long periods of downtime in order to leverage the 20 second durations of both Perfect Balance + Masterful Blitz in order to charge up a Blitz, then hold it into your next Riddle of Fire where the 40 second cooldown of Perfect Balance will have refreshed, allowing for an additional Blitz in an Even Riddle of Fire window at no cost. This is doable due to the fact that AoE skills will grant a Beast chakra even if they don’t hit a target. +Given the freedom Monk’s rotation allows, and the penchant it has for bending the rules when optimising, there are four potential entry states for an extra blitz window depending on your nadi.

    0 Nadi

    Given that you go into this window with no Nadi, you are provided with options on how you structure this window. Starting with Elixir Field; starting with Rising Phoenix - whatever you pick, the way that you progress within the window will have to be different to accommodate your choice. As for which one to choose - it depends. Demolish usage will be different depending on which you use, either clipping or falling off, resulting in subsequent Demolish uses being in different places following each burst window. As a result, phase timing can push one option ahead of the other in terms of DPS. Listed are two potential reopener sequences.

    Following this your rotation is going to have to change to accommodate your new Nadi alignment, as you will be entering even windows with a single Lunar nadi built up. This means all subsequent Even windows become a strange Optimal Drift/Double Solar hybrid, whereby you have to do Rising Phoenix -> Phantom Rush. This is fine initially as you’re doing RoF+BH 1 windows, but when you start to hit RoF+BH 3s it gets awkward. Again though, this is such a specific technique that when using it you should be planning out your entire rotation anyway, and as such will have to come up with your own solutions to the problems you find arising in whatever scenario ends up accommodating Triple Blitzes that follow on from an Optimal Drift start, as there are too many variables to apply a one-size-fits-all solution.

    1 Nadi: Lunar

    As you are beginning with a Nadi already, you are relatively locked in as to how the rest of the window is sequenced. We are able to leverage the freedom afforded to us by Phantom Rush and Rising Phoenix for favourable Twin/Demo reapplications.

    This is much simpler than the previous examples, and essentially lets your rotation continue entirely unmolested.

    1 Nadi: Solar

    Much like the single prepped Lunar, having a Nadi already generated leaves us without too much room for how to interpret this window.

    2 Nadi

    As with the 0 Nadi triple blitz, this window offers us options. The main difference between the two suggested windows here are again, the Demolish timings, where subsequent phase length is going to dictate which option is the better choice.

    Key things to keep in mind regardless of which route you choose to follow when attempting a Triple Blitz is that it starts quite late relative to other jobs reopeners. As such you might have to modify your burst to better catch your groups timings and to have the ability to place Brotherhood in a better spot for your team. This means potentially doing an early reopener variant, starting on Twin snakes and inverting all following Opo GCDs. +Also, due to the specific conditions required to execute a Triple Blitz window it’s going to be incredibly rare that you actually have an opportunity to implement this technique, and given the particular nature of these windows each will likely require some additional fine tuning/planning to account for the specific encounter therein. There are a myriad of potential tweaks that could be made to better fine tune these burst windows to specific encounters, from adjusting Demolishes to swapping Blitzes around entirely. I cannot stress enough that what is presented here are in no way universal solutions to the ways these windows will occur in real encounters, and they will require meticulous planning if you want to squeeze out the absolute most potency possible.

    Dragon Kick Spam

    Dragon Kick spamming is a way to pull tiny potency gains out of our core rotation at the end of a phase/fight. Assuming that a fight is coming to an end, you aren’t in a burst window, and all of your PB charges are off cooldown, you may be used to timing an SSS as your final GCD and think no more of it than that. However, we can take advantage of the fact that an uncomboed Dragon Kick is higher upfront potency than any of our other six core GCDs. We have a priority checklist to keep in mind that determines how long you can spam DK for at the end of a phase:

    • Any remaining Leaden Fist procs should be spent on a Bootshine with Form bonus if possible.
    • Disciplined Fist cannot fall off.
    • SSS should be the final GCD.

    Once any remaining Leaden Fists are spent and you have enough time left on Disciplined Fist, you can simply press Dragon Kick up until the penultimate GCD of the phase. Sometimes this might result in just getting a single extra DK before using SSS, other times it might mean getting multiple, it depends on where your rotation is at the end of a fight.

    At the other end of the spectrum, once you understand and can apply this to the end of a fight, you can look back to to the opener and use it at the beginning of a fight too. Assuming you have mapped out every GCD of a phase and know that the phase/fight will end with filler GCDs, you can replace all of the filler following your opener while your potion is still active with Dragon Kicks. This is the exact same principle as above, but requires a perfectly mapped fight in order to squeeze even more miniscule potency amounts out of your opener tincture.

    Brotherhood Chakra Application

    Ghosting Ranking

    Damage Application

    These images show the damage application on a number of Monk skills. It’s called the “Ghost Ranking” because if you press the button and the boss goes invulnerable in a shorter amount of time than is displayed, the damage will not apply, it will “ghost”.

    This is relevant to Brotherhood because Brotherhood Chakra are granted upon damage application too. This means that if you have four Chakra opened, Brotherhood on, and you press Demolish, you won’t get a Chakra until 1.604 seconds after you’ve pressed that Demolish. Effectively this means that by the time you do receive your 5th Chakra, it’s too late and you have to press your next Opo GCD now, forcing a Chakra overcap.

    Brotherhood: Damage vs Chakra

    Brotherhood is split into two halves; the 5% damage buff, and the Meditative chakra gain buff. Awkwardly, these two halves function differently to one another. The 5% buff aspect works the same as every other buff in the game; if the buff is active when your action snapshots, the 5% damage up will be applied. This is not the case for Chakra generation, which instead occurs on damage application - for both your actions and the actions of your group.

    What this means practically is that if you were to press the notoriously slow Demolish with 0.1s of Brotherhood left on its duration it will gain the +5% damage, but it will not generate a Chakra. Inversely, if you press Brotherhood then Demolish, it will generate a Chakra but will not have the +5% damage applied.

    Generally it is advised to early weave Brotherhood. This is because Brotherhood is an AoE buff, and AoE buffs take around 0.75s to apply to yourself as opposed to single target personal buffs like Riddle of Fire which are instant. What this means is that if you weave Brotherhood late, there is a good chance it won’t apply until after your next action, thereby losing the +5% damage on that GCD. It is worth keeping in mind, however, that even if +5% damage is missed on that GCD, hitting an additional damage application in Brotherhood is now worth 20% of a Forbidden Chakra. On average, this outperforms getting the +5% damage buff on an extra GCD.

    At a 1.94 GCD, an early weave Brotherhood leaves roughly 0.7s of Brotherhood duration left after the final GCD you use in Brotherhood. That’s not enough to catch the damage application of anything other than Six-Sided Star, which will not be a particularly common action to be used there. However, a late weave Brotherhood has a whole 1.4s left there, which is enough to catch the damage application of anything but Demolish. This means that late weave Brotherhood generally outperforms early weave Brotherhood now.

    You may be feeling confused, upset, or even lied to here, as all of the openers listed in this guide contain an early weave Brotherhood. This is because at the end of the day Brotherhood is a raid buff, and while we can adjust it all we like to the perfect spot for us, the damage we would gain is quickly outweighed by placing Brotherhood in a worse spot for the rest of the party. That being said, the damage application on Demolish is so slow that an early weave Brotherhood will actually still catch the additional Chakra generation; which would be ideal were we able to place Brotherhood before Demolish in our opener. Nonetheless, just because we aren’t able to do the “perfect” Brotherhood in the opener is not the end of the world; there are still avenues open to us to take advantage of this mechanic in actual encounters, where mechanics, kill timings, and composition can allow us certain freedoms with how we place Brotherhood.

    With all of this in mind, here are the three possible ways a Brotherhood window can go:

    • Eight snapshot, seven chakra Brotherhood: Happens when you early weave Brotherhood after anything but Demolish. Buffs the damage of the next eight GCDs, but only has 0.7s duration remaining after the final Brotherhood GCD so it will not get chakra from it unless it’s Six-sided Star (very unlikely).
    • Seven snapshot, eight chakra Brotherhood: Happens when you late weave Brotherhood and your final Brotherhood GCD is anything but Demolish (pretty likely, you’re generally in the PB window to prepare for using Phantom Rush there and would like to be spamming Dragon Kick and Bootshine), but you miss the damage snapshot of the GCD directly after Brotherhood. Better on average than eight snapshot, seven chakra Brotherhood.
    • Eight snapshot, eight chakra Brotherhood: The king of all Brotherhood windows. Happens when you early weave Brotherhood after Demolish or you perform the legendary Brotherhood “middle weave”, using it just late enough to have time for Brotherhood to apply to yourself (this weave would be just a tiny bit earlier than your standard Riddle of Fire late weave) but leaving as much extra Brotherhood duration as possible to catch the final GCD’s damage application (except if it’s Demolish, but that’s rare). One concern with this is that Dragon Kick takes a whole 1.3s to apply its damage and Dragon Kick is your final GCD pretty frequently. However, this being a possible window to hit has already been tested ingame with a bit below 100ms leeway at 1.94 GCD.

    By the way, you’re at the absolute worst losing around 35 potency by just settling for seven snapshot, eight chakra Brotherhood windows every time, not to mention that this is looking at Brotherhood in a vacuum for your own GCDs when there’s a high chance the truly best optimal time to pop it in a high-end optimization context will be relative to where your entire group’s GCDs generally fall each pull. You’ve already lost more time of your life by reading this section than you’ll ever get back in the total time saved killing bosses with perfect Brotherhood play over the entire expansion.

    Auto-attacks

    We have a very minor optimization available to use through Riddle of Wind, where the placement of RoW between auto-attack swings can gain additional autos overall. Again, this is incredibly minor and you can likely expect less than additional two autos compared to someone who is just pressing RoW on CD, but nevertheless this is an option if you so choose to push Monk to the absolute limit.

    Auto-Attack Usage

    This image from Aya demonstrates in slightly more detail what the auto-attack timer you’ll see in-game is. It essentially shows the best and worst times to press RoW. Green is the best, Red is awful, and orange is fine. The closer to green the orange is the better, the further away from green orange is, the worse. It is not worth holding RoW multiple GCDs for more favorable auto-attack timer alignment; this is simply to be used to identify a better injection point in the early/late weave window.

    Upon installing the plugin via Triggernometry, it should look something like this:

    Auto-Attack Trigger

    If you click on the !README and then click Edit, you’ll see a “Move me” action. This can be used to move the element wherever you would like on your screen.

    Macromania - By guest author Mantra Bot

    Hello monks, my name is Mantra Bot and I am here to tell you all about the wonderful applications of macros when they aren’t being used for crafting rotations and fancy collapsable hotbars. Special thanks to Speedy Ben for discovering mouseover macro GCDs with me, Neiru Salwa for their macro queue diagrams, Andy Lee for being a good lab rat, Aya Liz for knowing all of this tech better than I do already, and the plethora of people who gave suggestions on my WIPs you know who you are.

    Macro Queuing

    When you press most actions anytime in a 0.5 second window before they’re able to be cast, the game will “queue” the input for you. That is, after animation lock ends and the cooldown on the action is complete, the action will be cast.

    Something this action queue does not apply to is macros, macros execute independently of anything else. So your 4 line suiton macro with ten chi and jin lines will still go off even if you’re in the middle of the GCD roll, doing utterly nothing as the animation lock is not yet complete–the lines of the macro attempt to execute, but are not able to. Time it slightly less incorrectly and maybe you’ll do a hyoton.

    What this section will instead try to explain is how you can emulate the normal action queue for a single ability, spell, or weaponskill through the use of properly written macros.

    To start, the lines of a macro are executed every frame. That is, let’s say you have a macro where the first 14 lines are /ac “Leg Sweep” and the final line is /micon “Leg Sweep” in order to track its cooldown.

    This macro will attempt to input Leg Sweep every single frame for 14 frames. This means that if you press this macro anytime in the 14 frame window before the animation lock from your last ability or weaponskill is over, it will cast Leg Sweep on the first frame on which you’re able to. Conversely, if you had only used a single line of ‘/ac “Leg Sweep”’, you would have to be frame perfect on your macro press in order to cast Leg Sweep on the first frame on which animation lock is over. 

    Because the normal 0.5s action queue also executes your action on the first frame on which it’s able to, the 14 line macro queue is functionally the same, albeit with a much smaller timing window.

    “action queue comparison” by Neiru Salwa

    The diagram above by Neiru Salwa attempts to visualize how the normal 0.5s action queue and the 14 frame macro queue can be considered to be functionally the same. With the knowledge that the lower green portion is when the action is cast, notice that the normal Leg Sweep and the 14 line macroed Leg Sweep are cast at exactly the same time–the frame after animation lock completes. The 1 line macroed Leg Sweep has no queue time at all and therefore does not cast the action when used at the same time as the other two–a frame perfect input would have had to be executed in order to use Leg Sweep the frame after animation lock completed.

    However, do understand that higher framerates will make this 14 frame window much tighter. At 60 fps, a 14 frame window is roughly 0.25 seconds of queue time. Increase your framerate to 120 and suddenly that queue time is halved to roughly 0.125 seconds. The reverse is as expected: at 30fps the 14 frame window takes up almost a full 0.5 seconds. At all framerates, the normal 0.5 second action queue stays constant.

    The importance of this information is more in how it applies to abilities such as DRG’s Dragon Sight or DNC’s Closed Position, allowing you to use a mouseover macro for instance while still being able to double weave it with other abilities. This also explains why our mouseover Thunderclap macro is written the way it is.

    Applications

    Where macro queuing truly shines is how it can be used to queue inputs when you normally cannot. Take the situation where a boss becomes targetable after a period of downtime (P5S’s Devour, P8S’s High Concepts, etc). You can’t actually use the normal 0.5 second action queue here, as there’s nothing to target. This means that with normal button presses, you’ll be stuck in the same situation as the single line macro: to cast your gcd on the frame on which the boss becomes targetable, you must be frame perfect with your input. We can fix this issue through the use of macro queuing: the lines of the macro will always attempt to execute even if the conditions to use your GCD are not met. Therefore, press your shiny first GCD macro in the 14 frame window before the boss becomes targetable and you will cast your GCD on the very first frame on which the boss is targetable.

    “targetability queuing” by Dr. Salwa

    Note that the use of a macro queue in this scenario is pretty much a more ethical version of a third party tool, such as an AutoHotKey script, that spams your buttons every single frame.

    As a side note, you also have to address the problem of actually targeting the boss. The easiest solution here is to turn on auto-target in the character configuration. This option has no downsides, at least from my experience–your macro will both target and execute your GCD as soon as it’s pressed. If you still refuse to yield, know that holding tab will also target on the first frame; as opposed to mashing tab, which falls into the same trap as the normal action queue when a boss goes targetable.

    Macro queuing also applies to any scenario in which your animation lock and GCD are over but you can’t actually use anything due to stuns, knockups, etc (i.e. the stuns in P6S, the knockup in P7S). Similarly, in these cases you can’t queue your next action using the normal action queue due to the evil “cannot execute at this time” message. Instead, you can use the macro queue to cast immediately after the said stun or knockup finishes.

    Additionally, this applies to moving back into a skill’s range after your GCD roll and animation lock are finished. In this case, there isn’t an actual timer or status you’re trying to queue your input on, rather you cannot use the normal action queue while outside of the range of a skill: You’re using the macro queue to cast on the first frame you get back in range. On Monk, this applies to moving back into melee range to use a weaponskill or ability, as well as moving back into the 20y Thunderclap range.

    However, don’t leave this guide and convert your entire hotbar to macroed abilities and GCDs. At most, all you gain is very, very slight consistency on where your cast is at the start of a phase, maybe frame 1 versus frame 7. Not to mention the smaller queue time inducing possible GCD clips if you’re not pressing the macros at the correct times. What I personally recommend if you want to use this tech is to have separate buttons for the GCDs that you want to macro, ideally bound to a key that you can spam comfortably (dare I say it, even a clicked macro could work here 😬). 

    The last place where the macro queue was truly helpful was the mythical “ripple GCD” of Dragonsong’s Reprise (Ultimate) during the rewind phase. Because the stun from Grinnaux had propagation delay as it applied to each player–closest were stunned first, farther players received the stun last–you could actually hit Charibert right before the stun applied to you. However, because of Charibert only being targetable as the stun initially goes out, hitting this GCD as the anything but the 8th person to receive the stun propagation was difficult. The macro queue alleviated this problem as a way to consistently hit the GCD and remove the overreliance on being the 8th person in line for the stun propagation–you could go as far as the 5th person in line and still hit the GCD. 

    (non-macroed farthest person away clip: https://streamable.com/sl7cce

    Addendum: The echnology

    Thanks to the efforts of Nyan Pls, there is now another application of the macro queue. It turns out that adding to a /ac line will force you to have a target in order to execute the action.

    This means that, for example, if you hold tab and spam a 14-line /ac Rockbreaker macro, it will macro-queue the Rockbreaker for when the boss is targetable. Obviously this doesn’t really apply to Monk, as in most scenarios you’ll start post-downtime with an Opo or Twin - 1st GCD post-downtime blitz is usually avoided. This is much more important on jobs such as Dancer, as it allows you to queue something like Standard or Tech Step out of downtime.

    Macrochakra

    Now that you understand how macro queuing works thanks to the last section, we can now lessen the burden of chakra as a mechanic.

    If you’ve played Monk, you’ve definitely felt a sort of “clunkiness” when it came to mashing your Forbidden Chakra button during Brotherhood. That awkwardness can be blamed on the fact that you can’t queue TFC when not at 5/5 chakra. There’s another problem too: mashing too hard on a late chakra proc and queuing a Meditation instead. This is because of how long the 0.5s action queue is compared to Mediation and TFC’s shared 1s recast time.

    (note: an /ac “Meditation” macro line will execute The Forbidden Chakra when at 5/5 chakra)

    A macro solves both of these problems. TFC being unqueueable when outside of the 5/5 chakra state is the same situation that has been solved in the previous macro queue applications–by using a macro you have a 14 frame queue on whenever you get 5/5 chakra within the GCD. The problem of queuing a Mediation is also alleviated because of the much smaller 14 frame queue (at normal framerates) leading to less accidental queues. But this is also because of how the normal action queue takes precedence over macro lines when queuing an action–if you’ve already queued your next weaponskill and attempt to use a macro in that 0.5s window, it will ignore the macro actions entirely and queue the weaponskill cast.

    Although this seems like nothing but a gain because of dodging most of the chakra overcaps during Brotherhood, there is one important caveat: you must work with a 14 frame queue for every single Forbidden Chakra cast. This means that if you’re in the situation of 5/5 chakra during animation lock (e.g. hitting Bootshine at 4/5) you must adjust your TFC cast time such that the 14 frames overlap with the completion of the animation lock. Essentially, you are accelerating your progression to carpal tunnel status because of the obligation to spam this Meditation macro anytime you approach 5/5 chakra. 

    While you can use both a macroed TFC and a normal TFC button at the same time, consider that you’d have to adjust on the fly to which button to use at the right time–normal TFC’s during animation locks and macroed TFC’s outside of animation locks during Brotherhood. An easier, less brain intensive and muscle memory shattering fix is to lower your framerate to get a relatively longer 14 frame queue window. If you’re still sticking to the 2-button chakra solution, consider remapping mousewheel to your macro keybind similar to how source games bind jump to mousewheel in order to bhop.

    If you use ReAction, you might be wondering about how sundered chakra plays into this. Actions that do not meet their requirements to be used cannot be queued, therefore even after splitting TFC into a separate button you can’t use the normal action queue to queue the 5/5 chakra state during Brotherhood. A consequence of chakra sundering is that the /ac “Meditation” lines won’t use TFC when at 5/5 chakra anymore. Because you cannot macro actions that cannot be assigned to your hotbar, the only solution here (barring finding a plugin that allows macroed TFC) is to turn off chakra sundering.

    Early and Late Queues

    With the information that macro line actions essentially stop working once you’ve queued an action, there is a certain rotational choice we can use to further guarantee less chakra overcap. 

    As soon as you use an action inside of the normal 0.5s action queue window, it is “locked” into being cast at the end of animation lock. Macro queues do not possess this quality and can be said to have a “lower priority” than other actions. For example if you were to use your TFC macro 14 frames before animation lock completes then queue a PB cast say 12 frames later, even though you “cast” your TFC first, the PB input will take priority and be cast instead of the TFC. Take the other extreme where you queued your PB input a full 0.5s before animation lock completed and then spammed the living hell out of your TFC macro. In this case, the PB input is already locked into the action queue–even if you do attain 5/5 chakra during the 0.5s normal action queue, nothing can be done to use that chakra.

    “the early early weave vs. the late early weave”

    With the concept of the action queue lock in mind, there is a very small but meaningful rotational adjustment we can make to play around it during Brotherhood. By delaying any first weave oGCD queues until as late into animation lock from your GCD as possible, you leave yourself the option to early weave TFC and reduce the amount of time you’re sitting on 5/5 chakra during Brotherhood in the event you reach 5 chakra during the previous GCD’s animation lock.

    Ideally this is just another tool used during Brotherhood in tandem with any personal chakra proc prediction/gambling methods that you’ve built up while playing monk.

    Going Cyberpsycho

    Another concept born from the knowledge of the action queue lock and Brotherhood chakra procs is the complete automation of Brotherhood chakra procs as a mechanic. First, use the Dalamud plugin NoClippy to increase the normal action queue size from 0.5s to 0.6s (or 0.7s if you’re scared). This means that with proper button mashing of both your GCDs and your Meditation macro, even the worst case scenario of reaching 5/5 chakra at the beginning of the normal action queue won’t result in you clipping your next GCD due to animation lock on TFC. Next, find a way to mash your Meditation macro keybind constantly during Brotherhood’s duration (mashing outside of Brotherhood could potentially ruin a Perfect Balance + Riddle of Fire weave). An toggleable AutoHotkey button spam script works here, with a more ethical version being binding your mousewheel to your macro keybind then using a pressurized air can on your unlocked Logitech mouse scroll wheel.

    If you refuse to use AutoHotkey and are too poor to buy compressed air, a worthy alternative that still results in complete chakra automation during Brotherhood is to use the Dalamud plugin Macro Chain. With the usage of /nextmacro lines you can increase the number of frames a single meditation macro queue covers–all the way up to a potential 1399 frames if you’re willing to commit ritual sacrifice and convert one of your entire macro pages to meditation macros. Unfortunately this only covers the entire of Brotherhood while at 93 FPS or below, so if you’re a 144hz gamer you might have to press the macro a 2nd time during BH 😔

    “average Macro Chain enjoyer”

    One of the downsides of chakra automation would be the situation of planning to late-weave an action during Brotherhood and getting a mid-weave 5/5 chakra. Realistically, the only time where a late-weave would be “required” while already inside Brotherhood would be unfortunate Riddle of Wind or Feint timing. Otherwise, usual chakra prediction methods and late queuing of normal oGCDs still apply even in the world of automated chakra and high speed mousewheel gaming.

    The Nuclear Option

    ReAction has a configuration setting for enabling turbo hotbar keybinds. The usage of which allows you to spam a particular keybind with a certain millisecond delay between presses as long as you hold the button down. While this does allow you to reach the same effect of queueing 5/5 chakra during Brotherhood it does not fix the problem of accidental meditation usage in uptime—proper usage of this feature requires you to either sunder chakra or use a macro. The results are frightening: by simply holding down your chakra keybind while pressing your other buttons any and all TFC casts during Brotherhood are automatically dealt with. Your hands free and safe from the threat of carpal tunnel due the requirement of having to press chakra 10 times per second at 140 fps being abolished.

    Personally I’m against the usage of this feature. Automating your own inputs to this degree feels a little too close to botting, however I cannot deny that in the long run your hands will thank you. Ethical considerations aside, the end result of queued chakra is exactly the same. How you get there, whether it’s through the 1500 line macro chain or dual macrochakra binds on separate buttons, is entirely up to you.

    Mouseover Macroed GCDs & Application Delay Adjustment

    Another wacky application of macros is exploiting how a mouseover action can execute a weaponskill on a target without queuing an auto, allowing you to delay your first damage application.

    To actually dig into this, I have to first explain how initial boss aggro–the start of an encounter–actually works. The usual suspect is aggro range: when a person stands within a specific radius of the boss and the magical invisible and impossible to predict (for now) aggro ticks automatically aggro the boss to that person. The other even more usual suspect is the first instance of threat generation, usually the first damage application by anyone in the party. 

    Notice however that this is specifically the damage application and not the cast: theoretically if you timed your first cast before the pull started such that the application delay lined up perfectly with the countdown hitting zero, you’d pull on time, e.g. pressing Dragon Kick at -1.29 seconds. This is pretty much the same idea as a wizard’s precast, barring the fact that they are also dealing with their own application delays.

    “the auto attack limiter”

    Unfortunately, using a weaponskill with the boss targeted while in melee range will also cast auto attack which has an application delay of around ~0.53 seconds. This means we’re limited by this auto application delay, unless we were to miraculously find a way to cast a weaponskill on a target without queuing an auto…

    As it turns out we have our savior in the form of a mouseover macroed action:

    A mouseover will execute our action, Dragon Kick, without the need to target the boss and it happens that using such a mouseover action without the boss targeted will cast the weaponskill without queuing an auto.

    We have almost reached the promised land, but there is one last very important thing we need to take care of: applying the same application delay adjustment on our first auto. We must time our first auto attack cast such that the auto damage application will happen at exactly the same time as Dragon Kick’s damage application. If you timed your Dragon Kick correctly this means queuing an auto at around -0.53 seconds: 0.76s after your initial Dragon Kick.

    “the promised land”

    To cast this auto, either you can right click on the boss from an untargeted state which is my recommended method as you’re already doing a mouseover action, or you can press your “confirm” keybind twice: once to target the boss, and the other to start autos. A good visual/audio cue for when to time the auto is on the 2nd “swing” of the Dragon Kick animation: https://streamable.com/jnxzr4

    If you’re doing a normal lunar solar opener this means weaving your tincture in while doing these wacky inputs. Because cybernetic augmentations that do these inputs for you do not exist (unless you make them yourself), you’re on your own here–with enough practice it becomes very consistent.

    While this tech does apply to every job’s first gcd, a given job has to have an application delay long enough to actually gain anything out of it. For example, Samurai’s Gekko has an application delay of around 0.76s so they would only start around 0.23s faster compared to normal auto application. Wizards have it rather easy, as their casts do not start autos and damage those autos do are rather negligible: if they weren’t already adjusting for application delay they stand to gain a huge amount of time from application delay adjustment, compounded with their actual precast times. Black Mage, for instance, has an application delay of ~1.29 on Fire III, the same as Dragon Kick. Also consider the special case of White Mage, wherein you can exploit Holy III’s ~2.14 application time and full GCD cast time to precast it in AOE range if and only if you don’t lose a Glare III cast compared to the timeline where you just precasted and application delay adjusted a Glare III instead. In an organized party setting, ideally you would have everyone “reverse ripple” their application delays–syncing their first casts such that every damage application occurs at the same time.

    Not all parties are created equally of course, and finding yourself paired with a machinist early pull demon who presses Air Anchor at -1.2s which pulls the boss 0.76 seconds later due to machinist auto attack application delay might be inevitable. If an exorcism isn’t viable, consider adjusting your own application delay adjustment to be for their first damage application (in the case of the machinist demon, a -1.73 Dragon Kick to be in line for their first auto application at -0.44)

    The FFLogs Accord

    Starting in patch 6.4, FFlogs has changed from starting fights at first prepares to starting fights at initial boss aggro. Previously, a -1.29s Dragon Kick would just end up adding 1.29 seconds to the fight time, meaning that it was wholly worthless outside of situations where you could 100% gain an extra gcd before downtime.

    Screenshot of FFLogs events tab

    Now, any prepare lines that happen before the initial boss aggro are not counted towards the encounter time. However do note that currently this seemingly only applies to actual clear logs. Wipe logs will still have the old behaviour.

    Applications for Monk

    Realistically, a mouseover macro Dragon Kick can be used on any fight where you start within melee range of the boss. In Anabaseios, this includes Pandaemonium and Pallas Athena. Both are rather boring full uptime wall bosses so the actual effects of a mouseover macroed start will be left as an exercise for the reader.

    Sub-90 Play

    Until some poor soul goes back and dedicates time to 70/80 Ultimate resources, the best generic advice we can give is to just play Lunar Solar opener. Double Solar struggles as Flint Strike is weaker than Rising Phoenix is at Level 90. Lunar Solar also offers greater flexibility in the two minute windows.

    There have been some questions regarding Double Lunar as a low-level option, but the way things stand currently, it looks unlikely to ever be the case. Double Lunar has to make too many compromises in both the opener and its two minute windows due to lack of flexibility caused by fitting in so many Opo GCDs, and so probably isn’t ever worthwhile.

    FPS Locking

    In memoriam.
    Dead tech made redundant by the [REDACTED] plugin.

    • Have any questions?
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      Perfect Balance
      diff --git a/jobs/melee/monk/basic-guide/index.html b/jobs/melee/monk/basic-guide/index.html index 1677f0b35b..7c50c6af24 100644 --- a/jobs/melee/monk/basic-guide/index.html +++ b/jobs/melee/monk/basic-guide/index.html @@ -43,8 +43,8 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Monk Basic Guide
    Guide Info
    Last Updated: 3 Sep, 2024
    Patch Applicable: 7.05

    Basic Monk Guide

    Welcome to the basic guide for Monk, which will cover all of the information necessary to get you off your feet and onto your hands. Included is a look into the various systems that come together to define the Monk playstyle, suggested openers, and explanations on how to correctly form burst windows.

    Throughout this guide we will be referring to all skills as if you were level 100. This is significant if you are still leveling, as some skills start out with a different name and upgrade upon reaching a certain level. The skills affected by this are as follows:

    Initial NameUpgraded Name
    Arm of the DestroyerShadow of the Destroyer
    Steel PeakThe Forbidden Chakra
    Howling FistEnlightenment
    Flint StrikeRising Phoenix
    Tornado KickPhantom Rush
    Elixir FieldElixir Burst
    BootshineLeaping Opo
    True StrikeRising Raptor
    Snap PunchPouncing Coeurl

    Monk Basics

    Uptime

    As a Monk, uptime should be your top priority. Uptime itself is a multifaceted word; firstly, it refers to how physically close you are to an enemy. You can’t punch that which you are far away from, and as such always keep in mind that you want to be as close as possible for as long as possible. Of course, if you have to step away to do a mechanic or dodge an aoe do so, but the mind of a Monk should always be looking to minimize the amount of time we spend not-hitting something; whether that’s not running so far away to do aforementioned mechanics, or running back to the boss sooner after aoe damage snapshots, it is something to always be working on.

    Secondly, uptime refers to the amount of time you spend hitting the boss. It’s great if you can stay within striking distance of your foe permanently, but if you aren’t pressing buttons, you’re not doing any damage. Don’t fret too much about only wanting to press the “correct” buttons for your rotation; pressing something is better than pressing nothing. You have plenty of time to review mistakes and correct yourself on what you should’ve done after the fact, the key is to make sure you’re always doing something.

    Of course uptime isn’t exclusively important to Monk, but it is a key aspect to being a good Monk, and so it’s important to keep these principles in mind as you’re learning; after all, as the job with the fastest GCD in the game, each second wasted not casting is comparably more valuable to a Monk than to another job.

    Positionals

    It’s unlikely that you’ve made the decision to play Monk while remaining unaware of the P-word, but in case you’ve not come across it before, a “positional” is a skill that only gains maximum effect when used at a specific part of an enemy’s hitbox: in Monk’s case, either flank or rear. Alas, where we once had six positionals, in Endwalker we’ve been reduced to having simply two:

    • Demolish deals maximum damage when executed from behind an enemy.
    • Pouncing Coeurl, on the other hand, is best used from an enemy’s flank (side).

    Missing either positional is a 60 potency loss, which will add up over a fight. Try to ensure you’re never missing any positionals.

    The arrow on the top indicates the target’s front. The the two arrows either side are another indication of where a target is facing, as well as defining the left and right of a boss. The entire section at the back where the double line ends counts as the “rear”, whereas the double lines either side count as the “flank”. As such, you are able to stand at the intercardinal of a hitbox and take just a step to the left/right to adjust for your positionals, as opposed to having to run all the way from directly rear to directly left, for example.

    In some instances you will encounter a hitbox that is a completely closed circle. These enemies are omnipositional, meaning you will always get the positional bonus regardless of where you are.

    The Form System

    Forms are a concept unique to Monk, and are what separates it from standard combo-based melee jobs. Unlike other jobs that simply have combos that trigger each other in a static manner, you can combo any GCD into any other GCD - providing that you’re progressing your form forward. Each GCD also gains a bonus effect when used in the correct form, meaning you want to keep your forms advancing forward and not break your combo, else you’ll drop your form and your damage will suffer.

    You have three forms: Opo-Opo, Raptor, and Coeurl:

    • In Opo-Opo form, Leaping Opo, Dragon Kick, and Shadow of the Destroyer gain additional effects. Using an Opo-opo GCD grants you Raptor form.
    • In Raptor form, Rising Raptor, Twin Snakes, and Four-point Fury gain additional effects. Using a Raptor GCD grants you Coeurl form.
    • In Coeurl form, Pouncing Coeurl, Demolish, and Rockbreaker gain additional effects. Using a Coeurl GCD grants you Opo-opo form.

    Core GCDs

    As previously mentioned, Monk has six core single-target GCDs.

    Dragon Kick
    Dragon Kick has a potency of 320. When in Opo-Opo form, it will grant Opo-opo’s Fury.
    Twin Snakes
    Twin Snakes has a potency of 420. Twin Snakes can only be executed from Raptor form and will grant Raptor’s Fury.
    Demolish
    Demolish has a potency of 360, or 420 when executed from the rear. It can only be executed from Coeurl form and will grant two Coeurl’s Fury.
    Leaping Opo
    Leaping Opo has a potency of 260, or 460 when you have Opo-opo’s Fury. When in Opo-Opo form, Bootshine will always crit.
    Rising Raptor
    Rising Raptor has a potency of 340, or 540 when you have Raptor’s Fury. It can only be executed from Raptor form.
    Pouncing Coeurl
    Pouncing Coeurl has a potency of 310, or 520 when executed from the flank and when you have Coeurl’s Fury. It can only be executed from Coeurl form.
    Form Shift
    Form Shift is a unique GCD, as it’s not directly a part of our rotation, but it does enable our rotation. Form Shift grants the Formless Fist buff, which allows you to use any GCD and gain its additional form effects. Since this GCD does no damage, we only ever use it before pulling an enemy or during downtime.

     

    Basic Rotation in a Vacuum

    With the knowledge of these GCDs, we can actually already begin to build what will be the foundation of our rotation. Now, we know that we’re going to be doing a three-step combo, but that we have two options for GCDs at each step; how do we decide which one to press?

    Effectively, each step of our rotation has a Filler and a Spender option. Dragon Kick, Twin Snakes and Demolish gain you Fury, these fill the respective job gauge to full, thus Filler. Leaping Opo, Rising Raptor and Pouncing Coeurl will spend the Fury from the respective job gauge, thus Spender.

    At each step, consult your job gauge, is there a Fury ball for your current form? Press the Spender GCD. Is it empty? Press the Filler GCD. This means we end up alternating Dragon Kick with Leaping Opo, Twin Snakes with Rising Raptor and for every Demolish we follow with two Pouncing Coeurl. The GCDs on the hotbar will also light up correctly following this logic, as such the glowing buttons can be followed as well.

    Monk Basic Rotation

    AoE Rotation

    Our AoE rotation is quite simple. As opposed to other jobs that will have an entirely different combo for AoE, we simply have an AoE option for each of our forms.

    Shadow of the Destroyer
    Opo-opo form has Shadow of the Destroyer, a circle AoE around you with 110 potency which becomes a guaranteed critical hit when executed with its form bonus.
    Four-Point Fury
    Raptor form has Four-Point Fury, another circle AoE around you with 120 potency.
    Rockbreaker
    Coeurl form has Rockbreaker, another circle AoE around you with 130 potency.

     

    Icon:
    GCD PotencyLeaping OpoDragon KickShadow of the DestroyerRising RaptorTwin SnakesFour-Point FuryPouncing CoeurlDemolish*Rockbreaker
    One target460*320120*540420140520420150
    Two targets460*320240*540420280520420300
    Three targets460*320360*540420420520420450

    *Always crits.

    While the AOE GCDs are very simple in Dawntrail, when to use them at Level 100 is not as obvious. Shadow of the Destroyer is always a gain on 3 targets, Four-Point Fury is only a gain on 4 targets. For Rockbreaker it depends on the amount of Critical Hit one has. We need at minimum 2797 Critical Hit for Rockbreaker to be worth it on 3 targets, otherwise it is only worth it on 4. If a AOE of some form is not worth using on a certain number of targets, we use the regular single target versions of that form.

    Icon:
    Critical HitShadow of the DestroyerFour-Point FuryRockbreaker
    Below 27973 targets4 targets4 targets
    Above 2797 (incl.)3 targets4 targets3 targets

    Chakra

    Filled Chakra GaugeChakra Gauge in Brotherhood

    Chakra is the simplest of our three job gauges. Chakra can be stacked up to five times, and once five stacks have been built, we can spend them on either a single target oGCD or an AoE Line oGCD, depending on the scenario. In Brotherhood, our Chakra can be stacked up to ten times.

    First is Meditation, a GCD with a one second cooldown that opens a single Chakra upon being pressed. When outside of combat it generates five stacks of Chakra instantly.
    We then have two traits: Deep Meditation I & II. Deep Meditation I grants an 80% chance of generating a Chakra upon landing a critical weaponskill. Deep Meditation II turns that 80% chance into a 100% chance.
    Finally, we have Brotherhood. Brotherhood has multiple effects, but in this section we’ll just talk about the effect pertaining to Chakra. Upon execution, party members within 15 yalms will gain the effect of Meditative Brotherhood for 15 seconds. While this buff is active on an ally, every time they execute a weaponskill or a spell, there is a 20% chance that you will gain a stack of Chakra. While the buff is active on yourself, you have a 100% chance to gain a Chakra each time you execute a weaponskill and the Chakra Limit is increased to 10.

     

    Brotherhood Chakra gain is based on damage application. This means that following the use of a GCD with a slower damage application such as Demolish, your Chakra gain will occur much later in the GCD roll than it would after a Snap Punch, for example.

    We can spend our Chakra on either of the following two oGCDs:

    The Forbidden Chakra is a single target attack with a potency of 400.
    Enlightenment is a line AoE with a potency of 200.

     

    Beast Chakra - How They Work

    Beast Chakra was introduced in Endwalker, and hinges around the changes to Perfect Balance.

    Perfect Balance has has two charges and a 40s cooldown. Upon executing a weaponskill, it grants a Beast Chakra of the corresponding Form. We can then spend these Beast Chakra on one of four Blitz weaponskills depending on the Chakra we had accumulated. Upon using any of these Blitzes, we’re granted Formless Fist, allowing us to proceed with our rotation without having to do any GCDs without their form bonus.

    -DescriptionExample
    If we have three of the same type of Beast Chakra, our Masterful Blitz will become Elixir Burst, an AoE with a potency of 900 that deals 70% less damage to all subsequent targets hit. Using Elixir Field will grant us a Lunar Nadi.
    If we have three different Beast Chakra, our Masterful Blitz becomes Rising Phoenix, an AoE with a potency of 900 that deals 70% less damage to all subsequent targets hit. Using Rising Phoenix will grant us a Solar Nadi.
    If we have two different Beast Chakra, Masterful Blitz becomes Celestial Revolution, a single-target attack with a potency of 600. Using Celestial Revolution will grant us a Lunar Nadi by default, but if we already possess the Lunar Nadi it will instead give us a Solar Nadi.
    If we have both the Solar and Lunar Nadi active, any combination of three Beast Chakra will turn Masterful Blitz into Phantom Rush, an AoE with a potency of 1500 potency that deals 50% less damage to all subsequent targets hit. It consumes both Nadi upon use.

     

    Our Goal will be to get as many Phantom Rushes as we can in a fight. For this we will need a Lunar Nadi and a Solar Nadi. Using Rising Phoenix grants us a Solar Nadi. For Solar Nadis 3 Beast Chakras of different forms are required, one Opo-opo, one Raptor and one Coeurl Beast Chakra. We use one GCD of each form as per our Fury Gauge. For the Lunar Nadi we will need to use an Elixir Burst, which is granted by generating 3 Beast Chakra of the same form. The best form to use here is alternating our Opo-opo GCDs. This is because Leaping Opo is our strongest GCD.

    Having collected both Nadis, our next use of Perfect Balance will grant us the Phantom Rush Masterful Blitz, regardless of which Beast Chakra we have used. Even though it does not matter which Beast Chakra we use to get the Masterful Blitz, Opo-opo will again be the strongest.

    We want to avoid using Celestial Revolution at all costs, however it is somewhat benevolent and will still progress us towards building a Phantom Rush.


    Riddle of Fire + Brotherhood

    IconNameEffectDurationCooldown
    Riddle of FireIncreases damage dealt by 15%. Grants Fire’s Rumination.20s60s
    BrotherhoodGrants Brotherhood and Meditative Brotherhood to all party members within 30y. Brotherhood increases damage dealt by 5%.20s120s

     

    On the face of it, Riddle of Fire and Brotherhood are pretty simple skills. We press Riddle of Fire and do more damage for the next 20 seconds. We press Brotherhood and both we and our party do more damage for the next 20 seconds. While the burst windows that we build around these skills using the rest of our kit can be complex, the actual usage of these skills themselves are very simple. In a full uptime vacuum we simply press them on cooldown every single time they come back up. Make sure you’re always weaving RoF in the latter half of your GCD roll to ensure you get a full 11 GCDs under the buff.

    In Dawntrail, Riddle of Fire has the additional effect of granting Fire’s Rumination, which allows us the use of Fire’s Reply during RoF.

    Riddle of Wind

    IconNameEffectDurationCooldown
    Riddle of WindReduces auto-attack delay by 50%. Grants Wind’s Rumination.15s90s

     

    Functionally, you can think of Riddle of Wind as a DoT, or as a damaging oGCD. Given that it has a 90s CD, it’s sometimes going to fall out of buffs; this is okay. In a vacuum, you just press Riddle of Wind on CD forever, getting the maximum amount of uses while every other usage misaligns itself from your buffs.

    We will look at how - and more importantly, when - to optimise the use of Riddle of Wind later.

    In Dawntrail, Riddle of Wind also grants Wind’s Rumination, allowing the use of Wind’s Reply during its effect.

    Fire’s Reply and Wind’s Reply

    IconNameEffect
    Fire’s ReplyCan be used while under the effect of Fire’s Rumination granted by Riddle of Fire. This ranged attack explodes around an enemy with 1200 potency and for 50% reduced potency for enemies around the primary target. Also grants Formless Fist after use.
    Wind’s ReplyCan be Used while under the effect of Wind’s Rumination granted by Riddle of Wind. This medium range attack hits everything in a line for 900 potency for the first target, and the remaining targets at 50% reduced potency.

     

    Fire’s Reply features a 20 yalm range and is our second highest hitting skill in our kit with 1200 potency. Ideally it is always used after an Opo-opo form GCD, as it grants Formless Fist, allowing us to continue with another Opo-opo form GCD right after. Its great range makes this also a very good downtime tool if it happens to align.

    Wind’s Reply features an awkward 10 yalm range and is also a fairly high hitting skill with 900 potency. As opposed to Fire’s Reply, Wind’s Reply can be flexibly used during the duration of Riddle of Wind and Wind’s Rumination. It does not break combo, and can also be used as a downtime tool.

    Utility and Misc. Skills

    This is the part where I cover everything that’s been missed until now. We’ve covered everything you’d need to know in a dummy scenario, so now let’s take a quick tour of the toolkit that we find ourselves using as soon as we leave the dummy and get into a real encounter.

    Six-Sided Star is a GCD with a potency of 780, but double the recast of every other GCD. In Dawntrail SSS also consumes all your Chakra with the same 80 potency per Chakra as The Forbidden Chakra. While doing two GCDs is always more potency than doing one SSS, this is useful in scenarios where you don’t have the time to do two GCDs, or before you disengage from a target. A situational skill, you’ll either use it before running out of a big aoe, before a boss dies, or before a boss goes untargetable for whatever reason. It also applies a small movement speed buff for five seconds. Overall a very useful utility GCD.
    Riddle of Earth is an oGCD with a 120s CD. It reduces damage taken by 20% for 10 seconds, and if damage is taken during this period you are granted the effect of Earth’s Resolve, a 100 potency 15 second duration heal over time. Also grants Earth’s Rumination for 30 seconds, allowing the use of Earth’s Reply
    Earth’s Reply can be used while under the effect of Earth’s Rumination. It creates a small AoE around you that heals for a considerable amount. It has increased healing potency while also under the effect of Earth’s Resolve.
    Thunderclap is our mobility tool, an oGCD with a 30s CD and three charges. It can target both your enemy or a party member, and provides us a decent amount of flexibility, being able to zip around up to three times in a row.
    Mantra is an oGCD with a 15s duration and a 90s CD. It increases healing received by you and all party members within 30y by 10%, which is quite a strong mitigation tool. Given that a lot of the shields in this game (Succor, Aspected Helios, etc.) are based on the amount of healing done, it means that Mantra can be used to provide both increased healing and greater shielding. You should discuss with your healers when to use it for maximum benefit.
    Feint is an oGCD with a 15s duration and a 90s CD, which lowers the target’s physical damage dealt by 10% and magic damage dealt by 5%. This is a very nice tool now, as we’re finally able to use it in fights that have no physical damage sources. As a tool for both progression and optimization it’s invaluable, and you should discuss with your healers and tanks where it’s best used for maximum effect.
    Arm’s Length is an oGCD with a 6s duration and a 120s CD. It nullifies almost every knockback/draw-in effect in the game, which is useful for keeping uptime when a boss tries to push you away. It can also be used to allow new solutions for mechanics.
    True North is an oGCD with two charges and a 45s CD. For its 10-second duration, it nullifies all positional requirements of your weaponskills. Even though we only have two positionals left, this is still useful for situations where for whatever reason you literally cannot get into the right position.
    Bloodbath is an oGCD with a 20s duration and a 90s CD. It converts a portion of physical damage dealt into healing; very useful for keeping yourself alive in a pinch. Sync it up with a buff window for even bigger heals.
    Second Wind is an oGCD with a 120s CD. It instantly heals you with a cure potency of 500. Similar to Bloodbath, it’s good to keep yourself alive in emergencies.
    Leg Sweep is an oGCD stun on a 40s CD. It’s generally not ever used, as the few stuns that do pop up across the various encounters in this game are typically covered by a tank. Still, not entirely worthless if no one else in your group knows/is able to correctly time their stun.

    Rotational Choices

    Burst in Theory

    Riddle of Fire, Brotherhood, and Fire’s Reply

    Firstly, we want to get the maximum number of uses of each of these buffs available to us in a given encounter. This means that generally speaking, following on from their first use in the opener, both Riddle of Fire and Brotherhood will be used on cooldown.

    This has the added bonus of keeping these 2 buffs in sync not only with each other, but also with the 2 minute party buffs of the rest of our team.

    RoF has a duration of 20 seconds, which means Monk can fit 11 GCDs into a late-weave RoF. To “late weave” refers to pressing an oGCD in the latter half of the GCD roll, rather than simply pressing it immediately following the GCD.

    Brotherhood also has a duration of 20 seconds, and while it is still possible to catch 11 GCDs under both Brotherhood and Riddle of Fire simultaneously, it requires some precise weaving. This idea will be discussed in the advanced guide, but for now good general use of Brotherhood involves simply early weaving it on each use. Early weaving, the inverse of late weaving, is pressing an oGCD as soon as possible following the previous GCD.

    Of course, as a raid buff we are also aiming to keep Brotherhood in sync with our groups buffs as closely as possible, which is done by keeping it on cooldown and minimising any potential drift.

    Using Riddle of Fire also grants us one use of Fire’s Reply during its duration which should never be left unused. As Fire’s Reply grants us Formless Fist, we are aiming to sandwhich it between Opo-opo GCD’s - that is, to always use it after an Opo-opo GCD (Leaping Opo or Dragon Kick), and to always follow it up with another Opo-opo GCD.

    Odd and Even Windows

    Riddle of Fire has a cooldown of 60 seconds, where Brotherhood sits at 120 seconds. This results with us pressing Riddle of Fire every minute, where ever other minute it will be paired with Brotherhood. Given that half of our burst windows consist solely of RoF and the other half have both RoF and BH, we have names to distinguish between them: even and odd windows.

    The windows are named after the minute they occur in an encounter. RoF and BH are used together at the start of the fight and then align every 2 minutes (0, 2, 4, 6…), hence even window. RoF is used on its own every minute after even windows (1, 3, 5, 7, …), hence odd window.

    As all raid buffs in the game - including our very own BH - have a cooldown of 2 minutes, we prioritise this window over the odd window. With the cooldown of Perfect Balance being 40 seconds, this allows to fit the following GCDs into each window:

    • Even: 2x Masterful Blitz, 1x Fire’s Reply
    • Odd: 1x Masterful Blitz, 1x Fire’s Reply
    • Wind’s Reply should also be used in both windows, whenever Riddle of Wind aligns.

    Riddle of Wind and Wind’s Reply

    As mentioned, Riddle of Wind being on a cooldown of 90 seconds means that it will only align with a Riddle of Fire every other use if used on cooldown (every 3 minutes). Using RoW will allow us to use Wind’s Reply once during its duration. This naturally means that just as RoW, Wind’s Reply also does not always align with every RoF window.

    While using Riddle of Wind on cooldown guarantees the maximum usages, sometimes we can strategically delay RoW to make it align with RoF, we do this only if it does not lose us an overall usage. This again requires knowledge or a good guess of the kill time, if it is unknown, Riddle of Wind is best used on cooldown.

    As an example, take a hypothetical encounter with a duration of 4 minutes and 30 seconds.

    Pressing Riddle of Wind on cooldown would result in a total of 3 uses; 00:00, 01:30, 03:00. This sees one RoW in the opener, and one in an odd window.

    However, we could instead use it at 00:00, 02:00, and 03:30. This is still 3 total uses, but we’ve shifted a use out of the odd window and into the even window.

    Where Fire’s Reply is restricted in where it can be placed due to granting Formless Fist, Wind’s Reply can be used freely within the duration of Wind’s Rumination instead, being able to be placed absolutely anywhere within the 15 second window.

    Perfect Balance and Opo-opo Optimisation

    Perfect Balance allows us to use GCDs of any of the 3 forms and using the resulting Masterful Blitz grants us Formless Fist. As mentioned previously, Opo-opo GCDs are our strongest regular GCDs, as such we are looking to optimize the use of Perfect Balance to maximize our Opo-opo GCDs.

    First and foremost we do this by placement of Perfect Balance. Ideally it should always be placed after and follow an Opo-opo GCD.

    Secondly is sequencing. When using Perfect Balance to execute an Elixir Burst or a Phantom Rush, we are exclusively using Opo-opo GCDs. When building a Rising Phoenix, we are forced to use one GCD of each form. It might not be immediately obvious, but the order of those GCDs do matter.

    A very common optimisation we can make for the Solar PB sequence for Rising Phoenix is pressing PB slightly before RoF following an Opo-opo GCD, such that RoF will come up before one of the three GCDs of the sequence. We can then order the three GCDs from weakest to strongest, which will often result in a weaker GCD being moved before RoF and stronger GCDs into RoF. Examples will be shown in the Burst in Practice section.

    Third is the placement relative to buffs. Perfect Balance has a 40 second cooldown and allows us to hold 2 charges. Our burst windows occur along 120 second intervals. We can fit 3 uses of Perfect Balance across this 2 minute span of time. We have established that the even window is the stronger of the 2 burst windows, and so we will put 2 uses of Perfect Balance into our even windows, and 1 use into our odd windows.

    Nadi Alignment and Overcapping

    Keeping in mind that Opo-opo GCDs are our strongest form and Phantom Rush being our strongest GCD, we aim to optimise the amount of both, and also moving as many into Riddle of Fire and other buffs. If we follow the guideline of using two Perfect Balance in even windows and one Perfect Balance in odd windows, then we will collect a Solar Nadi and a Lunar Nadi in our opener, which will naturally give us our first Phantom Rush in the first odd minute window.

    If we strategically overcap the same Nadi by generating the same one twice, we can move Phantom Rush into our 2 minutes and subsequent even windows instead. This is usually preferred as the even windows contain both your buffs, as well as buffs of your party members. While ensuring that our strongest GCD is fully buffed sounds enticing, it might cause us to lose a Phantom Rush overall, as we are effectively pushing back the PR by one Perfect Balance usage. However with the buffs to Phantom Rush and Lunar sequences in Dawntrail, the loss of a Phantom Rush is usually not very significant the longer the fights become. Our preferred Nadi to overcap is the Lunar one, as it produces more Opo-opo GCDs.

    The choice of optimal Nadi Alignment can change from fight to fight, but will mostly depend on the kill time.

    Burst in Practice

    Let’s briefly touch on the Riddle of Fire, Brotherhood and Perfect Balance rules as a refresher before we start to put them into use.

    • Always press RoF and BH on cooldown, keeping them aligned
    • Always late weave RoF
    • Always PB after an Opo GCD
    • Always Opo GCD with Formless Fist (after Masterful Blitz and Fire’s Reply)
    • 1 PB in Odd windows, 2 PB in Even windows

    These 5 key pieces of information are all we need to construct our odd and even burst windows.

    Solar Odd Windows

    A Solar Odd window is, as the name suggests, is an odd window consisting of a single Solar nadi (Rising Phoenix).

    To perform a Solar Odd window, we are looking to use PB before RoF. As touched on previously, this is in an effort to shift weaker GCDs outside of Riddle of Fire where possible, by using the Perfect Balance GCDs in the order of weakest > strongest.

    We want to place the PB after the Opo-opo GCD that occurs when RoF has around 2-7 seconds left on cooldown. This will ensure that the resulting Rising Phoenix becomes ready after the usual 3 GCDs and will always fit into RoF. We then follow the Rising Phoenix with another Opo-opo GCD that is granted to us by the Formless Fist.

    The following infographic shows how our desired Solar Odd windows will look:

     

    Lunar Odd Windows

    A Lunar Odd window is an odd window where we are doing a Lunar Perfect Balance sequence (3x Opo-opo GCDs), but not necessarily generating a Lunar solar nadi. This is because these Odd windows can either consist of Elixir Burst, which will generate a Lunar nadi, or a Phantom Rush, which will instead spend both nadi.

    To perform a Lunar Odd window, we are looking to use PB after RoF. This is because, as we continue to mention, Opo-opo GCDs are our most valuable GCD, and so we want to maximise the amount of potential buffed Leaping Opos within this RoF window.

    Specifically, we will be placing the Perfect Balance use after the first Opo-opo GCD that occurs following the use of Riddle of Fire. This ensures that all of the relevant GCDs, including our Masterful Blitz and Fire’s Reply, will fall within the burst window.

    Below is an image demonstrating how these Lunar odd windows will look.

     

    “Umm Actually” Lunar Odd Windows

    While using PB after RoF is almost always correct, there is one specific case where this is unfortunately not quite optimal. This is mostly being included for brevity and completeness of this guide, as in reality this can be hard to recognize on the fly, and rarely ever actually occurs.

    Essentially this window happens if a Leaping Opo happens 2 GCDs (around ~3s) before RoF comes off cooldown, in which case pressing PB before RoF is better. This will allow us to move a Dragon Kick out of the window, and instead trades it with a Raptor GCD, allowing for a gain of - at most - 220 potency in RoF.

    Below is a visualisation of what a “normal” lunar odd window featuring a Leaping Opo in this position looks like, and what an “Umm Actually” window looks like in comparison.

     

    Even Windows

    Our even windows will include the following mandatory GCDs:

    • 2 Masterful Blitz
    • Fire’s Reply
    • 2 Formless Fist used on Opo-opo GCDs
    • 3 Perfect Balance GCDs (ideally a Lunar sequence)
    • Wind’s Reply - if available

    That’s 8 (9 with WR) GCDs that we need to squeeze into our 11 GCD RoF window. -This requires us to use Perfect Balance prior to Riddle of Fire, as there is simply not enough space in the 11 available RoF GCDs to fit 2 full Perfect Balance uses in tandem with all the requisite Opo GCDs and Replies.

    Thankfully this ends up making it so that regardless of our Nadi state, all of the even window entries are the same, and so identifying how to being an even burst can be summarised in the following manner:

    • When you press an Opo-opo GCD 2-4 GCDs before RoF and BH come off cooldown, follow it with a Perfect Balance

      • Alternative identifier: when you press an Opo GCD while RoF and BH have between 2-7 seconds left on cooldown

    This timing ensures that the Masterful Blitz built from our first PB will always be under RoF and BH, while also having enough space left over to fit the rest of the burst into Riddle of Fire. This is the exact same principle used in Solar Odd windows.

    From here we just follow the 5 key rules as established. The first Masterful Blitz will either be a Solar or a Lunar sequence, depending on nadi state going into the window. If it is a Lunar sequence we will spend the PB GCDs on Opo-opo Form, and if it is a Solar sequence we will instead order the 3 different form GCDs from weakest to strongest. We use the Formless Fist granted by Masterful Blitz on an Opo-opo GCD. And follow it by a Lunar sequence PB. The Fire’s Reply is placed appropriately after the Opo-opo GCD following either of the Blitzes as usual, or after the 3 PB GCDs. Its Formless Fist is also followed by an Opo-opo GCD. Wind’s Reply can be placed anywhere in this sequence.

    Below is a visual of how even windows will look.

     

    Fixing the -3 PB

    In the instance that you misidentify a -3 PB (3 GCDs before RoF) window, you will arrive at what is known as ’the dreaded Even 0 window’. PB, RoF and BH will come up in the same GCD, requiring a triple-weave to stick to our established rules.

    Thankfully there is an elegant solution to this problem.

    Instead of triple weaving PB, BH, and RoF, the solution is to double weave BH and RoF as standard, then immediately follow up with Fire’s Reply. From here you can continue as normal; with your Opo GCD -> PB windows.

    even0

     

    Fire’s Reply Flexibility

    Throughout the previous sections the usage of Fire’s Reply has been statically defined, placing it immediately after an Opo GCD that follows a Masterful Blitz in every use case. However, if you have been paying close attention to the rules that we are following as we established them, you may realise that there is actually more flexiblity in where Fire’s Reply can be used than it first appears.

    In all but name, Fire’s Reply is exactly the same as Masterful Blitz - it requires no form, and grants us Formless Fist. This means that we could, for example, execute a Perfect Balance, spend our 3 Perfect Balance GCDs, and then instead of immediately following with the Blitz, we could instead use Fire’s Reply > Opo GCD > Masterful Blitz instead. In terms of potency nothing changes, but this does allow us to move around the single ranged GCD that is available in our burst window, which can be very beneficial to us in encounters where being in melee range 100% of the time is not a given.

    This has been touched on slightly when discussing how to fix a broken -3 PB window, but in leaning into this flexibility we find a world of possiblity. You could opt to use Fire’s Reply after the 2nd blitz of an even window instead, or pending the 2nd sequence of Perfect Balance GCDs before using Masterful Blitz.

    In odd windows you also have the opportunity to briefly sit on Fire’s Reply, performing another loop of your basic 123 combo before using Fire’s Reply following the next Opo GCD instead.

    This flexibility makes Fire’s Reply a very powerful uptime tool, as it allows us to roll our GCD even when out of range. This said, very often you might find yourself in a situation where you need to leave melee range, but there is no suitable FR use that maximizes the Opo-opo GCDs. In such cases it can and should be used more flexibly after any GCD, as a lost GCD is always worse than using FR sub-optimally.

    Openers

    With Nadi Alignment and Overcapping in mind, there are two primary openers available to us, though additional options and variations exist. Our best options are the Double Lunar and Solar Lunar openers and their variations. The popular variations that every player should know for each opener is the 5s Buff variant and the 7s Buff variant.

    The reason these 2 different variations exist is because certain other jobs have different preferences for when they burst/buff in their opener. As either option is fine for us, we can accommodate whatever timing best suits the rest of our party.

    The Solar Lunar opener aims to maximize the amounts of Phantom Rushes throughout an encounter, as it does not overcap Nadi like the Double Lunar opener does. Double Lunar sets us up with a Nadi overcap, ideal for shifting the Phantom Rush into Even windows instead. Depending on which nadi state we begin a fight with, our following odd and even windows will be different.

    Solar Lunar

    Solar Lunar 5s Opener

     

    Solar Lunar 7s Opener

    Above are the most popular Solar Lunar openers. The choice will largely depend on your party’s preferred buff timing. Most party compositions will prefer 5s Buffs.

    The Solar Lunar opener sets up for Lunar Odd windows and subsequent Solar Lunar Even windows.

    Double Lunar

    Double Lunar 5s Opener

     

    Double Lunar 7s Opener

    Above are the most popular Double Lunar openers. The choice will largely depend on your party’s preferred buff timing. Most party compositions will prefer 5s Buffs.

    The Double Lunar Opener sets up for both the Double Lunar and the Triple Lunar path, which is the amount of times we overcap the Lunar Nadi before continuing building Nadis as usual.

    • For Double Lunar we want to continue with Solar Odd windows and Double Lunar Even windows. This path will have Phantom Rush as our first Masterful Blitz in the Even windows.
    • For Triple Lunar we do Lunar Odd windows and Solar Lunar Even windows. This path will have Phantom Rush as our second Masterful Blitz in the Even windows.

    Picking Your Path

    You can play any of the openers and subsequent paths without a very large loss, however will of course always be an optimal choice for any given situation. This optimal choice is always strongly related to kill time, as the wrong kill times for Double Lunar and Triple Lunar can result in the loss of a Phantom Rush. As such, in a vacuum, Solar Lunar tends to be safest option for personal damage, as it maximizes the amount of Phantom Rushes for any kill time. While losing a Phantom Rush used to be a bigger loss in Endwalker, even if it is put into Even windows. In Dawntrail it is no longer that big of a loss, and a couple of buffs might already be enough to make it better in terms of party dps.

    For the kill times the PR is not lost, Double Lunar and Triple Lunar will perform a lot better than Solar Lunar, while the latter will only perform slightly better when it gains a PR over the other paths.

    With this in mind, if the kill time is unknown, we recommend either the use of Solar Lunar or Double Lunar. While the choice of the former is the safest option, the Double Lunar path can be chosen, as it is a larger gain for most kill times compared to Solar Lunar, and is only a small loss otherwise for the remaining kill times, especially when factoring in party buffs.

    For optimized settings, the kill time is usually known and the path can be picked accordingly. In terms of buff contribution and keeping your friends with party buffs happy, both Double Lunar and Triple Lunar will be the preferred paths, even if it comes at a slight loss of personal dps, and sometimes even party dps with a small amount of party buffs.


    Still have questions? Check out the FAQ page where some may be answered.

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  • Monk Basic Guide
    Guide Info
    Last Updated: 3 Sep, 2024
    Patch Applicable: 7.05

    Basic Monk Guide

    Welcome to the basic guide for Monk, which will cover all of the information necessary to get you off your feet and onto your hands. Included is a look into the various systems that come together to define the Monk playstyle, suggested openers, and explanations on how to correctly form burst windows.

    Throughout this guide we will be referring to all skills as if you were level 100. This is significant if you are still leveling, as some skills start out with a different name and upgrade upon reaching a certain level. The skills affected by this are as follows:

    Initial NameUpgraded Name
    Arm of the DestroyerShadow of the Destroyer
    Steel PeakThe Forbidden Chakra
    Howling FistEnlightenment
    Flint StrikeRising Phoenix
    Tornado KickPhantom Rush
    Elixir FieldElixir Burst
    BootshineLeaping Opo
    True StrikeRising Raptor
    Snap PunchPouncing Coeurl

    Monk Basics

    Uptime

    As a Monk, uptime should be your top priority. Uptime itself is a multifaceted word; firstly, it refers to how physically close you are to an enemy. You can’t punch that which you are far away from, and as such always keep in mind that you want to be as close as possible for as long as possible. Of course, if you have to step away to do a mechanic or dodge an aoe do so, but the mind of a Monk should always be looking to minimize the amount of time we spend not-hitting something; whether that’s not running so far away to do aforementioned mechanics, or running back to the boss sooner after aoe damage snapshots, it is something to always be working on.

    Secondly, uptime refers to the amount of time you spend hitting the boss. It’s great if you can stay within striking distance of your foe permanently, but if you aren’t pressing buttons, you’re not doing any damage. Don’t fret too much about only wanting to press the “correct” buttons for your rotation; pressing something is better than pressing nothing. You have plenty of time to review mistakes and correct yourself on what you should’ve done after the fact, the key is to make sure you’re always doing something.

    Of course uptime isn’t exclusively important to Monk, but it is a key aspect to being a good Monk, and so it’s important to keep these principles in mind as you’re learning; after all, as the job with the fastest GCD in the game, each second wasted not casting is comparably more valuable to a Monk than to another job.

    Positionals

    It’s unlikely that you’ve made the decision to play Monk while remaining unaware of the P-word, but in case you’ve not come across it before, a “positional” is a skill that only gains maximum effect when used at a specific part of an enemy’s hitbox: in Monk’s case, either flank or rear. Alas, where we once had six positionals, in Endwalker we’ve been reduced to having simply two:

    • Demolish deals maximum damage when executed from behind an enemy.
    • Pouncing Coeurl, on the other hand, is best used from an enemy’s flank (side).

    Missing either positional is a 60 potency loss, which will add up over a fight. Try to ensure you’re never missing any positionals.

    The arrow on the top indicates the target’s front. The the two arrows either side are another indication of where a target is facing, as well as defining the left and right of a boss. The entire section at the back where the double line ends counts as the “rear”, whereas the double lines either side count as the “flank”. As such, you are able to stand at the intercardinal of a hitbox and take just a step to the left/right to adjust for your positionals, as opposed to having to run all the way from directly rear to directly left, for example.

    In some instances you will encounter a hitbox that is a completely closed circle. These enemies are omnipositional, meaning you will always get the positional bonus regardless of where you are.

    The Form System

    Forms are a concept unique to Monk, and are what separates it from standard combo-based melee jobs. Unlike other jobs that simply have combos that trigger each other in a static manner, you can combo any GCD into any other GCD - providing that you’re progressing your form forward. Each GCD also gains a bonus effect when used in the correct form, meaning you want to keep your forms advancing forward and not break your combo, else you’ll drop your form and your damage will suffer.

    You have three forms: Opo-Opo, Raptor, and Coeurl:

    • In Opo-Opo form, Leaping Opo, Dragon Kick, and Shadow of the Destroyer gain additional effects. Using an Opo-opo GCD grants you Raptor form.
    • In Raptor form, Rising Raptor, Twin Snakes, and Four-point Fury gain additional effects. Using a Raptor GCD grants you Coeurl form.
    • In Coeurl form, Pouncing Coeurl, Demolish, and Rockbreaker gain additional effects. Using a Coeurl GCD grants you Opo-opo form.

    Core GCDs

    As previously mentioned, Monk has six core single-target GCDs.

    Dragon Kick
    Dragon Kick has a potency of 320. When in Opo-Opo form, it will grant Opo-opo’s Fury.
    Twin Snakes
    Twin Snakes has a potency of 420. Twin Snakes can only be executed from Raptor form and will grant Raptor’s Fury.
    Demolish
    Demolish has a potency of 360, or 420 when executed from the rear. It can only be executed from Coeurl form and will grant two Coeurl’s Fury.
    Leaping Opo
    Leaping Opo has a potency of 260, or 460 when you have Opo-opo’s Fury. When in Opo-Opo form, Bootshine will always crit.
    Rising Raptor
    Rising Raptor has a potency of 340, or 540 when you have Raptor’s Fury. It can only be executed from Raptor form.
    Pouncing Coeurl
    Pouncing Coeurl has a potency of 310, or 520 when executed from the flank and when you have Coeurl’s Fury. It can only be executed from Coeurl form.
    Form Shift
    Form Shift is a unique GCD, as it’s not directly a part of our rotation, but it does enable our rotation. Form Shift grants the Formless Fist buff, which allows you to use any GCD and gain its additional form effects. Since this GCD does no damage, we only ever use it before pulling an enemy or during downtime.

     

    Basic Rotation in a Vacuum

    With the knowledge of these GCDs, we can actually already begin to build what will be the foundation of our rotation. Now, we know that we’re going to be doing a three-step combo, but that we have two options for GCDs at each step; how do we decide which one to press?

    Effectively, each step of our rotation has a Filler and a Spender option. Dragon Kick, Twin Snakes and Demolish gain you Fury, these fill the respective job gauge to full, thus Filler. Leaping Opo, Rising Raptor and Pouncing Coeurl will spend the Fury from the respective job gauge, thus Spender.

    At each step, consult your job gauge, is there a Fury ball for your current form? Press the Spender GCD. Is it empty? Press the Filler GCD. This means we end up alternating Dragon Kick with Leaping Opo, Twin Snakes with Rising Raptor and for every Demolish we follow with two Pouncing Coeurl. The GCDs on the hotbar will also light up correctly following this logic, as such the glowing buttons can be followed as well.

    Monk Basic Rotation

    AoE Rotation

    Our AoE rotation is quite simple. As opposed to other jobs that will have an entirely different combo for AoE, we simply have an AoE option for each of our forms.

    Shadow of the Destroyer
    Opo-opo form has Shadow of the Destroyer, a circle AoE around you with 110 potency which becomes a guaranteed critical hit when executed with its form bonus.
    Four-Point Fury
    Raptor form has Four-Point Fury, another circle AoE around you with 120 potency.
    Rockbreaker
    Coeurl form has Rockbreaker, another circle AoE around you with 130 potency.

     

    Icon:
    GCD PotencyLeaping OpoDragon KickShadow of the DestroyerRising RaptorTwin SnakesFour-Point FuryPouncing CoeurlDemolish*Rockbreaker
    One target460*320120*540420140520420150
    Two targets460*320240*540420280520420300
    Three targets460*320360*540420420520420450

    *Always crits.

    While the AOE GCDs are very simple in Dawntrail, when to use them at Level 100 is not as obvious. Shadow of the Destroyer is always a gain on 3 targets, Four-Point Fury is only a gain on 4 targets. For Rockbreaker it depends on the amount of Critical Hit one has. We need at minimum 2797 Critical Hit for Rockbreaker to be worth it on 3 targets, otherwise it is only worth it on 4. If a AOE of some form is not worth using on a certain number of targets, we use the regular single target versions of that form.

    Icon:
    Critical HitShadow of the DestroyerFour-Point FuryRockbreaker
    Below 27973 targets4 targets4 targets
    Above 2797 (incl.)3 targets4 targets3 targets

    Chakra

    Filled Chakra GaugeChakra Gauge in Brotherhood

    Chakra is the simplest of our three job gauges. Chakra can be stacked up to five times, and once five stacks have been built, we can spend them on either a single target oGCD or an AoE Line oGCD, depending on the scenario. In Brotherhood, our Chakra can be stacked up to ten times.

    First is Meditation, a GCD with a one second cooldown that opens a single Chakra upon being pressed. When outside of combat it generates five stacks of Chakra instantly.
    We then have two traits: Deep Meditation I & II. Deep Meditation I grants an 80% chance of generating a Chakra upon landing a critical weaponskill. Deep Meditation II turns that 80% chance into a 100% chance.
    Finally, we have Brotherhood. Brotherhood has multiple effects, but in this section we’ll just talk about the effect pertaining to Chakra. Upon execution, party members within 15 yalms will gain the effect of Meditative Brotherhood for 15 seconds. While this buff is active on an ally, every time they execute a weaponskill or a spell, there is a 20% chance that you will gain a stack of Chakra. While the buff is active on yourself, you have a 100% chance to gain a Chakra each time you execute a weaponskill and the Chakra Limit is increased to 10.

     

    Brotherhood Chakra gain is based on damage application. This means that following the use of a GCD with a slower damage application such as Demolish, your Chakra gain will occur much later in the GCD roll than it would after a Snap Punch, for example.

    We can spend our Chakra on either of the following two oGCDs:

    The Forbidden Chakra is a single target attack with a potency of 400.
    Enlightenment is a line AoE with a potency of 200.

     

    Beast Chakra - How They Work

    Beast Chakra was introduced in Endwalker, and hinges around the changes to Perfect Balance.

    Perfect Balance has has two charges and a 40s cooldown. Upon executing a weaponskill, it grants a Beast Chakra of the corresponding Form. We can then spend these Beast Chakra on one of four Blitz weaponskills depending on the Chakra we had accumulated. Upon using any of these Blitzes, we’re granted Formless Fist, allowing us to proceed with our rotation without having to do any GCDs without their form bonus.

    -DescriptionExample
    If we have three of the same type of Beast Chakra, our Masterful Blitz will become Elixir Burst, an AoE with a potency of 900 that deals 70% less damage to all subsequent targets hit. Using Elixir Field will grant us a Lunar Nadi.
    If we have three different Beast Chakra, our Masterful Blitz becomes Rising Phoenix, an AoE with a potency of 900 that deals 70% less damage to all subsequent targets hit. Using Rising Phoenix will grant us a Solar Nadi.
    If we have two different Beast Chakra, Masterful Blitz becomes Celestial Revolution, a single-target attack with a potency of 600. Using Celestial Revolution will grant us a Lunar Nadi by default, but if we already possess the Lunar Nadi it will instead give us a Solar Nadi.
    If we have both the Solar and Lunar Nadi active, any combination of three Beast Chakra will turn Masterful Blitz into Phantom Rush, an AoE with a potency of 1500 potency that deals 50% less damage to all subsequent targets hit. It consumes both Nadi upon use.

     

    Our Goal will be to get as many Phantom Rushes as we can in a fight. For this we will need a Lunar Nadi and a Solar Nadi. Using Rising Phoenix grants us a Solar Nadi. For Solar Nadis 3 Beast Chakras of different forms are required, one Opo-opo, one Raptor and one Coeurl Beast Chakra. We use one GCD of each form as per our Fury Gauge. For the Lunar Nadi we will need to use an Elixir Burst, which is granted by generating 3 Beast Chakra of the same form. The best form to use here is alternating our Opo-opo GCDs. This is because Leaping Opo is our strongest GCD.

    Having collected both Nadis, our next use of Perfect Balance will grant us the Phantom Rush Masterful Blitz, regardless of which Beast Chakra we have used. Even though it does not matter which Beast Chakra we use to get the Masterful Blitz, Opo-opo will again be the strongest.

    We want to avoid using Celestial Revolution at all costs, however it is somewhat benevolent and will still progress us towards building a Phantom Rush.


    Riddle of Fire + Brotherhood

    IconNameEffectDurationCooldown
    Riddle of FireIncreases damage dealt by 15%. Grants Fire’s Rumination.20s60s
    BrotherhoodGrants Brotherhood and Meditative Brotherhood to all party members within 30y. Brotherhood increases damage dealt by 5%.20s120s

     

    On the face of it, Riddle of Fire and Brotherhood are pretty simple skills. We press Riddle of Fire and do more damage for the next 20 seconds. We press Brotherhood and both we and our party do more damage for the next 20 seconds. While the burst windows that we build around these skills using the rest of our kit can be complex, the actual usage of these skills themselves are very simple. In a full uptime vacuum we simply press them on cooldown every single time they come back up. Make sure you’re always weaving RoF in the latter half of your GCD roll to ensure you get a full 11 GCDs under the buff.

    In Dawntrail, Riddle of Fire has the additional effect of granting Fire’s Rumination, which allows us the use of Fire’s Reply during RoF.

    Riddle of Wind

    IconNameEffectDurationCooldown
    Riddle of WindReduces auto-attack delay by 50%. Grants Wind’s Rumination.15s90s

     

    Functionally, you can think of Riddle of Wind as a DoT, or as a damaging oGCD. Given that it has a 90s CD, it’s sometimes going to fall out of buffs; this is okay. In a vacuum, you just press Riddle of Wind on CD forever, getting the maximum amount of uses while every other usage misaligns itself from your buffs.

    We will look at how - and more importantly, when - to optimise the use of Riddle of Wind later.

    In Dawntrail, Riddle of Wind also grants Wind’s Rumination, allowing the use of Wind’s Reply during its effect.

    Fire’s Reply and Wind’s Reply

    IconNameEffect
    Fire’s ReplyCan be used while under the effect of Fire’s Rumination granted by Riddle of Fire. This ranged attack explodes around an enemy with 1200 potency and for 50% reduced potency for enemies around the primary target. Also grants Formless Fist after use.
    Wind’s ReplyCan be Used while under the effect of Wind’s Rumination granted by Riddle of Wind. This medium range attack hits everything in a line for 900 potency for the first target, and the remaining targets at 50% reduced potency.

     

    Fire’s Reply features a 20 yalm range and is our second highest hitting skill in our kit with 1200 potency. Ideally it is always used after an Opo-opo form GCD, as it grants Formless Fist, allowing us to continue with another Opo-opo form GCD right after. Its great range makes this also a very good downtime tool if it happens to align.

    Wind’s Reply features an awkward 10 yalm range and is also a fairly high hitting skill with 900 potency. As opposed to Fire’s Reply, Wind’s Reply can be flexibly used during the duration of Riddle of Wind and Wind’s Rumination. It does not break combo, and can also be used as a downtime tool.

    Utility and Misc. Skills

    This is the part where I cover everything that’s been missed until now. We’ve covered everything you’d need to know in a dummy scenario, so now let’s take a quick tour of the toolkit that we find ourselves using as soon as we leave the dummy and get into a real encounter.

    Six-Sided Star is a GCD with a potency of 780, but double the recast of every other GCD. In Dawntrail SSS also consumes all your Chakra with the same 80 potency per Chakra as The Forbidden Chakra. While doing two GCDs is always more potency than doing one SSS, this is useful in scenarios where you don’t have the time to do two GCDs, or before you disengage from a target. A situational skill, you’ll either use it before running out of a big aoe, before a boss dies, or before a boss goes untargetable for whatever reason. It also applies a small movement speed buff for five seconds. Overall a very useful utility GCD.
    Riddle of Earth is an oGCD with a 120s CD. It reduces damage taken by 20% for 10 seconds, and if damage is taken during this period you are granted the effect of Earth’s Resolve, a 100 potency 15 second duration heal over time. Also grants Earth’s Rumination for 30 seconds, allowing the use of Earth’s Reply
    Earth’s Reply can be used while under the effect of Earth’s Rumination. It creates a small AoE around you that heals for a considerable amount. It has increased healing potency while also under the effect of Earth’s Resolve.
    Thunderclap is our mobility tool, an oGCD with a 30s CD and three charges. It can target both your enemy or a party member, and provides us a decent amount of flexibility, being able to zip around up to three times in a row.
    Mantra is an oGCD with a 15s duration and a 90s CD. It increases healing received by you and all party members within 30y by 10%, which is quite a strong mitigation tool. Given that a lot of the shields in this game (Succor, Aspected Helios, etc.) are based on the amount of healing done, it means that Mantra can be used to provide both increased healing and greater shielding. You should discuss with your healers when to use it for maximum benefit.
    Feint is an oGCD with a 15s duration and a 90s CD, which lowers the target’s physical damage dealt by 10% and magic damage dealt by 5%. This is a very nice tool now, as we’re finally able to use it in fights that have no physical damage sources. As a tool for both progression and optimization it’s invaluable, and you should discuss with your healers and tanks where it’s best used for maximum effect.
    Arm’s Length is an oGCD with a 6s duration and a 120s CD. It nullifies almost every knockback/draw-in effect in the game, which is useful for keeping uptime when a boss tries to push you away. It can also be used to allow new solutions for mechanics.
    True North is an oGCD with two charges and a 45s CD. For its 10-second duration, it nullifies all positional requirements of your weaponskills. Even though we only have two positionals left, this is still useful for situations where for whatever reason you literally cannot get into the right position.
    Bloodbath is an oGCD with a 20s duration and a 90s CD. It converts a portion of physical damage dealt into healing; very useful for keeping yourself alive in a pinch. Sync it up with a buff window for even bigger heals.
    Second Wind is an oGCD with a 120s CD. It instantly heals you with a cure potency of 500. Similar to Bloodbath, it’s good to keep yourself alive in emergencies.
    Leg Sweep is an oGCD stun on a 40s CD. It’s generally not ever used, as the few stuns that do pop up across the various encounters in this game are typically covered by a tank. Still, not entirely worthless if no one else in your group knows/is able to correctly time their stun.

    Rotational Choices

    Burst in Theory

    Riddle of Fire, Brotherhood, and Fire’s Reply

    Firstly, we want to get the maximum number of uses of each of these buffs available to us in a given encounter. This means that generally speaking, following on from their first use in the opener, both Riddle of Fire and Brotherhood will be used on cooldown.

    This has the added bonus of keeping these 2 buffs in sync not only with each other, but also with the 2 minute party buffs of the rest of our team.

    RoF has a duration of 20 seconds, which means Monk can fit 11 GCDs into a late-weave RoF. To “late weave” refers to pressing an oGCD in the latter half of the GCD roll, rather than simply pressing it immediately following the GCD.

    Brotherhood also has a duration of 20 seconds, and while it is still possible to catch 11 GCDs under both Brotherhood and Riddle of Fire simultaneously, it requires some precise weaving. This idea will be discussed in the advanced guide, but for now good general use of Brotherhood involves simply early weaving it on each use. Early weaving, the inverse of late weaving, is pressing an oGCD as soon as possible following the previous GCD.

    Of course, as a raid buff we are also aiming to keep Brotherhood in sync with our groups buffs as closely as possible, which is done by keeping it on cooldown and minimising any potential drift.

    Using Riddle of Fire also grants us one use of Fire’s Reply during its duration which should never be left unused. As Fire’s Reply grants us Formless Fist, we are aiming to sandwhich it between Opo-opo GCD’s - that is, to always use it after an Opo-opo GCD (Leaping Opo or Dragon Kick), and to always follow it up with another Opo-opo GCD.

    Odd and Even Windows

    Riddle of Fire has a cooldown of 60 seconds, where Brotherhood sits at 120 seconds. This results with us pressing Riddle of Fire every minute, where ever other minute it will be paired with Brotherhood. Given that half of our burst windows consist solely of RoF and the other half have both RoF and BH, we have names to distinguish between them: even and odd windows.

    The windows are named after the minute they occur in an encounter. RoF and BH are used together at the start of the fight and then align every 2 minutes (0, 2, 4, 6…), hence even window. RoF is used on its own every minute after even windows (1, 3, 5, 7, …), hence odd window.

    As all raid buffs in the game - including our very own BH - have a cooldown of 2 minutes, we prioritise this window over the odd window. With the cooldown of Perfect Balance being 40 seconds, this allows to fit the following GCDs into each window:

    • Even: 2x Masterful Blitz, 1x Fire’s Reply
    • Odd: 1x Masterful Blitz, 1x Fire’s Reply
    • Wind’s Reply should also be used in both windows, whenever Riddle of Wind aligns.

    Riddle of Wind and Wind’s Reply

    As mentioned, Riddle of Wind being on a cooldown of 90 seconds means that it will only align with a Riddle of Fire every other use if used on cooldown (every 3 minutes). Using RoW will allow us to use Wind’s Reply once during its duration. This naturally means that just as RoW, Wind’s Reply also does not always align with every RoF window.

    While using Riddle of Wind on cooldown guarantees the maximum usages, sometimes we can strategically delay RoW to make it align with RoF, we do this only if it does not lose us an overall usage. This again requires knowledge or a good guess of the kill time, if it is unknown, Riddle of Wind is best used on cooldown.

    As an example, take a hypothetical encounter with a duration of 4 minutes and 30 seconds.

    Pressing Riddle of Wind on cooldown would result in a total of 3 uses; 00:00, 01:30, 03:00. This sees one RoW in the opener, and one in an odd window.

    However, we could instead use it at 00:00, 02:00, and 03:30. This is still 3 total uses, but we’ve shifted a use out of the odd window and into the even window.

    Where Fire’s Reply is restricted in where it can be placed due to granting Formless Fist, Wind’s Reply can be used freely within the duration of Wind’s Rumination instead, being able to be placed absolutely anywhere within the 15 second window.

    Perfect Balance and Opo-opo Optimisation

    Perfect Balance allows us to use GCDs of any of the 3 forms and using the resulting Masterful Blitz grants us Formless Fist. As mentioned previously, Opo-opo GCDs are our strongest regular GCDs, as such we are looking to optimize the use of Perfect Balance to maximize our Opo-opo GCDs.

    First and foremost we do this by placement of Perfect Balance. Ideally it should always be placed after and follow an Opo-opo GCD.

    Secondly is sequencing. When using Perfect Balance to execute an Elixir Burst or a Phantom Rush, we are exclusively using Opo-opo GCDs. When building a Rising Phoenix, we are forced to use one GCD of each form. It might not be immediately obvious, but the order of those GCDs do matter.

    A very common optimisation we can make for the Solar PB sequence for Rising Phoenix is pressing PB slightly before RoF following an Opo-opo GCD, such that RoF will come up before one of the three GCDs of the sequence. We can then order the three GCDs from weakest to strongest, which will often result in a weaker GCD being moved before RoF and stronger GCDs into RoF. Examples will be shown in the Burst in Practice section.

    Third is the placement relative to buffs. Perfect Balance has a 40 second cooldown and allows us to hold 2 charges. Our burst windows occur along 120 second intervals. We can fit 3 uses of Perfect Balance across this 2 minute span of time. We have established that the even window is the stronger of the 2 burst windows, and so we will put 2 uses of Perfect Balance into our even windows, and 1 use into our odd windows.

    Nadi Alignment and Overcapping

    Keeping in mind that Opo-opo GCDs are our strongest form and Phantom Rush being our strongest GCD, we aim to optimise the amount of both, and also moving as many into Riddle of Fire and other buffs. If we follow the guideline of using two Perfect Balance in even windows and one Perfect Balance in odd windows, then we will collect a Solar Nadi and a Lunar Nadi in our opener, which will naturally give us our first Phantom Rush in the first odd minute window.

    If we strategically overcap the same Nadi by generating the same one twice, we can move Phantom Rush into our 2 minutes and subsequent even windows instead. This is usually preferred as the even windows contain both your buffs, as well as buffs of your party members. While ensuring that our strongest GCD is fully buffed sounds enticing, it might cause us to lose a Phantom Rush overall, as we are effectively pushing back the PR by one Perfect Balance usage. However with the buffs to Phantom Rush and Lunar sequences in Dawntrail, the loss of a Phantom Rush is usually not very significant the longer the fights become. Our preferred Nadi to overcap is the Lunar one, as it produces more Opo-opo GCDs.

    The choice of optimal Nadi Alignment can change from fight to fight, but will mostly depend on the kill time.

    Burst in Practice

    Let’s briefly touch on the Riddle of Fire, Brotherhood and Perfect Balance rules as a refresher before we start to put them into use.

    • Always press RoF and BH on cooldown, keeping them aligned
    • Always late weave RoF
    • Always PB after an Opo GCD
    • Always Opo GCD with Formless Fist (after Masterful Blitz and Fire’s Reply)
    • 1 PB in Odd windows, 2 PB in Even windows

    These 5 key pieces of information are all we need to construct our odd and even burst windows.

    Solar Odd Windows

    A Solar Odd window is, as the name suggests, is an odd window consisting of a single Solar nadi (Rising Phoenix).

    To perform a Solar Odd window, we are looking to use PB before RoF. As touched on previously, this is in an effort to shift weaker GCDs outside of Riddle of Fire where possible, by using the Perfect Balance GCDs in the order of weakest > strongest.

    We want to place the PB after the Opo-opo GCD that occurs when RoF has around 2-7 seconds left on cooldown. This will ensure that the resulting Rising Phoenix becomes ready after the usual 3 GCDs and will always fit into RoF. We then follow the Rising Phoenix with another Opo-opo GCD that is granted to us by the Formless Fist.

    The following infographic shows how our desired Solar Odd windows will look:

     

    Lunar Odd Windows

    A Lunar Odd window is an odd window where we are doing a Lunar Perfect Balance sequence (3x Opo-opo GCDs), but not necessarily generating a Lunar solar nadi. This is because these Odd windows can either consist of Elixir Burst, which will generate a Lunar nadi, or a Phantom Rush, which will instead spend both nadi.

    To perform a Lunar Odd window, we are looking to use PB after RoF. This is because, as we continue to mention, Opo-opo GCDs are our most valuable GCD, and so we want to maximise the amount of potential buffed Leaping Opos within this RoF window.

    Specifically, we will be placing the Perfect Balance use after the first Opo-opo GCD that occurs following the use of Riddle of Fire. This ensures that all of the relevant GCDs, including our Masterful Blitz and Fire’s Reply, will fall within the burst window.

    Below is an image demonstrating how these Lunar odd windows will look.

     

    “Umm Actually” Lunar Odd Windows

    While using PB after RoF is almost always correct, there is one specific case where this is unfortunately not quite optimal. This is mostly being included for brevity and completeness of this guide, as in reality this can be hard to recognize on the fly, and rarely ever actually occurs.

    Essentially this window happens if a Leaping Opo happens 2 GCDs (around ~3s) before RoF comes off cooldown, in which case pressing PB before RoF is better. This will allow us to move a Dragon Kick out of the window, and instead trades it with a Raptor GCD, allowing for a gain of - at most - 220 potency in RoF.

    Below is a visualisation of what a “normal” lunar odd window featuring a Leaping Opo in this position looks like, and what an “Umm Actually” window looks like in comparison.

     

    Even Windows

    Our even windows will include the following mandatory GCDs:

    • 2 Masterful Blitz
    • Fire’s Reply
    • 2 Formless Fist used on Opo-opo GCDs
    • 3 Perfect Balance GCDs (ideally a Lunar sequence)
    • Wind’s Reply - if available

    That’s 8 (9 with WR) GCDs that we need to squeeze into our 11 GCD RoF window. +This requires us to use Perfect Balance prior to Riddle of Fire, as there is simply not enough space in the 11 available RoF GCDs to fit 2 full Perfect Balance uses in tandem with all the requisite Opo GCDs and Replies.

    Thankfully this ends up making it so that regardless of our Nadi state, all of the even window entries are the same, and so identifying how to being an even burst can be summarised in the following manner:

    • When you press an Opo-opo GCD 2-4 GCDs before RoF and BH come off cooldown, follow it with a Perfect Balance

      • Alternative identifier: when you press an Opo GCD while RoF and BH have between 2-7 seconds left on cooldown

    This timing ensures that the Masterful Blitz built from our first PB will always be under RoF and BH, while also having enough space left over to fit the rest of the burst into Riddle of Fire. This is the exact same principle used in Solar Odd windows.

    From here we just follow the 5 key rules as established. The first Masterful Blitz will either be a Solar or a Lunar sequence, depending on nadi state going into the window. If it is a Lunar sequence we will spend the PB GCDs on Opo-opo Form, and if it is a Solar sequence we will instead order the 3 different form GCDs from weakest to strongest. We use the Formless Fist granted by Masterful Blitz on an Opo-opo GCD. And follow it by a Lunar sequence PB. The Fire’s Reply is placed appropriately after the Opo-opo GCD following either of the Blitzes as usual, or after the 3 PB GCDs. Its Formless Fist is also followed by an Opo-opo GCD. Wind’s Reply can be placed anywhere in this sequence.

    Below is a visual of how even windows will look.

     

    Fixing the -3 PB

    In the instance that you misidentify a -3 PB (3 GCDs before RoF) window, you will arrive at what is known as ’the dreaded Even 0 window’. PB, RoF and BH will come up in the same GCD, requiring a triple-weave to stick to our established rules.

    Thankfully there is an elegant solution to this problem.

    Instead of triple weaving PB, BH, and RoF, the solution is to double weave BH and RoF as standard, then immediately follow up with Fire’s Reply. From here you can continue as normal; with your Opo GCD -> PB windows.

    even0

     

    Fire’s Reply Flexibility

    Throughout the previous sections the usage of Fire’s Reply has been statically defined, placing it immediately after an Opo GCD that follows a Masterful Blitz in every use case. However, if you have been paying close attention to the rules that we are following as we established them, you may realise that there is actually more flexiblity in where Fire’s Reply can be used than it first appears.

    In all but name, Fire’s Reply is exactly the same as Masterful Blitz - it requires no form, and grants us Formless Fist. This means that we could, for example, execute a Perfect Balance, spend our 3 Perfect Balance GCDs, and then instead of immediately following with the Blitz, we could instead use Fire’s Reply > Opo GCD > Masterful Blitz instead. In terms of potency nothing changes, but this does allow us to move around the single ranged GCD that is available in our burst window, which can be very beneficial to us in encounters where being in melee range 100% of the time is not a given.

    This has been touched on slightly when discussing how to fix a broken -3 PB window, but in leaning into this flexibility we find a world of possiblity. You could opt to use Fire’s Reply after the 2nd blitz of an even window instead, or pending the 2nd sequence of Perfect Balance GCDs before using Masterful Blitz.

    In odd windows you also have the opportunity to briefly sit on Fire’s Reply, performing another loop of your basic 123 combo before using Fire’s Reply following the next Opo GCD instead.

    This flexibility makes Fire’s Reply a very powerful uptime tool, as it allows us to roll our GCD even when out of range. This said, very often you might find yourself in a situation where you need to leave melee range, but there is no suitable FR use that maximizes the Opo-opo GCDs. In such cases it can and should be used more flexibly after any GCD, as a lost GCD is always worse than using FR sub-optimally.

    Openers

    With Nadi Alignment and Overcapping in mind, there are two primary openers available to us, though additional options and variations exist. Our best options are the Double Lunar and Solar Lunar openers and their variations. The popular variations that every player should know for each opener is the 5s Buff variant and the 7s Buff variant.

    The reason these 2 different variations exist is because certain other jobs have different preferences for when they burst/buff in their opener. As either option is fine for us, we can accommodate whatever timing best suits the rest of our party.

    The Solar Lunar opener aims to maximize the amounts of Phantom Rushes throughout an encounter, as it does not overcap Nadi like the Double Lunar opener does. Double Lunar sets us up with a Nadi overcap, ideal for shifting the Phantom Rush into Even windows instead. Depending on which nadi state we begin a fight with, our following odd and even windows will be different.

    Solar Lunar

    Solar Lunar 5s Opener

     

    Solar Lunar 7s Opener

    Above are the most popular Solar Lunar openers. The choice will largely depend on your party’s preferred buff timing. Most party compositions will prefer 5s Buffs.

    The Solar Lunar opener sets up for Lunar Odd windows and subsequent Solar Lunar Even windows.

    Double Lunar

    Double Lunar 5s Opener

     

    Double Lunar 7s Opener

    Above are the most popular Double Lunar openers. The choice will largely depend on your party’s preferred buff timing. Most party compositions will prefer 5s Buffs.

    The Double Lunar Opener sets up for both the Double Lunar and the Triple Lunar path, which is the amount of times we overcap the Lunar Nadi before continuing building Nadis as usual.

    • For Double Lunar we want to continue with Solar Odd windows and Double Lunar Even windows. This path will have Phantom Rush as our first Masterful Blitz in the Even windows.
    • For Triple Lunar we do Lunar Odd windows and Solar Lunar Even windows. This path will have Phantom Rush as our second Masterful Blitz in the Even windows.

    Picking Your Path

    You can play any of the openers and subsequent paths without a very large loss, however will of course always be an optimal choice for any given situation. This optimal choice is always strongly related to kill time, as the wrong kill times for Double Lunar and Triple Lunar can result in the loss of a Phantom Rush. As such, in a vacuum, Solar Lunar tends to be safest option for personal damage, as it maximizes the amount of Phantom Rushes for any kill time. While losing a Phantom Rush used to be a bigger loss in Endwalker, even if it is put into Even windows. In Dawntrail it is no longer that big of a loss, and a couple of buffs might already be enough to make it better in terms of party dps.

    For the kill times the PR is not lost, Double Lunar and Triple Lunar will perform a lot better than Solar Lunar, while the latter will only perform slightly better when it gains a PR over the other paths.

    With this in mind, if the kill time is unknown, we recommend either the use of Solar Lunar or Double Lunar. While the choice of the former is the safest option, the Double Lunar path can be chosen, as it is a larger gain for most kill times compared to Solar Lunar, and is only a small loss otherwise for the remaining kill times, especially when factoring in party buffs.

    For optimized settings, the kill time is usually known and the path can be picked accordingly. In terms of buff contribution and keeping your friends with party buffs happy, both Double Lunar and Triple Lunar will be the preferred paths, even if it comes at a slight loss of personal dps, and sometimes even party dps with a small amount of party buffs.


    Still have questions? Check out the FAQ page where some may be answered.

    • Have any questions?
      Authors
      Perfect Balance
      diff --git a/jobs/melee/monk/fight-tips/asphodelos/index.html b/jobs/melee/monk/fight-tips/asphodelos/index.html index f58b799321..f9aab4f437 100644 --- a/jobs/melee/monk/fight-tips/asphodelos/index.html +++ b/jobs/melee/monk/fight-tips/asphodelos/index.html @@ -47,7 +47,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Pandaemonium: Asphodelos Encounter with Monk
    Guide Info
    Last Updated: 22 Jan, 2023
    Patch Applicable: 6.3

    Hello, Monks. Welcome to the encounter guide for the first tier of Endwalker.

    We will review the different ways on what is possible to optimize from the entirety of the tier.

    Erichtonios

    Nothing much to say, this is a dummy fight; do the optimal drift rotation for max damage.

    Make sure you and the group are as central as possible during Intemperance One and Intemperance Two to ensure you’re going to hit everyone. If this still doesn’t work, you do have the following option, which consists of holding your Brotherhood (BH) if you aren’t sure to hit everyone and use it once you do the in/out mechanics. Note that if you hold it too long you may lose a use depending on the killtime.

    Hippokampos

    What is special about P2S is the potential for Limit Cut downtime to be handled incorrectly by holding to 4:30, making us lose Riddle of Fires (RoFs), BHs, and Perfect Balances (PBs) depending on kill time.

    Three Choices

    • Early opener: burst before Limit Cut. You might win a RoF use, and the only downside to doing early burst is that you have to deal with RoF at three and five mins on Arrows
    • Solar Lunar opener: possible to win a use of PB, but may not be able to get full use of last RoF
    • Initial Drift: win a PB but can lose an RoF/BH depending on killtime. Also pushes RoF/BH around which can be awkward for group alignment.

    Early Opener

    The early opener is simple; you open with Twin Snakes and do the rotation like it was Lunar Solar (Opos will be switched).

    It allows us to burst before Limit Cut with your team (they have to do it too) and win a use of Brotherhood if the killtimes allows it, while ensuring no PBs are lost.

    Solar Lunar Opener

    Due to the numbers of downtime on this fight, we will have an early PB in the opener, making us doing Solar Lunar. Either you follow it like a Double Solar opener, but with a Lunar Nadi for second Blitz, or you have the Peepo Smilers(tm) opener you can see under making us gain one Opo:

     

    By doing early PB, this will allow us to get one more PB in the three-minute window, which is juicy.

    How does it work?

    We Solar Lunar opener, then can early clip Demolish (Demo) at the two-minute, leading to a Lunar Solar burst. For the sake of alignment for Limit Cut, you can follow the usual rotation after this.

    At the 3m marks (first arrow), you have to delay RoF for after the mechanic, else you won’t be able to do Double Blitz on a three minute burst, which is the point of our Solar Lunar opener.

    For the three minute window you do the usual stuff:

    Arrow > Opo > Twin > RoF Demo > Opo > PB into Phantom Rush > Opo > PB into Rising Phoenix

    This will push Phantom into the even-minute bursts and you will even win a use of PR if you kill at eight minutes.

    The four minute burst is a refresh buffs into Elixir Field, into refreshing buffs in the Phantom Rush PB.

    You can then go back to Lunar PB in odd minute windows and RP > PR in the six minute burst, then it repeats until the boss is dead.

    This rotation is good if you kill after 7:48~ as you will get full use of your last RoF, if you kill at 7:30~ you just won’t gain a use of PB.

    Initial Drift

    The rotation is in principle the same as Solar Lunar opener, as it allows us to gain a use of PB and lose a use of RoF + BH based on killtime.

    It’s how Monk can drift rof/bh without losing uses of PBs. You can’t do the drift in one big motion due to the 40s CD of PB, so we have to split it into two. Ideally the group is aware of the strange alignment, so it will definitely be hard in Party Finder (PF) groups.

    You do a re-opener after the first Arrow and play it like a RoF + BH Two, so Phantom Rush into refresh buff and then Elixir Field.

    After Limit Cut you can re-opener again and do another three GCDs sequence before RoF delaying it by another 20s again (Told you it’s a dangerous rotation to take in hands)and do RP into PR.

    You can check how it works in the links below:

    https://xivanalysis.com/fflogs/9nXrNqZ4JbW6mLzj/7/214

    https://xivanalysis.com/fflogs/a6PvF2RHW7VjJTCG/12/1

    https://xivanalysis.com/fflogs/nH3C24AYBcFqgzT8/11/3

    Phoinix

    For this fight you will prepot -5s and do Lunar Solar opener as it’s more damage over Double Solar (two minute encounter for Double Solar = Vomits everywhere).

    Before Adds

    We have two choices:

    • Optimal Drift into Double Lunar: being the lowest potency rotation if aiming for a triple Blitz after adds (being less weird to play, which is why I keep it as an option).
    • Double Lunar rotation for all pre-adds: being the highest potency rotation if aiming for a triple Blitz after adds.

    Double Lunar Rotation for All Pre-Adds:

    Double Lunar rotation is used in this fight for the sweet one minute burst being a Rising Phoenix, it will be aligned for the orbs, so you will simply press Rising Phoenix and hit the boss, plus both orbs, which optimize the damage dealt to both.

    The opener should look like this :

    RoF is weaved late because like all the Double Lunar we play it as a RoF + BH Two window, this will allow us to refresh buffs between both Blitz.

    For the two minutes, you play it like how I explained it in the next section: Optimal Drift into Double Lunar

    Optimal Drift into Double Lunar

    The two minute burst window will be different than usual. Firstly, due to the adds not being included in the log, you can hold your Riddle of Wind for the two minute window.

    Then, for the sake of the Triple Blitz after adds, you want to Double Lunar on your two minute. It’s pretty simple to do – you will have to Twin and overwrite Demo by one sequence, and then do a RoF + BH Two with only Lunars.

    So it means delaying your RoF for post PB (still use BH on CD): 

    Refresh buffs > Opo > PB Opo > RoF > Opo > Opo > Elixir Field > Opo > Twin > Demo > Opo PB Opo x3 > Elixir Field

    After Adds:

    Something very important is killing the big adds as slow as possible, else what follows is our rotation being fucked up for bursts which is less than ideal.

    Triple Blitz

    Note that the pre-potion -5s should allow you to pot before doing your first Blitz on the reopener, which is a lot of damage since we do three Blitz.

    I will quote Perfect Balance guides for this section as it’s easily understandable:

    “Triple Blitz windows are reliant on long periods of downtime in order to leverage the 20-second durations of both Perfect Balance + Masterful Blitz in order to charge up a Blitz, then hold it into your next Riddle of Fire where the 40 second cooldown of Perfect Balance will have refreshed, allowing for an additional Blitz in an Even Riddle of Fire window at no cost. This is doable due to the fact that AoE skills will grant a Beast chakra even if they don’t hit a target.

    As you are beginning with a Nadi already, you are relatively locked in as to how the rest of the window is sequenced.

    Key things to keep in mind regardless of which route you choose to follow when attempting a Triple Blitz is that it starts quite late relative to other jobs reopeners. As such you might have to modify your burst to better catch your groups timings and to have the ability to place Brotherhood in a better spot for your team."

    For P3S it will be at the same moment you press RoF, four GCDs after. See the sheet below:

     

    Once you did the Triple Blitz, you will be able to follow a Double Solar rotation exclusively because Rising Phoenix + Phantom Rush + Rising Phoenix in pot is better than Phantom Rush + Rising Phoenix + Elixir Field.

    After that, it’s basic rotation until the boss dies, or enrage hits.

    Hesperos

    Part One

    Hesperos, like most of the others, is mostly a full-uptime boss (if you do the uptime strat), so there’s nothing much to say.

    If you are killing before six minutes and care about parsing, you can do the ol’ 0/3/5 bursts windows. It’s really simple to do, instead of doing Solar/Lunar in the two minutes, you will just do a back to back single Elixir Field, and wait for the three minute marks to unleash your bursts.

    As I said, the uptime strat is for Thunder Pinax using Thunderclap. How it works is basically keep attacking the boss until the Thunder makes a flash – you then can use one GCD before Thunderclapping to someone in safe spot, then Thunderclap back and you won’t die to Thunder.

    What comes next is either Sword or Cape. If Sword, you Thunderclap back to an ally after gap closing to the boss; if it’s Cape, you stay on the boss and cancel the knockback with Thunderclap.

    Example video from Peepo Smilers

    Part Two

    This boss is a full uptime scenario too.

    Act Two can be handled at max melee range, though you might have to get out for roughly one GCD to pop your tether. For Act Four, some inconsistencies like getting purple tethers can make you want to call it a day.

    That is all you have to know about this fight!

    Closing

    And this is it, thank you for reading the whole encounter guide for the first tier of Endwalker!

    Thank you to The Balance for giving me the chance to contribute to the well being of monk guides.

    • Ailarra
  • Newsfeed
  • Pandaemonium: Asphodelos Encounter with Monk
    Guide Info
    Last Updated: 22 Jan, 2023
    Patch Applicable: 6.3

    Hello, Monks. Welcome to the encounter guide for the first tier of Endwalker.

    We will review the different ways on what is possible to optimize from the entirety of the tier.

    Erichtonios

    Nothing much to say, this is a dummy fight; do the optimal drift rotation for max damage.

    Make sure you and the group are as central as possible during Intemperance One and Intemperance Two to ensure you’re going to hit everyone. If this still doesn’t work, you do have the following option, which consists of holding your Brotherhood (BH) if you aren’t sure to hit everyone and use it once you do the in/out mechanics. Note that if you hold it too long you may lose a use depending on the killtime.

    Hippokampos

    What is special about P2S is the potential for Limit Cut downtime to be handled incorrectly by holding to 4:30, making us lose Riddle of Fires (RoFs), BHs, and Perfect Balances (PBs) depending on kill time.

    Three Choices

    • Early opener: burst before Limit Cut. You might win a RoF use, and the only downside to doing early burst is that you have to deal with RoF at three and five mins on Arrows
    • Solar Lunar opener: possible to win a use of PB, but may not be able to get full use of last RoF
    • Initial Drift: win a PB but can lose an RoF/BH depending on killtime. Also pushes RoF/BH around which can be awkward for group alignment.

    Early Opener

    The early opener is simple; you open with Twin Snakes and do the rotation like it was Lunar Solar (Opos will be switched).

    It allows us to burst before Limit Cut with your team (they have to do it too) and win a use of Brotherhood if the killtimes allows it, while ensuring no PBs are lost.

    Solar Lunar Opener

    Due to the numbers of downtime on this fight, we will have an early PB in the opener, making us doing Solar Lunar. Either you follow it like a Double Solar opener, but with a Lunar Nadi for second Blitz, or you have the Peepo Smilers(tm) opener you can see under making us gain one Opo:

     

    By doing early PB, this will allow us to get one more PB in the three-minute window, which is juicy.

    How does it work?

    We Solar Lunar opener, then can early clip Demolish (Demo) at the two-minute, leading to a Lunar Solar burst. For the sake of alignment for Limit Cut, you can follow the usual rotation after this.

    At the 3m marks (first arrow), you have to delay RoF for after the mechanic, else you won’t be able to do Double Blitz on a three minute burst, which is the point of our Solar Lunar opener.

    For the three minute window you do the usual stuff:

    Arrow > Opo > Twin > RoF Demo > Opo > PB into Phantom Rush > Opo > PB into Rising Phoenix

    This will push Phantom into the even-minute bursts and you will even win a use of PR if you kill at eight minutes.

    The four minute burst is a refresh buffs into Elixir Field, into refreshing buffs in the Phantom Rush PB.

    You can then go back to Lunar PB in odd minute windows and RP > PR in the six minute burst, then it repeats until the boss is dead.

    This rotation is good if you kill after 7:48~ as you will get full use of your last RoF, if you kill at 7:30~ you just won’t gain a use of PB.

    Initial Drift

    The rotation is in principle the same as Solar Lunar opener, as it allows us to gain a use of PB and lose a use of RoF + BH based on killtime.

    It’s how Monk can drift rof/bh without losing uses of PBs. You can’t do the drift in one big motion due to the 40s CD of PB, so we have to split it into two. Ideally the group is aware of the strange alignment, so it will definitely be hard in Party Finder (PF) groups.

    You do a re-opener after the first Arrow and play it like a RoF + BH Two, so Phantom Rush into refresh buff and then Elixir Field.

    After Limit Cut you can re-opener again and do another three GCDs sequence before RoF delaying it by another 20s again (Told you it’s a dangerous rotation to take in hands)and do RP into PR.

    You can check how it works in the links below:

    https://xivanalysis.com/fflogs/9nXrNqZ4JbW6mLzj/7/214

    https://xivanalysis.com/fflogs/a6PvF2RHW7VjJTCG/12/1

    https://xivanalysis.com/fflogs/nH3C24AYBcFqgzT8/11/3

    Phoinix

    For this fight you will prepot -5s and do Lunar Solar opener as it’s more damage over Double Solar (two minute encounter for Double Solar = Vomits everywhere).

    Before Adds

    We have two choices:

    • Optimal Drift into Double Lunar: being the lowest potency rotation if aiming for a triple Blitz after adds (being less weird to play, which is why I keep it as an option).
    • Double Lunar rotation for all pre-adds: being the highest potency rotation if aiming for a triple Blitz after adds.

    Double Lunar Rotation for All Pre-Adds:

    Double Lunar rotation is used in this fight for the sweet one minute burst being a Rising Phoenix, it will be aligned for the orbs, so you will simply press Rising Phoenix and hit the boss, plus both orbs, which optimize the damage dealt to both.

    The opener should look like this :

    RoF is weaved late because like all the Double Lunar we play it as a RoF + BH Two window, this will allow us to refresh buffs between both Blitz.

    For the two minutes, you play it like how I explained it in the next section: Optimal Drift into Double Lunar

    Optimal Drift into Double Lunar

    The two minute burst window will be different than usual. Firstly, due to the adds not being included in the log, you can hold your Riddle of Wind for the two minute window.

    Then, for the sake of the Triple Blitz after adds, you want to Double Lunar on your two minute. It’s pretty simple to do – you will have to Twin and overwrite Demo by one sequence, and then do a RoF + BH Two with only Lunars.

    So it means delaying your RoF for post PB (still use BH on CD): 

    Refresh buffs > Opo > PB Opo > RoF > Opo > Opo > Elixir Field > Opo > Twin > Demo > Opo PB Opo x3 > Elixir Field

    After Adds:

    Something very important is killing the big adds as slow as possible, else what follows is our rotation being fucked up for bursts which is less than ideal.

    Triple Blitz

    Note that the pre-potion -5s should allow you to pot before doing your first Blitz on the reopener, which is a lot of damage since we do three Blitz.

    I will quote Perfect Balance guides for this section as it’s easily understandable:

    “Triple Blitz windows are reliant on long periods of downtime in order to leverage the 20-second durations of both Perfect Balance + Masterful Blitz in order to charge up a Blitz, then hold it into your next Riddle of Fire where the 40 second cooldown of Perfect Balance will have refreshed, allowing for an additional Blitz in an Even Riddle of Fire window at no cost. This is doable due to the fact that AoE skills will grant a Beast chakra even if they don’t hit a target.

    As you are beginning with a Nadi already, you are relatively locked in as to how the rest of the window is sequenced.

    Key things to keep in mind regardless of which route you choose to follow when attempting a Triple Blitz is that it starts quite late relative to other jobs reopeners. As such you might have to modify your burst to better catch your groups timings and to have the ability to place Brotherhood in a better spot for your team."

    For P3S it will be at the same moment you press RoF, four GCDs after. See the sheet below:

     

    Once you did the Triple Blitz, you will be able to follow a Double Solar rotation exclusively because Rising Phoenix + Phantom Rush + Rising Phoenix in pot is better than Phantom Rush + Rising Phoenix + Elixir Field.

    After that, it’s basic rotation until the boss dies, or enrage hits.

    Hesperos

    Part One

    Hesperos, like most of the others, is mostly a full-uptime boss (if you do the uptime strat), so there’s nothing much to say.

    If you are killing before six minutes and care about parsing, you can do the ol’ 0/3/5 bursts windows. It’s really simple to do, instead of doing Solar/Lunar in the two minutes, you will just do a back to back single Elixir Field, and wait for the three minute marks to unleash your bursts.

    As I said, the uptime strat is for Thunder Pinax using Thunderclap. How it works is basically keep attacking the boss until the Thunder makes a flash – you then can use one GCD before Thunderclapping to someone in safe spot, then Thunderclap back and you won’t die to Thunder.

    What comes next is either Sword or Cape. If Sword, you Thunderclap back to an ally after gap closing to the boss; if it’s Cape, you stay on the boss and cancel the knockback with Thunderclap.

    Example video from Peepo Smilers

    Part Two

    This boss is a full uptime scenario too.

    Act Two can be handled at max melee range, though you might have to get out for roughly one GCD to pop your tether. For Act Four, some inconsistencies like getting purple tethers can make you want to call it a day.

    That is all you have to know about this fight!

    Closing

    And this is it, thank you for reading the whole encounter guide for the first tier of Endwalker!

    Thank you to The Balance for giving me the chance to contribute to the well being of monk guides.

    • Ailarra
    • Have any questions?
      Authors
      Balance MNK Staff
    • 12 Apr, 2022
      Added guide.
      13 Jan, 2023
      Added more visuals infographics
    diff --git a/jobs/melee/monk/fight-tips/pandaemonium-abyssos/index.html b/jobs/melee/monk/fight-tips/pandaemonium-abyssos/index.html index adc8fb39a8..d979101af2 100644 --- a/jobs/melee/monk/fight-tips/pandaemonium-abyssos/index.html +++ b/jobs/melee/monk/fight-tips/pandaemonium-abyssos/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Pandaemonium: Abyssos
    Guide Info
    Last Updated: 26 Feb, 2023
    Patch Applicable: 6.3

    Welcome to the encounter guide for the second tier of Endwalker.

    As an important forewarning, allow me to repeat for the billionth time; Monk is a very flexible, very kill-time dependent job. What works at some times won’t work at others, so please don’t take the things contained herein as gospel to be replicated 100% of the time; you’ll still need to apply a little bit of brainpower to figure out what you want to be doing.

    Proto-Carbuncle

    Double Rush uptime

    Thunderclap is your friend. Some patterns are worse than others, just engage brain a little before you dash so you don’t get yourself killed.

    Devour is the biggest parse killer in this fight, as so many people just default to holding CDs and don’t stop to consider if they’re losing RoFs, BHs, or PBs as a result.

    As for how to handle Devour;                        It depends on the killtime.

    If the boss is dying anywhere from XX:20 to XX30, you’re going to want to press RoF on CD before Devour so you don’t miss a use at the end of the fight.

    At this point you then have the decision of whether or not you use 2 mins here or delay them till 5 mins. If killtime is around 7:20, you can afford to hold BH till 5 mins and get the 2nd use at 7 mins just fine still. As for blitzes, you can do either a single blitz or a double blitz before Devour. Single Blitz is risky as it overcaps on PB for about 20 seconds, so you may lose a use depending on the killtime. Double Blitz effectively inverts your rotation for the rest of the right, where you’ll be doing 1 Blitz (Phantom Rush) in the even windows from here, and 2 blitzes (EF and RP) in the odd windows.

    Do an early opener to get more RoF value pre-Devour and pre-boss dying.

    If the boss is dying later than this; XX:40 - XX:00, you can afford to drift RoF at various intervals in order to double blitz in an odd window. I won’t go too in depth on specifically what to do here because this giga depends on killtime, you can drift different amounts at different times to better suit a certain KT. If you’re unfamiliar with RoF drifts/double odd blitzes then go back to the guide and read about it there before you jump into the rotation planner to figure something out.

    Here you can find a download for the Monk planner with various different concepts that can be applied to this fight; again I must state your mileage will vary, different killtimes favour different things, do not take this as a “I copy this spreadsheet and do max damage” type thing. This is simply to give you some ideas that you could consider applying to your own gameplay, tweaked to suit your party composition and your boss kill time.

    Hegemone

    Literally a striking dummy; no fun allowed. The stuns are so short SSS isn’t even worth it.

    Agdistis

    Another striking dummy. Again, stuns incredibly short - roughly 3 seconds. Using SSS actually eats up more of your GCD than you’d lose from just keeping your GCD rolling as usual.

    Make sure you’re pulling as close to 0 as possible so you can get the Twin Snakes off before the first knockup.

    Hephaistos: Human Mode

    3rd striking dummy of the tier. Brief hold at 2 mins/early openers are both solutions to the problem of dog first 2 min CDs, depending on what your group wants to do.

    If you’re enrage progging, make sure you hold your final RoF at 7 mins to double blitz.

    Hephaistos: Freak Mode

    The massive chunks of downtime due to the High Concepts alongside the Phoenix damage buff means this fight has a lot of room for optimisation, but as is always the case it all depends on your killtime, comp, and your groups willingness to adjust burst windows.

    It’d be impossible for me to go through absolutely everything you could do in this fight, so instead I’ll again advise you to check out the rotation planner if you want to figure out how to play perfectly for your specific situation. 

    That being said, I can offer some general advice that worked out well enough to clear week 1 pre-nerfs, so  should suit you fine if you want to do a bit more damage but don’t have the mental fortitude to sit in Microsoft Excel for hours on end sweating over single digit potency gains.

    First up is phase 1; opener as usual, but don’t RoF at 1 min. Instead you can afford to hold it and do a double blitz here (double Lunar recommended to make the re-opener after HC less awkward)

    We’re starting after HC with a Lunar Nadi filled, so we’re going to need to do a Solar-Lunar reopener along these lines;

    The rest of this phase follows in a standard manner, Odd window followed by another Solar Lunar Even.


    At the end of HC2 you want to prep a Lunar Nadi in the downtime, doing a naked EF before entering the final phase.

    From here you’re doing another Solar Lunar reopener, trying to squeeze in a pot somewhere.

    Assuming the boss survives for long enough, you can then delay your final RoF for a double Lunar, just like you did in P1.

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  • Pandaemonium: Abyssos
    Guide Info
    Last Updated: 26 Feb, 2023
    Patch Applicable: 6.3

    Welcome to the encounter guide for the second tier of Endwalker.

    As an important forewarning, allow me to repeat for the billionth time; Monk is a very flexible, very kill-time dependent job. What works at some times won’t work at others, so please don’t take the things contained herein as gospel to be replicated 100% of the time; you’ll still need to apply a little bit of brainpower to figure out what you want to be doing.

    Proto-Carbuncle

    Double Rush uptime

    Thunderclap is your friend. Some patterns are worse than others, just engage brain a little before you dash so you don’t get yourself killed.

    Devour is the biggest parse killer in this fight, as so many people just default to holding CDs and don’t stop to consider if they’re losing RoFs, BHs, or PBs as a result.

    As for how to handle Devour;                        It depends on the killtime.

    If the boss is dying anywhere from XX:20 to XX30, you’re going to want to press RoF on CD before Devour so you don’t miss a use at the end of the fight.

    At this point you then have the decision of whether or not you use 2 mins here or delay them till 5 mins. If killtime is around 7:20, you can afford to hold BH till 5 mins and get the 2nd use at 7 mins just fine still. As for blitzes, you can do either a single blitz or a double blitz before Devour. Single Blitz is risky as it overcaps on PB for about 20 seconds, so you may lose a use depending on the killtime. Double Blitz effectively inverts your rotation for the rest of the right, where you’ll be doing 1 Blitz (Phantom Rush) in the even windows from here, and 2 blitzes (EF and RP) in the odd windows.

    Do an early opener to get more RoF value pre-Devour and pre-boss dying.

    If the boss is dying later than this; XX:40 - XX:00, you can afford to drift RoF at various intervals in order to double blitz in an odd window. I won’t go too in depth on specifically what to do here because this giga depends on killtime, you can drift different amounts at different times to better suit a certain KT. If you’re unfamiliar with RoF drifts/double odd blitzes then go back to the guide and read about it there before you jump into the rotation planner to figure something out.

    Here you can find a download for the Monk planner with various different concepts that can be applied to this fight; again I must state your mileage will vary, different killtimes favour different things, do not take this as a “I copy this spreadsheet and do max damage” type thing. This is simply to give you some ideas that you could consider applying to your own gameplay, tweaked to suit your party composition and your boss kill time.

    Hegemone

    Literally a striking dummy; no fun allowed. The stuns are so short SSS isn’t even worth it.

    Agdistis

    Another striking dummy. Again, stuns incredibly short - roughly 3 seconds. Using SSS actually eats up more of your GCD than you’d lose from just keeping your GCD rolling as usual.

    Make sure you’re pulling as close to 0 as possible so you can get the Twin Snakes off before the first knockup.

    Hephaistos: Human Mode

    3rd striking dummy of the tier. Brief hold at 2 mins/early openers are both solutions to the problem of dog first 2 min CDs, depending on what your group wants to do.

    If you’re enrage progging, make sure you hold your final RoF at 7 mins to double blitz.

    Hephaistos: Freak Mode

    The massive chunks of downtime due to the High Concepts alongside the Phoenix damage buff means this fight has a lot of room for optimisation, but as is always the case it all depends on your killtime, comp, and your groups willingness to adjust burst windows.

    It’d be impossible for me to go through absolutely everything you could do in this fight, so instead I’ll again advise you to check out the rotation planner if you want to figure out how to play perfectly for your specific situation. 

    That being said, I can offer some general advice that worked out well enough to clear week 1 pre-nerfs, so  should suit you fine if you want to do a bit more damage but don’t have the mental fortitude to sit in Microsoft Excel for hours on end sweating over single digit potency gains.

    First up is phase 1; opener as usual, but don’t RoF at 1 min. Instead you can afford to hold it and do a double blitz here (double Lunar recommended to make the re-opener after HC less awkward)

    We’re starting after HC with a Lunar Nadi filled, so we’re going to need to do a Solar-Lunar reopener along these lines;

    The rest of this phase follows in a standard manner, Odd window followed by another Solar Lunar Even.


    At the end of HC2 you want to prep a Lunar Nadi in the downtime, doing a naked EF before entering the final phase.

    From here you’re doing another Solar Lunar reopener, trying to squeeze in a pot somewhere.

    Assuming the boss survives for long enough, you can then delay your final RoF for a double Lunar, just like you did in P1.

    diff --git a/jobs/melee/monk/fight-tips/the-omega-protocol-ultimate/index.html b/jobs/melee/monk/fight-tips/the-omega-protocol-ultimate/index.html index 7ce07ed803..121a70ace1 100644 --- a/jobs/melee/monk/fight-tips/the-omega-protocol-ultimate/index.html +++ b/jobs/melee/monk/fight-tips/the-omega-protocol-ultimate/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • The Omega Protocol (Ultimate)
    Guide Info
    Last Updated: 26 Feb, 2023
    Patch Applicable: 6.3

    Hi it’s Mr PB here to talk to you about some ideas to keep in mind that should help you safely progress on your beetle-killing journey. This is not a “max dps speedkill big parse” style document, this is a document containing ideas that can be implemented to ensure you’re safely meeting the required dps checks in each phase by allocating damage smartly.

    Disclaimer: This is an in progress document, things may change retroactively as later parts of the fight are uncovered/planned.

    Things will vary based on comp and killtime.

    Everything in this document is a suggestion, there are practically infinite possibilities for Monk in this fight - you could look at 10 different Monk logs and find 10 different ways of playing the fight. I strongly encourage that if you have any doubts about what’s presented in this document you do your own research as it is absolutely possible that there are other ways of dealing with each phase/dps check that have simply been missed due to the nature of the job. YMMV.

    Phase 1 - Omega 

    Omega is a standard Double Solar up until around the end of the fight, where you’ll want to prep your Phantom Rush so you can hit it in the P2 opener. You can full uptime Pantokrator even with the worst strats with a combination of Sprint, Running out at the last puddle drop, and going no further than max melee

    It is imperative that you end this phase on a Twin Snakes, as the downtime between phases is miniscule and at best you’re going to be able to get a few meditates in.

    This generally means that the end of the phase is going to look akin to this for you, though killtime variations will mean you need to adjust on the fly to end on the Twin.

    Phase 2 - Omega M/F

    Above is the suggested reopener sequence for P2. 

    We want to use Brotherhood before Omega becomes targetable because it takes years to apply, which is made more painful by the way buffs ripple. Take a look at this for example:

    Cast at 2:06.889, applied to the 8th party member at 2:08.585. For this reason you’re going to want to prepop Brotherhood in order to ensure it’s actually on your party members when they’re cleaving both bosses. Priority targets should stand closer to you to get an earlier ripple, less valuable jobs should be further out.

    If your group isn’t using buffs early enough to catch your Phantom Rush, you can instead opt for a 2GCD-> Blitz opener, effectively following the same principle but starting out Demolish - Dragon Kick - PR. This is a single digit personal DPS loss, but made up if you can get additional buffs onto Phantom Rush.

    If you do choose to do a 2GCD->Blitz opener, I advise macroing your Demolish - if you’re not sure why I’m telling you to do that, check out the Macromania section in the Monk googledoc guide.

    The next uptime sequence should look something as follows.

    We’re able to put 2 blitzes into our reopener Riddle of Fire, and with some filler DKs we can push Phantom Rush back to after Firewall expires in order to cleave both bosses yet again.

    The DPS check for this phase is actually quite relaxed, so the rest of the phase isn’t massively important. The key things are keeping our RoF on CD and using PB at the right times, setting up our PB CD and Nadis for later phases with tighter checks. You’ll want to hold damage at the end of the phase until as close to the enrage as possible so the resource jobs in your party can build as much gauge as possible, and so that your PB charges will be off cooldown later on when you really need them. 

    Phase 3 - Omega Reconfigured 

    WARNING

    YOU ARE NOW ENTERING THE DANGER ZONE

    You may be familiar with the concept of the buff cap - if not, the tl;dr is that you can only have 30 buffs active at one time. Monk has a lot of personal buffs, not just all of our riddles and damage buffs but things like Perfect Balance, Formless Fist, our forms. The mechanics in this phase apply a lot of buffs to you, and in the “wrong” comp something like this may end up happening to you;

    Dance Partner being forcibly knocked off a Monk at the start of a burst due to the amount of debuffs gained during Hello World

    Devilment being applied for a fraction of a second during the beginning of a burst window before being removed due to Dance Partner getting kicked off.

    If you want to avoid dodging your own Riddle of Fire/having Dance Partner + Devilment removed from you/a myriad of other fun side effects of a 30 buff limit, you’re going to want to make sure you remove your FC buffs, and then consider creating a macro to cleanse any unnecessary status effects that you can click before entering your burst to ensure you’re as ready as you can be to receive your groups damage buffs.

    Something like

    /statusoff Mantra

    /statusoff Riddle of Earth

    /statusoff Bloodbath

    /statusoff True North

    Really any buffs that you can think of to remove that are less valuable to you and your team than, say, the game forcibly pushing dance partner off you. (Why yes this did happen to me, how can you tell?)

    Warnings aside, here’s your opener:

    Ideally you’ve held on previous phases long enough that your RoF and PB CDs come up at the right time here.

    It is at this point, dear reader, that the idea of an encounter doc for this fight falls apart even further. Depending on your comp, your damage, and how your group plans out their damage to meet future checks, you’re going to need to find the least-bad way of shuffling your own damage around. The P3 DPS check is quite lax, and so once again it’ll be held close to the enrage for the benefit of your resource jobs being able to pump hard into the Blue Screen check, and so you may or may not find yourself needing to push Blitzes/Brotherhoods.

    If you need to dump your whole burst window to meet the P3 check, the rest of the phase is fairly standard ending on a normal burst window that’ll likely look something like this;

    Use the following RoW on CD to ensure you get a use in P4.

    If you’re meeting the P3 check no problem and intentionally holding to prolong the phase for your resource jobs, you can instead choose to hold the final PB and move it into the P4 check.

    This can mean either doing a single Elixir Field on your next odd window into a solo Rising Phoenix in the even window, or using a Rising Phoenix on the next odd window followed by a lone Elixir Field in the even window. There is a grand total of roughly 1dps between either option, so whatever’s easiest for you.

    Phase 4 - Blue Screen

    Moving into P4, as mentioned you can either fit 1 or 2 blitzes in here depending on your groups needs. You’re also almost certainly going to be the one LBing in this phase as a Monk so prepare mentally. 

    Whether you choose to double or single blitz, you’re going to end up doing something like this.

    Phase 5 - Run: Dynamis

    Hello. Welcome to Phase 5. 

    The first instance of uptime is cringe, but yes you have to press RoF there because the downtime is so long you’re throwing it away if you don’t. The amount of GCDs you get in that RoF(generally between 1-4) / the RoF injection point in the uptime following Trio 2 is based on how soon you’ve been getting RoF on CD in previous phases combined with how slow/fast the phases have been dying.

    The following uptime will see you being able to do a more normal burst window with a tincture. You want to get Riddle of Wind on cooldown ASAP so that it lines up better with your P6 opener.

    Next is our first instance of a downtime pre-PB prep. Make sure you use it early enough to get the CD rolling, and don’t finish it until late enough that you’re able to get the EF off in an ideal spot in the uptime. It’s a naked blitz, but there’s nothing we can do about that. Holding the PB is a waste, so there it is.

    Final uptime we get to pop off an odd window before the long transition into the final phase.

    Phase 6 - Alpha Omega

    Congrats on hitting P6, that basically concludes our work here. We’re totally done, nothing left to talk about. I won’t insult your intelligence, this final phase is basically just 4 minutes and 30 seconds of standard Double Solar gaming, a welcome phase to relax in after everything that’s led to this moment.

    Given the phase timing, it’s worth noting that you can save Riddle of Wind for each 2 minute burst window without losing a usage. You can also potion on any of the 2 minute windows, whichever is least inconvenient for you.

    Alright, that’s us done for now, enjoy your clear and thanks for reading!

    Phase 5 - Run: Dynamis (Evil Mode)

    Just kidding we’re not quite done.

    It isn’t really worth getting into, but I feel like I’d be doing you a disservice if I didn’t point this out. You probably noticed that even with the naked blitz in P5 we overcapped on PBs a good amount. This might’ve got you thinking, “What if we simply did not do that. What if we did not overcap.”

    The answer is, we get an additional Blitz in P5.

    The thing is, while this is technically a DPS gain over the whole fight, it’s cursed as hell and will cause you to do less damage in P6 as it’ll knock you out of Double Solar and into Optimal Drift. You can avoid this by instead opting to do an Elixir Field instead of a Rising Phoenix in the first uptime, capping a Lunar Nadi. This means every following Even burst is going to be a Solar-Lunar, RP->PR window.

    The DPS check in P5 is incredibly lenient already and can be cleared with deaths comfortably, so really the only reason to do this is to boost your parse, which is likely not going to look amazing anyway due to all the holding that occurs in this fight. An added benefit to parsing that this brings is the fact that if you have good DPS in P6 the boss is going to die before you can get your 2nd Blitz off if doing a Lunar-Solar sequence, where the earlier PB usage of a Solar-Lunar burst means you’re blitzing earlier and therefore less likely to miss/ghost the damage.

    Below are some examples of how your timers might align going for an additional blitz in P5 - as always though, if you do choose to implement something like this into your rotation, I urge you to plan it out for yourself and see how it aligns with your group and your killtimes. There’s a lot of freedom with downtime PBs so you could end up with something vastly different to what’s presented here.

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  • The Omega Protocol (Ultimate)
    Guide Info
    Last Updated: 26 Feb, 2023
    Patch Applicable: 6.3

    Hi it’s Mr PB here to talk to you about some ideas to keep in mind that should help you safely progress on your beetle-killing journey. This is not a “max dps speedkill big parse” style document, this is a document containing ideas that can be implemented to ensure you’re safely meeting the required dps checks in each phase by allocating damage smartly.

    Disclaimer: This is an in progress document, things may change retroactively as later parts of the fight are uncovered/planned.

    Things will vary based on comp and killtime.

    Everything in this document is a suggestion, there are practically infinite possibilities for Monk in this fight - you could look at 10 different Monk logs and find 10 different ways of playing the fight. I strongly encourage that if you have any doubts about what’s presented in this document you do your own research as it is absolutely possible that there are other ways of dealing with each phase/dps check that have simply been missed due to the nature of the job. YMMV.

    Phase 1 - Omega 

    Omega is a standard Double Solar up until around the end of the fight, where you’ll want to prep your Phantom Rush so you can hit it in the P2 opener. You can full uptime Pantokrator even with the worst strats with a combination of Sprint, Running out at the last puddle drop, and going no further than max melee

    It is imperative that you end this phase on a Twin Snakes, as the downtime between phases is miniscule and at best you’re going to be able to get a few meditates in.

    This generally means that the end of the phase is going to look akin to this for you, though killtime variations will mean you need to adjust on the fly to end on the Twin.

    Phase 2 - Omega M/F

    Above is the suggested reopener sequence for P2. 

    We want to use Brotherhood before Omega becomes targetable because it takes years to apply, which is made more painful by the way buffs ripple. Take a look at this for example:

    Cast at 2:06.889, applied to the 8th party member at 2:08.585. For this reason you’re going to want to prepop Brotherhood in order to ensure it’s actually on your party members when they’re cleaving both bosses. Priority targets should stand closer to you to get an earlier ripple, less valuable jobs should be further out.

    If your group isn’t using buffs early enough to catch your Phantom Rush, you can instead opt for a 2GCD-> Blitz opener, effectively following the same principle but starting out Demolish - Dragon Kick - PR. This is a single digit personal DPS loss, but made up if you can get additional buffs onto Phantom Rush.

    If you do choose to do a 2GCD->Blitz opener, I advise macroing your Demolish - if you’re not sure why I’m telling you to do that, check out the Macromania section in the Monk googledoc guide.

    The next uptime sequence should look something as follows.

    We’re able to put 2 blitzes into our reopener Riddle of Fire, and with some filler DKs we can push Phantom Rush back to after Firewall expires in order to cleave both bosses yet again.

    The DPS check for this phase is actually quite relaxed, so the rest of the phase isn’t massively important. The key things are keeping our RoF on CD and using PB at the right times, setting up our PB CD and Nadis for later phases with tighter checks. You’ll want to hold damage at the end of the phase until as close to the enrage as possible so the resource jobs in your party can build as much gauge as possible, and so that your PB charges will be off cooldown later on when you really need them. 

    Phase 3 - Omega Reconfigured 

    WARNING

    YOU ARE NOW ENTERING THE DANGER ZONE

    You may be familiar with the concept of the buff cap - if not, the tl;dr is that you can only have 30 buffs active at one time. Monk has a lot of personal buffs, not just all of our riddles and damage buffs but things like Perfect Balance, Formless Fist, our forms. The mechanics in this phase apply a lot of buffs to you, and in the “wrong” comp something like this may end up happening to you;

    Dance Partner being forcibly knocked off a Monk at the start of a burst due to the amount of debuffs gained during Hello World

    Devilment being applied for a fraction of a second during the beginning of a burst window before being removed due to Dance Partner getting kicked off.

    If you want to avoid dodging your own Riddle of Fire/having Dance Partner + Devilment removed from you/a myriad of other fun side effects of a 30 buff limit, you’re going to want to make sure you remove your FC buffs, and then consider creating a macro to cleanse any unnecessary status effects that you can click before entering your burst to ensure you’re as ready as you can be to receive your groups damage buffs.

    Something like

    /statusoff Mantra

    /statusoff Riddle of Earth

    /statusoff Bloodbath

    /statusoff True North

    Really any buffs that you can think of to remove that are less valuable to you and your team than, say, the game forcibly pushing dance partner off you. (Why yes this did happen to me, how can you tell?)

    Warnings aside, here’s your opener:

    Ideally you’ve held on previous phases long enough that your RoF and PB CDs come up at the right time here.

    It is at this point, dear reader, that the idea of an encounter doc for this fight falls apart even further. Depending on your comp, your damage, and how your group plans out their damage to meet future checks, you’re going to need to find the least-bad way of shuffling your own damage around. The P3 DPS check is quite lax, and so once again it’ll be held close to the enrage for the benefit of your resource jobs being able to pump hard into the Blue Screen check, and so you may or may not find yourself needing to push Blitzes/Brotherhoods.

    If you need to dump your whole burst window to meet the P3 check, the rest of the phase is fairly standard ending on a normal burst window that’ll likely look something like this;

    Use the following RoW on CD to ensure you get a use in P4.

    If you’re meeting the P3 check no problem and intentionally holding to prolong the phase for your resource jobs, you can instead choose to hold the final PB and move it into the P4 check.

    This can mean either doing a single Elixir Field on your next odd window into a solo Rising Phoenix in the even window, or using a Rising Phoenix on the next odd window followed by a lone Elixir Field in the even window. There is a grand total of roughly 1dps between either option, so whatever’s easiest for you.

    Phase 4 - Blue Screen

    Moving into P4, as mentioned you can either fit 1 or 2 blitzes in here depending on your groups needs. You’re also almost certainly going to be the one LBing in this phase as a Monk so prepare mentally. 

    Whether you choose to double or single blitz, you’re going to end up doing something like this.

    Phase 5 - Run: Dynamis

    Hello. Welcome to Phase 5. 

    The first instance of uptime is cringe, but yes you have to press RoF there because the downtime is so long you’re throwing it away if you don’t. The amount of GCDs you get in that RoF(generally between 1-4) / the RoF injection point in the uptime following Trio 2 is based on how soon you’ve been getting RoF on CD in previous phases combined with how slow/fast the phases have been dying.

    The following uptime will see you being able to do a more normal burst window with a tincture. You want to get Riddle of Wind on cooldown ASAP so that it lines up better with your P6 opener.

    Next is our first instance of a downtime pre-PB prep. Make sure you use it early enough to get the CD rolling, and don’t finish it until late enough that you’re able to get the EF off in an ideal spot in the uptime. It’s a naked blitz, but there’s nothing we can do about that. Holding the PB is a waste, so there it is.

    Final uptime we get to pop off an odd window before the long transition into the final phase.

    Phase 6 - Alpha Omega

    Congrats on hitting P6, that basically concludes our work here. We’re totally done, nothing left to talk about. I won’t insult your intelligence, this final phase is basically just 4 minutes and 30 seconds of standard Double Solar gaming, a welcome phase to relax in after everything that’s led to this moment.

    Given the phase timing, it’s worth noting that you can save Riddle of Wind for each 2 minute burst window without losing a usage. You can also potion on any of the 2 minute windows, whichever is least inconvenient for you.

    Alright, that’s us done for now, enjoy your clear and thanks for reading!

    Phase 5 - Run: Dynamis (Evil Mode)

    Just kidding we’re not quite done.

    It isn’t really worth getting into, but I feel like I’d be doing you a disservice if I didn’t point this out. You probably noticed that even with the naked blitz in P5 we overcapped on PBs a good amount. This might’ve got you thinking, “What if we simply did not do that. What if we did not overcap.”

    The answer is, we get an additional Blitz in P5.

    The thing is, while this is technically a DPS gain over the whole fight, it’s cursed as hell and will cause you to do less damage in P6 as it’ll knock you out of Double Solar and into Optimal Drift. You can avoid this by instead opting to do an Elixir Field instead of a Rising Phoenix in the first uptime, capping a Lunar Nadi. This means every following Even burst is going to be a Solar-Lunar, RP->PR window.

    The DPS check in P5 is incredibly lenient already and can be cleared with deaths comfortably, so really the only reason to do this is to boost your parse, which is likely not going to look amazing anyway due to all the holding that occurs in this fight. An added benefit to parsing that this brings is the fact that if you have good DPS in P6 the boss is going to die before you can get your 2nd Blitz off if doing a Lunar-Solar sequence, where the earlier PB usage of a Solar-Lunar burst means you’re blitzing earlier and therefore less likely to miss/ghost the damage.

    Below are some examples of how your timers might align going for an additional blitz in P5 - as always though, if you do choose to implement something like this into your rotation, I urge you to plan it out for yourself and see how it aligns with your group and your killtimes. There’s a lot of freedom with downtime PBs so you could end up with something vastly different to what’s presented here.

    diff --git a/jobs/melee/monk/leveling-guide/index.html b/jobs/melee/monk/leveling-guide/index.html index 20ae880dbf..e4678a21b4 100644 --- a/jobs/melee/monk/leveling-guide/index.html +++ b/jobs/melee/monk/leveling-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Monk Leveling Guide
    Guide Info
    Last Updated: 15 Aug, 2024
    Patch Applicable: 7.05

    Know Your Role

    Melee DPS jobs have a unique mechanic in positionals. Certain actions will deal more damage when executed from the rear or flank of a target. Targets with continuous Target Rings will always take the increased damage from positional actions.
    The Role Action True North allows you to disregard positional requirements for ten seconds per use.

    Positional Zone

    While it is a loss to miss your Positionals, landing them should be your last priority, after you have met all of the other combat priority requirements of a melee DPS job. These are listed in order from largest to smallest loss of damage if you fail that level.

    1. Handle Mechanics
      If you fail mechanics, you could cause a potential raid wipe and a fight reset. You do not want to be the cause of that. Nothing is more important than properly handling mechanics.
    2. Stay Alive
      Don’t die. Plain and simple. If you have to sacrifice uptime to not die, you know the choice to make. Deaths cause much larger losses than missing a GCD or two.
    3. Maintain Uptime (ABC - Always Be Casting)
      Stick to the boss like glue, assuming you meet one and two. Don’t let your GCD stop spinning.
    4. Land Positionals
      And then, once you have one through three down, worry about maintaining proper positionals.

    Defensive actions like Feint and Arm’s Length as well as healing actions like Bloodbath and Second Wind help you stay alive in solo and group content.

    Leveling Rotations

    Form
    Spender
    Gainer
    AoE

    At its core, Monk’s rotation is about progressing through your three forms; Opo-Opo, Raptor, and Coeurl. At each step you have three different GCDs to choose from; a Spender GCD, a Gainer or generator GCD, or an AoE GCD. At the center of the decision process between the Spender GCDs and Gainer GCDs is the new fancy gauge that Monk has received in Dawntrail.

    Your Gainer Gcds, namely Dragon Kick, Twin Snakes and Demolish, will grant full Beast Fury stacks (affectionately called “Balls”). Your Spender GCDs can spend up to 1 Ball on each use, granting increased potency if they succesfully spend a Ball. The Spender GCDs are Bootshine, True Strike and Snap Punch, which at Level 92 will receive their upgrades, Leaping Opo, Rising Raptor and Pouncing Coeurl, aptly named after the respective form they can be used in. The Goal is to use Spenders while Balls are available in the respective Form, and use Gainers while no Balls are available to fill the gauge back up.

    Your AoE GCDs are worth using on 3 or more targets.

    As you level up, you’ll slowly gain access to new skills, fleshing out your rotation as you go.

    From Levels 1 - 17 you only have access to the Spender GCDs, Bootshine, True Strike, and Snap Punch while you get used to progressing through your forms.

    At level 18 you gain access to Twin Snakes, your first Gainer GCD. While cycling through the Opo-opo, Raptor and Coeurl Forms, you can use Twin Snakes in the stead of True Strike in the Raptor Form to generate yourself 1 Raptor Ball (“Raptor’s Fury”), which you can spend on True Strike the next time you cycle through the Raptor Form to enhance the potency of True Strike.

    At Level 30 you gain access to Demolish, your second Gainer GCD. Similarly to Twin Snakes, Demolish can be used in the Coeurl Form and generates 2 Coeurl Balls (“Coeurl’s Fury”), which can be spent on enhancing the potency of Snap Punch.

    At Level 50 you gain access to Dragon Kick, fully fleshing out your six core GCDs. As with the other Gainer GCDs, Dragon Kick will grant you a Opo Ball (“Opo-opo’s Fury”)

    You will also gain Arm of the Destroyer, Four-Point Fury, and Rockbreaker at levels 26, 45, and 30 respectively. As mentioned before, these skills are worth using when you can hit three or more targets.

    Chakra

    At Level 15 you will gain access to Meditation, allowing you to build Chakra. You can build up to five stacks of Chakra, and then spend them on either a single target or a line AoE oGCD. Meditation should be treated as a downtime tool that you only use if you are unable to hit a target.

    Single TargetLine AoE

    At Level 15 you can spend your Chakra on Steel Peak. This will upgrade to The Forbidden Chakra at Level 54.

    At Level 40 you will gain access to Howling Fist. This will upgrade to Enlightnment at Level 74.

    Steel Peak has a potency of 180 vs Howling Fists’ 100. This means Howling Fist is worth using over Steel Peak at two or more targets.

    The Forbidden Chakra has a potency of 340 vs Howling Fists’ 100. This makes Howling Fist worth using over The Forbidden Chakra at four or more targets.

    Finally, Enlightenment has a potency of 170. This breaks even with The Forbidden Chakra at two targets, becoming a gain at three or more targets.

    Buffs

    Riddle of Fire is acquired at Level 68, increasing damage dealt. This skill should be pressed on cooldown. At Level 100, this will also grant the Fire’s Rumination Buff.

    Brotherhood is acquired at Level 70, and is our raid buff. Brotherhood both increases the damage dealt by ourselves and the party while also generating additional Chakra and increasing the Chakra Gauge Cap to 10 instead of the usual 5. Again, this skill should be used on cooldown, as close to Riddle of Fire as possible.

    Riddle of Wind is another personal buff, acquired at Level 72, greatly increasing our Auto-Attack speed. It can also be used on cooldown. At Level 96, this will also grant the Wind’s Rumination Buff.

    Wind’s Reply is a very strong GCD gained at Level 96 and can be used once while under the influence of Wind’s Rumination. This buff is applied and active during Riddle of Wind. It has 10 yalms range, and is a Line AoE, so it can also be used as a mid-ranged attack hitting multiple targets with a falloff for targets beyond the first.

    Fire’s Reply is a very strong GCD gained at Level 100 and similarly to Wind’s reply, can be used once while under the influence of Fire’s Rumination during Riddle of Fire. Fire’s Reply features 20 yalms of range and also features as a circle AoE with falloff damage beyond the primary target. Fire’s Reply also grants Formless Fist, allowing the execution of a GCD of any Form.

    Perfect Balance and Blitzes

    Perfect Balance is gained at Level 50, and allows the execution of any three GCDs with all form bonuses applied. Until you hit Level 60, the best way to use Perfect Balance is to spend it on our strongest GCDs, which is to alternate the Opo-opo GCDs Dragon Kick and Bootshine, generating Opo Balls and spending Opo Balls.

    

    Masterful Blitz is acquired at Level 60 alongside the Master’s Gauge, and can be thought of as a combo finisher to Perfect Balance.

    Master&rsquo;s Gauge

    The Master’s Gauge has two aspects; the three Beast Chakra orbs in the centre, and the two Nadi on either side. Using a GCD under Perfect Balance will fill up a Beast Chakra of the respective Form; Bootshine would give an Opo-opo Chakra, Snap Punch would give a Coeurl Chakra, and so on.

    Upon building up three Beast Chakra, Masterful Blitz will turn into one of four different type of GCDs.

    Elixir FieldElixir Burst

    By building up any three identical Beast Chakra (three Opo, Raptor, or Coeurl), you will be able to use Elixir Field, which will fill up the Lunar Nadi on the Master’s Gauge. Elixir Field upgrade to Elixir Burst at Level 92.

    Flint StrikeRising Phoenix

    By building up one of each different Beast Chakra, you will be able to use Flint Strike, which will fill up the Solar Nadi on the Master’s Gauge. Flint Strike upgrades to Rising Phoenix at Level 86.

    Celestial Revolution

    By building up two different types of Beast Chakra (two Raptor and one Coeurl, two Opo and one Raptor, etc.), you will be able to use Celestial Revolution, which will fill up the Lunar Nadi on the Master’s Gauge by default, but if you already have a Lunar Nadi then it will fill the Solar Nadi instead.

    Tornado KickPhantom Rush
    When you have both a Lunar and Solar Nadi, Masterful Blitz will turn into Tornado Kick, regardless of the Beast Chakra you build. Tornado Kick upgrades into Phantom Rush at Level 90.

    These Masterful Blitz GCDs are in general very powerful and should, if possible, be fit into Riddle of Fire. The best practice is to generate Lunar Nadis with only alternating Opo-opo GCDs (Bootshine and Dragon Kick) as they are our strongest GCDs. After generating also a Solar Nadi using 3 different Forms, having both a Lunar and a Solar Nadi, allows us to do a sequence of any 3 Forms in the next Perfect Balance to gain the Tornado Kick or Phantom Rush Blitz. While any 3 Forms can be used, it is still recommended that these 3 GCDs are alternating Opo-opo GCDs.

  • Newsfeed
  • Monk Leveling Guide
    Guide Info
    Last Updated: 15 Aug, 2024
    Patch Applicable: 7.05

    Know Your Role

    Melee DPS jobs have a unique mechanic in positionals. Certain actions will deal more damage when executed from the rear or flank of a target. Targets with continuous Target Rings will always take the increased damage from positional actions.
    The Role Action True North allows you to disregard positional requirements for ten seconds per use.

    Positional Zone

    While it is a loss to miss your Positionals, landing them should be your last priority, after you have met all of the other combat priority requirements of a melee DPS job. These are listed in order from largest to smallest loss of damage if you fail that level.

    1. Handle Mechanics
      If you fail mechanics, you could cause a potential raid wipe and a fight reset. You do not want to be the cause of that. Nothing is more important than properly handling mechanics.
    2. Stay Alive
      Don’t die. Plain and simple. If you have to sacrifice uptime to not die, you know the choice to make. Deaths cause much larger losses than missing a GCD or two.
    3. Maintain Uptime (ABC - Always Be Casting)
      Stick to the boss like glue, assuming you meet one and two. Don’t let your GCD stop spinning.
    4. Land Positionals
      And then, once you have one through three down, worry about maintaining proper positionals.

    Defensive actions like Feint and Arm’s Length as well as healing actions like Bloodbath and Second Wind help you stay alive in solo and group content.

    Leveling Rotations

    Form
    Spender
    Gainer
    AoE

    At its core, Monk’s rotation is about progressing through your three forms; Opo-Opo, Raptor, and Coeurl. At each step you have three different GCDs to choose from; a Spender GCD, a Gainer or generator GCD, or an AoE GCD. At the center of the decision process between the Spender GCDs and Gainer GCDs is the new fancy gauge that Monk has received in Dawntrail.

    Your Gainer Gcds, namely Dragon Kick, Twin Snakes and Demolish, will grant full Beast Fury stacks (affectionately called “Balls”). Your Spender GCDs can spend up to 1 Ball on each use, granting increased potency if they succesfully spend a Ball. The Spender GCDs are Bootshine, True Strike and Snap Punch, which at Level 92 will receive their upgrades, Leaping Opo, Rising Raptor and Pouncing Coeurl, aptly named after the respective form they can be used in. The Goal is to use Spenders while Balls are available in the respective Form, and use Gainers while no Balls are available to fill the gauge back up.

    Your AoE GCDs are worth using on 3 or more targets.

    As you level up, you’ll slowly gain access to new skills, fleshing out your rotation as you go.

    From Levels 1 - 17 you only have access to the Spender GCDs, Bootshine, True Strike, and Snap Punch while you get used to progressing through your forms.

    At level 18 you gain access to Twin Snakes, your first Gainer GCD. While cycling through the Opo-opo, Raptor and Coeurl Forms, you can use Twin Snakes in the stead of True Strike in the Raptor Form to generate yourself 1 Raptor Ball (“Raptor’s Fury”), which you can spend on True Strike the next time you cycle through the Raptor Form to enhance the potency of True Strike.

    At Level 30 you gain access to Demolish, your second Gainer GCD. Similarly to Twin Snakes, Demolish can be used in the Coeurl Form and generates 2 Coeurl Balls (“Coeurl’s Fury”), which can be spent on enhancing the potency of Snap Punch.

    At Level 50 you gain access to Dragon Kick, fully fleshing out your six core GCDs. As with the other Gainer GCDs, Dragon Kick will grant you a Opo Ball (“Opo-opo’s Fury”)

    You will also gain Arm of the Destroyer, Four-Point Fury, and Rockbreaker at levels 26, 45, and 30 respectively. As mentioned before, these skills are worth using when you can hit three or more targets.

    Chakra

    At Level 15 you will gain access to Meditation, allowing you to build Chakra. You can build up to five stacks of Chakra, and then spend them on either a single target or a line AoE oGCD. Meditation should be treated as a downtime tool that you only use if you are unable to hit a target.

    Single TargetLine AoE

    At Level 15 you can spend your Chakra on Steel Peak. This will upgrade to The Forbidden Chakra at Level 54.

    At Level 40 you will gain access to Howling Fist. This will upgrade to Enlightnment at Level 74.

    Steel Peak has a potency of 180 vs Howling Fists’ 100. This means Howling Fist is worth using over Steel Peak at two or more targets.

    The Forbidden Chakra has a potency of 340 vs Howling Fists’ 100. This makes Howling Fist worth using over The Forbidden Chakra at four or more targets.

    Finally, Enlightenment has a potency of 170. This breaks even with The Forbidden Chakra at two targets, becoming a gain at three or more targets.

    Buffs

    Riddle of Fire is acquired at Level 68, increasing damage dealt. This skill should be pressed on cooldown. At Level 100, this will also grant the Fire’s Rumination Buff.

    Brotherhood is acquired at Level 70, and is our raid buff. Brotherhood both increases the damage dealt by ourselves and the party while also generating additional Chakra and increasing the Chakra Gauge Cap to 10 instead of the usual 5. Again, this skill should be used on cooldown, as close to Riddle of Fire as possible.

    Riddle of Wind is another personal buff, acquired at Level 72, greatly increasing our Auto-Attack speed. It can also be used on cooldown. At Level 96, this will also grant the Wind’s Rumination Buff.

    Wind’s Reply is a very strong GCD gained at Level 96 and can be used once while under the influence of Wind’s Rumination. This buff is applied and active during Riddle of Wind. It has 10 yalms range, and is a Line AoE, so it can also be used as a mid-ranged attack hitting multiple targets with a falloff for targets beyond the first.

    Fire’s Reply is a very strong GCD gained at Level 100 and similarly to Wind’s reply, can be used once while under the influence of Fire’s Rumination during Riddle of Fire. Fire’s Reply features 20 yalms of range and also features as a circle AoE with falloff damage beyond the primary target. Fire’s Reply also grants Formless Fist, allowing the execution of a GCD of any Form.

    Perfect Balance and Blitzes

    Perfect Balance is gained at Level 50, and allows the execution of any three GCDs with all form bonuses applied. Until you hit Level 60, the best way to use Perfect Balance is to spend it on our strongest GCDs, which is to alternate the Opo-opo GCDs Dragon Kick and Bootshine, generating Opo Balls and spending Opo Balls.

    

    Masterful Blitz is acquired at Level 60 alongside the Master’s Gauge, and can be thought of as a combo finisher to Perfect Balance.

    Master&rsquo;s Gauge

    The Master’s Gauge has two aspects; the three Beast Chakra orbs in the centre, and the two Nadi on either side. Using a GCD under Perfect Balance will fill up a Beast Chakra of the respective Form; Bootshine would give an Opo-opo Chakra, Snap Punch would give a Coeurl Chakra, and so on.

    Upon building up three Beast Chakra, Masterful Blitz will turn into one of four different type of GCDs.

    Elixir FieldElixir Burst

    By building up any three identical Beast Chakra (three Opo, Raptor, or Coeurl), you will be able to use Elixir Field, which will fill up the Lunar Nadi on the Master’s Gauge. Elixir Field upgrade to Elixir Burst at Level 92.

    Flint StrikeRising Phoenix

    By building up one of each different Beast Chakra, you will be able to use Flint Strike, which will fill up the Solar Nadi on the Master’s Gauge. Flint Strike upgrades to Rising Phoenix at Level 86.

    Celestial Revolution

    By building up two different types of Beast Chakra (two Raptor and one Coeurl, two Opo and one Raptor, etc.), you will be able to use Celestial Revolution, which will fill up the Lunar Nadi on the Master’s Gauge by default, but if you already have a Lunar Nadi then it will fill the Solar Nadi instead.

    Tornado KickPhantom Rush
    When you have both a Lunar and Solar Nadi, Masterful Blitz will turn into Tornado Kick, regardless of the Beast Chakra you build. Tornado Kick upgrades into Phantom Rush at Level 90.

    These Masterful Blitz GCDs are in general very powerful and should, if possible, be fit into Riddle of Fire. The best practice is to generate Lunar Nadis with only alternating Opo-opo GCDs (Bootshine and Dragon Kick) as they are our strongest GCDs. After generating also a Solar Nadi using 3 different Forms, having both a Lunar and a Solar Nadi, allows us to do a sequence of any 3 Forms in the next Perfect Balance to gain the Tornado Kick or Phantom Rush Blitz. While any 3 Forms can be used, it is still recommended that these 3 GCDs are alternating Opo-opo GCDs.

    • Have any questions?
      Authors
      Perfect Balance
      diff --git a/jobs/melee/monk/openers/index.html b/jobs/melee/monk/openers/index.html index 0ca58b46a6..fee65ffc44 100644 --- a/jobs/melee/monk/openers/index.html +++ b/jobs/melee/monk/openers/index.html @@ -45,7 +45,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Monk Openers
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.05

    Openers

    “Which opener do I pick?”

    It depends on when your group is bursting. 5/7s don’t have any major implications one way or the other for us, so do what fits your party the best.

    The choice between demo opener and dk opener will likely depend on your group’s buff timings or fight phasing: choose dk opener as the default.

    As always, the choice between double lunar and solar lunar depends on your killtime. If using solar lunar gains you a PR (ending the fight on an odd rof window), use that.

    Solar Lunar

    DK First variation

    Demo First variation

    Double Lunar

    DK First variation

    Demo First variation

    Related Infographics


    Burst Windows

    Even Burst window

    From the perspective of someone fresh off of 2.5 years of optimal drift, the new set of burst rules are far easier than the rof+bhx of the past. Essentially, it boils down to a small set of steps.

    1. Press PB after an opo gcd in the 3 to 1 gcd range before RoF. (This is the period of time about ~7.4ish to ~3ish seconds before RoF comes off cd.)
    2. Do your first PB window
    3. Use your formless on opo
    4. Use any Replies
    5. Use your formless on opo
    6. Do your second PB window
    7. Use your formless on opo
    Odd Burst window

    Your only aim in odd burst is to put the blitz, replies, and your formless/pb gcds within RoF. Here are some rules to get you started:

    1. Find the first opo within RoF to launch your PB window off of.
    2. Spend your formless on opo gcds
    3. Cast Fire’s Reply after an opo gcd.
    4. Cast Wind’s Reply literally anywhere in the window.
  • Newsfeed
  • Monk Openers
    Guide Info
    Last Updated: 29 Jul, 2024
    Patch Applicable: 7.05

    Openers

    “Which opener do I pick?”

    It depends on when your group is bursting. 5/7s don’t have any major implications one way or the other for us, so do what fits your party the best.

    The choice between demo opener and dk opener will likely depend on your group’s buff timings or fight phasing: choose dk opener as the default.

    As always, the choice between double lunar and solar lunar depends on your killtime. If using solar lunar gains you a PR (ending the fight on an odd rof window), use that.

    Solar Lunar

    DK First variation

    Demo First variation

    Double Lunar

    DK First variation

    Demo First variation

    Related Infographics


    Burst Windows

    Even Burst window

    From the perspective of someone fresh off of 2.5 years of optimal drift, the new set of burst rules are far easier than the rof+bhx of the past. Essentially, it boils down to a small set of steps.

    1. Press PB after an opo gcd in the 3 to 1 gcd range before RoF. (This is the period of time about ~7.4ish to ~3ish seconds before RoF comes off cd.)
    2. Do your first PB window
    3. Use your formless on opo
    4. Use any Replies
    5. Use your formless on opo
    6. Do your second PB window
    7. Use your formless on opo
    Odd Burst window

    Your only aim in odd burst is to put the blitz, replies, and your formless/pb gcds within RoF. Here are some rules to get you started:

    1. Find the first opo within RoF to launch your PB window off of.
    2. Spend your formless on opo gcds
    3. Cast Fire’s Reply after an opo gcd.
    4. Cast Wind’s Reply literally anywhere in the window.
    • Have any questions?
      Authors
      Perfect Balance
      diff --git a/jobs/melee/monk/skills-overview/index.html b/jobs/melee/monk/skills-overview/index.html index 03a7bc9aec..b4c33a621b 100644 --- a/jobs/melee/monk/skills-overview/index.html +++ b/jobs/melee/monk/skills-overview/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Monk Skills Overview
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    Single Target GCDs

    Monk has six core single-target GCDs:

    Bootshine has a potency of 210, or 310 when you have Leaden Fist. When in Opo-Opo form, Bootshine will always crit.
    Dragon Kick has a potency of 320. When in Opo-Opo form, it will grant the Leaden Fist buff.
    True Strike has a potency of 300. It can only be executed from Raptor form.
    Twin Snakes has a potency of 280. It also grants a 15% damage increase buff, Disciplined Fist, that lasts for 15 seconds. Twin Snakes can only be executed from Raptor form.
    Demolish has a potency of 70, or 130 when executed from the rear. It also applies an 18-second duration dot with 70 potency, for a combined total of 130+420 potency. It can only be executed from Coeurl form.
    Snap Punch has a potency of 250, or 310 when executed from the flank. It can only be executed from Coeurl form.
    Form Shift is a unique GCD, as it’s not directly a part of our rotation, but it does enable our rotation. Form Shift grants the Formless Fist buff, which allows you to use any GCD and gain its additional form effects. Since this GCD does no damage, we only ever use it before pulling an enemy or during downtime.

    AoE GCDs

    Monk has three core AOE GCDs, one for each of its forms:

    Opo-Opo form has Shadow of the Destroyer, a circle AoE around you with 110 potency which becomes a guaranteed critical hit when executed with its form bonus.
    Raptor form has Four-Point Fury, another circle AoE around you with 120 potency. It also grants a 15% damage increase buff, Discipled Fist, that lasts for 15 seconds.
    Coeurl form has Rockbreaker, another circle AoE around you with 130 potency.

    The Form System

    Forms are a concept unique to Monk, and is what separates it from standard combo-based melee jobs. Unlike other jobs that simply have combos that trigger each other in a static manner, there is considerable flexibility in how Monk advances through its forms. Each GCD also gains a bonus effect when used in the correct form, meaning forms should be advancing forwards and not broken, otherwise the form will drop, reducing damage output.

    Monks have three forms: Opo-Opo, Raptor, and Coeurl:

    • In Opo-Opo form, Bootshine, Dragon Kick, and Shadow of the Destroyer gain additional effects. Using an Opo-opo GCD grants Raptor form.
    • In Raptor form, True Strike, Twin Snakes, and Four-point Fury gain additional effects. Using a Raptor GCD grants Coeurl form.
    • In Coeurl form, Demolish, Snap Punch, and Rockbreaker gain additional effects. Using a Coeurl GCD grants Opo-opo form.

    Opening Inner Chakra

    Chakra is the simpler of Monk’s two job gauges. Chakra can be stacked up to five times. At five stacks, it can be spent to execute either of the following two oGCDs:

    IconNameCooldownEffect
    The Forbidden Chakra1sDeals 340 potency to a single target.
    Enlightenment1sDeals 170 potency to all enemies in a straight line in front of you.

    There are multiple ways to generate Chakra.

    Meditation is a GCD with a one-second cooldown that opens a single Chakra upon being pressed. When outside of combat, it generates five stacks of Chakra instantly.
    Deep Meditation I & II are two job traits. Deep Meditation I grants an 80% chance of generating a Chakra upon landing a critical weaponskill. Deep Meditation II increases that 80% chance into a 100% chance.
    Brotherhood has multiple effects, but specifically as to Chakra generation, upon execution, all party members within 30 yalms will gain the effect of Meditative Brotherhood for 15 seconds. While this buff is active on an ally, every time they execute a weaponskill or a spell, there is a 20% chance of gaining a stack of Chakra. While the buff is active on yourself, you have a 100% chance to gain a Chakra each time you execute a weaponskill.

    Beast Chakra

    Beast Chakra is a new Monk job gauge in Endwalker, and hinges around the changes to Perfect Balance.

    Perfect Balance has a similar effect as it did previously – nullifying form requirements – however now it has two charges and a 40s cooldown. Upon executing a weaponskill, it grants a Chakra of the corresponding Form. These Beast Chakra can now be spent on one of 4 new Blitz weaponskills. depending on the Chakra accumulated.

    With three of the same type of Beast Chakra, Masterful Blitz is upgraded to Elixir Field, an AoE with a potency of 600 that deals 70% less damage to all subsequent targets hit. Using Elixir Field will grant a Lunar Nadi.
    With three different Beast Chakra, Masterful Blitz is upgraded to Rising Phoenix, an AoE with a potency of 700 that deals 70% less damage to all subsequent targets hit. Using Rising Phoenix will grant a Solar Nadi.
    With two different Beast Chakra, Masterful Blitz is upgraded to Celestial Revolution, a single-target attack with a potency of 450. Using Celestial Revolution will grant a Lunar Nadi by default, or a Solar Nadi if a Lunar Nadi is already active.
    If both a Solar and Lunar Nadi are active, any combination of three Beast Chakra will upgrade Masterful Blitz to Phantom Rush, an AoE with a potency of 1150 potency that deals 50% less damage to all subsequent targets hit. It consumes both Nadi upon use.

    Other oGCDs

    In terms of other oGCDs, Monk has three core buffs:

    IconNameCooldownDurationEffect
    Riddle of Fire60s20sIncreases damage dealt by 15%.
    Brotherhood120s15sApplies two effects to you and all party members within 30 yalms. The first is a 5% damage increase. The second is Meditative Brotherhood, which helps generate Chakra.
    Perfect Balance40s (2 charges)20s / 3 stacksEnables the use of any GCD as if you have its form bonus. Also grants Beast Chakra corresponding to GCDs used.
  • Newsfeed
  • Monk Skills Overview
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    Single Target GCDs

    Monk has six core single-target GCDs:

    Bootshine has a potency of 210, or 310 when you have Leaden Fist. When in Opo-Opo form, Bootshine will always crit.
    Dragon Kick has a potency of 320. When in Opo-Opo form, it will grant the Leaden Fist buff.
    True Strike has a potency of 300. It can only be executed from Raptor form.
    Twin Snakes has a potency of 280. It also grants a 15% damage increase buff, Disciplined Fist, that lasts for 15 seconds. Twin Snakes can only be executed from Raptor form.
    Demolish has a potency of 70, or 130 when executed from the rear. It also applies an 18-second duration dot with 70 potency, for a combined total of 130+420 potency. It can only be executed from Coeurl form.
    Snap Punch has a potency of 250, or 310 when executed from the flank. It can only be executed from Coeurl form.
    Form Shift is a unique GCD, as it’s not directly a part of our rotation, but it does enable our rotation. Form Shift grants the Formless Fist buff, which allows you to use any GCD and gain its additional form effects. Since this GCD does no damage, we only ever use it before pulling an enemy or during downtime.

    AoE GCDs

    Monk has three core AOE GCDs, one for each of its forms:

    Opo-Opo form has Shadow of the Destroyer, a circle AoE around you with 110 potency which becomes a guaranteed critical hit when executed with its form bonus.
    Raptor form has Four-Point Fury, another circle AoE around you with 120 potency. It also grants a 15% damage increase buff, Discipled Fist, that lasts for 15 seconds.
    Coeurl form has Rockbreaker, another circle AoE around you with 130 potency.

    The Form System

    Forms are a concept unique to Monk, and is what separates it from standard combo-based melee jobs. Unlike other jobs that simply have combos that trigger each other in a static manner, there is considerable flexibility in how Monk advances through its forms. Each GCD also gains a bonus effect when used in the correct form, meaning forms should be advancing forwards and not broken, otherwise the form will drop, reducing damage output.

    Monks have three forms: Opo-Opo, Raptor, and Coeurl:

    • In Opo-Opo form, Bootshine, Dragon Kick, and Shadow of the Destroyer gain additional effects. Using an Opo-opo GCD grants Raptor form.
    • In Raptor form, True Strike, Twin Snakes, and Four-point Fury gain additional effects. Using a Raptor GCD grants Coeurl form.
    • In Coeurl form, Demolish, Snap Punch, and Rockbreaker gain additional effects. Using a Coeurl GCD grants Opo-opo form.

    Opening Inner Chakra

    Chakra is the simpler of Monk’s two job gauges. Chakra can be stacked up to five times. At five stacks, it can be spent to execute either of the following two oGCDs:

    IconNameCooldownEffect
    The Forbidden Chakra1sDeals 340 potency to a single target.
    Enlightenment1sDeals 170 potency to all enemies in a straight line in front of you.

    There are multiple ways to generate Chakra.

    Meditation is a GCD with a one-second cooldown that opens a single Chakra upon being pressed. When outside of combat, it generates five stacks of Chakra instantly.
    Deep Meditation I & II are two job traits. Deep Meditation I grants an 80% chance of generating a Chakra upon landing a critical weaponskill. Deep Meditation II increases that 80% chance into a 100% chance.
    Brotherhood has multiple effects, but specifically as to Chakra generation, upon execution, all party members within 30 yalms will gain the effect of Meditative Brotherhood for 15 seconds. While this buff is active on an ally, every time they execute a weaponskill or a spell, there is a 20% chance of gaining a stack of Chakra. While the buff is active on yourself, you have a 100% chance to gain a Chakra each time you execute a weaponskill.

    Beast Chakra

    Beast Chakra is a new Monk job gauge in Endwalker, and hinges around the changes to Perfect Balance.

    Perfect Balance has a similar effect as it did previously – nullifying form requirements – however now it has two charges and a 40s cooldown. Upon executing a weaponskill, it grants a Chakra of the corresponding Form. These Beast Chakra can now be spent on one of 4 new Blitz weaponskills. depending on the Chakra accumulated.

    With three of the same type of Beast Chakra, Masterful Blitz is upgraded to Elixir Field, an AoE with a potency of 600 that deals 70% less damage to all subsequent targets hit. Using Elixir Field will grant a Lunar Nadi.
    With three different Beast Chakra, Masterful Blitz is upgraded to Rising Phoenix, an AoE with a potency of 700 that deals 70% less damage to all subsequent targets hit. Using Rising Phoenix will grant a Solar Nadi.
    With two different Beast Chakra, Masterful Blitz is upgraded to Celestial Revolution, a single-target attack with a potency of 450. Using Celestial Revolution will grant a Lunar Nadi by default, or a Solar Nadi if a Lunar Nadi is already active.
    If both a Solar and Lunar Nadi are active, any combination of three Beast Chakra will upgrade Masterful Blitz to Phantom Rush, an AoE with a potency of 1150 potency that deals 50% less damage to all subsequent targets hit. It consumes both Nadi upon use.

    Other oGCDs

    In terms of other oGCDs, Monk has three core buffs:

    IconNameCooldownDurationEffect
    Riddle of Fire60s20sIncreases damage dealt by 15%.
    Brotherhood120s15sApplies two effects to you and all party members within 30 yalms. The first is a 5% damage increase. The second is Meditative Brotherhood, which helps generate Chakra.
    Perfect Balance40s (2 charges)20s / 3 stacksEnables the use of any GCD as if you have its form bonus. Also grants Beast Chakra corresponding to GCDs used.
    • Have any questions?
      Authors
      Perfect Balance
      diff --git a/jobs/melee/ninja/leveling-guide/index.html b/jobs/melee/ninja/leveling-guide/index.html index c156459f06..65035b838e 100644 --- a/jobs/melee/ninja/leveling-guide/index.html +++ b/jobs/melee/ninja/leveling-guide/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Ninja Leveling Guide
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    This guide was written by Akashi for players who are seeking to, or are currently leveling Ninja. The guide aims to inform players about how to initially play as Ninja, what gear they should use while they level and where to find it, the key basics of the job, as well as some example openers for lower levels. If you are already a level 90 Ninja and are looking for information pertaining to the job at level 90, please see the Basic Ninja Guide.

    INTRODUCTION

    Rogue, which later evolves into Ninja, is a melee DPS role, which focuses on dealing a large percentage of their damage within a burst window. This burst window begins once Trick Attack is applied to the boss, increasing your damage dealt by 10% for 15 seconds. Once you obtain your job stone at level 30 after completing the quest “Peasants by Day, Ninjas by Night”, you will learn your first ‘mudra’. Mudras are hand signs that Ninjas use in sequences to cast a wide array of attacks that will become one of the core parts of your rotation as you level.

    How to Become a Ninja

    Unfortunately you cannot start the game as a Rogue/Ninja, so if you’re dedicated to playing as a Ninja throughout your Main Story Quest (MSQ) journey then you’ll want to start the game as either an Arcanist or a Marauder. Both of these classes start in the city of Limsa Lominsa, which is also where you can pick up Rogue. Once you get either of these classes to level 10 and complete the associated class quests up to that level, you can then pick up the first quest to unlock Rogue from Lonwoerd in the Limsa Lominsa Lower Decks (x:8.1, y:16.1).

    Gear

    Rogue/Ninja currently has its own unique subclass of gear, called Scouting. However, Ninja uses Aiming accessories, as Scouting accessories do not exist.

    Generally the gear you receive from the MSQ and dungeons is substantial enough to ensure you’re not undergeared until you reach level 50.

    Level 50:
    Once you hit level 50 you can purchase item level 130 Augmented Ironworks gear from Auriana in Mor Dhona (x:22, y:6) using Allagan Tomestones of Poetics. A full set will set you back around 4,000 poetics and will last you until level 60, though level 54 gear and beyond will have a higher iLevel.

    Level 60:
    From level 60 you can purchase iLevel 270 Augmented Shire gear from Hismena in Idyllshire (x:5.6, y:5.2) using Allagan Tomestones of Poetics. A full set should cost you the same as a full set of Augmented Ironworks gear. Similar to Ironworks gear, this will last you until level 70 but is outscaled by gear from level 64 and beyond.

    Level 70:
    From level 70 you can purchase iLevel 400 Augmented Scaevan gear from Eschina in Rhalgr’s Reach (x:13.8, y:11.8) using Allagan Tomestones of Poetics. A full set should, once again, cost you around 4,000 Tomestones and last you all the way to 80 unless you replace it with level 74 or higher pieces. Shadowbringers MSQ will give you gear coffers as you progress through it.

    Level 80:
    From level 80 you can purchase iLevel 530 Augmented Cryptlurker gear from Fathard in Eulmore (x:10.3, y:11.8). This will also cost the same amount of Allagan Tomestones of Poetics and last the same amount of levels, though the Endwalker MSQ will also give gear coffers similar to Shadowbringers.

    Level 89
    Once you reach level 89, and have progressed through the MSQ far enough, you can obtain iLevel 560 Artifact Armor from Varsarudh in Old Sharlayan (x:11.8, y:9.9).

    Stat Priority and Gear iLevel

    Ninja currently follows the stat priority of: Weapon Damage »> Dexterity »> Critical Hit > Determination > Direct Hit, while avoiding Skill Speed as much as possible. However, always use the highest iLevel gear you have available to you, as it will always be a DPS gain over lower iLevel alternatives with more desirable stats.

    Materia & BiS

    Materia can be melded following the stat priority list above. Due to the nature of gearsets frequently changing, you can find the most up to date BiS gearsets in the #nin_resources channel in the Balance discord server, or on the Ninja Best In Slot page on this website.

    Job Basics

    Firstly, do not use Doton on single-target at any level. It is a significant damage loss.

    Huton Gauge

    ⦿ Unlocked at level 45, the Huton Gauge is an icon on your HUD in the shape of a fan that indicates the duration remaining on your Huton buff.
    ⦿ The Huton buff is granted by casting the Ninjutsu Huton. It decreases your GCD recast speed by 15%, changing your 2.50 seconds GCD into 2.12 seconds, and has a duration of 60 seconds.

    Huton Management

    • From when you unlock Huton, you should aim to have Huton active 100% of the time.
    • Always cast Huton as your first action when you enter a dungeon, or right before a boss (you can use Hide outside of combat to reset your mudra stacks back to maximum).
    • You can continue to keep Huton active during combat by recasting Huton once a minute as it is about to run out.
    • Once you reach level 54 you can start refreshing Huton with Armor Crush instead, once the duration is less than 30 seconds.

    Ninki Gauge

    • Unlocked at level 62, the Ninki Gauge is an icon on your HUD in the shape of a scroll that indicates the amount of Ninki you currently have.
    • You can have a maximum of 100 Ninki, and actions that spend it cost 50 Ninki to use.
    • Ninki is gained by executing any weaponskill, and can be used to perform oGCD attacks such as Bhavacakra.
    • Ninki is also gained from Mug (40 Ninki per use), and Meisui (50 Ninki per use).

    Ninki Management

    • From level 62, use a Ninki spender before your Ninki reaches 100 to avoid capping.
    • Hellfrog Medium is better to use if there are three or more targets.
    • Bhavacakra is better for less than three targets.
    • From level 80 onward Bunshin should always be used on cooldown, so ensure you have enough Ninki aside to execute Bunshin as soon as it is able to be used.

    Filler

    Filler is defined by our rotation between our primary burst window (Trick Attack once per minute, with Mug alongside it once every two minutes). Given Trick Attack is only 15s long, most of our time is spent within our filler.

    Make sure between your burst windows you:

    • Refresh Huton when it has less than 30 seconds of duration left.
      (Or less than 10 seconds, if you are refreshing with Huton and you’re below level 54).
    • Cast Suiton once Trick Attack’s cooldown is below 20 seconds, but before you hit two charges on your mudras.
    • Don’t use any Ninjutsu other than the Suiton outside of your Trick window.
      (Unless you’re below level 54, and you’re using Huton to refresh Huton).
    • Use Kassatsu off cooldown before your next Trick window. The buff from it lasts 15 seconds, so there is no need to delay it.

    Rotations

    Single-Target

    Ensure before each opener you always cast ‘Huton’ roughly 10 seconds before the pull, and use ‘Hide’ to reset your mudra stacks back to full.

    Levels 50-59

    Once you hit level 54 you start refreshing Huton with Armor Crush instead of manually with the Huton Ninjutsu, once the duration is less than 30 seconds.

    Levels 60-69

    The level 60 opener and rotation is mostly identical to the level 50 one, however Assassinate is now upgraded to Dream within a Dream.

    If you drop Huton during a fight, either due to > 60s cutscene/stunned downtime or death, you can now use Huraijin to recover the full duration. However, you should still use Huton > Hide to apply Huton before combat, and not use Hurajin in any other situation.

    Levels 70-72

    NOTE: Due to this opener only being useful for a couple of levels, it is recommended to skip this opener and do the Levels 73 - 79 opener instead, unless you plan on doing Level 70 Ultimate content such as the Unending Coil of Bahamut (Ultimate), or the Ultima Weapon’s Refrain (Ultimate).
    For more information on the level 70 rotation, see the pin in the #nin_questions channel.

    Levels 73-79

    It is important to note that once you reach Level 76, you swap the first Raiton after Trick Attack with Hyosho Ranryu, which has the same input as Hyoton.

    Levels 80-89

    From level 82, replace the first Aeolian Edge with Phantom Kamaitachi, pushing your first Aeolian Edge to the Spinning Edge after Meisui. The trick attack in the opener should be weaved as late as possible after Aeolian Edge while still avoiding clipping or delaying your GCD.

    Multi-Target Guidelines

    Less Than Three Targets

    • Standard 1-2-3 combo.
    • Doton, if the enemies will live longer than 12 seconds (Unless level 90, then use Raiton).
    • Katon (Unless level 90, then use Raiton).
    • Single-Target TCJ (Fuma > Raiton > Suiton).
    • Bhavacakra.
    • Hyosho Ranryu.

    More Than Three Targets

    • Death Blossom > Hakke Mujinsatsu combo.
    • Doton if the enemies will live longer than 12 seconds (Otherwise use Katon).
    • Katon.
    • Multi-Target TCJ (Fuma > Katon > Doton).
    • Hellfrog Medium.
    • Goka Mekkyaku.
    • Meisui-enhanced Bhavacakra
  • Newsfeed
  • Ninja Leveling Guide
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    This guide was written by Akashi for players who are seeking to, or are currently leveling Ninja. The guide aims to inform players about how to initially play as Ninja, what gear they should use while they level and where to find it, the key basics of the job, as well as some example openers for lower levels. If you are already a level 90 Ninja and are looking for information pertaining to the job at level 90, please see the Basic Ninja Guide.

    INTRODUCTION

    Rogue, which later evolves into Ninja, is a melee DPS role, which focuses on dealing a large percentage of their damage within a burst window. This burst window begins once Trick Attack is applied to the boss, increasing your damage dealt by 10% for 15 seconds. Once you obtain your job stone at level 30 after completing the quest “Peasants by Day, Ninjas by Night”, you will learn your first ‘mudra’. Mudras are hand signs that Ninjas use in sequences to cast a wide array of attacks that will become one of the core parts of your rotation as you level.

    How to Become a Ninja

    Unfortunately you cannot start the game as a Rogue/Ninja, so if you’re dedicated to playing as a Ninja throughout your Main Story Quest (MSQ) journey then you’ll want to start the game as either an Arcanist or a Marauder. Both of these classes start in the city of Limsa Lominsa, which is also where you can pick up Rogue. Once you get either of these classes to level 10 and complete the associated class quests up to that level, you can then pick up the first quest to unlock Rogue from Lonwoerd in the Limsa Lominsa Lower Decks (x:8.1, y:16.1).

    Gear

    Rogue/Ninja currently has its own unique subclass of gear, called Scouting. However, Ninja uses Aiming accessories, as Scouting accessories do not exist.

    Generally the gear you receive from the MSQ and dungeons is substantial enough to ensure you’re not undergeared until you reach level 50.

    Level 50:
    Once you hit level 50 you can purchase item level 130 Augmented Ironworks gear from Auriana in Mor Dhona (x:22, y:6) using Allagan Tomestones of Poetics. A full set will set you back around 4,000 poetics and will last you until level 60, though level 54 gear and beyond will have a higher iLevel.

    Level 60:
    From level 60 you can purchase iLevel 270 Augmented Shire gear from Hismena in Idyllshire (x:5.6, y:5.2) using Allagan Tomestones of Poetics. A full set should cost you the same as a full set of Augmented Ironworks gear. Similar to Ironworks gear, this will last you until level 70 but is outscaled by gear from level 64 and beyond.

    Level 70:
    From level 70 you can purchase iLevel 400 Augmented Scaevan gear from Eschina in Rhalgr’s Reach (x:13.8, y:11.8) using Allagan Tomestones of Poetics. A full set should, once again, cost you around 4,000 Tomestones and last you all the way to 80 unless you replace it with level 74 or higher pieces. Shadowbringers MSQ will give you gear coffers as you progress through it.

    Level 80:
    From level 80 you can purchase iLevel 530 Augmented Cryptlurker gear from Fathard in Eulmore (x:10.3, y:11.8). This will also cost the same amount of Allagan Tomestones of Poetics and last the same amount of levels, though the Endwalker MSQ will also give gear coffers similar to Shadowbringers.

    Level 89
    Once you reach level 89, and have progressed through the MSQ far enough, you can obtain iLevel 560 Artifact Armor from Varsarudh in Old Sharlayan (x:11.8, y:9.9).

    Stat Priority and Gear iLevel

    Ninja currently follows the stat priority of: Weapon Damage »> Dexterity »> Critical Hit > Determination > Direct Hit, while avoiding Skill Speed as much as possible. However, always use the highest iLevel gear you have available to you, as it will always be a DPS gain over lower iLevel alternatives with more desirable stats.

    Materia & BiS

    Materia can be melded following the stat priority list above. Due to the nature of gearsets frequently changing, you can find the most up to date BiS gearsets in the #nin_resources channel in the Balance discord server, or on the Ninja Best In Slot page on this website.

    Job Basics

    Firstly, do not use Doton on single-target at any level. It is a significant damage loss.

    Huton Gauge

    ⦿ Unlocked at level 45, the Huton Gauge is an icon on your HUD in the shape of a fan that indicates the duration remaining on your Huton buff.
    ⦿ The Huton buff is granted by casting the Ninjutsu Huton. It decreases your GCD recast speed by 15%, changing your 2.50 seconds GCD into 2.12 seconds, and has a duration of 60 seconds.

    Huton Management

    • From when you unlock Huton, you should aim to have Huton active 100% of the time.
    • Always cast Huton as your first action when you enter a dungeon, or right before a boss (you can use Hide outside of combat to reset your mudra stacks back to maximum).
    • You can continue to keep Huton active during combat by recasting Huton once a minute as it is about to run out.
    • Once you reach level 54 you can start refreshing Huton with Armor Crush instead, once the duration is less than 30 seconds.

    Ninki Gauge

    • Unlocked at level 62, the Ninki Gauge is an icon on your HUD in the shape of a scroll that indicates the amount of Ninki you currently have.
    • You can have a maximum of 100 Ninki, and actions that spend it cost 50 Ninki to use.
    • Ninki is gained by executing any weaponskill, and can be used to perform oGCD attacks such as Bhavacakra.
    • Ninki is also gained from Mug (40 Ninki per use), and Meisui (50 Ninki per use).

    Ninki Management

    • From level 62, use a Ninki spender before your Ninki reaches 100 to avoid capping.
    • Hellfrog Medium is better to use if there are three or more targets.
    • Bhavacakra is better for less than three targets.
    • From level 80 onward Bunshin should always be used on cooldown, so ensure you have enough Ninki aside to execute Bunshin as soon as it is able to be used.

    Filler

    Filler is defined by our rotation between our primary burst window (Trick Attack once per minute, with Mug alongside it once every two minutes). Given Trick Attack is only 15s long, most of our time is spent within our filler.

    Make sure between your burst windows you:

    • Refresh Huton when it has less than 30 seconds of duration left.
      (Or less than 10 seconds, if you are refreshing with Huton and you’re below level 54).
    • Cast Suiton once Trick Attack’s cooldown is below 20 seconds, but before you hit two charges on your mudras.
    • Don’t use any Ninjutsu other than the Suiton outside of your Trick window.
      (Unless you’re below level 54, and you’re using Huton to refresh Huton).
    • Use Kassatsu off cooldown before your next Trick window. The buff from it lasts 15 seconds, so there is no need to delay it.

    Rotations

    Single-Target

    Ensure before each opener you always cast ‘Huton’ roughly 10 seconds before the pull, and use ‘Hide’ to reset your mudra stacks back to full.

    Levels 50-59

    Once you hit level 54 you start refreshing Huton with Armor Crush instead of manually with the Huton Ninjutsu, once the duration is less than 30 seconds.

    Levels 60-69

    The level 60 opener and rotation is mostly identical to the level 50 one, however Assassinate is now upgraded to Dream within a Dream.

    If you drop Huton during a fight, either due to > 60s cutscene/stunned downtime or death, you can now use Huraijin to recover the full duration. However, you should still use Huton > Hide to apply Huton before combat, and not use Hurajin in any other situation.

    Levels 70-72

    NOTE: Due to this opener only being useful for a couple of levels, it is recommended to skip this opener and do the Levels 73 - 79 opener instead, unless you plan on doing Level 70 Ultimate content such as the Unending Coil of Bahamut (Ultimate), or the Ultima Weapon’s Refrain (Ultimate).
    For more information on the level 70 rotation, see the pin in the #nin_questions channel.

    Levels 73-79

    It is important to note that once you reach Level 76, you swap the first Raiton after Trick Attack with Hyosho Ranryu, which has the same input as Hyoton.

    Levels 80-89

    From level 82, replace the first Aeolian Edge with Phantom Kamaitachi, pushing your first Aeolian Edge to the Spinning Edge after Meisui. The trick attack in the opener should be weaved as late as possible after Aeolian Edge while still avoiding clipping or delaying your GCD.

    Multi-Target Guidelines

    Less Than Three Targets

    • Standard 1-2-3 combo.
    • Doton, if the enemies will live longer than 12 seconds (Unless level 90, then use Raiton).
    • Katon (Unless level 90, then use Raiton).
    • Single-Target TCJ (Fuma > Raiton > Suiton).
    • Bhavacakra.
    • Hyosho Ranryu.

    More Than Three Targets

    • Death Blossom > Hakke Mujinsatsu combo.
    • Doton if the enemies will live longer than 12 seconds (Otherwise use Katon).
    • Katon.
    • Multi-Target TCJ (Fuma > Katon > Doton).
    • Hellfrog Medium.
    • Goka Mekkyaku.
    • Meisui-enhanced Bhavacakra
    • Have any questions?
      Authors
      Akashi
      diff --git a/jobs/melee/ninja/openers/index.html b/jobs/melee/ninja/openers/index.html index 02167c5aac..28cff0299c 100644 --- a/jobs/melee/ninja/openers/index.html +++ b/jobs/melee/ninja/openers/index.html @@ -45,7 +45,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Ninja Openers
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    Ninja standard opener graphic.

    ⦿ Late weave Trick Attack as much as possible without clipping.
    ⦿ Mug should be held a GCD after the opener (at next usage) then used strictly on cooldown after.
    ⦿ It is important to start preparing the Suiton prepull at -6 seconds on the countdown and use at -1 second. This will not pull the boss early and allows future mudras to come off cooldown sooner.

    ⦿ This version uses Trick Attack at the 4th GCD instead of the standard 3rd. It is susceptible to Trick drifting a GCD later in a full uptime fight, which could separate Trick from Mug by two GCDs, unless Mug was also held an additional GCD (at most, one GCD separation between Trick and Mug is desired).
    ⦿ Exits the opener only slightly higher than 3rd GCD Trick; however, under full uptime performs nearly the same.
    ⦿ Hold Mug one GCD after the opener (next usage) then strictly on cooldown after. This will align it with other 20 and 15 second buffs.
    ⦿ It is important for the Suiton prepull to start being prepared at -6 seconds on the countdown and used at -1 second. This will not pull the boss early and allows future Mudras to come off cooldown sooner.

  • Newsfeed
  • Ninja Openers
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    Ninja standard opener graphic.

    ⦿ Late weave Trick Attack as much as possible without clipping.
    ⦿ Mug should be held a GCD after the opener (at next usage) then used strictly on cooldown after.
    ⦿ It is important to start preparing the Suiton prepull at -6 seconds on the countdown and use at -1 second. This will not pull the boss early and allows future mudras to come off cooldown sooner.

    ⦿ This version uses Trick Attack at the 4th GCD instead of the standard 3rd. It is susceptible to Trick drifting a GCD later in a full uptime fight, which could separate Trick from Mug by two GCDs, unless Mug was also held an additional GCD (at most, one GCD separation between Trick and Mug is desired).
    ⦿ Exits the opener only slightly higher than 3rd GCD Trick; however, under full uptime performs nearly the same.
    ⦿ Hold Mug one GCD after the opener (next usage) then strictly on cooldown after. This will align it with other 20 and 15 second buffs.
    ⦿ It is important for the Suiton prepull to start being prepared at -6 seconds on the countdown and used at -1 second. This will not pull the boss early and allows future Mudras to come off cooldown sooner.

    • Have any questions?
      Authors
      Balance NIN Staff
      diff --git a/jobs/melee/ninja/skills-overview/index.html b/jobs/melee/ninja/skills-overview/index.html index 02cbd5c816..65ee204b16 100644 --- a/jobs/melee/ninja/skills-overview/index.html +++ b/jobs/melee/ninja/skills-overview/index.html @@ -47,9 +47,9 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Ninja Skills Overview
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    Weaponskills (Commonly referred to as GCDs)

    SpinningEdge

    Spinning Edge

    Delivers an attack with a potency of 220. Grants 5 Ninki. This is the first part of our basic combo.

    GustSlash

    Gust Slash

    Delivers an attack with a potency of 160. If used after Spinning Edge in the combo, it will instead deliver an attack with a potency of 320. Grants 5 Ninki if used in the combo. This is the second part of our basic combo.

    AeolianEdge

    Aeolian Edge

    Delivers an attack with a potency of 140, or 200 potency if done from the rear of the enemy. If this is used after Gust Slash as the third part of our combo, it will instead deliver an attack with a potency of 380, or 440 if done from the enemy’s rear. Grants 15 Ninki if used in the combo. This is one of two options for the third part of our basic combo.

    ArmorCrush

    Armor Crush

    Delivers an attack with a potency of 140, or 200 if done from the enemy’s flank. If this is used after Gust Slash as the third part of the combo, it will instead deliver an attack with a potency of 360, or 420 if done from the enemy’s flank. If done as part of the combo, it will also add 30 seconds to your Huton timer, assuming your Huton timer is already active, to a maximum of 60 seconds. Grants 15 Ninki if used in the combo. This is one of two options for the third part of our basic combo.

    ThrowingDagger

    Throwing Dagger

    Delivers a ranged attack with a potency of 120. The range for this GCD is 20 yalms. Grants 5 Ninki.

    DeathBlossom

    Death Blossom

    Delivers an attack with a potency of 100 to all nearby enemies. This Area of Effect (AoE) ability deals damage in a five-yalm radius around you. This is the first part of our AoE combo. Grants 5 Ninki.

    HakkeMujinsatsu

    Hakke Mujinsatsu

    Delivers an attack with a potency of 100 to all nearby enemies. If done as the second part of our AoE combo, it instead delivers an attack with a potency of 130 to all nearby enemies and adds 10 seconds to your Huton timer, assuming your Huton timer is already active, to a maximum of 60 seconds. Just like Death Blossom, this an AoE attack deals damage in a five-yalm radius around you. Grants 5 Ninki if used in the combo.

    Phantom Kamaitachi

    Orders your shadow to deliver an attack with a potency of 600 to the target, and 50% less to all remaining enemies. Additionally, it also adds 10 seconds to your Huton timer, assuming your Huton timer is already active, to a maximum of 60 seconds. Increases Ninki gauge by 10. This GCD can only be used under the effect of Phantom Kamaitachi Ready, granted by Bunshin, and consumes the buff when used. Using this skill while Bunshin is still active neither consumes a stack nor gains extra damage or Ninki. This action cannot be assigned to the hotbar and replaces Bunshin while the Phantom Kamiatachi Ready buff is active. It has a range of 20 yalms.

    Damage from Phantom Kamaitachi counts as pet damage, so it is roughly 2% less potency than stated.

    Hollow Nozuchi

    Upon the execution of Katon, Goka Mekkyaku, Phantom Kamaitachi—or Hakke Mujinsatsu as a combo action after Death Blossom—it automatically deals earth damage with a potency of 50 to all enemies within an active Doton. This action cannot be assigned to the hotbar.

    Forked Raiju

    Delivers a lightning attack with a potency of 560. Grants 5 Ninki. Can only be used while under the effect of Raiju Ready, granted by Raiton, and consumes one stack of the buff when used. Forked Raiju is a gap-closer with a range of 20 yalms.

    Fleeting Raiju

    Delivers a lightning attack with a potency of 560. Grants 5 Ninki. Can only be used while under the effect of Raiju Ready, granted by Raiton, and consumes one stack of the buff when used. Fleeting Raiju is a regular melee GCD.

    Ninjutsus/Mudras (GCDs)

    Ninjutsu sets off a global cooldown of 1.5 seconds upon use, not reducible by Huton or skill speed, and each use of a Ninjutsu will use up one Ninjutsu charge. Mudras have a shared two charges, a charge time of 20 seconds per charge, and can only be started when a normal GCD could be started. Instead of a 2.5 or 1.5 second GCD, the mudras themselves only give a 0.5 second GCD. Using the first mudra will instantly consume a Ninjutsu charge and grant a six-second buff. If a Ninjutsu is not executed within these six seconds then the charge is lost. Inputting two of the same mudra in a combination, or using any other action while the buff is active (including Sprint, food, tinctures, role actions, Limit Break, etc.) will result in a Rabbit Medium, or “Bunny.”

    Ten

    Ten

    Make the ritual mudra hand gesture for “heaven.”

    Chi

    Chi

    Make the ritual mudra hand gesture for “earth.”

    Jin

    Jin

    Make the ritual mudra hand gesture for “man.”

    FumaShuriken

    Fuma Shuriken

    Delivers a ranged Ninjutsu attack with a potency of 450. This is achieved with any single mudra use. Has a range of 25 yalms.

    Raiton

    Raiton

    Deals lightning damage with a potency of 650 and grants a stack of Raiju Ready, up to a maximum of three. This is achieved by any two-mudra combination that ends with Chi. So, Ten > Chi or Jin > Chi. Has a range of 20 yalms.

    Katon

    Katon

    Deals fire damage with a potency of 350 to the target and all nearby enemies within a five-yalm radius. This is achieved by any two-mudra combination that ends with Ten, such as Chi > Ten or Jin > Ten. Has a range of 20 yalms.

    Hyoton

    Hyoton

    Deals ice damage with a potency of 350. This also puts a bind on the target for 15 seconds. This is achieved with any two-mudra combination that ends with Jin, such as Ten > Jin or Chi > Jin. Has a range of 25 yalms.

    Huton

    Huton

    Reduces weaponskill recast time and auto-attack delay by 15%. Starts with a duration of 60 seconds and can be increased incrementally back to the maximum of 60 seconds from Armor Crush and Hakke Mujinsatsu. This is achieved by any three-mudra combination ending in Ten, such as Jin > Chi > Ten or Chi > Jin > Ten. The buff is only applied to yourself. It can also be obtained by using Huraijin.

    Doton

    Doton

    Creates a patch of corrupted earth that acts like a stationary Damage over Time (DoT) and deals 80 potency to enemies within it, as well as 80 potency to any enemies in the AoE as it is created. Also applies a 40% heavy on enemies in the AoE which lasts for 18 seconds, resulting in 480 total potency, and a combined potency of 560 altogether. This is achieved by any three-mudra combination ending in Chi, such as Ten > Jin > Chi or Jin > Ten > Chi. The AoE has a radius of five yalms.

    Suiton

    Suiton

    Deals water damage with a potency of 500. This also grants the effect of Suiton for 20 seconds, which allows you to use any ability that was previously only usable under Hidden, such as Trick Attack. This is achieved by any three-mudra combination that ends with Jin: Ten > Chi > Jin or Chi > Ten > Jin. Has a range of 20 yalms.

    GokaMekkyaku

    Goka Mekkyaku

    Deals fire damage with a potency of 600 to the target and enemies within a five-yalm radius near the target. This is achieved by any two-mudra combination that ends with Ten, such as Chi > Ten or Jin > Ten. Has a range of 20 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Katon when under the effects of Kassatsu. Because of the boost from Kassatsu, the true potency is 780.

    HyoshoRanryu

    Hyosho Ranryu

    Deals ice damage with a potency of 1300. This is achieved with any two-mudra combination that ends with Jin. So, Ten > Jin or Chi > Jin. Has a range of 25 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Hyoton. Because of the boost from Kassatsu, the true potency is 1690.

    Rabbit Medium (“Bunny”)

    This Ninjutsu does no damage and has no effect aside from spawning a small rabbit on the player’s head. It still triggers the 1.5 second recast like all other Ninjutsu.

    Regular Abilities (oGCDs)

    These are your regular abilities that can be used at any time when you are not in an animation lock, even while the global cooldown from a GCD is ongoing.

    Mug

    Mug

    Delivers an attack with a potency of 150. Grants 40 Ninki gauge on use. In addition, it debuffs the enemy for 20 seconds with a Vulnerability Up, increasing the enemy’s damage taken by 5% from all sources during this time. It also increases the chance of additional items dropped by the target if Mug is dealt before or as the finishing blow. This extra effect is mostly irrelevant since it only works on basic drops that you don’t end up caring about, such as Bat Fangs. This skill has a personal cooldown of 120 seconds.

    TrickAttack

    Trick Attack

    Delivers an attack with a potency of 300, or 400 if done from the target enemy’s rear. It also applies a Vulnerability Up debuff to the enemy for 15 seconds, increasing the enemy’s damage taken from you alone by 10%. This can only be used under the effect Hidden. (See Suiton for how to use this in combat). This ability has a personal cooldown of 60 seconds.

    Kassatsu

    Kassatsu

    Allows the use of a single Ninjutsu without consuming a mudra charge. In addition, it increases the damage of the Ninjutsu used during this buff by 30%. This buff allows you to use Hyosho Ranryu and Goka Mekkyaku. The damage buff also applies to Goka Mekkyaku and Hyosho Ranryu. This buff has a duration of 15 seconds and is lost upon the use of the next ninjutsu or the timer running out. This ability has a personal cooldown of 60 seconds.

    DreamWithinADream

    Dream Within A Dream

    Delivers a three-hit attack, with each attack hitting for 150 potency for a total of 450 potency. This ability has a personal cooldown of 60 seconds.

    TenChiJin

    Ten Chi Jin (TCJ)

    Temporarily converts each of the three mudra into a Ninjutsu action. Executing one of these actions will convert the remaining mudra into different Ninjutsu actions until either all three have been executed or the Ten Chi Jin effect expires. You can only use Ninjutsu during this, and the same Ninjutsu cannot be executed twice. This ability cannot be activated while under the effects of Kassatsu. This effect ends upon moving. This effect has a duration of six seconds. In essence, this allows you to use one one-step Ninjutsu, one two-step Ninjutsu, and one three-step Ninjutsu in a row. Common uses are Fuma > Raiton > Suiton, Fuma > Katon > Doton, and Fuma > Katon > Suiton. Using Raiton under TCJ will still grant Raiju Ready as normal. This ability has a personal cooldown of 120 seconds.

    Meisui

    Meisui

    Dispels the Suiton buff and in return increases the Ninki gauge by 50. Additionally, increases the potency of the next Bhavacakra from 300 to 500 if used within 30 seconds. This ability can only be used while in combat. This ability has a personal cooldown of 120 seconds.

    Ninki Abilities (oGCDs)

    Ninki abilities are like normal oGCDs except that they require 50 Ninki to use. You can store up to 100 Ninki at once.

    HellfrogMedium

    Hellfrog Medium

    Deals fire damage with a potency of 160 to the target and any other enemies near the target. Costs 50 Ninki to use. This ability has a range of 25 yalms and deals damage in a six-yalm radius around the target.

    Bhavacakra

    Bhavacakra

    Deals unaspected damage with a potency of 350. Costs 50 Ninki to use.

    Bunshin

    Bunshin

    Grants five stacks of the buff Bunshin. Each stack allows your shadow to attack enemies each time you execute a weaponskill. Additionally, grants the effect Phantom Kamaitachi Ready for 45 seconds. The shadow attack potency varies based on the attack executed, but is not affected by combo bonuses. Each attack from the shadow will grant you five Ninki for a total of 25 Ninki if all five stacks of Bunshin are used before the time limit. This buff has a duration of 30 seconds and costs 50 Ninki to use. This ability has a personal cooldown of 90 seconds.

    Melee attack: 160 potency. +Warrior

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  • Ninja Skills Overview
    Guide Info
    Last Updated: 30 May, 2023
    Patch Applicable: 6.4

    Weaponskills (Commonly referred to as GCDs)

    SpinningEdge

    Spinning Edge

    Delivers an attack with a potency of 220. Grants 5 Ninki. This is the first part of our basic combo.

    GustSlash

    Gust Slash

    Delivers an attack with a potency of 160. If used after Spinning Edge in the combo, it will instead deliver an attack with a potency of 320. Grants 5 Ninki if used in the combo. This is the second part of our basic combo.

    AeolianEdge

    Aeolian Edge

    Delivers an attack with a potency of 140, or 200 potency if done from the rear of the enemy. If this is used after Gust Slash as the third part of our combo, it will instead deliver an attack with a potency of 380, or 440 if done from the enemy’s rear. Grants 15 Ninki if used in the combo. This is one of two options for the third part of our basic combo.

    ArmorCrush

    Armor Crush

    Delivers an attack with a potency of 140, or 200 if done from the enemy’s flank. If this is used after Gust Slash as the third part of the combo, it will instead deliver an attack with a potency of 360, or 420 if done from the enemy’s flank. If done as part of the combo, it will also add 30 seconds to your Huton timer, assuming your Huton timer is already active, to a maximum of 60 seconds. Grants 15 Ninki if used in the combo. This is one of two options for the third part of our basic combo.

    ThrowingDagger

    Throwing Dagger

    Delivers a ranged attack with a potency of 120. The range for this GCD is 20 yalms. Grants 5 Ninki.

    DeathBlossom

    Death Blossom

    Delivers an attack with a potency of 100 to all nearby enemies. This Area of Effect (AoE) ability deals damage in a five-yalm radius around you. This is the first part of our AoE combo. Grants 5 Ninki.

    HakkeMujinsatsu

    Hakke Mujinsatsu

    Delivers an attack with a potency of 100 to all nearby enemies. If done as the second part of our AoE combo, it instead delivers an attack with a potency of 130 to all nearby enemies and adds 10 seconds to your Huton timer, assuming your Huton timer is already active, to a maximum of 60 seconds. Just like Death Blossom, this an AoE attack deals damage in a five-yalm radius around you. Grants 5 Ninki if used in the combo.

    Phantom Kamaitachi

    Orders your shadow to deliver an attack with a potency of 600 to the target, and 50% less to all remaining enemies. Additionally, it also adds 10 seconds to your Huton timer, assuming your Huton timer is already active, to a maximum of 60 seconds. Increases Ninki gauge by 10. This GCD can only be used under the effect of Phantom Kamaitachi Ready, granted by Bunshin, and consumes the buff when used. Using this skill while Bunshin is still active neither consumes a stack nor gains extra damage or Ninki. This action cannot be assigned to the hotbar and replaces Bunshin while the Phantom Kamiatachi Ready buff is active. It has a range of 20 yalms.

    Damage from Phantom Kamaitachi counts as pet damage, so it is roughly 2% less potency than stated.

    Hollow Nozuchi

    Upon the execution of Katon, Goka Mekkyaku, Phantom Kamaitachi—or Hakke Mujinsatsu as a combo action after Death Blossom—it automatically deals earth damage with a potency of 50 to all enemies within an active Doton. This action cannot be assigned to the hotbar.

    Forked Raiju

    Delivers a lightning attack with a potency of 560. Grants 5 Ninki. Can only be used while under the effect of Raiju Ready, granted by Raiton, and consumes one stack of the buff when used. Forked Raiju is a gap-closer with a range of 20 yalms.

    Fleeting Raiju

    Delivers a lightning attack with a potency of 560. Grants 5 Ninki. Can only be used while under the effect of Raiju Ready, granted by Raiton, and consumes one stack of the buff when used. Fleeting Raiju is a regular melee GCD.

    Ninjutsus/Mudras (GCDs)

    Ninjutsu sets off a global cooldown of 1.5 seconds upon use, not reducible by Huton or skill speed, and each use of a Ninjutsu will use up one Ninjutsu charge. Mudras have a shared two charges, a charge time of 20 seconds per charge, and can only be started when a normal GCD could be started. Instead of a 2.5 or 1.5 second GCD, the mudras themselves only give a 0.5 second GCD. Using the first mudra will instantly consume a Ninjutsu charge and grant a six-second buff. If a Ninjutsu is not executed within these six seconds then the charge is lost. Inputting two of the same mudra in a combination, or using any other action while the buff is active (including Sprint, food, tinctures, role actions, Limit Break, etc.) will result in a Rabbit Medium, or “Bunny.”

    Ten

    Ten

    Make the ritual mudra hand gesture for “heaven.”

    Chi

    Chi

    Make the ritual mudra hand gesture for “earth.”

    Jin

    Jin

    Make the ritual mudra hand gesture for “man.”

    FumaShuriken

    Fuma Shuriken

    Delivers a ranged Ninjutsu attack with a potency of 450. This is achieved with any single mudra use. Has a range of 25 yalms.

    Raiton

    Raiton

    Deals lightning damage with a potency of 650 and grants a stack of Raiju Ready, up to a maximum of three. This is achieved by any two-mudra combination that ends with Chi. So, Ten > Chi or Jin > Chi. Has a range of 20 yalms.

    Katon

    Katon

    Deals fire damage with a potency of 350 to the target and all nearby enemies within a five-yalm radius. This is achieved by any two-mudra combination that ends with Ten, such as Chi > Ten or Jin > Ten. Has a range of 20 yalms.

    Hyoton

    Hyoton

    Deals ice damage with a potency of 350. This also puts a bind on the target for 15 seconds. This is achieved with any two-mudra combination that ends with Jin, such as Ten > Jin or Chi > Jin. Has a range of 25 yalms.

    Huton

    Huton

    Reduces weaponskill recast time and auto-attack delay by 15%. Starts with a duration of 60 seconds and can be increased incrementally back to the maximum of 60 seconds from Armor Crush and Hakke Mujinsatsu. This is achieved by any three-mudra combination ending in Ten, such as Jin > Chi > Ten or Chi > Jin > Ten. The buff is only applied to yourself. It can also be obtained by using Huraijin.

    Doton

    Doton

    Creates a patch of corrupted earth that acts like a stationary Damage over Time (DoT) and deals 80 potency to enemies within it, as well as 80 potency to any enemies in the AoE as it is created. Also applies a 40% heavy on enemies in the AoE which lasts for 18 seconds, resulting in 480 total potency, and a combined potency of 560 altogether. This is achieved by any three-mudra combination ending in Chi, such as Ten > Jin > Chi or Jin > Ten > Chi. The AoE has a radius of five yalms.

    Suiton

    Suiton

    Deals water damage with a potency of 500. This also grants the effect of Suiton for 20 seconds, which allows you to use any ability that was previously only usable under Hidden, such as Trick Attack. This is achieved by any three-mudra combination that ends with Jin: Ten > Chi > Jin or Chi > Ten > Jin. Has a range of 20 yalms.

    GokaMekkyaku

    Goka Mekkyaku

    Deals fire damage with a potency of 600 to the target and enemies within a five-yalm radius near the target. This is achieved by any two-mudra combination that ends with Ten, such as Chi > Ten or Jin > Ten. Has a range of 20 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Katon when under the effects of Kassatsu. Because of the boost from Kassatsu, the true potency is 780.

    HyoshoRanryu

    Hyosho Ranryu

    Deals ice damage with a potency of 1300. This is achieved with any two-mudra combination that ends with Jin. So, Ten > Jin or Chi > Jin. Has a range of 25 yalms. In addition, this is only usable under the effects of Kassatsu and is a replacement for Hyoton. Because of the boost from Kassatsu, the true potency is 1690.

    Rabbit Medium (“Bunny”)

    This Ninjutsu does no damage and has no effect aside from spawning a small rabbit on the player’s head. It still triggers the 1.5 second recast like all other Ninjutsu.

    Regular Abilities (oGCDs)

    These are your regular abilities that can be used at any time when you are not in an animation lock, even while the global cooldown from a GCD is ongoing.

    Mug

    Mug

    Delivers an attack with a potency of 150. Grants 40 Ninki gauge on use. In addition, it debuffs the enemy for 20 seconds with a Vulnerability Up, increasing the enemy’s damage taken by 5% from all sources during this time. It also increases the chance of additional items dropped by the target if Mug is dealt before or as the finishing blow. This extra effect is mostly irrelevant since it only works on basic drops that you don’t end up caring about, such as Bat Fangs. This skill has a personal cooldown of 120 seconds.

    TrickAttack

    Trick Attack

    Delivers an attack with a potency of 300, or 400 if done from the target enemy’s rear. It also applies a Vulnerability Up debuff to the enemy for 15 seconds, increasing the enemy’s damage taken from you alone by 10%. This can only be used under the effect Hidden. (See Suiton for how to use this in combat). This ability has a personal cooldown of 60 seconds.

    Kassatsu

    Kassatsu

    Allows the use of a single Ninjutsu without consuming a mudra charge. In addition, it increases the damage of the Ninjutsu used during this buff by 30%. This buff allows you to use Hyosho Ranryu and Goka Mekkyaku. The damage buff also applies to Goka Mekkyaku and Hyosho Ranryu. This buff has a duration of 15 seconds and is lost upon the use of the next ninjutsu or the timer running out. This ability has a personal cooldown of 60 seconds.

    DreamWithinADream

    Dream Within A Dream

    Delivers a three-hit attack, with each attack hitting for 150 potency for a total of 450 potency. This ability has a personal cooldown of 60 seconds.

    TenChiJin

    Ten Chi Jin (TCJ)

    Temporarily converts each of the three mudra into a Ninjutsu action. Executing one of these actions will convert the remaining mudra into different Ninjutsu actions until either all three have been executed or the Ten Chi Jin effect expires. You can only use Ninjutsu during this, and the same Ninjutsu cannot be executed twice. This ability cannot be activated while under the effects of Kassatsu. This effect ends upon moving. This effect has a duration of six seconds. In essence, this allows you to use one one-step Ninjutsu, one two-step Ninjutsu, and one three-step Ninjutsu in a row. Common uses are Fuma > Raiton > Suiton, Fuma > Katon > Doton, and Fuma > Katon > Suiton. Using Raiton under TCJ will still grant Raiju Ready as normal. This ability has a personal cooldown of 120 seconds.

    Meisui

    Meisui

    Dispels the Suiton buff and in return increases the Ninki gauge by 50. Additionally, increases the potency of the next Bhavacakra from 300 to 500 if used within 30 seconds. This ability can only be used while in combat. This ability has a personal cooldown of 120 seconds.

    Ninki Abilities (oGCDs)

    Ninki abilities are like normal oGCDs except that they require 50 Ninki to use. You can store up to 100 Ninki at once.

    HellfrogMedium

    Hellfrog Medium

    Deals fire damage with a potency of 160 to the target and any other enemies near the target. Costs 50 Ninki to use. This ability has a range of 25 yalms and deals damage in a six-yalm radius around the target.

    Bhavacakra

    Bhavacakra

    Deals unaspected damage with a potency of 350. Costs 50 Ninki to use.

    Bunshin

    Bunshin

    Grants five stacks of the buff Bunshin. Each stack allows your shadow to attack enemies each time you execute a weaponskill. Additionally, grants the effect Phantom Kamaitachi Ready for 45 seconds. The shadow attack potency varies based on the attack executed, but is not affected by combo bonuses. Each attack from the shadow will grant you five Ninki for a total of 25 Ninki if all five stacks of Bunshin are used before the time limit. This buff has a duration of 30 seconds and costs 50 Ninki to use. This ability has a personal cooldown of 90 seconds.

    Melee attack: 160 potency. Ranged attack: 160 potency. -AoE attack: 80 potency to all enemies hit.

    Damage from Bunshin counts as pet damage, so it is roughly 2% less potency than stated.

    Utility Abilities (oGCDs)

    These are oGCDs which don’t deal damage, so they aren’t necessarily used on cooldown. Instead, they are used when specifically needed.

    ShadeShift

    Shade Shift

    Gives yourself a shield equal to 20% of your maximum HP. This shield lasts 20 seconds, or until it is destroyed. This ability has a personal cooldown of 120 seconds.

    Hide

    Hide

    Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies ten levels higher than you, or certain enemies with special sight. Grants the buff Hidden. This cannot be executed in combat, and you will lose the Hidden buff and be taken out of Hide if you enter combat. This effect also ends upon the use of any action except for Sprint, or upon the reuse of Hide. The use of this ability will also restore two charges of your mudras.

    Shukuchi

    Shukuchi

    Moves you quickly to a target location chosen by you. Has two charges. Has a charge time of 60 seconds per charge, but a charge is also granted by the use of a two-mudra Ninjutsu. Has a range of 20 yalms.

    SecondWind

    Second Wind

    Instantly restores own HP. Has a cure potency of 500. Has a personal cooldown of 120 seconds.

    LegSweep

    Leg Sweep

    Stuns the target for three seconds. Has a personal cooldown of 40 seconds.

    Bloodbath

    Bloodbath

    Converts a portion of physical damage dealt into health. Has a duration of 20 seconds. Has a personal cooldown of 90 seconds.

    Feint

    Feint

    Lowers target’s physical damage dealt by 10%, and magical damage dealt by 5%. Has a duration of 10 seconds. Has a personal cooldown of 90 seconds.

    ArmsLength

    Arm’s Length

    Creates a barrier nullifying most knockback and draw-in effects. Has a duration of six seconds. Applies a 20% slow for 15 seconds on any target that hits you during this six second duration. Has a personal cooldown of 120 seconds.

    TrueNorth

    True North

    Nullifies all action direction requirements. This means that attacks like Aeolian Edge, Armor Crush, and Trick Attack will do the full potency no matter where you attack the enemy from. This buff lasts for ten seconds and has two charges. The charges have a charge time of 45 seconds.

    Traits

    These are all passives.

    AllFours

    All Fours

    Reduces damage taken when falling. Gained at level 14.

    FleetOfFoot

    Fleet of Foot

    Increases movement speed. Gained at level 20.

    Adept Assassination

    Upgrades Assassinate to Dream Within a Dream. Gained at level 56.

    Shukiho

    Shukiho

    Increases Ninki gauge by 5 upon successfully landing certain weaponskills and combos. Gained at level 62.

    EnhancedShukuchi

    Enhanced Shukuchi

    Resets the recast timer on Shukuchi when executing Katon, Raiton or Hyoton on most targets. Gained at level 64.

    EnhancedMug

    Enhanced Mug

    Increases Ninki gauge by 40 when successfully landing Mug. Gained at level 66.

    EnhancedShukuchi2

    Enhanced Shukuchi II

    Allows the accumulation of up to two charges for Shukuchi. Charges are for consecutive uses of Shukuchi. Gained at level 74.

    Melee Mastery

    Increases the base potency of Gust Slash to 120, Aeolian Edge to 140, and Armor Crush to 140. Gained at level 74.

    EnhancedKassatsu

    Enhanced Kassatsu

    Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu, respectively, while under the effects of Kassatsu. Gained at level 76.

    Shukiho2

    Shukiho II

    Increases Ninki gauge by ten upon successfully landing Shadow Fang or completing a combo with Aeolian Edge or Armor Crush. Gained at level 78.

    Shukiho III

    Increases Ninki gauge by 15 upon successfully landing Shadow Fang or completing a combo with Aeolian Edge or Armor Crush. Gained at level 84.

    Melee Mastery II

    Increases the base potency of Spinning Edge to 220 and Gust Slash to 160. Gained at level 84.

    Enhanced Meisui

    Increases the potency of the next Bhavacakra from 350 to 500 when used within 30 seconds. Gained at level 88.

    Enhanced Raiton

    Grants a stack of Raiju Ready upon executing Raiton, up to a maximum of 3, and allowing the use of Forked and Fleeting Raiju. The effect of Raiju Ready ends upon the execution of any weaponskill or GCD, excluding Phantom Kamaitachi and Throwing Daggers. Gained at level 90.

    +AoE attack: 80 potency to all enemies hit.

    Damage from Bunshin counts as pet damage, so it is roughly 2% less potency than stated.

    Utility Abilities (oGCDs)

    These are oGCDs which don’t deal damage, so they aren’t necessarily used on cooldown. Instead, they are used when specifically needed.

    ShadeShift

    Shade Shift

    Gives yourself a shield equal to 20% of your maximum HP. This shield lasts 20 seconds, or until it is destroyed. This ability has a personal cooldown of 120 seconds.

    Hide

    Hide

    Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies ten levels higher than you, or certain enemies with special sight. Grants the buff Hidden. This cannot be executed in combat, and you will lose the Hidden buff and be taken out of Hide if you enter combat. This effect also ends upon the use of any action except for Sprint, or upon the reuse of Hide. The use of this ability will also restore two charges of your mudras.

    Shukuchi

    Shukuchi

    Moves you quickly to a target location chosen by you. Has two charges. Has a charge time of 60 seconds per charge, but a charge is also granted by the use of a two-mudra Ninjutsu. Has a range of 20 yalms.

    SecondWind

    Second Wind

    Instantly restores own HP. Has a cure potency of 500. Has a personal cooldown of 120 seconds.

    LegSweep

    Leg Sweep

    Stuns the target for three seconds. Has a personal cooldown of 40 seconds.

    Bloodbath

    Bloodbath

    Converts a portion of physical damage dealt into health. Has a duration of 20 seconds. Has a personal cooldown of 90 seconds.

    Feint

    Feint

    Lowers target’s physical damage dealt by 10%, and magical damage dealt by 5%. Has a duration of 10 seconds. Has a personal cooldown of 90 seconds.

    ArmsLength

    Arm’s Length

    Creates a barrier nullifying most knockback and draw-in effects. Has a duration of six seconds. Applies a 20% slow for 15 seconds on any target that hits you during this six second duration. Has a personal cooldown of 120 seconds.

    TrueNorth

    True North

    Nullifies all action direction requirements. This means that attacks like Aeolian Edge, Armor Crush, and Trick Attack will do the full potency no matter where you attack the enemy from. This buff lasts for ten seconds and has two charges. The charges have a charge time of 45 seconds.

    Traits

    These are all passives.

    AllFours

    All Fours

    Reduces damage taken when falling. Gained at level 14.

    FleetOfFoot

    Fleet of Foot

    Increases movement speed. Gained at level 20.

    Adept Assassination

    Upgrades Assassinate to Dream Within a Dream. Gained at level 56.

    Shukiho

    Shukiho

    Increases Ninki gauge by 5 upon successfully landing certain weaponskills and combos. Gained at level 62.

    EnhancedShukuchi

    Enhanced Shukuchi

    Resets the recast timer on Shukuchi when executing Katon, Raiton or Hyoton on most targets. Gained at level 64.

    EnhancedMug

    Enhanced Mug

    Increases Ninki gauge by 40 when successfully landing Mug. Gained at level 66.

    EnhancedShukuchi2

    Enhanced Shukuchi II

    Allows the accumulation of up to two charges for Shukuchi. Charges are for consecutive uses of Shukuchi. Gained at level 74.

    Melee Mastery

    Increases the base potency of Gust Slash to 120, Aeolian Edge to 140, and Armor Crush to 140. Gained at level 74.

    EnhancedKassatsu

    Enhanced Kassatsu

    Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu, respectively, while under the effects of Kassatsu. Gained at level 76.

    Shukiho2

    Shukiho II

    Increases Ninki gauge by ten upon successfully landing Shadow Fang or completing a combo with Aeolian Edge or Armor Crush. Gained at level 78.

    Shukiho III

    Increases Ninki gauge by 15 upon successfully landing Shadow Fang or completing a combo with Aeolian Edge or Armor Crush. Gained at level 84.

    Melee Mastery II

    Increases the base potency of Spinning Edge to 220 and Gust Slash to 160. Gained at level 84.

    Enhanced Meisui

    Increases the potency of the next Bhavacakra from 350 to 500 when used within 30 seconds. Gained at level 88.

    Enhanced Raiton

    Grants a stack of Raiju Ready upon executing Raiton, up to a maximum of 3, and allowing the use of Forked and Fleeting Raiju. The effect of Raiju Ready ends upon the execution of any weaponskill or GCD, excluding Phantom Kamaitachi and Throwing Daggers. Gained at level 90.

    • Have any questions?
      Authors
      Sheenda Naweh
      diff --git a/jobs/melee/reaper/basic-guide/index.html b/jobs/melee/reaper/basic-guide/index.html index 4dbf93fd12..03055f610e 100644 --- a/jobs/melee/reaper/basic-guide/index.html +++ b/jobs/melee/reaper/basic-guide/index.html @@ -45,7 +45,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Reaper Basic Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Basic Reaper Guide

    Welcome to the Basic Guide for Reaper, which will cover everything you need to know to get started with becoming a Reaper! Included are an overview of the job’s playstyle, basic priority, abilities and core concepts.

    Whether you’re a fresh level 100, a returning player, or just need a refresh, this guide will give you the tools you need to feel comfortable playing Reaper.

    This guide is intended to be relatively basic and doesn’t go into huge explanations of specific situations or small nuances. If you’re looking for something specific, check out the more detailed guides below:

    How the Job Plays

    Reaper is a fluid build-spender job with a flexible and fast paced burst window. Reaper has an upkeep mechanic in the form of a debuff called Death’s Design and has a small party buff that increases damage. It has a few powerful disconnect tools, including a gate-like ability that lets you teleport somewhere then teleport back to where you came from.

    While Reaper has a powerful and flexible burst window, it does come with a few downsides. Its main burst mechanic, Enshroud, has the player using abilities between fast weaponskills which with high ping can feel incredibly clunky. It also has an extremely punishing mechanic in the form of Soul Reavers, which will be lost if not spent properly.

    Reaper can be played fluidly as a priority system or rigidly with planned burst windows allowing the job to have a low barrier of entry but have a very high skill expression ceiling. 

    Resources and Job Gauges

    Reaper has access to a few resources that you will need to master to play the job:

    Soul: Soul is one of the main Resources that Reaper has and is represented by the red bar on the job gauge. You build 10 of it by using your combo weaponskills (Slice, Waxing Slice, Infernal Slice, Spinning Scythe, Nightmare Scythe) or your ranged spells (Harvest Moon and Harpe) and 50 by using Soul Slice / Scythe. You spend it on off-global abilities that generate Soul Reavers (Blood Stalk, Grim Swathe, Unveiled Gibbet, Unveiled Gallows) or Executioners (Gluttony). You spend 50 Soul at a time and can store up to 100 so that you have some wiggle room on when you use it.

    Shroud: Shroud is the other main resource that Reaper has and is represented by the blue bar on the job gauge. You build 10 Shroud by spending Soul Reavers (the resource you get from spending Soul) on the powerful weaponskills Gibbet, Gallows or Guillotine and Executioners on their upgraded counterparts. Reavers must be spent on Shroud generating skills, using any other weaponskill will have them fall off immediately. While most Soul Spenders generate 1 Soul Reaver, Gluttony will generate 2 Executioners. You can also build 50 Shroud by using Plentiful Harvest, which is only available once every two minutes. 50 Shroud is spent on a transformative buff called Enshroud and you can hold up to 100 Shroud at a time.

    Enshroud: Enshroud is Reaper’s burst window which changes how the Reaper looks, activates a job gauge and changes a few abilities and weaponskills. For more detailed information on what changes, visit the Skill Details page. When you first Enshroud, you generate five blue orbs (Lemure Shroud) which can be spent on the rapid 1.5s global cooldown weaponskills Void Reaping, Cross Reaping and Grim Reaping. When spending a blue orb, it will generate a purple orb (Void Shroud), which you can spend in sets of two on off-global abilities – Lemure’s Slice and Lemure’s Scythe. Lastly, you can end the Enshroud phase by spending all of your Lemure Shroud, or by using the powerful spell Communio. At level 92, we get Gluttony will transform into Sacrificium which can be used one during each Enshroud window.

    Melee Positionals:

    All melee DPS have skills that deal additional potency when used from the Rear of Flank of the target. This means you must be positioned correctly relative to the target’s hitbox ring to meet the requirement. Positional zones are shown here on the left image under this section.

    Some targets have a closed circle target ring or are a “wall-style” target that it is impossible to get to the rear of. Positional requirements are fulfilled no matter where you stand relative to the target. These types of enemies can be identified by the front-facing arrow being inside the hitbox instead of outside of the hitbox (as shown in the image to the right).

    Do be aware, that Gibbet and Gallows are the only skills that have positional requirements. Void Reaping and Cross Reaping DO NOT have positional requirements.

    Basic Rotation

    Reaper Fundamentals

    • Gibbet and Gallows are positional weaponskills. Gibbet receives additional damage if you use it from the target’s flank and Gallows receives the bonus if used from target’s rear. These abilities also buff each other, whenever you use Gibbet your next Gallows will be buffed and when you use Gallows your next Gibbet will be buffed. This buff lasts for 60 seconds and will also upgrade your Blood Stalk into an Unveiled Gibbet or Unveiled Gallows based on whichever buff you have. When you see these weaponskills mentioned, you can do either/or, but always make sure you are using the buffed version if applicable.

      • The Unveiled Gibbet or Gallows does not consume the buff.
    • Shadow of Death applies the Death’s Design debuff to your target, Whorl of Death applies the debuff to all targets within five yalms. This debuff can stack on itself with a maximum duration of 60s.

    • The following skills are upgraded when you use Enshroud:

      • Gibbet turns into Void Reaping;
      • Gallows turns into Cross Reaping;
      • Guillotine turns into Grim Reaping;
      • Blood Stalk turns into Lemure’s Slice;
      • Grim Swathe turns into Lemure’s Scythe;
      • Gluttony turns into Sacrificium.
    • The following skill(s) will be upgraded under different scenarios:

      • Communio turns into Perfectio while under Perfectio Parata;
      • Gibbet, Gallows and Guillotine turn into their “Executioner’s” correspondent when holding Exeuctioners stacks from Gluttony.
    • Void Reaping and Cross Reaping buff each other similarly to how Gibbet and Gallows do. Whenever you use Void Reaping, your next Cross Reaping will deal more damage. This buff does not persist when Enshroud ends so you are able to start on whichever Reaping skill you want every Enshroud. When you see these weaponskills mentioned, you can do either/or, but always make sure you are using the buffed version if applicable.

    • Soul Sow is spell with a five second cast time in combat but is instant outside of combat. When applied, the Soul Sow ability will change into Harvest Moon. Harvest Moon is a long-range spell that does a large amount of AoE damage. There are a few ways to utilize this ability:

      • Harvest Moon whenever you have to disengage from an enemy for longer than global cooldown;
      • Harvest Moon when you are able to deal AoE damage with it;
      • Harvest Moon at least once each encounter;
      • Soul Sow before every boss pull and in-between dungeon packs.

    The Opener:

    • Soul Sow pre-pull

    • Cast Harpe after 2 appears on the countdown, or at 1.7s exactly.

    • Shadow of Death

      • Potion (As late as possible without clipping) – see Opener section for more info.
    • Soul Slice

      • Arcane Circle – press this as late as possible without clipping your next GCD. Recommended a .5s Delay.
      • Gluttony
    • Executioner’s Gibbet

    • Executioner’s Gallows

    • Plentiful Harvest

      • This will clip if your GCD is faster than 2.47, or you have high ping. Moving the Soul Slice from after Perfectio to before this GCD is a viable option. Please, see high ping section below.
      • Enshroud
    • Void Reaping

      • Sacrificium
    • Cross Reaping

      • Lemure’s Slice
    • Void Reaping

    • Cross Reaping

      • Lemure’s Slice
    • Communio

    • Perfectio

    • Soul Slice

      • Unveiled Gibbet
    • Gibbet

    • Shadow of Death

    • Slice – Potion ends here.

    Priority System

    Reaper can be played well by just following a priority system. Below is the recommended priority system for single target

    • Spend Soul Reavers and Executioners on Gibbet or Gallows (whichever is buffed) if you have them.

      • Use Guillotine if you can hit multiple enemies (at least threefour if you have an Enhanced Gibbet/Gallows buff – for the base skill, three or more for the Executioner counterpart).
    • Enshroud if the Ideal Host buff is about to fall off.

    • Perfectio if the Perfectio Parata buff is about to fall off.

    • Maintain Death’s design by using Shadow of Death.

      • Use Whorl of Death if you can hit three or more enemies.
    • Arcane Circle on Cooldown (unless boss will jump during duration).

    • Gluttony on Cooldown (as long as you can spend both Executioners).

    • Soul Slice on Cooldown (Do not overcap your Soul!)

      • Use Soul Scythe if you can hit three or more enemies.
    • Perfectio if you have the Perfectio Parata buff.

    • Plentiful Harvest if available.

    • Enshroud when at 50 or more Shroud or if you have the Ideal Host buff.

      • Alternate Void and Cross Reaping four times, as they buff each other.

        • Use Grim Reaping if you can hit threefour if you have an Enhanced Gibbet/Gallows buff – or more enemies.
      • Weave Lemure’s Slice after every other weapon skills.

        • Use Lemure’s Scythe if you can hit three or more enemies.
      • Weave Sacrificium once during Enshroud.

      • Use Communio when you have one Blue Orb remaining.

    • Unveiled Gibbet / Unveiled Gallows / Blood Stalk if at 50 or more Soul.

      • Use Grim Swathe if you can hit four or more enemies.
    • Combo actions as filler (Slice, Waxing Slice, Infernal Slice).

      • Use AoE combo (Spinning Scythe, Nightmare Scythe) if you can hit three or more enemies.
    • Harvest Moon if you are not in melee range of the boss and it’s available.

      • Ensure to get one Harvest Moon between each pull and downtime!
    • Harpe if you are not in melee range of the boss.

    Notable Utility

    • Hell’s Ingress / Egress / Regress: Gap closer and disengage abilities, respectively. Using the other after using one will activate Regress, returning you to your previous location. Great for moving around boss mechanics.
    • Arcane Crest: Provides a strong shield to yourself, that if broken gives the party a strong AoE regen. Use this often to help support the party.
    • Feint: Reduces an enemies physical damage by a lot and magic damage by a little. Use on raidwides, tank busters, or as requested from your healer or tanks.
    • Arm’s Length: Prevents most knockbacks, great for maintaining uptime on the boss.
    • True North: Allows you to ignore positional requirements. Use it when you can’t hit the flank or rear for Gibbet and Gallows respectively.
    • Second Wind / Bloodbath: Self heal tools that can aid you in a pinch. Use them if you take unnecessary damage or find your health lower than the rest of the groups.

    Core Concepts

    • Maintain uptime: Try to solve mechanics in a way that would allow you to stay on the bosses hitbox. If you have to disengage, you can utilize Harvest Moon to not lose any DPS. Harpe is also excellent if you have to disengage and can’t attack the boss.
    • Hit your positionals: Gibbet and Gallows have rear and flank positionals respectively. Make sure you are attacking in the correct position when using them. Reaper has a lot of flexibility on when you can use these abilities so try to hold them if you can’t hit them. If you must hit them then utilize True North to hit them from any angle.
    • Slidecasting: Soul Sow, Harpe and Communio all have cast times associated with them. You can start moving about 80% through the cast bar and still execute the ability. Utilize this to not miss damage and not take unnecessary damage. 

    Adjustments for High Ping on Reaper

    You may have noticed Enshroud windows feeling somewhat unresponsive to your button pushing. This is a common occurrence that can happen for a multitude of reasons, almost always related to poor connection to the server. What you’re experiencing is referred to as “clipping”, due to prolonged animation lock that happens when your ping exceeds the allotted time the game gives you between GCDs to use your oGCDs. Reaper suffers more than most other jobs simply because of the Enshroud window forcing a 1.5 second GCD and also requiring you to weave between two Lemure’s Slices. There are a few ways to handle this:

    • If possible, ensure you are using a wired connection. WiFi can be spotty and result in packet loss;

    • If playing on an older computer, lower graphics settings and turn off particle effects to increase your framerate. This only matters when your frame rate is so low that it is visibly affecting your gameplay;

    • Utilize a gaming VPN. Occasionally, ISPs will route your connection inefficiently, and a VPN can correct the issue by lowering packet loss and ping, creating a more stable connection to the server. Listed below are VPN options:

      • NoPing;
      • Mudfish;
      • ExitLag;
      • WTFast;
      • Pingzapper.

    A full explanation on how VPNs work and how to check your ping for FFXIV specifically can be found in this guide. The best VPN for you will differ based on location and ISP. It’s suggested that you try all possible options before deciding on one since they do cost money to use on top of your sub. Most, if not all, of these should come with free trials so you can see if they help your connection.

    After attempting to fix these issues with the above suggestions, the only thing you can really do without the use of illegal ToS breaking software is adjusting your rotation. Avoid Double Enshrouds and focus on a rotation based more around priority spending of resources. This lessens the clipping you’ll see in burst windows. Using Shadow of Death mid-Enshroud and using it to weave the related oGCDs is also a very viable option. The longer GCD on Shadow of Death should help avoid clipping. Just make sure you’re not overcapping your Death’s Design timer to do this. 

    If you’re on a PC, and you’re okay with the morality issues of injection based programs, QuickLauncher has a plug-in called NoClippy that will help your clipping issue. This program will simulate a low ping environment specifically for the animation lock of combat actions. This will not actually lower your ping or make your connection to the servers any more stable than it already is or isn’t. The instructions on how to enable NoClippy are listed on the GitHub page. While I’ve not heard of anyone being punished by Square Enix for using programs like this, the reality of the situation is they could potentially endanger your service account. Please keep this in mind if you decide to use QuickLauncher and any plug-in associated with it.

    Next Level

    When you feel like you have mastered the basics of Reaper, you will want to start exploring our burst windows. I recommend heading over to the intermediate guide.

  • Newsfeed
  • Reaper Basic Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Basic Reaper Guide

    Welcome to the Basic Guide for Reaper, which will cover everything you need to know to get started with becoming a Reaper! Included are an overview of the job’s playstyle, basic priority, abilities and core concepts.

    Whether you’re a fresh level 100, a returning player, or just need a refresh, this guide will give you the tools you need to feel comfortable playing Reaper.

    This guide is intended to be relatively basic and doesn’t go into huge explanations of specific situations or small nuances. If you’re looking for something specific, check out the more detailed guides below:

    How the Job Plays

    Reaper is a fluid build-spender job with a flexible and fast paced burst window. Reaper has an upkeep mechanic in the form of a debuff called Death’s Design and has a small party buff that increases damage. It has a few powerful disconnect tools, including a gate-like ability that lets you teleport somewhere then teleport back to where you came from.

    While Reaper has a powerful and flexible burst window, it does come with a few downsides. Its main burst mechanic, Enshroud, has the player using abilities between fast weaponskills which with high ping can feel incredibly clunky. It also has an extremely punishing mechanic in the form of Soul Reavers, which will be lost if not spent properly.

    Reaper can be played fluidly as a priority system or rigidly with planned burst windows allowing the job to have a low barrier of entry but have a very high skill expression ceiling. 

    Resources and Job Gauges

    Reaper has access to a few resources that you will need to master to play the job:

    Soul: Soul is one of the main Resources that Reaper has and is represented by the red bar on the job gauge. You build 10 of it by using your combo weaponskills (Slice, Waxing Slice, Infernal Slice, Spinning Scythe, Nightmare Scythe) or your ranged spells (Harvest Moon and Harpe) and 50 by using Soul Slice / Scythe. You spend it on off-global abilities that generate Soul Reavers (Blood Stalk, Grim Swathe, Unveiled Gibbet, Unveiled Gallows) or Executioners (Gluttony). You spend 50 Soul at a time and can store up to 100 so that you have some wiggle room on when you use it.

    Shroud: Shroud is the other main resource that Reaper has and is represented by the blue bar on the job gauge. You build 10 Shroud by spending Soul Reavers (the resource you get from spending Soul) on the powerful weaponskills Gibbet, Gallows or Guillotine and Executioners on their upgraded counterparts. Reavers must be spent on Shroud generating skills, using any other weaponskill will have them fall off immediately. While most Soul Spenders generate 1 Soul Reaver, Gluttony will generate 2 Executioners. You can also build 50 Shroud by using Plentiful Harvest, which is only available once every two minutes. 50 Shroud is spent on a transformative buff called Enshroud and you can hold up to 100 Shroud at a time.

    Enshroud: Enshroud is Reaper’s burst window which changes how the Reaper looks, activates a job gauge and changes a few abilities and weaponskills. For more detailed information on what changes, visit the Skill Details page. When you first Enshroud, you generate five blue orbs (Lemure Shroud) which can be spent on the rapid 1.5s global cooldown weaponskills Void Reaping, Cross Reaping and Grim Reaping. When spending a blue orb, it will generate a purple orb (Void Shroud), which you can spend in sets of two on off-global abilities – Lemure’s Slice and Lemure’s Scythe. Lastly, you can end the Enshroud phase by spending all of your Lemure Shroud, or by using the powerful spell Communio. At level 92, we get Gluttony will transform into Sacrificium which can be used one during each Enshroud window.

    Melee Positionals:

    All melee DPS have skills that deal additional potency when used from the Rear of Flank of the target. This means you must be positioned correctly relative to the target’s hitbox ring to meet the requirement. Positional zones are shown here on the left image under this section.

    Some targets have a closed circle target ring or are a “wall-style” target that it is impossible to get to the rear of. Positional requirements are fulfilled no matter where you stand relative to the target. These types of enemies can be identified by the front-facing arrow being inside the hitbox instead of outside of the hitbox (as shown in the image to the right).

    Do be aware, that Gibbet and Gallows are the only skills that have positional requirements. Void Reaping and Cross Reaping DO NOT have positional requirements.

    Basic Rotation

    Reaper Fundamentals

    • Gibbet and Gallows are positional weaponskills. Gibbet receives additional damage if you use it from the target’s flank and Gallows receives the bonus if used from target’s rear. These abilities also buff each other, whenever you use Gibbet your next Gallows will be buffed and when you use Gallows your next Gibbet will be buffed. This buff lasts for 60 seconds and will also upgrade your Blood Stalk into an Unveiled Gibbet or Unveiled Gallows based on whichever buff you have. When you see these weaponskills mentioned, you can do either/or, but always make sure you are using the buffed version if applicable.

      • The Unveiled Gibbet or Gallows does not consume the buff.
    • Shadow of Death applies the Death’s Design debuff to your target, Whorl of Death applies the debuff to all targets within five yalms. This debuff can stack on itself with a maximum duration of 60s.

    • The following skills are upgraded when you use Enshroud:

      • Gibbet turns into Void Reaping;
      • Gallows turns into Cross Reaping;
      • Guillotine turns into Grim Reaping;
      • Blood Stalk turns into Lemure’s Slice;
      • Grim Swathe turns into Lemure’s Scythe;
      • Gluttony turns into Sacrificium.
    • The following skill(s) will be upgraded under different scenarios:

      • Communio turns into Perfectio while under Perfectio Parata;
      • Gibbet, Gallows and Guillotine turn into their “Executioner’s” correspondent when holding Exeuctioners stacks from Gluttony.
    • Void Reaping and Cross Reaping buff each other similarly to how Gibbet and Gallows do. Whenever you use Void Reaping, your next Cross Reaping will deal more damage. This buff does not persist when Enshroud ends so you are able to start on whichever Reaping skill you want every Enshroud. When you see these weaponskills mentioned, you can do either/or, but always make sure you are using the buffed version if applicable.

    • Soul Sow is spell with a five second cast time in combat but is instant outside of combat. When applied, the Soul Sow ability will change into Harvest Moon. Harvest Moon is a long-range spell that does a large amount of AoE damage. There are a few ways to utilize this ability:

      • Harvest Moon whenever you have to disengage from an enemy for longer than global cooldown;
      • Harvest Moon when you are able to deal AoE damage with it;
      • Harvest Moon at least once each encounter;
      • Soul Sow before every boss pull and in-between dungeon packs.

    The Opener:

    • Soul Sow pre-pull

    • Cast Harpe after 2 appears on the countdown, or at 1.7s exactly.

    • Shadow of Death

      • Potion (As late as possible without clipping) – see Opener section for more info.
    • Soul Slice

      • Arcane Circle – press this as late as possible without clipping your next GCD. Recommended a .5s Delay.
      • Gluttony
    • Executioner’s Gibbet

    • Executioner’s Gallows

    • Plentiful Harvest

      • This will clip if your GCD is faster than 2.47, or you have high ping. Moving the Soul Slice from after Perfectio to before this GCD is a viable option. Please, see high ping section below.
      • Enshroud
    • Void Reaping

      • Sacrificium
    • Cross Reaping

      • Lemure’s Slice
    • Void Reaping

    • Cross Reaping

      • Lemure’s Slice
    • Communio

    • Perfectio

    • Soul Slice

      • Unveiled Gibbet
    • Gibbet

    • Shadow of Death

    • Slice – Potion ends here.

    Priority System

    Reaper can be played well by just following a priority system. Below is the recommended priority system for single target

    • Spend Soul Reavers and Executioners on Gibbet or Gallows (whichever is buffed) if you have them.

      • Use Guillotine if you can hit multiple enemies (at least threefour if you have an Enhanced Gibbet/Gallows buff – for the base skill, three or more for the Executioner counterpart).
    • Enshroud if the Ideal Host buff is about to fall off.

    • Perfectio if the Perfectio Parata buff is about to fall off.

    • Maintain Death’s design by using Shadow of Death.

      • Use Whorl of Death if you can hit three or more enemies.
    • Arcane Circle on Cooldown (unless boss will jump during duration).

    • Gluttony on Cooldown (as long as you can spend both Executioners).

    • Soul Slice on Cooldown (Do not overcap your Soul!)

      • Use Soul Scythe if you can hit three or more enemies.
    • Perfectio if you have the Perfectio Parata buff.

    • Plentiful Harvest if available.

    • Enshroud when at 50 or more Shroud or if you have the Ideal Host buff.

      • Alternate Void and Cross Reaping four times, as they buff each other.

        • Use Grim Reaping if you can hit threefour if you have an Enhanced Gibbet/Gallows buff – or more enemies.
      • Weave Lemure’s Slice after every other weapon skills.

        • Use Lemure’s Scythe if you can hit three or more enemies.
      • Weave Sacrificium once during Enshroud.

      • Use Communio when you have one Blue Orb remaining.

    • Unveiled Gibbet / Unveiled Gallows / Blood Stalk if at 50 or more Soul.

      • Use Grim Swathe if you can hit four or more enemies.
    • Combo actions as filler (Slice, Waxing Slice, Infernal Slice).

      • Use AoE combo (Spinning Scythe, Nightmare Scythe) if you can hit three or more enemies.
    • Harvest Moon if you are not in melee range of the boss and it’s available.

      • Ensure to get one Harvest Moon between each pull and downtime!
    • Harpe if you are not in melee range of the boss.

    Notable Utility

    • Hell’s Ingress / Egress / Regress: Gap closer and disengage abilities, respectively. Using the other after using one will activate Regress, returning you to your previous location. Great for moving around boss mechanics.
    • Arcane Crest: Provides a strong shield to yourself, that if broken gives the party a strong AoE regen. Use this often to help support the party.
    • Feint: Reduces an enemies physical damage by a lot and magic damage by a little. Use on raidwides, tank busters, or as requested from your healer or tanks.
    • Arm’s Length: Prevents most knockbacks, great for maintaining uptime on the boss.
    • True North: Allows you to ignore positional requirements. Use it when you can’t hit the flank or rear for Gibbet and Gallows respectively.
    • Second Wind / Bloodbath: Self heal tools that can aid you in a pinch. Use them if you take unnecessary damage or find your health lower than the rest of the groups.

    Core Concepts

    • Maintain uptime: Try to solve mechanics in a way that would allow you to stay on the bosses hitbox. If you have to disengage, you can utilize Harvest Moon to not lose any DPS. Harpe is also excellent if you have to disengage and can’t attack the boss.
    • Hit your positionals: Gibbet and Gallows have rear and flank positionals respectively. Make sure you are attacking in the correct position when using them. Reaper has a lot of flexibility on when you can use these abilities so try to hold them if you can’t hit them. If you must hit them then utilize True North to hit them from any angle.
    • Slidecasting: Soul Sow, Harpe and Communio all have cast times associated with them. You can start moving about 80% through the cast bar and still execute the ability. Utilize this to not miss damage and not take unnecessary damage. 

    Adjustments for High Ping on Reaper

    You may have noticed Enshroud windows feeling somewhat unresponsive to your button pushing. This is a common occurrence that can happen for a multitude of reasons, almost always related to poor connection to the server. What you’re experiencing is referred to as “clipping”, due to prolonged animation lock that happens when your ping exceeds the allotted time the game gives you between GCDs to use your oGCDs. Reaper suffers more than most other jobs simply because of the Enshroud window forcing a 1.5 second GCD and also requiring you to weave between two Lemure’s Slices. There are a few ways to handle this:

    • If possible, ensure you are using a wired connection. WiFi can be spotty and result in packet loss;

    • If playing on an older computer, lower graphics settings and turn off particle effects to increase your framerate. This only matters when your frame rate is so low that it is visibly affecting your gameplay;

    • Utilize a gaming VPN. Occasionally, ISPs will route your connection inefficiently, and a VPN can correct the issue by lowering packet loss and ping, creating a more stable connection to the server. Listed below are VPN options:

      • NoPing;
      • Mudfish;
      • ExitLag;
      • WTFast;
      • Pingzapper.

    A full explanation on how VPNs work and how to check your ping for FFXIV specifically can be found in this guide. The best VPN for you will differ based on location and ISP. It’s suggested that you try all possible options before deciding on one since they do cost money to use on top of your sub. Most, if not all, of these should come with free trials so you can see if they help your connection.

    After attempting to fix these issues with the above suggestions, the only thing you can really do without the use of illegal ToS breaking software is adjusting your rotation. Avoid Double Enshrouds and focus on a rotation based more around priority spending of resources. This lessens the clipping you’ll see in burst windows. Using Shadow of Death mid-Enshroud and using it to weave the related oGCDs is also a very viable option. The longer GCD on Shadow of Death should help avoid clipping. Just make sure you’re not overcapping your Death’s Design timer to do this. 

    If you’re on a PC, and you’re okay with the morality issues of injection based programs, QuickLauncher has a plug-in called NoClippy that will help your clipping issue. This program will simulate a low ping environment specifically for the animation lock of combat actions. This will not actually lower your ping or make your connection to the servers any more stable than it already is or isn’t. The instructions on how to enable NoClippy are listed on the GitHub page. While I’ve not heard of anyone being punished by Square Enix for using programs like this, the reality of the situation is they could potentially endanger your service account. Please keep this in mind if you decide to use QuickLauncher and any plug-in associated with it.

    Next Level

    When you feel like you have mastered the basics of Reaper, you will want to start exploring our burst windows. I recommend heading over to the intermediate guide.

    • Have any questions?
      Authors
      Ellunavi Sevald
      diff --git a/jobs/melee/reaper/fight-tips/dragonsong-war/index.html b/jobs/melee/reaper/fight-tips/dragonsong-war/index.html index c3ade699e0..e0fd6f164e 100644 --- a/jobs/melee/reaper/fight-tips/dragonsong-war/index.html +++ b/jobs/melee/reaper/fight-tips/dragonsong-war/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Dragonsong's Reprise (Ultimate)
    Guide Info
    Last Updated: 1 Dec, 2022
    Patch Applicable: 6.5

    Reaper Guide for Dragonsong’s Reprise (Ultimate)

    Introduction:

    Dragonsong’s Reprise (Ultimate) is the first Ultimate released in Final Fantasy XIV: Endwalker. This entire encounter is about 22 minutes long and split into seven Phases and one Intermission: The Vault Knights, King Thordan, Nidhogg, The Eyes, Rewind Intermission, King Thordan II, The Great Wyrms, and The Dragon King. This guide will go over the rotational structure for Reaper in this encounter and provide tips for different push-timings, Arcane Circle and pot examples, Opener and give some general ideas for how to execute your burst. This guide assumes that you have a basic understanding of the class and its fundamentals. I would advise activating the following feature in your settings so you have an easier time hitting your first GCD on a boss after there was downtime.

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    Best in Slot (2.49)

    Etro

    Your item level will be synced down to 605. This etro link has the Best in Slot gear for DSR at the moment. The Manderville 615 and Amazing Manderville 630 weapons are exactly identical in DSR due to item level sync. Use what you have available. If you do not want to farm the dungeon gear, you can also use the set that was Best in Slot during the Asphodelos raid tier. You can find that gear set in the reaper resources on the balance discord. You can learn more about the GCD tiers in the advanced guide.

    Phase One: The Vault Knights

    The first Phase starts with a two target fight. We have some AoE skills in our basic single target rotation that affect a second target, but otherwise we will not use any AoE alternative besides one Whorl of Death in the Opener. Use your entire Opener on Ser Adelphel as he will become untargetable right after and this will help to keep both of the knights on even HP later on.

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    • Pre-pull Soulsow
    • Pre-pull Harpe @2s (On Ser Adelphel)
    • Whorl of Death > Arcane Circle
    • Soul Slice
    • Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Harvest Moon > Gluttony
    • Gallows
    • Gibbet > Unveiled Gallows
    • Gallows
    • Shadow of Death (On Ser Grinnaux)

    Whorl of Death on two targets and Harvest Moon

    The Whorl of Death in the Opener is the ONLY time where it will be a gain in this encounter. Every other Whorl of Death would be a loss here. This is also the only AoE alternative we will use in this encounter. Using Harvest Moon in the Opener will be the most we get out of it for this Phase. Cast one Harpe later after the knockback from Faith Unmoving. Replacing this with Harvest Moon is not a DPS gain.

    Rotational tips for Phase One

    For Hyperdimensional Slash, you can go out to your position after hitting Infernal Slice. If you are on the second set for Hyperdimensional Slash, go for another combo rotation and go out again after hitting Infernal Slice. Use Arm’s Length for the Faith Unmoving right after and move to the safe spot while doing your melee GCDs. Enter Enshroud on 50 Soul gauge and use Shadow of Death on Ser Adelphel as he becomes targetable again shortly after. This should be the timing where both knights should be in the middle again and you should be able to hit both of them with Communio and Gluttony right afterward. Use Harpe for after the next Faith Unmoving. Build your gauge until you have 50 Shroud again and save your Enshroud and Arcane Circle as it should come back up shortly before they hit their enrage.

    Ser Charibert

    Use Enshroud right after you have killed both knights. Ser Charibert is just a DPS check so you can do a normal double Shroud sequence here. The order in which you have to go for the protean bait does not matter. You will always be able to execute a normal double Enshroud window.

    Feint and Arcane Crest examples

    Here are some examples for when to use Feint or Arcane Crest. Feint can only be used twice in total for this Phase.

    • Feint either the first Holiest of Holy or the second one, prior to enrage. If you have a second melee, Hyperdimensional Slash is also a candidate for Feint.
    • Use Arcane Crest for Heavensblaze in the Opener and again for the Hyperdimensional Slash stack. You can use another Arcane Crest for the Heavensflame after the knockback from Faith Unmoving. Last but not least, you can use Arcane Crest for the Brightwing protean waves from Ser Charibert.

    Phase Two: King Thordan

    This is the Phase with the most downtime. Reaper suffers the most in this Phase due to us not being able to build our gauges during downtime scenarios. I recommend to hold at the end of this Phase for a somewhat slower kill time if your group is killing him too early as this gives most classes a better Opener for the next Phase. A kill time somewhere between 3:08-3:13 is good enough for this which is during/after Broad Swing 2.

    Foreword about push timings and Gluttony:

    With faster kill times on the earlier phases, Gluttony can become somewhat of a pain to hold on cooldown. If you used Gluttony somewhere and the Boss dies, keep the Soul Reavers until the next boss becomes targetable. Building your gauge is more important than a Harvest Moon in that scenario. If you are on later Phases already and the boss in a Phase dies while you have one Soul Reaver from Gluttony, try to enter Sanctity of the Ward with > 50 Soul gauge and use Shadow of Death into Gluttony directly after Sanctity of the Ward. This can be done by just doing one Gibbet/Gallows less between Strength of the Ward and Sanctity of the Ward to hold on the >50 Soul gauge.

    When to use which Re-Opener after Sanctity of the Ward

    • Use the “Burst” Re-Opener if your group needs the damage on Thordan or you do not want to do a 100/100 Re-Opener on Nidhogg. Generally not advised as holding on Thordan until he starts his enrage cast leads to way better Gluttony timings and better Re-Openers on Nidhogg.
    • Use the “Deadzoning” Re-Opener if you want to go into Nidhogg with 100/100 or if Thordan would die too fast if you burst.
    • Use the “Deadzoning” Re-Opener if your group kills Thordan too fast and wants to kill him slower to get their defensive cooldowns back.

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    • Shadow of Death > Arcane Circle
    • Soul Slice
    • Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Harvest Moon > Gluttony
    • Gallows
    • Gibbet
    • Shadow of Death
    • Shadow of Death > Unveiled Gallows
    • Gallows

    Why the double Shadow of Death at the end?

    • Death’s Design would fall off for the very last GCD if we do not refresh it. Thordan is untargetable for around 30 seconds, so he would become targetable with about 24 seconds on Death’s Design. The next Opener will have one Shadow of Death less in it which can be replaced by a stronger GCD. Gallows is our last GCD because it is less likely to get ghosted due to application delay.

    Would it not be more DPS to use Soul Slice before Shadow of Death?

    • No. It is less DPS and also will not give us another Soul Slice use.

    Why do we not use Harpe Pre-pull for Thordan?

    • Using Harpe pre-pull will delay our first GCD by a very small amount. This generally is no problem and always a gain. However, the last GCD in our Opener is very tight and using Harpe pre-pull will most likely result in you ghosting your very last GCD. It was very inconsistent for me but you can try it out by yourself to see if you can use Harpe pre-pull without ghosting your last GCD consistently.

    Important Notes:

    • Be aware that if you have a Dancer in your party, you will most likely not get the 8th stack for Plentiful Harvest from them due to us skipping Harpe in the Opener which means Arcane Circle will come out ~0.5s earllier than usual. This is a 40p loss but adjusting the Rotation around this will be a bigger loss so sadly you have to bite the bullet here.
    • If you are playing on a high ping and struggle to use Plentiful Harvest right as it come up as thus clip your GCD due that, you will miss the very last Gibbet or Gallows in this opener which is obivously a big loss. If this is the case for you, swap to the Early Gluttony Opener instead and do the adjustment where you send Arcane Circle right after Shadow of Death so that you will not clip your Plentiful Harvest in the Opener and can safely hit the very last GCD.

    Opener after Strength of the Ward

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    • Soul Slice > Unveiled Gibbet
    • Gibbet
    • Soul Slice
    • Harvest Moon
    • Slice
    • Waxing slice
    • Infernal Slice > Gluttony
    • Gallows
    • Gibbet
    • Shadow of Death
    • Slice
    • Waxing Slice > Unveiled Gibbet
    • Gibbet
    • Soul Slice > Unveiled Gallows
    • Gallows

    What about Enshroud?

    • This depends on when your group wants to use their raid buffs on Thordan. Some groups may use them later which would mean you would overcap on gauges and abilities while waiting for the raid buffs. If this happens, use the Enshroud after Gluttony in this Opener and try to end on Soul Slice -> Gibbet/Gallows.

    The late Soul Slice and the Gibbet/Gallows:

    • Be sure that your last GCDs, before Thordan becomes untargetable again, are Gibbet/Gallows and Soul Slice. Using Gibbet/Gallows this late before Thordan becomes untargetable will help us to not drop our enhanced Gibbet/Gallows buff.

    When to use Harvest Moon in this Opener:

    • For this Opener it doesn’t really matter when exactly you want to use Harvest Moon as there will not be any party buffs until the next time Thordan becomes untargetable. If you get an Astrologian Card, use it inside that window.

    Re-Opener after Sanctity of the Ward: bursting

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    • Shadow of Death
    • Soul Slice > Gluttony
    • Gibbet
    • Gallows > Enshroud
    • Shadow of Death > Arcane Circle
    • Void Reaping
    • Cross Reaping
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Harvest Moon > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Soul Slice > Unveiled Gibbet
    • Gibbet
    • Soul Slice > Unveiled Gallows
    • Gallows

    Why do we use Gluttony so early?

    • Using Gluttony right after Sanctity of the Ward gives us better times on when Gluttony comes off cooldown again for later Phases.

    About the Harvest Moon Placement:

    • Thordan gets a debuff with which he gets more damage from all sources. This debuff should apply right when you hit your 4th reaping ability here. Everything after that will hit stronger due to this debuff.

    When should I use Arcane Circle?

    • Every group has different timings on when they want to use their party buffs. I am only going to show examples in this guide. Clarify with your party when party buffs will come out or else you will misalign them.

    Double Communio in raid buffs:

    • Sadly we will not be able to hit both Communios under 15 seconds raid buffs without delaying them for too long. Due to the immense downtime in Sanctity of the Ward, we will have to use Soul Slice to not overcap on it and then use Gibbet/Gallows directly after to not drop our Enhanced Gibbet/Gallows buff.

    What if Thordan dies before I can get off my entire burst?

    • If Thordan dies before you can hit Soul Slice after your second Communio, go for the “Deadzoning Re-Opener” after Sanctity of the Ward.

    Re-Opener after Sanctity of the Ward: Deadzoning

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    • Shadow of Death
    • Soul Slice > Gluttony
    • Gibbet
    • Gallows > Enshroud
    • Shadow of Death > Arcane Circle
    • Void Reaping
    • Cross Reaping
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Harvest Moon > Lemure’s Slice
    • Communio
    • Plentiful Harvest
    • Soul Slice
    • Slice
    • Waxing Slice
    • Infernal Slice

    Why do we use Gluttony so early?

    • Using Gluttony right after Sanctity of the Ward gives us better times on when Gluttony comes off cooldown again for later Phases.

    About the Harvest Moon Placement:

    • Thordan gets a debuff with which he gets more damage from all sources. This debuff should apply right when you hit your 4th reaping ability here. Everything after that will hit stronger due to this debuff.

    When should I use Arcane Circle?

    • This is very group dependent as every group uses their party buffs at different windows. I am only going to show examples in this guide on where you can weave it. Clarify with your party when party buffs should come out or else you will misalign Arcane Circle.

    Rotational tips and more:

    • Having a slower kill time in this Phase is almost fundamental to hit Gluttony in later Phases on cooldown. I would suggest killing him everytime after he said the Phrase “This is the power of light?” (start of enrage cast).
    • Moments to cast Soulsow for Strength of the Ward are when you go to your safe spot and wait for the expanding AoEs. There is a lot of time to cast Soulsow safely. For Sanctity of the Ward, cast it directly after Thordan becomes untargetable.

    Feint and Arcane Crest examples:

    • Use Feint either on the Ancient Quaga and then on the Ultimate End later or use Feint on Heavenly Heel, which will also cover the three Ascalon’s Might afterward, and then the first Eye of the Tyrant in the Nidhogg Phase.
    • You can use Arcane Crest for these: Lightning Storm, The Dragon’s Rage, Ancient Quaga, Sever, Heaven’s Stake and Ultimate End

    Phase Three: Nidhogg Estinien

    This Phase is a standard 100% melee uptime fight so there is nothing special about this Phase. It only really matters with how much gauge you enter this Phase. It will not affect your burst later on. When to use your Arcane Circle later depends on when your party wants to use their buffs.

    100/100 Opener: with combo

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    • Soulsow before Nidhogg becomes targetable
    • Shadow of Death
    • Continue combo (skip this if combo neutral) > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio > Gluttony
    • Gallows
    • Gibbet
    • Soul Slice > Unveiled Gallows
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet
    • Shadow of Death
    • Continue combo (skip this if combo neutral) > Unveiled Gallows
    • Gallows > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio

    Notes for this Opener:

    If we are combo neutral, we start with an Enshroud so we can get rid of our gauges without overcapping anything. After the Enshroud we should use Gluttony to keep it on cooldown. Use Soul Slice as soon as possible without overcapping on Soul gauge or it will overcap on charges. We will be able to use another Enshroud right afterward from all the Shroud gauge we get from the five Gibbet/Gallows we hit. Use this Enshroud and save the one afterward for the burst window.

    Double Shroud Window:

    Before I go into this, depending on the kill time for Thordan, when your group uses their raid buffs and if you’re combo neutral, you can go for two different burst windows: the single Shadow of Death double Enshroud variant if you are in a combo or the normal double Enshroud window if you are combo neutral.

    Burst with Single Shadow of Death double Shroud variant:

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    • Start with Death’s Design <30s
    • Any GCD > Gluttony (best case is Infernal Slice)
    • Gibbet
    • Gallows > Enshroud
    • Void Reaping
    • Cross Reaping
    • Shadow of Death > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Continue combo/Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Soul Slice (If >50 Soul skip this) > Unveiled Gibbet
    • Gibbet

    Rotational tips for this Phase:

    • The Opener after bursting on Phase Two is nothing special. Just hold Gluttony on cooldown.
    • If your group is not placing the Second in Line towers in max melee range, use Harvest moon for that instead. Otherwise use it if you are baiting the Geirskogul from the Second in Line tower.
    • If you’re consistently entering your double Shroud Window after using Slice, you can use Harvest Moon somewhere before to enter your burst combo neutral and go for a normal double Shroud window.
    • Try to end this Phase with zero Soul Slice charges.

    Feint and Arcane Crest examples:

    • Feint either the first or second Eye of the Tyrant. Feinting the tankbuster tethers later might also be a good idea if your tanks need more mitigation there.
    • Use Arcane Crest for any of the Final Chorus, any of the Eye of the Tyrant and Darkdragon Dive’s.

    Phase Four: The Eyes

    This is again a Phase with two targets. This Phase is pretty simple rotation wise. We will not have any AoEs to hit both targets as they are too far away from each other. Our only Skill which would hit both would be Plentiful Harvest, but using raid buffs in this Phase will not be a gain as they will probably die or enrage before you can get your burst off. We will hold Arcane Circle for the Intermission afterwards.

    Notes for the Phase:

    • If you entered the Phase with an ongoing combo, continue it after Shadow of Death or it will probably expire.
    • Use Gluttony on cooldown. If you have a slower kill time, around 97-99 of the duty bar, you can use Gluttony twice in this Phase. If you end the Phase with Soul Reaver, save it for the Intermission and don’t cast Soulsow.
    • If you have problems hitting the second Gluttony in this Phase due to the eyes dying too fast, try to enter the Phase with > 50 Soul gauge and instantly use Gluttony while still in the group stack and then do g/g. These will be unbuffed by Shadow of Death but it will still be a gain over losing the Gluttony.
    • The Opener is more comfier with no Soul Slice charges but it is not a problem if you enter with one. Best case, you use it before Nidhogg dies and you enter with >50 Soul for Gluttony at the start.
    • You can use one Enshroud anytime in this Phase. Save the second one you get for the Intermission.
    • You can use Harvest Moon for when you have to go out of melee range to swap your tether out at the beginning.

    Feint and Arcane Crest examples

    • Use Feint for the Steep of Rage cast of the Left Eye.
    • Use Arcane Crest for the bleeding damage from Resentment at the beginning and then again at the end for the Steep of Rage.

    The Intermission

    The Intermission works pretty much the same as in Phase One. You just have to burst Ser Charibert to ~20% to not die to his raid-wide, and then destroy the Spear before it ends its cast. Try to enter this Phase combo neutral and with zero Soul Slice charges. There is a chance that you can hit an additional GCD while you are getting pulled inside the circle by Ser Charibert thanks to the auto-target setting.

    Re-Opener: double Shroud

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    • Cast Soulsow
    • Enshroud before Ser Charibert becomes targetable, if you are combo neutral and with zero Soul Slice charges
    • Shadow of Death
    • Void Reaping
    • Cross Reaping
    • Shadow of Death > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Continue combo (if combo neutral skip this)
    • Soul Slice (if > 50 Soul skip this) > Gluttony
    • Gibbet
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet

    About Gluttony:

    • If you enter this Intermission with Gluttony off cooldown, use it before you are doing your double Shroud window.

    If you’re not combo neutral:

    • Use your combo while getting pulled by Ser Charibert. Otherwise hit it after your first Shadow of Death and then Enshroud.

    About Soul Slice:

    • I would advise trying to enter this Intermission with zero Soul Slice charges as it would overcap during the burst. Otherwise use Soul Slice before you’re getting pulled by Ser Charibert. If you cannot get that one out, use Soul Slice after Shadow of Death.

    Where to use Harvest Moon:

    • I would recommend using this on the spear to still have a somewhat strong GCD to help kill the spear faster.

    Feint, Arcane Crest and Bloodbath usage:

    • Feint on Ser Charibert at the end of the Pure of Heart cast or some of the Brightwing protean waves.
    • Use Arcane Crest for the damage over time from the shockwaves to help your healers out with the regen effect.
    • Use Bloodbath for the damage over time from the shockwaves for extra healing.

    Phase Five: King Thordan II

    Phase Five is the other heavy downtime Phase in this encounter. You should enter this Phase with one Enshroud ready.

    Opener: before Wrath of the Heavens

    As your kill times on the earlier phases decide how you enter this Phase, I will again give some tips on what to keep track off before Thordan jumps away. If you enter this Phase with 80 Shroud gauge, use an Enshroud before Wrath of the Heavens as you would overcap on gauges. Otherwise, save the Enshroud and be careful not to overcap on your Shroud gauge.

    • Start with Shadow of Death as your first GCD and use it anywhere again before he becomes untargetable. Thordan will become targetable again with about five seconds on Death’s Design.
    • Use Gluttony as soon as it comes off cooldown. This will probably be about two GCDs before Thordan jumps away for Wrath of the Heavens, but you should be able to hit both Gibbet/Gallows after. If you end this with one or more Soul Reaver Stacks, do not cast Soulsow and instead use the Gibbet/Gallows after Wrath of the Heavens.
    • Try to enter Wrath of the Heavens with zero Soul Slice charges.
    • Use Harvest Moon anywhere here and recast Soulsow during Wrath of the Heavens.
    • Use Enshroud if you entered with about 50 Soul gauge and 70 Shroud gauge.

    Re-Opener: after Wrath of the Heavens

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    • Enshroud before Thordan is targetable (If you entered Wrath of the Heavens with zero Soul Slice charges)
    • Void Reaping
    • Shadow of Death
    • Cross Reaping
    • Harvest Moon > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio > Unveiled Gibbet
    • Gibbet
    • Soul Slice > Gluttony
    • Gallows
    • Gibbet
    • Soul Slice

    Notes for this Re-Opener:

    • If you enter Wrath of the Heavens with a Soul Slice charge, use it before Enshrouding.
    • If you enter Wrath of the Heavens with Gluttony ready, use it before your first Enshroud window, but you probably already lost one use over the fight.
    • Here again, try to end with zero Soul Slice charges.
    • If you get Gluttony right before Thordan jumps away, use it even if you can only hit one Gibbet/Gallows, otherwise you will lose a use over the fight.

    Tips for the Meteors after Death of the Heavens

    • Use Shadow of Death on your initial meteor. For the rest, just hit them without Death’s Design.
    • I would suggest to save 50 Shroud gauge so you can use one Enshroud on the Meteors, especially if you are still progging the fight. Otherwise you can safe it if your group has no problem there.
    • You can hit three Meteors at once with Grim Reaping and Lemure’s Scythe if you stand on the outer tiles of the inner Ring. A Picture for reference:

    Imgur

    Feint and Arcane Crest examples:

    • Feint both of the Ancient Quaga or both of the Heavenly Heel which would also cover the three Ascalons Might. You may have to use Feint a bit before the Heavenly Heel cast starts so you can get it back before the next one happens.
    • Use Arcane Crest for the Spiral Pierce if you get the tether, Skyward Leap if you get the blue marker, Ascalons Mercy Revealed, Liquid hells if you get the baits, Lightning Storm if you get the thunder debuff, Ancient Quaga and for the Heavensblaze after the knockback.

    Phase Six: The Great Wyrms:

    For this Phase we will fight both again, Nidhogg and Hraesvelgr. This is a 100% uptime, two target fight, and both dragons are omnidirectional. Plentiful Harvest will be the only Skill with which you can hit both targets at once. Changing the target in this fight might be a bit unfortunate for Reaper as you will have to apply your Death’s Design on the target first. Beforehand: Whorl of Death will NOT be a gain on this Phase. Use Shadow of Death to apply Death’s Design. Enter this Phase with > 50 Shroud gauge and, if you can, combo neutral and with no Soul Slice charges.

    Re-Opener:

    Imgur

    • Cast Soulsow, Enshroud as soon as the battleground changes.
    • Shadow of Death
    • Void Reaping
    • Shadow of Death
    • Cross Reaping > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • combo GCD/Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Soul Slice (if > 50 Soul skip this) > Gluttony
    • Gibbet
    • Gallows

    Notes for this Re-Opener:

    • You can go out for Wyrmsbreath after hitting your combo GCD/Soul Slice and use Plentiful Harvest while being on your spot. If you have to adjust to one of the back spots, you can use any extra GCD after the combo GCD/Soul Slice and then go out to use Plentiful Harvest on your spot.
    • The best case for Reaper is to attack Hraesvelgr at the beginning so you do not have to use another Shadow of Death on Hraesvelgr after Nidhogg jumps away. Of course this depends on how your group wants to handle the opener on the dragons for this Phase.

    Rotational notes:

    • For the first Hallowed Wings if this is the pattern where you have to go out of melee range, you can use your odd minute Enshroud here and go out after your 4th Reaping to cast Communio after going out. An example video for that can be found further below.
    • If you get the pattern in Wroth Flames where you have to go out of melee range, you can use Hell’s Ingress/Egress to teleport to the stack spot and use your Enhanced Harpe that you gain + Harvest Moon.
    • If your group wants to use their raid buffs after Touchdown, I would advise to use the second Enshroud you get in this Phase as soon as you get it. Reason is that you probably won’t get off an Enshroud, Gluttony and Plentiful Harvest before the dragons die.
    • Arcane Circle will come back up during Wyrmsbreath 2. If your group wants to use their raid buffs during that window, do a single Enshroud in this window and keep building gauge afterwards to be able to enter with 100/100 into Phase 7.

    Touchdown:

    • If you have a Ninja or Scholar in the group, I would advise to focus down one of the dragons to get the most value out of Mug and Chain Strategem.
    • The most important thing here is to hit Gluttony and Plentiful Harvest before both of them die.
    • End with zero Soul Slice charges.

    Feint and Arcane Crest examples:

    • I would advise using Feint for either one of the Hallowed Plume tankbusters, if your tank needs help with them, or for the Akh Morn during Wroth Flames as these hit pretty hard and every mitigation here would help.
    • Use Arcane Crest pretty much on cooldown. For Wyrmsbreath 1, Akh Afah, Akh Morn or the Stack/Spread, Wyrmsbreath 2 or Touchdown.

    For the example video for the melee downtime Hallowed Plume 1 pattern, click here!

    Phase Seven: The Dragon King

    The final Phase in this whole encounter. This is a 100% uptime Phase where you may have to go out of melee range for one GCD for Exaflare’s Edge, depending on which strat you do. You may enter this Phase with between 80-100 Shroud gauge and depending on this you may have to adjust some abilities in the following Opener. If you entered this Phase with more than 80 Shroud Gauge you can use Enshroud twice and then save the third one for your two minute burst, similar to Phase Three.

    Opener:

    • Shadow of Death
    • Soul Slice (Skip this if > 50 Soul gauge) > Unveiled Gibbet
    • Gibbet (skip this if you would overcap on shroud gauge) > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio > Gluttony
    • Gibbet
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet

    ###Notes for this Opener:

    • If you Enshroud right after Shadow of Death then your Communio will line up right at the end of the Exaflare’s Edge cast which is not a good or safe time to cast Communio. I would then advise to use Shadow of Death again so it happens after the first Exaflares dropped.
    • If you enter this Phase with less than 50 Soul gauge you can start with a Soul Slice after Shadow of Death
    • You can use Gluttony before you Enshroud if you entered this Phase with under 80 Shroud Gauge. Otherwise use it after Enshroud.
    • It is possible to not drop your enhanced Gibbet/Gallows buff during the transition if one of your last two GCDs at the end of Phase Six were Gibbet/Gallows. One of your first two GCDs in Phase Seven have to be Gibbet/Gallow for that. It is not worth it if you would overcap on Shroud gauge by doing this.

    Two Minute burst:

    Most groups probably want to delay their raid buffs to after the first Gigaflare’s Edge’s first hit goes off so it will better realign with 60 second cooldowns. It does not matter where you used Gluttony in the opener. I would advise to push it back to after your 2nd Communio in the double Enshroud window. Use Shadow of Death again before Gigaflare so you enter it with > 30 seconds on Death’s Design. Enshroud when your Death’s Design hits 33 seconds and go for a Harvest Moon Double Enshroud variant. If you already used Harvest Moon before then go for a standard double Enshroud window.

    Harvest Moon Double Enshroud:

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    • Enshroud after the next GCD as soon as Death’s Design hits 33 seconds
    • Void Reaping
    • Cross Reaping
    • Shadow of Death > Pot
    • Void Reaping > Arcane Circle
    • Cross Reaping > Lemure’s Slice
    • Harvest moon > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Continue combo > Gluttony (skip if combo neutral)
    • Gibbet
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet

    What if you are the melee who has to LB?

    This is totally fine and not a problem at all for us if done at the correct timings. If you want to use an LB3 with an LB1 later on then you can just use the LB3 during the first Akh Morn’s Edge and then use the LB1 at the end before Morn Afah’s Edge. If you only want to use the LB3 at the end to hold it for safety, then use it after the last Akh Morn’s Edge.

    Feint, Arcane Crest and Bloodbath examples:

    • You can get two uses of Feint in this Phase. To get the maximum uses out I would advise to either use it on the first Akh Morn’s Edge and the second Gigaflare’s Edge or on the first Gigaflare’s Edge and the third Akh Morn’s Edge.
    • Use Arcane Crest pretty much on cooldown. Your healers will thank you for using it during every Akh Morn’s Edge and Gigaflare’s Edge. And of course for every Trinity Auto Attack.
    • Use Bloodbath for the first and third Akh Morn’s Edge to make it easier for your healers.
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  • Dragonsong's Reprise (Ultimate)
    Guide Info
    Last Updated: 1 Dec, 2022
    Patch Applicable: 6.5

    Reaper Guide for Dragonsong’s Reprise (Ultimate)

    Introduction:

    Dragonsong’s Reprise (Ultimate) is the first Ultimate released in Final Fantasy XIV: Endwalker. This entire encounter is about 22 minutes long and split into seven Phases and one Intermission: The Vault Knights, King Thordan, Nidhogg, The Eyes, Rewind Intermission, King Thordan II, The Great Wyrms, and The Dragon King. This guide will go over the rotational structure for Reaper in this encounter and provide tips for different push-timings, Arcane Circle and pot examples, Opener and give some general ideas for how to execute your burst. This guide assumes that you have a basic understanding of the class and its fundamentals. I would advise activating the following feature in your settings so you have an easier time hitting your first GCD on a boss after there was downtime.

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    Best in Slot (2.49)

    Etro

    Your item level will be synced down to 605. This etro link has the Best in Slot gear for DSR at the moment. The Manderville 615 and Amazing Manderville 630 weapons are exactly identical in DSR due to item level sync. Use what you have available. If you do not want to farm the dungeon gear, you can also use the set that was Best in Slot during the Asphodelos raid tier. You can find that gear set in the reaper resources on the balance discord. You can learn more about the GCD tiers in the advanced guide.

    Phase One: The Vault Knights

    The first Phase starts with a two target fight. We have some AoE skills in our basic single target rotation that affect a second target, but otherwise we will not use any AoE alternative besides one Whorl of Death in the Opener. Use your entire Opener on Ser Adelphel as he will become untargetable right after and this will help to keep both of the knights on even HP later on.

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    • Pre-pull Soulsow
    • Pre-pull Harpe @2s (On Ser Adelphel)
    • Whorl of Death > Arcane Circle
    • Soul Slice
    • Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Harvest Moon > Gluttony
    • Gallows
    • Gibbet > Unveiled Gallows
    • Gallows
    • Shadow of Death (On Ser Grinnaux)

    Whorl of Death on two targets and Harvest Moon

    The Whorl of Death in the Opener is the ONLY time where it will be a gain in this encounter. Every other Whorl of Death would be a loss here. This is also the only AoE alternative we will use in this encounter. Using Harvest Moon in the Opener will be the most we get out of it for this Phase. Cast one Harpe later after the knockback from Faith Unmoving. Replacing this with Harvest Moon is not a DPS gain.

    Rotational tips for Phase One

    For Hyperdimensional Slash, you can go out to your position after hitting Infernal Slice. If you are on the second set for Hyperdimensional Slash, go for another combo rotation and go out again after hitting Infernal Slice. Use Arm’s Length for the Faith Unmoving right after and move to the safe spot while doing your melee GCDs. Enter Enshroud on 50 Soul gauge and use Shadow of Death on Ser Adelphel as he becomes targetable again shortly after. This should be the timing where both knights should be in the middle again and you should be able to hit both of them with Communio and Gluttony right afterward. Use Harpe for after the next Faith Unmoving. Build your gauge until you have 50 Shroud again and save your Enshroud and Arcane Circle as it should come back up shortly before they hit their enrage.

    Ser Charibert

    Use Enshroud right after you have killed both knights. Ser Charibert is just a DPS check so you can do a normal double Shroud sequence here. The order in which you have to go for the protean bait does not matter. You will always be able to execute a normal double Enshroud window.

    Feint and Arcane Crest examples

    Here are some examples for when to use Feint or Arcane Crest. Feint can only be used twice in total for this Phase.

    • Feint either the first Holiest of Holy or the second one, prior to enrage. If you have a second melee, Hyperdimensional Slash is also a candidate for Feint.
    • Use Arcane Crest for Heavensblaze in the Opener and again for the Hyperdimensional Slash stack. You can use another Arcane Crest for the Heavensflame after the knockback from Faith Unmoving. Last but not least, you can use Arcane Crest for the Brightwing protean waves from Ser Charibert.

    Phase Two: King Thordan

    This is the Phase with the most downtime. Reaper suffers the most in this Phase due to us not being able to build our gauges during downtime scenarios. I recommend to hold at the end of this Phase for a somewhat slower kill time if your group is killing him too early as this gives most classes a better Opener for the next Phase. A kill time somewhere between 3:08-3:13 is good enough for this which is during/after Broad Swing 2.

    Foreword about push timings and Gluttony:

    With faster kill times on the earlier phases, Gluttony can become somewhat of a pain to hold on cooldown. If you used Gluttony somewhere and the Boss dies, keep the Soul Reavers until the next boss becomes targetable. Building your gauge is more important than a Harvest Moon in that scenario. If you are on later Phases already and the boss in a Phase dies while you have one Soul Reaver from Gluttony, try to enter Sanctity of the Ward with > 50 Soul gauge and use Shadow of Death into Gluttony directly after Sanctity of the Ward. This can be done by just doing one Gibbet/Gallows less between Strength of the Ward and Sanctity of the Ward to hold on the >50 Soul gauge.

    When to use which Re-Opener after Sanctity of the Ward

    • Use the “Burst” Re-Opener if your group needs the damage on Thordan or you do not want to do a 100/100 Re-Opener on Nidhogg. Generally not advised as holding on Thordan until he starts his enrage cast leads to way better Gluttony timings and better Re-Openers on Nidhogg.
    • Use the “Deadzoning” Re-Opener if you want to go into Nidhogg with 100/100 or if Thordan would die too fast if you burst.
    • Use the “Deadzoning” Re-Opener if your group kills Thordan too fast and wants to kill him slower to get their defensive cooldowns back.

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    • Shadow of Death > Arcane Circle
    • Soul Slice
    • Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Harvest Moon > Gluttony
    • Gallows
    • Gibbet
    • Shadow of Death
    • Shadow of Death > Unveiled Gallows
    • Gallows

    Why the double Shadow of Death at the end?

    • Death’s Design would fall off for the very last GCD if we do not refresh it. Thordan is untargetable for around 30 seconds, so he would become targetable with about 24 seconds on Death’s Design. The next Opener will have one Shadow of Death less in it which can be replaced by a stronger GCD. Gallows is our last GCD because it is less likely to get ghosted due to application delay.

    Would it not be more DPS to use Soul Slice before Shadow of Death?

    • No. It is less DPS and also will not give us another Soul Slice use.

    Why do we not use Harpe Pre-pull for Thordan?

    • Using Harpe pre-pull will delay our first GCD by a very small amount. This generally is no problem and always a gain. However, the last GCD in our Opener is very tight and using Harpe pre-pull will most likely result in you ghosting your very last GCD. It was very inconsistent for me but you can try it out by yourself to see if you can use Harpe pre-pull without ghosting your last GCD consistently.

    Important Notes:

    • Be aware that if you have a Dancer in your party, you will most likely not get the 8th stack for Plentiful Harvest from them due to us skipping Harpe in the Opener which means Arcane Circle will come out ~0.5s earllier than usual. This is a 40p loss but adjusting the Rotation around this will be a bigger loss so sadly you have to bite the bullet here.
    • If you are playing on a high ping and struggle to use Plentiful Harvest right as it come up as thus clip your GCD due that, you will miss the very last Gibbet or Gallows in this opener which is obivously a big loss. If this is the case for you, swap to the Early Gluttony Opener instead and do the adjustment where you send Arcane Circle right after Shadow of Death so that you will not clip your Plentiful Harvest in the Opener and can safely hit the very last GCD.

    Opener after Strength of the Ward

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    • Soul Slice > Unveiled Gibbet
    • Gibbet
    • Soul Slice
    • Harvest Moon
    • Slice
    • Waxing slice
    • Infernal Slice > Gluttony
    • Gallows
    • Gibbet
    • Shadow of Death
    • Slice
    • Waxing Slice > Unveiled Gibbet
    • Gibbet
    • Soul Slice > Unveiled Gallows
    • Gallows

    What about Enshroud?

    • This depends on when your group wants to use their raid buffs on Thordan. Some groups may use them later which would mean you would overcap on gauges and abilities while waiting for the raid buffs. If this happens, use the Enshroud after Gluttony in this Opener and try to end on Soul Slice -> Gibbet/Gallows.

    The late Soul Slice and the Gibbet/Gallows:

    • Be sure that your last GCDs, before Thordan becomes untargetable again, are Gibbet/Gallows and Soul Slice. Using Gibbet/Gallows this late before Thordan becomes untargetable will help us to not drop our enhanced Gibbet/Gallows buff.

    When to use Harvest Moon in this Opener:

    • For this Opener it doesn’t really matter when exactly you want to use Harvest Moon as there will not be any party buffs until the next time Thordan becomes untargetable. If you get an Astrologian Card, use it inside that window.

    Re-Opener after Sanctity of the Ward: bursting

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    • Shadow of Death
    • Soul Slice > Gluttony
    • Gibbet
    • Gallows > Enshroud
    • Shadow of Death > Arcane Circle
    • Void Reaping
    • Cross Reaping
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Harvest Moon > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Soul Slice > Unveiled Gibbet
    • Gibbet
    • Soul Slice > Unveiled Gallows
    • Gallows

    Why do we use Gluttony so early?

    • Using Gluttony right after Sanctity of the Ward gives us better times on when Gluttony comes off cooldown again for later Phases.

    About the Harvest Moon Placement:

    • Thordan gets a debuff with which he gets more damage from all sources. This debuff should apply right when you hit your 4th reaping ability here. Everything after that will hit stronger due to this debuff.

    When should I use Arcane Circle?

    • Every group has different timings on when they want to use their party buffs. I am only going to show examples in this guide. Clarify with your party when party buffs will come out or else you will misalign them.

    Double Communio in raid buffs:

    • Sadly we will not be able to hit both Communios under 15 seconds raid buffs without delaying them for too long. Due to the immense downtime in Sanctity of the Ward, we will have to use Soul Slice to not overcap on it and then use Gibbet/Gallows directly after to not drop our Enhanced Gibbet/Gallows buff.

    What if Thordan dies before I can get off my entire burst?

    • If Thordan dies before you can hit Soul Slice after your second Communio, go for the “Deadzoning Re-Opener” after Sanctity of the Ward.

    Re-Opener after Sanctity of the Ward: Deadzoning

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    • Shadow of Death
    • Soul Slice > Gluttony
    • Gibbet
    • Gallows > Enshroud
    • Shadow of Death > Arcane Circle
    • Void Reaping
    • Cross Reaping
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Harvest Moon > Lemure’s Slice
    • Communio
    • Plentiful Harvest
    • Soul Slice
    • Slice
    • Waxing Slice
    • Infernal Slice

    Why do we use Gluttony so early?

    • Using Gluttony right after Sanctity of the Ward gives us better times on when Gluttony comes off cooldown again for later Phases.

    About the Harvest Moon Placement:

    • Thordan gets a debuff with which he gets more damage from all sources. This debuff should apply right when you hit your 4th reaping ability here. Everything after that will hit stronger due to this debuff.

    When should I use Arcane Circle?

    • This is very group dependent as every group uses their party buffs at different windows. I am only going to show examples in this guide on where you can weave it. Clarify with your party when party buffs should come out or else you will misalign Arcane Circle.

    Rotational tips and more:

    • Having a slower kill time in this Phase is almost fundamental to hit Gluttony in later Phases on cooldown. I would suggest killing him everytime after he said the Phrase “This is the power of light?” (start of enrage cast).
    • Moments to cast Soulsow for Strength of the Ward are when you go to your safe spot and wait for the expanding AoEs. There is a lot of time to cast Soulsow safely. For Sanctity of the Ward, cast it directly after Thordan becomes untargetable.

    Feint and Arcane Crest examples:

    • Use Feint either on the Ancient Quaga and then on the Ultimate End later or use Feint on Heavenly Heel, which will also cover the three Ascalon’s Might afterward, and then the first Eye of the Tyrant in the Nidhogg Phase.
    • You can use Arcane Crest for these: Lightning Storm, The Dragon’s Rage, Ancient Quaga, Sever, Heaven’s Stake and Ultimate End

    Phase Three: Nidhogg Estinien

    This Phase is a standard 100% melee uptime fight so there is nothing special about this Phase. It only really matters with how much gauge you enter this Phase. It will not affect your burst later on. When to use your Arcane Circle later depends on when your party wants to use their buffs.

    100/100 Opener: with combo

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    • Soulsow before Nidhogg becomes targetable
    • Shadow of Death
    • Continue combo (skip this if combo neutral) > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio > Gluttony
    • Gallows
    • Gibbet
    • Soul Slice > Unveiled Gallows
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet
    • Shadow of Death
    • Continue combo (skip this if combo neutral) > Unveiled Gallows
    • Gallows > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio

    Notes for this Opener:

    If we are combo neutral, we start with an Enshroud so we can get rid of our gauges without overcapping anything. After the Enshroud we should use Gluttony to keep it on cooldown. Use Soul Slice as soon as possible without overcapping on Soul gauge or it will overcap on charges. We will be able to use another Enshroud right afterward from all the Shroud gauge we get from the five Gibbet/Gallows we hit. Use this Enshroud and save the one afterward for the burst window.

    Double Shroud Window:

    Before I go into this, depending on the kill time for Thordan, when your group uses their raid buffs and if you’re combo neutral, you can go for two different burst windows: the single Shadow of Death double Enshroud variant if you are in a combo or the normal double Enshroud window if you are combo neutral.

    Burst with Single Shadow of Death double Shroud variant:

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    • Start with Death’s Design <30s
    • Any GCD > Gluttony (best case is Infernal Slice)
    • Gibbet
    • Gallows > Enshroud
    • Void Reaping
    • Cross Reaping
    • Shadow of Death > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Continue combo/Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Soul Slice (If >50 Soul skip this) > Unveiled Gibbet
    • Gibbet

    Rotational tips for this Phase:

    • The Opener after bursting on Phase Two is nothing special. Just hold Gluttony on cooldown.
    • If your group is not placing the Second in Line towers in max melee range, use Harvest moon for that instead. Otherwise use it if you are baiting the Geirskogul from the Second in Line tower.
    • If you’re consistently entering your double Shroud Window after using Slice, you can use Harvest Moon somewhere before to enter your burst combo neutral and go for a normal double Shroud window.
    • Try to end this Phase with zero Soul Slice charges.

    Feint and Arcane Crest examples:

    • Feint either the first or second Eye of the Tyrant. Feinting the tankbuster tethers later might also be a good idea if your tanks need more mitigation there.
    • Use Arcane Crest for any of the Final Chorus, any of the Eye of the Tyrant and Darkdragon Dive’s.

    Phase Four: The Eyes

    This is again a Phase with two targets. This Phase is pretty simple rotation wise. We will not have any AoEs to hit both targets as they are too far away from each other. Our only Skill which would hit both would be Plentiful Harvest, but using raid buffs in this Phase will not be a gain as they will probably die or enrage before you can get your burst off. We will hold Arcane Circle for the Intermission afterwards.

    Notes for the Phase:

    • If you entered the Phase with an ongoing combo, continue it after Shadow of Death or it will probably expire.
    • Use Gluttony on cooldown. If you have a slower kill time, around 97-99 of the duty bar, you can use Gluttony twice in this Phase. If you end the Phase with Soul Reaver, save it for the Intermission and don’t cast Soulsow.
    • If you have problems hitting the second Gluttony in this Phase due to the eyes dying too fast, try to enter the Phase with > 50 Soul gauge and instantly use Gluttony while still in the group stack and then do g/g. These will be unbuffed by Shadow of Death but it will still be a gain over losing the Gluttony.
    • The Opener is more comfier with no Soul Slice charges but it is not a problem if you enter with one. Best case, you use it before Nidhogg dies and you enter with >50 Soul for Gluttony at the start.
    • You can use one Enshroud anytime in this Phase. Save the second one you get for the Intermission.
    • You can use Harvest Moon for when you have to go out of melee range to swap your tether out at the beginning.

    Feint and Arcane Crest examples

    • Use Feint for the Steep of Rage cast of the Left Eye.
    • Use Arcane Crest for the bleeding damage from Resentment at the beginning and then again at the end for the Steep of Rage.

    The Intermission

    The Intermission works pretty much the same as in Phase One. You just have to burst Ser Charibert to ~20% to not die to his raid-wide, and then destroy the Spear before it ends its cast. Try to enter this Phase combo neutral and with zero Soul Slice charges. There is a chance that you can hit an additional GCD while you are getting pulled inside the circle by Ser Charibert thanks to the auto-target setting.

    Re-Opener: double Shroud

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    • Cast Soulsow
    • Enshroud before Ser Charibert becomes targetable, if you are combo neutral and with zero Soul Slice charges
    • Shadow of Death
    • Void Reaping
    • Cross Reaping
    • Shadow of Death > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Continue combo (if combo neutral skip this)
    • Soul Slice (if > 50 Soul skip this) > Gluttony
    • Gibbet
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet

    About Gluttony:

    • If you enter this Intermission with Gluttony off cooldown, use it before you are doing your double Shroud window.

    If you’re not combo neutral:

    • Use your combo while getting pulled by Ser Charibert. Otherwise hit it after your first Shadow of Death and then Enshroud.

    About Soul Slice:

    • I would advise trying to enter this Intermission with zero Soul Slice charges as it would overcap during the burst. Otherwise use Soul Slice before you’re getting pulled by Ser Charibert. If you cannot get that one out, use Soul Slice after Shadow of Death.

    Where to use Harvest Moon:

    • I would recommend using this on the spear to still have a somewhat strong GCD to help kill the spear faster.

    Feint, Arcane Crest and Bloodbath usage:

    • Feint on Ser Charibert at the end of the Pure of Heart cast or some of the Brightwing protean waves.
    • Use Arcane Crest for the damage over time from the shockwaves to help your healers out with the regen effect.
    • Use Bloodbath for the damage over time from the shockwaves for extra healing.

    Phase Five: King Thordan II

    Phase Five is the other heavy downtime Phase in this encounter. You should enter this Phase with one Enshroud ready.

    Opener: before Wrath of the Heavens

    As your kill times on the earlier phases decide how you enter this Phase, I will again give some tips on what to keep track off before Thordan jumps away. If you enter this Phase with 80 Shroud gauge, use an Enshroud before Wrath of the Heavens as you would overcap on gauges. Otherwise, save the Enshroud and be careful not to overcap on your Shroud gauge.

    • Start with Shadow of Death as your first GCD and use it anywhere again before he becomes untargetable. Thordan will become targetable again with about five seconds on Death’s Design.
    • Use Gluttony as soon as it comes off cooldown. This will probably be about two GCDs before Thordan jumps away for Wrath of the Heavens, but you should be able to hit both Gibbet/Gallows after. If you end this with one or more Soul Reaver Stacks, do not cast Soulsow and instead use the Gibbet/Gallows after Wrath of the Heavens.
    • Try to enter Wrath of the Heavens with zero Soul Slice charges.
    • Use Harvest Moon anywhere here and recast Soulsow during Wrath of the Heavens.
    • Use Enshroud if you entered with about 50 Soul gauge and 70 Shroud gauge.

    Re-Opener: after Wrath of the Heavens

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    • Enshroud before Thordan is targetable (If you entered Wrath of the Heavens with zero Soul Slice charges)
    • Void Reaping
    • Shadow of Death
    • Cross Reaping
    • Harvest Moon > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio > Unveiled Gibbet
    • Gibbet
    • Soul Slice > Gluttony
    • Gallows
    • Gibbet
    • Soul Slice

    Notes for this Re-Opener:

    • If you enter Wrath of the Heavens with a Soul Slice charge, use it before Enshrouding.
    • If you enter Wrath of the Heavens with Gluttony ready, use it before your first Enshroud window, but you probably already lost one use over the fight.
    • Here again, try to end with zero Soul Slice charges.
    • If you get Gluttony right before Thordan jumps away, use it even if you can only hit one Gibbet/Gallows, otherwise you will lose a use over the fight.

    Tips for the Meteors after Death of the Heavens

    • Use Shadow of Death on your initial meteor. For the rest, just hit them without Death’s Design.
    • I would suggest to save 50 Shroud gauge so you can use one Enshroud on the Meteors, especially if you are still progging the fight. Otherwise you can safe it if your group has no problem there.
    • You can hit three Meteors at once with Grim Reaping and Lemure’s Scythe if you stand on the outer tiles of the inner Ring. A Picture for reference:

    Imgur

    Feint and Arcane Crest examples:

    • Feint both of the Ancient Quaga or both of the Heavenly Heel which would also cover the three Ascalons Might. You may have to use Feint a bit before the Heavenly Heel cast starts so you can get it back before the next one happens.
    • Use Arcane Crest for the Spiral Pierce if you get the tether, Skyward Leap if you get the blue marker, Ascalons Mercy Revealed, Liquid hells if you get the baits, Lightning Storm if you get the thunder debuff, Ancient Quaga and for the Heavensblaze after the knockback.

    Phase Six: The Great Wyrms:

    For this Phase we will fight both again, Nidhogg and Hraesvelgr. This is a 100% uptime, two target fight, and both dragons are omnidirectional. Plentiful Harvest will be the only Skill with which you can hit both targets at once. Changing the target in this fight might be a bit unfortunate for Reaper as you will have to apply your Death’s Design on the target first. Beforehand: Whorl of Death will NOT be a gain on this Phase. Use Shadow of Death to apply Death’s Design. Enter this Phase with > 50 Shroud gauge and, if you can, combo neutral and with no Soul Slice charges.

    Re-Opener:

    Imgur

    • Cast Soulsow, Enshroud as soon as the battleground changes.
    • Shadow of Death
    • Void Reaping
    • Shadow of Death
    • Cross Reaping > Arcane Circle
    • Void Reaping > Lemure’s Slice
    • Cross Reaping > Lemure’s Slice
    • Communio
    • combo GCD/Soul Slice
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Soul Slice (if > 50 Soul skip this) > Gluttony
    • Gibbet
    • Gallows

    Notes for this Re-Opener:

    • You can go out for Wyrmsbreath after hitting your combo GCD/Soul Slice and use Plentiful Harvest while being on your spot. If you have to adjust to one of the back spots, you can use any extra GCD after the combo GCD/Soul Slice and then go out to use Plentiful Harvest on your spot.
    • The best case for Reaper is to attack Hraesvelgr at the beginning so you do not have to use another Shadow of Death on Hraesvelgr after Nidhogg jumps away. Of course this depends on how your group wants to handle the opener on the dragons for this Phase.

    Rotational notes:

    • For the first Hallowed Wings if this is the pattern where you have to go out of melee range, you can use your odd minute Enshroud here and go out after your 4th Reaping to cast Communio after going out. An example video for that can be found further below.
    • If you get the pattern in Wroth Flames where you have to go out of melee range, you can use Hell’s Ingress/Egress to teleport to the stack spot and use your Enhanced Harpe that you gain + Harvest Moon.
    • If your group wants to use their raid buffs after Touchdown, I would advise to use the second Enshroud you get in this Phase as soon as you get it. Reason is that you probably won’t get off an Enshroud, Gluttony and Plentiful Harvest before the dragons die.
    • Arcane Circle will come back up during Wyrmsbreath 2. If your group wants to use their raid buffs during that window, do a single Enshroud in this window and keep building gauge afterwards to be able to enter with 100/100 into Phase 7.

    Touchdown:

    • If you have a Ninja or Scholar in the group, I would advise to focus down one of the dragons to get the most value out of Mug and Chain Strategem.
    • The most important thing here is to hit Gluttony and Plentiful Harvest before both of them die.
    • End with zero Soul Slice charges.

    Feint and Arcane Crest examples:

    • I would advise using Feint for either one of the Hallowed Plume tankbusters, if your tank needs help with them, or for the Akh Morn during Wroth Flames as these hit pretty hard and every mitigation here would help.
    • Use Arcane Crest pretty much on cooldown. For Wyrmsbreath 1, Akh Afah, Akh Morn or the Stack/Spread, Wyrmsbreath 2 or Touchdown.

    For the example video for the melee downtime Hallowed Plume 1 pattern, click here!

    Phase Seven: The Dragon King

    The final Phase in this whole encounter. This is a 100% uptime Phase where you may have to go out of melee range for one GCD for Exaflare’s Edge, depending on which strat you do. You may enter this Phase with between 80-100 Shroud gauge and depending on this you may have to adjust some abilities in the following Opener. If you entered this Phase with more than 80 Shroud Gauge you can use Enshroud twice and then save the third one for your two minute burst, similar to Phase Three.

    Opener:

    • Shadow of Death
    • Soul Slice (Skip this if > 50 Soul gauge) > Unveiled Gibbet
    • Gibbet (skip this if you would overcap on shroud gauge) > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio > Gluttony
    • Gibbet
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet

    ###Notes for this Opener:

    • If you Enshroud right after Shadow of Death then your Communio will line up right at the end of the Exaflare’s Edge cast which is not a good or safe time to cast Communio. I would then advise to use Shadow of Death again so it happens after the first Exaflares dropped.
    • If you enter this Phase with less than 50 Soul gauge you can start with a Soul Slice after Shadow of Death
    • You can use Gluttony before you Enshroud if you entered this Phase with under 80 Shroud Gauge. Otherwise use it after Enshroud.
    • It is possible to not drop your enhanced Gibbet/Gallows buff during the transition if one of your last two GCDs at the end of Phase Six were Gibbet/Gallows. One of your first two GCDs in Phase Seven have to be Gibbet/Gallow for that. It is not worth it if you would overcap on Shroud gauge by doing this.

    Two Minute burst:

    Most groups probably want to delay their raid buffs to after the first Gigaflare’s Edge’s first hit goes off so it will better realign with 60 second cooldowns. It does not matter where you used Gluttony in the opener. I would advise to push it back to after your 2nd Communio in the double Enshroud window. Use Shadow of Death again before Gigaflare so you enter it with > 30 seconds on Death’s Design. Enshroud when your Death’s Design hits 33 seconds and go for a Harvest Moon Double Enshroud variant. If you already used Harvest Moon before then go for a standard double Enshroud window.

    Harvest Moon Double Enshroud:

    Imgur

    • Enshroud after the next GCD as soon as Death’s Design hits 33 seconds
    • Void Reaping
    • Cross Reaping
    • Shadow of Death > Pot
    • Void Reaping > Arcane Circle
    • Cross Reaping > Lemure’s Slice
    • Harvest moon > Lemure’s Slice
    • Communio
    • Plentiful Harvest > Enshroud
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Void Reaping
    • Cross Reaping > Lemure’s Slice
    • Communio
    • Continue combo > Gluttony (skip if combo neutral)
    • Gibbet
    • Gallows
    • Soul Slice > Unveiled Gibbet
    • Gibbet

    What if you are the melee who has to LB?

    This is totally fine and not a problem at all for us if done at the correct timings. If you want to use an LB3 with an LB1 later on then you can just use the LB3 during the first Akh Morn’s Edge and then use the LB1 at the end before Morn Afah’s Edge. If you only want to use the LB3 at the end to hold it for safety, then use it after the last Akh Morn’s Edge.

    Feint, Arcane Crest and Bloodbath examples:

    • You can get two uses of Feint in this Phase. To get the maximum uses out I would advise to either use it on the first Akh Morn’s Edge and the second Gigaflare’s Edge or on the first Gigaflare’s Edge and the third Akh Morn’s Edge.
    • Use Arcane Crest pretty much on cooldown. Your healers will thank you for using it during every Akh Morn’s Edge and Gigaflare’s Edge. And of course for every Trinity Auto Attack.
    • Use Bloodbath for the first and third Akh Morn’s Edge to make it easier for your healers.
  • Newsfeed
  • Reaper

    Job Fundamentals

    Reaper is a flexible burst job that revolves around gauge and resource management. While Reaper itself has a few strict damage windows, the majority of the rotation can be moved around to align better with mechanics, or to fit into the burst windows of other jobs’ raid buffs. Reaper also has the benefit of being mobile for short periods of time through intelligent usage of its mobility-based abilities and ranged spells.

    Most Recent Job Changes

    Patch 7.05:

    Soul Slice potency increased to 520.

    Perfectio potency increased to 1300.

    These changes did not affect the core rotation.

    +Warrior
  • Newsfeed
  • Reaper

    Job Fundamentals

    Reaper is a flexible burst job that revolves around gauge and resource management. While Reaper itself has a few strict damage windows, the majority of the rotation can be moved around to align better with mechanics, or to fit into the burst windows of other jobs’ raid buffs. Reaper also has the benefit of being mobile for short periods of time through intelligent usage of its mobility-based abilities and ranged spells.

    Most Recent Job Changes

    Patch 7.05:

    Soul Slice potency increased to 520.

    Perfectio potency increased to 1300.

    These changes did not affect the core rotation.

    \ No newline at end of file diff --git a/jobs/melee/reaper/index.xml b/jobs/melee/reaper/index.xml index 58df2489f9..a76fca59cc 100644 --- a/jobs/melee/reaper/index.xml +++ b/jobs/melee/reaper/index.xml @@ -7,10 +7,10 @@ Potion (Press this late into your GCD) &ndash; see note below for Potion Opt Arcane Circle &ndash; press this as late as you can without clipping your next GCD. Recommended .5s delay. Gluttony Executioner&rsquo;s Gibbet Executioner&rsquo;s Gallows Plentiful Harvest -This will clip if your GCD is faster than 2.Reaper Basic Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Sat, 16 Nov 2024 21:51:49 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Basic Reaper Guide Welcome to the Basic Guide for Reaper, which will cover everything you need to know to get started with becoming a Reaper! Included are an overview of the job’s playstyle, basic priority, abilities and core concepts. +This will clip if your GCD is faster than 2.Reaper Skill Overviewhttps://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Sat, 16 Nov 2024 21:52:17 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Single-Target Actions Icon Action Abbreviation Level Type Recast Description Slice - 1 Weaponskill 2.5 seconds The first action in your main combo. Delivers an attack with a potency of 420. Generates 10 Soul. Waxing Slice - 5 Weaponskill 2.5 seconds The second action in your main combo. Delivers an attack with a combo potency of 500. Generates 10 Soul. Infernal Slice - 30 Weaponskill 2.5 seconds The third action in your main combo.Reaper Basic Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Sat, 16 Nov 2024 21:51:49 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/basic-guide/Basic Reaper Guide Welcome to the Basic Guide for Reaper, which will cover everything you need to know to get started with becoming a Reaper! Included are an overview of the job’s playstyle, basic priority, abilities and core concepts. Whether you’re a fresh level 100, a returning player, or just need a refresh, this guide will give you the tools you need to feel comfortable playing Reaper. This guide is intended to be relatively basic and doesn’t go into huge explanations of specific situations or small nuances.Reaper Leveling Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/leveling-guide/Sat, 16 Nov 2024 21:51:23 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/leveling-guide/This guide is targeted at players looking to play and understand Reaper as they level up. It will cover some basic priorities for each level tier and will also serve as a priority list for playing Reaper at lower levels (for ultimates and such). If you are level 100 and looking to explore other guides please visit the following links: Basic Guide Advanced Guide Skill Details -How to Unlock To unlock Reaper, you must first have these prerequisites met:Reaper Skill Overviewhttps://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Fri, 02 Aug 2024 15:58:53 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/skills-overview/Single-Target Actions Icon Action Abbreviation Level Type Recast Description Slice - 1 Weaponskill 2.5 seconds The first action in your main combo. Delivers an attack with a potency of 420. Generates 10 Soul. Waxing Slice - 5 Weaponskill 2.5 seconds The second action in your main combo. Delivers an attack with a combo potency of 500. Generates 10 Soul. Infernal Slice - 30 Weaponskill 2.5 seconds The third action in your main combo.Reaper Advanced Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/advanced-guide/Thu, 04 Jul 2024 02:44:58 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/advanced-guide/This guide will be updated for Dawntrail at a later date.Reaper Non-Standard Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/non-standard/Mon, 10 Jul 2023 22:45:15 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/non-standard/Placeholder Test page. \ No newline at end of file +How to Unlock To unlock Reaper, you must first have these prerequisites met:Reaper Advanced Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/advanced-guide/Thu, 04 Jul 2024 02:44:58 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/advanced-guide/This guide will be updated for Dawntrail at a later date.Reaper Non-Standard Guidehttps://www.thebalanceffxiv.com/jobs/melee/reaper/non-standard/Mon, 10 Jul 2023 22:45:15 +0000https://www.thebalanceffxiv.com/jobs/melee/reaper/non-standard/Placeholder Test page. \ No newline at end of file diff --git a/jobs/melee/reaper/intermediate-guide/index.html b/jobs/melee/reaper/intermediate-guide/index.html index a5f35bc292..13e6de9cf8 100644 --- a/jobs/melee/reaper/intermediate-guide/index.html +++ b/jobs/melee/reaper/intermediate-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Intermediate Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Reaper Intermediate Guide

    Welcome to Reaper Intermediate Guide! The objective of this guide is to tackle some of the more slightly complicated part of Reaper. This guide will cover the following topics:

    • Standard Two-Minute Burst Window
    • Variant Two-Minute Burst Windows
    • Uptime Optimization

    Two Minute Burst Windows

    Optimizing your two minute burst window to better play into buffs is what really set you apart as a Reaper. An optimized Double Enshroud Window is putting around 2000 more potency into raid buffs than an optimized Single Enshroud one. Reaper has a lot of options for burst windows that are better discussed in the Advanced Guide. Below is the safest option for your two minute burst window, that will work best in most situations.

    The ending is a bit complicated in wording but simple in nature. We have two major goals:

    • Maintain our combo;
    • Push as much Potency into raid buffs.

    The best ending in terms of damage would be Perfectio → Gluttony, but we will almost always be restricted by combo here. Because of that we need to keep some combo keeping situations in mind:

    • If you clip your GCD anywhere at all during this burst sequence, Combo instead of Perfectio (the window to maintain combo is really tight);
    • If you enter the first Enshroud on a non-combo GCD while still being in combo, then you will need to use Combo before Perfectio.

    The delay on Arcane Circle is only recommended for the first 2-minute window. It will most likely align in the same oGCD slot for every window after. Arcane Circle will still be slightly earlier than other buffs, but not early enough to where it will make a large impact.

    Gluttony also has some considerations regarding its cooldown timer and the gauge you have available. If cooldown is an issue but gauge and combo aren’t, you can also suppliment this space with an Unveilled action for a tiny bit more damage in raid buffs.

    Different Two Minute Bursts

    Reaper has more than one potential burst window, but the variant being used needs to be carefully considered. More of the how and when to use them will be covered in the Advanced Guide, but just know that their gains are typically sub .2% of our DPS.

    Combo Entry Point

    One of the neat things about Dawntrail Reaper is that Perfectio fills in a role that used to be occupied by a 19th combo GCD. This means we will do 18 combo GCDs between each burst sequence. In full-uptime scenarios, you will most likely always enter your burst on the same combo point. The caveat here is that every Harpe and Harvest Moon will shift this combo window by one GCD. So there are cases, like a 2 ranged GCD filler rotation, where our burst window will enter combo neutral.

    The 9th Hour (Minute)

    In a full uptime scenario, the 10 minute burst will not function anymore due to gauge negativity. This can happen at the 8th minute as well if you lose a single GCD before then. It is recommended, when this happens, to just bank the Enshroud at the 9th minute (7th minute if you would mess up the 8th minute). This is called “Deadzoning” and usually reserved for advanced purposes, but it is overall a net gain for us to do it in these windows. Do note, that dying with this gauge is way more of a loss than dying without the gauge. If the fight is tough and you think that you may perish before reaching the burst window it is recommended to not hold the gauge.

    Single Enshroud Burst

    In Endwalker, Single Enshroud was significantly weaker than our Double Enshroud burst. In Dawntrail, it is now a lot closer. With Gluttony being a much stronger GCD with its two 820p follow up attacks, we now need to take more consideration of losing a use. The best way to prevent losing that use is to utilize a Single Enshroud windows.

    Placeholder for Image

    Single Enshrouds are somewhat more complicated than Doubles because of the Enshroud that could or could not precede them. General rule of thumb is to not enter Enshroud if Gluttony <13s on its cooldown. At the 6th minute mark in a full uptime fight we actually run into an interesting situation where the above window will need to have the Soul Slice after the AC. It is better to view the whole single enshroud phases by clicking here.

    Uptime Optimization

    Reaper received a major change in Dawntrail, that being that Harvest Moon and Harpe now generate 10 Soul. Reaper also received a new action in their rotation that generates no Soul – Perfectio. Because of this the risk of not having enough gauge intensifies, meaning that with enough wasted downtime the burst window at even 8 minutes could be in jeopardy. One of the challenges will be for RPR to utilize their ranged tools to maintain uptime for not only more damage but also to ensure that their rotation later down the line doesn’t suffer.

    • Harvest Moon is your first line of uptime defense. You only get one in any encounter where the boss doesn’t leave the arena for 5s or more and using it to maintain uptime is crucial. It is an instant cast and is 800p, meaning that using it at any point in the fight will always be a gain;
    • Perfectio is your second line of uptime defense and arguable the most complicated piece. In standard burst sequences, Perfectio can be brought outside of the burst for potential uptime gains within 30s of the final Communio. By using Perfectio instead of Harpe, you more-or-less secure a combo action which will net you anywhere from 132-330p;
    • Enhanced Harpe is another great option just because its instant cast and will allow for more mobility. You get this from simply using Hell’s Ingress or Hell’s Regress which are both great tools for maintaining uptime;
    • Hardcast Harpe is the final option. Sometimes the teleport skills go too far, or the downtime is extended and we will have to utilize a hardcasted Harpe. This isn’t too terribly difficult with its short cast time.

    Perfectio Ranged Flex

    Perfectio’s availability can be stretched out to nearly a minute after Plentiful Harvests or almost 90s after Arcane Circle has been used. This does require some planning to utilize, but we do have the ability to utilizing windows such as the one in the spreadsheet below to not sacrifice too much damage in our burst window and also allowing us uptime pretty far into the future. This may be a non-standard optimization or it could be a niche tool for certain encounters, but I believe understanding how good Perfectio as a ranged tool is will be a differential when it comes to skill expression. You can view an example of this theory here.

    https://docs.google.com/spreadsheets/d/16zo0BorEt3UMv2hXjTFNcyKQjooRW1jwXp7eGAc7BiY/edit?usp=sharing

    Executioner’s Gallows

    Executioner’s Gallows has a damage delay of 2.12s! This is a massive delay in damage and can potentially cause ghosting. If you ever end up using Gluttony before a boss jumps and you get both GCDs, it will always be safe to finish with Executioner’s Gibbet instead of Gallows. Keep in mind that, if you discover this is a problem, then you will most likely have to re-organize your whole Gibbet/Gallows rotation. While we are unsure if this will impact any fights in Dawntrail, I recommend checking the Encounter sections for each fight to figure out the best Gibbet/Gallows rotation for each fight.

  • Newsfeed
  • Intermediate Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Reaper Intermediate Guide

    Welcome to Reaper Intermediate Guide! The objective of this guide is to tackle some of the more slightly complicated part of Reaper. This guide will cover the following topics:

    • Standard Two-Minute Burst Window
    • Variant Two-Minute Burst Windows
    • Uptime Optimization

    Two Minute Burst Windows

    Optimizing your two minute burst window to better play into buffs is what really set you apart as a Reaper. An optimized Double Enshroud Window is putting around 2000 more potency into raid buffs than an optimized Single Enshroud one. Reaper has a lot of options for burst windows that are better discussed in the Advanced Guide. Below is the safest option for your two minute burst window, that will work best in most situations.

    The ending is a bit complicated in wording but simple in nature. We have two major goals:

    • Maintain our combo;
    • Push as much Potency into raid buffs.

    The best ending in terms of damage would be Perfectio → Gluttony, but we will almost always be restricted by combo here. Because of that we need to keep some combo keeping situations in mind:

    • If you clip your GCD anywhere at all during this burst sequence, Combo instead of Perfectio (the window to maintain combo is really tight);
    • If you enter the first Enshroud on a non-combo GCD while still being in combo, then you will need to use Combo before Perfectio.

    The delay on Arcane Circle is only recommended for the first 2-minute window. It will most likely align in the same oGCD slot for every window after. Arcane Circle will still be slightly earlier than other buffs, but not early enough to where it will make a large impact.

    Gluttony also has some considerations regarding its cooldown timer and the gauge you have available. If cooldown is an issue but gauge and combo aren’t, you can also suppliment this space with an Unveilled action for a tiny bit more damage in raid buffs.

    Different Two Minute Bursts

    Reaper has more than one potential burst window, but the variant being used needs to be carefully considered. More of the how and when to use them will be covered in the Advanced Guide, but just know that their gains are typically sub .2% of our DPS.

    Combo Entry Point

    One of the neat things about Dawntrail Reaper is that Perfectio fills in a role that used to be occupied by a 19th combo GCD. This means we will do 18 combo GCDs between each burst sequence. In full-uptime scenarios, you will most likely always enter your burst on the same combo point. The caveat here is that every Harpe and Harvest Moon will shift this combo window by one GCD. So there are cases, like a 2 ranged GCD filler rotation, where our burst window will enter combo neutral.

    The 9th Hour (Minute)

    In a full uptime scenario, the 10 minute burst will not function anymore due to gauge negativity. This can happen at the 8th minute as well if you lose a single GCD before then. It is recommended, when this happens, to just bank the Enshroud at the 9th minute (7th minute if you would mess up the 8th minute). This is called “Deadzoning” and usually reserved for advanced purposes, but it is overall a net gain for us to do it in these windows. Do note, that dying with this gauge is way more of a loss than dying without the gauge. If the fight is tough and you think that you may perish before reaching the burst window it is recommended to not hold the gauge.

    Single Enshroud Burst

    In Endwalker, Single Enshroud was significantly weaker than our Double Enshroud burst. In Dawntrail, it is now a lot closer. With Gluttony being a much stronger GCD with its two 820p follow up attacks, we now need to take more consideration of losing a use. The best way to prevent losing that use is to utilize a Single Enshroud windows.

    Placeholder for Image

    Single Enshrouds are somewhat more complicated than Doubles because of the Enshroud that could or could not precede them. General rule of thumb is to not enter Enshroud if Gluttony <13s on its cooldown. At the 6th minute mark in a full uptime fight we actually run into an interesting situation where the above window will need to have the Soul Slice after the AC. It is better to view the whole single enshroud phases by clicking here.

    Uptime Optimization

    Reaper received a major change in Dawntrail, that being that Harvest Moon and Harpe now generate 10 Soul. Reaper also received a new action in their rotation that generates no Soul – Perfectio. Because of this the risk of not having enough gauge intensifies, meaning that with enough wasted downtime the burst window at even 8 minutes could be in jeopardy. One of the challenges will be for RPR to utilize their ranged tools to maintain uptime for not only more damage but also to ensure that their rotation later down the line doesn’t suffer.

    • Harvest Moon is your first line of uptime defense. You only get one in any encounter where the boss doesn’t leave the arena for 5s or more and using it to maintain uptime is crucial. It is an instant cast and is 800p, meaning that using it at any point in the fight will always be a gain;
    • Perfectio is your second line of uptime defense and arguable the most complicated piece. In standard burst sequences, Perfectio can be brought outside of the burst for potential uptime gains within 30s of the final Communio. By using Perfectio instead of Harpe, you more-or-less secure a combo action which will net you anywhere from 132-330p;
    • Enhanced Harpe is another great option just because its instant cast and will allow for more mobility. You get this from simply using Hell’s Ingress or Hell’s Regress which are both great tools for maintaining uptime;
    • Hardcast Harpe is the final option. Sometimes the teleport skills go too far, or the downtime is extended and we will have to utilize a hardcasted Harpe. This isn’t too terribly difficult with its short cast time.

    Perfectio Ranged Flex

    Perfectio’s availability can be stretched out to nearly a minute after Plentiful Harvests or almost 90s after Arcane Circle has been used. This does require some planning to utilize, but we do have the ability to utilizing windows such as the one in the spreadsheet below to not sacrifice too much damage in our burst window and also allowing us uptime pretty far into the future. This may be a non-standard optimization or it could be a niche tool for certain encounters, but I believe understanding how good Perfectio as a ranged tool is will be a differential when it comes to skill expression. You can view an example of this theory here.

    https://docs.google.com/spreadsheets/d/16zo0BorEt3UMv2hXjTFNcyKQjooRW1jwXp7eGAc7BiY/edit?usp=sharing

    Executioner’s Gallows

    Executioner’s Gallows has a damage delay of 2.12s! This is a massive delay in damage and can potentially cause ghosting. If you ever end up using Gluttony before a boss jumps and you get both GCDs, it will always be safe to finish with Executioner’s Gibbet instead of Gallows. Keep in mind that, if you discover this is a problem, then you will most likely have to re-organize your whole Gibbet/Gallows rotation. While we are unsure if this will impact any fights in Dawntrail, I recommend checking the Encounter sections for each fight to figure out the best Gibbet/Gallows rotation for each fight.

    • Have any questions?
      Authors
      Balance RPR Staff
      diff --git a/jobs/melee/reaper/leveling-guide/index.html b/jobs/melee/reaper/leveling-guide/index.html index 87c1fd05f5..e0e5158b58 100644 --- a/jobs/melee/reaper/leveling-guide/index.html +++ b/jobs/melee/reaper/leveling-guide/index.html @@ -49,7 +49,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Reaper Leveling Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    This guide is targeted at players looking to play and understand Reaper as they level up. It will cover some basic priorities for each level tier and will also serve as a priority list for playing Reaper at lower levels (for ultimates and such). If you are level 100 and looking to explore other guides please visit the following links:

    Basic Guide

    Advanced Guide

    Skill Details

    How to Unlock

    To unlock Reaper, you must first have these prerequisites met:

    • Endwalker expansion purchased and registered to your Mogstation account.
    • Level 70 on any Disciple of War or Disciple of Magic job

    You can unlock Reaper in Ul’dah at 12.8, 8.6

    Here, you will have to complete a short quest. Once complete, congratulations – you have now unlocked Reaper!

    Gear

    • Reaper wears Maiming gear; the same armor type that Dragoon wears.

    • You can purchase a better mainhand weapon in Rhalgr’s Reach by spending 600 of Allagan Tomestones of Poetics.

      • Eschina at 13.8, 11.7
      • Select Scaevan Gear Exchange
      • Purchase Augmented Scaevan Scythe
    • You can purchase armor using Allagan Tomestones of Poetics in Rhalgr’s Reach

      • Enna at 13.8, 11.7
      • Select the DoW II option
      • Purchase Augmented Scaevan Armor
        • It is recommended that you start with left side pieces. You may not need an earring if you pre-ordered Endwalker and received Melphina’s Earring, or you obtained the Bozjan Earring, as they will provide a 30% boost to experience gain.
        • You can purchase two of the same rings from this vendor!
      • You should ideally be around iLvl 400 at this time.
    • As you run dungeons and do other content you will obtain new gear that has a higher ilvl, in which you should generally put on. Don’t worry about having the right stats as having a higher iLvl will let you deal more damage and survive more hits.

    Know your Role

    • Multi-target: When you are DPSing in dungeons always do AoE abilities when there are three or more enemies. 

    • Don’t hold cooldowns: Trash pulls are often more taxing on healers and tanks so dealing with them quickly will lead to a more successful dungeon, so don’t hold any cooldowns for a Boss.

    • Soul Sow: When you are at level 82 or above you want to Soul Sow in between each mob pull as it is an instant cast. Make sure to use the Harvest Moon on each AoE pull when the monsters are grouped up.

    • Arcane Crest: At level 84, Arcane Crest turns into a potent heal. If the dungeon mobs do unavoidable AoE then don’t be afraid to pop Arcane Crest to help out the healer a little bit. It can also be useful for boss AoEs.

    • Always be attacking: Thanks to our Sprint and Ingress we are able to keep up the tank and maintain damage on adds as you are running in-between packs. This is a great time to build up soul gauge and preliminarily use Whorl of Death on targets. I recommend Whorl of Death on the first pack and spamming Spinning Scythe > Nightmare Scythe while moving to the next. Use your Ingress to get to the second pack the same time the tank does and apply Whorl of Death to them and finally apply it a second time when the initial pack shows up again. This should give you 60 seconds of the debuff on all targets and you should start with a decent amount of Soul gauge.

      • At higher levels you may also want to consider using Soul Scythe, Grim Swathe and Guillotine while moving from pack to pack.

    Reaper Rotations

    While Reaper may start at level 70, there is a good chance you will end up playing Reaper in synced content. Below are some general guides for playing Reaper at certain levels:

    Levels 1-49

    Below level 50, there are only two main things you can do as Reaper:

    • Maintain the Death Design’s debuff on targets at all times.

      • Ignore the debuff for multi-target until you have Whorl of Death!
    • Do your combo actions in order.

    Single Target

    • Maintain Shadow of Death on the target at all times.
    • Use Slice > Waxing Slice > Infernal Slice (Available at level 30)

    Multi-target [Three or more Targets]

    • Maintain Whorl of Death (Available at level 35) on enemies at all times.
    • Use Spinning Scythe (Available level 25) > Nightmare Scythe (Available level 45).

    Levels 50-69

    You gain access to the Soul Gauge at level 50. 

    • You gain Soul by using your basic combo or by using Soul Slice/Scythe. Soul Slice and Soul Scythe share a cooldown, Slice is your single target attack while Scythe is your AoE. 
    • You spend soul by using Blood Stalk or Grim Swathe. They both cost 50 Soul. Blood Stalk is a single target attack while Grim Swathe is a multi-target attack.

    Single Target 

    • Maintain Shadow of Death on the target at all times.
    • Soul Slice (Available at level 60) on cooldown as long as you are at 50 Soul or below. 
    • Blood Stalk if you have 50 Soul Gauge or more.
    • Slice > Waxing Slice > Infernal Slice as your main combo.

    Multi-target [Three or more Targets]

    • Maintain Whorl of Death on targets at all times.
    • Use Soul Scythe (Available at level 65) on cooldown as long as you are at 50 Soul or below.
    • Use Grim Swathe (Available at level 55) if you have 50 Soul Gauge or more.
    • Use Spinning Scythe > Nightmare Scythe

    Levels 70-79

    At level 70 you gain access to a resource called Soul Reavers, which you can spend on the Gibbet, Gallows, or Guillotine. A Soul Reaver is generated by spending 50 Soul on Blood Stalk, Unveiled Gibbet, Unveiled Gallows or Grim swathe. 

    • When you use Gibbet or Gallows it will grant you a buff that will enhance your next Gallows or Gibbet respectively. This buff will also upgrade Blood Stalk into an Unveiled Action corresponding to the correct buff. The Unveiled action will not consume the buff.

    Shadow of Death and Whorl of Death apply a debuff to enemies that increases the damage you deal to them. It also grants you 10 soul if an enemy would die with the debuff on. It is important to maintain this on enemies at all times. Also when AoEing in dungeons, you will be getting a lot of Soul as enemies in the pack die so make sure you are spending it quickly.

    Level 72 will provide you with your first raid cooldown, Arcane Circle, which provides a 3% damage up buff to you and the rest of your team.  You will want to use this on cooldown.

    Level 74 will give you a quality of life upgrade on Hell’s Ingress and Hell’s Egress. Whenever you use one of the movement abilities, you will leave behind a portal – and the other movement ability will change to a skill called “Regress”, which can be used to move back to that portal within ten seconds.

    Level 76 will provide you with a powerful single-target and AoE ability called Gluttony. This ability costs 50 Soul Gauge, but will provide you with 2 Reavers, which must be spent on Gibbets, Gallows or Guillotine. Just like with the Reavers produced from the Unveiled Actions, Blood Stalk and Grim Swathe, if the next weapon skill you use does not consume Reavers, you will lose both stacks immediately.

    Level 78 will provide you with a huge quality of life improvement on your Soul Slice and Scythe abilities by allowing you to stack this ability up to two times. This will make your usage of it less rigid and more situation dependent. 

    Single Target

    • Maintain Shadow of Death on the target.

    • Use Arcane Circle (Available at level 72) on cooldown.

    • Use Gluttony (Available at level 76) on cooldown.

    • Use Soul Slice on cooldown as long as you are at 50 Soul or below.

    • Use Gibbet > Gallows if you have any Soul Reavers.

      • These are your first positionals. Gibbet is used from the flank and Gallows is used from the rear. The potency lost from the positional being missed is the same as the potency loss from not doing the combo, so for simplicity, always alternate the two.
      • These are combo actions. When you use one, it will buff the other for 60s. This is signified by the glowing border on the ability, should you ever forget which one to use next.
    • Use Blood Stalk / Unveiled Gibbet / Unveiled Gallows if you have 50 Soul or more and no Soul Reavers.

      • Unveiled Gibbets and Unveiled Gallows share the same button as Blood Stalk and are all functionally the same but deal slightly more damage.
      • When you use these abilities it gives you a Soul Reaver which must be spent on Gibbets or Gallows. Any other weaponskill will consume the Reavers.
    • Use your basic Slice > Waxing Slice > Infernal Slice combo.

    Multi-target [Three or more Targets]

    • Maintain Whorl of Death on all targets.
    • Use Arcane Circle (Available at level 72) on cooldown.
    • Use Gluttony (Available at level 76) on cooldown.
    • Use Soul Scythe on cooldown as long as you are at 50 Soul or below.
    • Use Guillotine if you have any Soul Reavers.
    • Use Grim Swathe if you have 50 Soul or more and no Soul Reavers.
    • Use Spinning Scythe > Nightmare Scythe as your main combo.

    Level 80

    Upon reaching level 80 you will not automatically learn your next ability, Enshroud. In order to learn it you must complete the job quests. They can found in Ul’dah in the location where you finish your last Reaper quest. These quest are relatively quick and will even provide you with some base level tutorial on the job.

    Enshroud costs 50 Shroud and is a buff that will enhance your gauge, modify a few skills and disallow access to a few skills. Here is a breakdown of the changes, and how to use Enshroud:

    • Gibbet, Gallows and Guillotine will all generate 10 Shroud.

    • When you have 50 Shroud and execute Enshroud, your gauge will activate and you will gain five Lemure Orbs (Red Orbs).

    • When entering Enshroud, the following abilities will change to gain some additional functions

      • Gibbet changes into Void Reaping
      • Gallows changes into Cross Reaping
      • Guillotine changes into Grim Reaping
    • These upgrade weaponskills cost one Lemure Orb and has a 1.5s recast, so they will be a lot quicker than your normal weaponskills.

    • You will also have limited access to your kit while under the effect of Enshroud. Here are a few skills that will still be available:

      • Shadow of Death and Whorl of Death
      • Arcane Crest
      • Arcane Circle
      • Cross-Class Abilities
    • Enshroud has a duration of 30s, but the actual sequence will take about 7.5 seconds at level 80. In order to make good habits and properly utilize your cooldowns, follow these two rules while leveling:

      • Do not enter Shroud if you are nearing 2 stacks of Soul Slice. Try to always keep one charge of Soul-like abilities on cooldown.
      • Do not enter Shroud if Gluttony has less than 10 seconds on its cooldown. You want to try and use Gluttony cooldown.
    • It is possible to Enshroud back-to-back in raid buffs, but will require you to extend your first Shroud by timing your Shadow of Death usages within that Shroud. Normally, there will need to be three GCDs between each Shroud.

      • You shouldn’t need to worry about this much in dungeons but don’t forget you can always re-apply Death’s Design while enshrouded.

    Your new rotation at level 80 will look like the following:

    Single Target

    • Maintain Death’s Design at all times using Shadow of Death.
    • Gluttony on Cooldown
    • Arcane Circle on Cooldown
    • Spend Reavers on Gibbet or Gallows, whichever is buffed, when you have them.
    • Always ensure that at least one charge of Soul Slice is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.
    • Enshroud when at 50 shroud gauge.
      • Your Enshroud rotation should look like this:
        • Void Reaping > Cross Reaping > Void Reaping > Cross Reaping > Void Reaping.
        • The ability you start on doesn’t matter just make sure you alternate.
    • Unveiled Action when at 50 or more Soul
    • Use Slice > Waxing Slice > Infernal Slice combo as filler

    Multi-target [Three or more Targets]

    • Maintain Death’s Design at all times using Whorl of Death.

    • Gluttony on Cooldown

    • Arcane Circle on Cooldown

    • Spend Reavers on Guillotine when you have them.

    • Always ensure that at least one charge of Soul Scythe is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.

    • Enshroud when at 50 shroud gauge.

      • Your Enshroud rotation should look like this:

        • Grim Reaping > Grim Reaping > Grim Reaping > Grim Reaping > Grim Reaping.
    • Grim Swathe when at 50 or more Soul

    • Use Spinning Scythe > Nightmare Scythe as filler.

    Levels 81-90

    At level 82 you learn two new abilities: Soul Sow and Harvest Moon. This is a special ability with some special rules.

    • Soul Sow is instant out of combat, but has a five second cast time during combat.

    • Soul Sow turns into Harvest Moon once you have the Soul Sow buff.

    • Use Soul Sow in the following scenarios:

      • Between each pull.
      • If a boss is untargetable for five seconds or more.
    • Use Harvest Moon in the following scenarios:

      • Once every AoE Pull
      • Once every boss fight or before a boss becomes untargetable for five seconds.
      • Use it if you have to disconnect from the boss or near the end of the fight or before the boss becomes untargetable.

    At level 84, your Arcane Crest will receive a significant upgrade. Whenever you break the shield on your Arcane Crest, you will give all surrounding party members a 100 potency regen that will last for 15 seconds. This will effectively restore 500 potency of healing to your party members, which is pretty massive. While this is not directly related to your damage, it is recommended you get used to utilizing this ability, as it will be a powerful tool in your tool kit.

    At level 86, you will gain a passive that will enhance your Enshroud phase. The following aspects will change:

    • After executing Cross Reaping, Void Reaping or Grim Reaping you will generate a Void Orb (Blue orb).

    • Blood Stalk will change to Lemure’s Slice

      • Costs 2 Void Orbs
    • Grim Swathe will change to Lemure’s Scythe

      • Costs 2 Void Orbs
    • Your enshroud combo changes to the following sequence:

      • Single target: Void Reaping > Cross Reaping > Lemure’s Slice (Weaved inbetween) > Void Reaping > Cross Reaping > Lemure’s Slice (Weave inbetween) > Void Reaping

    At level 88, you learn Plentiful Harvest. You will gain a passive that alters how Arcane Circle functions.

    • Arcane Circle will now generate two additional buffs to you and your party.

      • You and your party gain one stack of the Ceremony Circle Buff that will last for 5s.

      • While under the Ceremony Circle buff, the next weapon skill or magic attack used will consume a stack and give the Reaper who casted Arcane Circle a single Immortal Sacrifice Stack.

      • Immortal Sacrifice can stack up to eight times. Each party member and the RPR themselves can only provide a single stack.

        • In light parties, the maximum is four.
      • Immortal Sacrifice stacks will enable you to cast Plentiful Harvest.

    • Plentiful Harvest will become available to cast as long as you obtained a single Immortal Sacrifice stack, six seconds after you initially use Arcane Circle.

      • Plentiful Harvest grants the buff Ideal Host allowing you enshroud instantly right after without consuming resources.

    At level 90, you will learn your a new spell, Communio. Communio is a cast spell that is only available during Enshroud and will effectively replace the last global cooldown during the Enshroud. 

    Your new Enshroud rotation will look like this:

    Single Target

    • Void Reaping → Cross Reaping → Lemure’s Slice → Void Reaping → Cross Reaping → Lemure’s Slice → Communio

    Multi-target  [3 or more Targets]

    • Grim Reaping > Grim Reaping > Lemure’s Scythe > Grim Reaping > Grim Reaping > Lemure’s Scythe > Communio

    At level 92, you will learn a new ability called Sacrificium. Sacrificium can be used once during every Enshroud window.

    Your new Enshroud rotation will look like this:

    Single Target

    • Void Reaping → Sacrificium → Cross Reaping → Lemure’s Slice → Void Reaping → Cross Reaping → Lemure’s Slice → Communio

    Multi-target  [3 or more Targets]

    • Grim Reaping → Sacrificium → Grim Reaping → Lemure’s Scythe → Grim Reaping → Grim Reaping → Lemure’s Scythe → Communio

    At level 96, Gluttony will grant Executioners instead of Reavers allowing access to the more powerful Executioner weaponskills.

    At level 100, using Plentiful Harvest will no give you a buff called “Perfectio Occulta” which will transform into “Perfectio Parata” after you use Communio with Occulta on. Perfectio Parata allows you to cast Perfectio, a new powerful long-range weaponskill.

    That’s it! You made it to level 100. I hope this leveling guide helped you ease your way into playing Reaper. When you have a good grasp of your abilities, I recommend you head on over to the Reaper Basics guide located here to learn some more about how to more effectively play Reaper.

    Single Target

    • Maintain Death’s Design at all times using Shadow of Death.
    • Gluttony on Cooldown
    • Arcane Circle on Cooldown
    • Plentiful Harvest when its ready after using Arcane Circle
    • Spend Reavers on Gibbet or Gallows, whichever is buffed, when you have them.
    • Always ensure that at least one charge of Soul Slice is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.
    • Enshroud when at 50 shroud gauge.
      • Your Enshroud rotation should look like this:
        • Void Reaping → Cross Reaping → Lemure’s Slice → Void Reaping → Cross Reaping → Lemure’s Slice → Communio
        • The ability you start on doesn’t matter just make sure you alternate.
    • Unveiled Action when at 50 or more Soul
    • Harvest Moon if boss is about die, become untargetable or is out of range of a normal attack.
    • Use Slice > Waxing Slice > Infernal Slice combo as filler

    Multi-target [Three or more Targets]

    • Maintain Death’s Design at all times using Whorl of Death.

    • Gluttony on Cooldown

    • Arcane Circle on Cooldown

    • Plentiful Harvest when its ready after using Arcane Circle

    • Spend Reavers on Guillotine when you have them.

    • Always ensure that at least one charge of Soul Scythe is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.

    • Enshroud when at 50 shroud gauge.

      • Your Enshroud rotation should look like this:

        • Grim Reaping > Grim Reaping > Lemure’s Scythe > Grim Reaping > Grim Reaping > Lemure’s Scythe > Communio
    • Grim Swathe when at 50 or more Soul

    • Harvest Moon

    • Use Spinning Scythe > Nightmare Scythe as filler.

  • Newsfeed
  • Reaper Leveling Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    This guide is targeted at players looking to play and understand Reaper as they level up. It will cover some basic priorities for each level tier and will also serve as a priority list for playing Reaper at lower levels (for ultimates and such). If you are level 100 and looking to explore other guides please visit the following links:

    Basic Guide

    Advanced Guide

    Skill Details

    How to Unlock

    To unlock Reaper, you must first have these prerequisites met:

    • Endwalker expansion purchased and registered to your Mogstation account.
    • Level 70 on any Disciple of War or Disciple of Magic job

    You can unlock Reaper in Ul’dah at 12.8, 8.6

    Here, you will have to complete a short quest. Once complete, congratulations – you have now unlocked Reaper!

    Gear

    • Reaper wears Maiming gear; the same armor type that Dragoon wears.

    • You can purchase a better mainhand weapon in Rhalgr’s Reach by spending 600 of Allagan Tomestones of Poetics.

      • Eschina at 13.8, 11.7
      • Select Scaevan Gear Exchange
      • Purchase Augmented Scaevan Scythe
    • You can purchase armor using Allagan Tomestones of Poetics in Rhalgr’s Reach

      • Enna at 13.8, 11.7
      • Select the DoW II option
      • Purchase Augmented Scaevan Armor
        • It is recommended that you start with left side pieces. You may not need an earring if you pre-ordered Endwalker and received Melphina’s Earring, or you obtained the Bozjan Earring, as they will provide a 30% boost to experience gain.
        • You can purchase two of the same rings from this vendor!
      • You should ideally be around iLvl 400 at this time.
    • As you run dungeons and do other content you will obtain new gear that has a higher ilvl, in which you should generally put on. Don’t worry about having the right stats as having a higher iLvl will let you deal more damage and survive more hits.

    Know your Role

    • Multi-target: When you are DPSing in dungeons always do AoE abilities when there are three or more enemies. 

    • Don’t hold cooldowns: Trash pulls are often more taxing on healers and tanks so dealing with them quickly will lead to a more successful dungeon, so don’t hold any cooldowns for a Boss.

    • Soul Sow: When you are at level 82 or above you want to Soul Sow in between each mob pull as it is an instant cast. Make sure to use the Harvest Moon on each AoE pull when the monsters are grouped up.

    • Arcane Crest: At level 84, Arcane Crest turns into a potent heal. If the dungeon mobs do unavoidable AoE then don’t be afraid to pop Arcane Crest to help out the healer a little bit. It can also be useful for boss AoEs.

    • Always be attacking: Thanks to our Sprint and Ingress we are able to keep up the tank and maintain damage on adds as you are running in-between packs. This is a great time to build up soul gauge and preliminarily use Whorl of Death on targets. I recommend Whorl of Death on the first pack and spamming Spinning Scythe > Nightmare Scythe while moving to the next. Use your Ingress to get to the second pack the same time the tank does and apply Whorl of Death to them and finally apply it a second time when the initial pack shows up again. This should give you 60 seconds of the debuff on all targets and you should start with a decent amount of Soul gauge.

      • At higher levels you may also want to consider using Soul Scythe, Grim Swathe and Guillotine while moving from pack to pack.

    Reaper Rotations

    While Reaper may start at level 70, there is a good chance you will end up playing Reaper in synced content. Below are some general guides for playing Reaper at certain levels:

    Levels 1-49

    Below level 50, there are only two main things you can do as Reaper:

    • Maintain the Death Design’s debuff on targets at all times.

      • Ignore the debuff for multi-target until you have Whorl of Death!
    • Do your combo actions in order.

    Single Target

    • Maintain Shadow of Death on the target at all times.
    • Use Slice > Waxing Slice > Infernal Slice (Available at level 30)

    Multi-target [Three or more Targets]

    • Maintain Whorl of Death (Available at level 35) on enemies at all times.
    • Use Spinning Scythe (Available level 25) > Nightmare Scythe (Available level 45).

    Levels 50-69

    You gain access to the Soul Gauge at level 50. 

    • You gain Soul by using your basic combo or by using Soul Slice/Scythe. Soul Slice and Soul Scythe share a cooldown, Slice is your single target attack while Scythe is your AoE. 
    • You spend soul by using Blood Stalk or Grim Swathe. They both cost 50 Soul. Blood Stalk is a single target attack while Grim Swathe is a multi-target attack.

    Single Target 

    • Maintain Shadow of Death on the target at all times.
    • Soul Slice (Available at level 60) on cooldown as long as you are at 50 Soul or below. 
    • Blood Stalk if you have 50 Soul Gauge or more.
    • Slice > Waxing Slice > Infernal Slice as your main combo.

    Multi-target [Three or more Targets]

    • Maintain Whorl of Death on targets at all times.
    • Use Soul Scythe (Available at level 65) on cooldown as long as you are at 50 Soul or below.
    • Use Grim Swathe (Available at level 55) if you have 50 Soul Gauge or more.
    • Use Spinning Scythe > Nightmare Scythe

    Levels 70-79

    At level 70 you gain access to a resource called Soul Reavers, which you can spend on the Gibbet, Gallows, or Guillotine. A Soul Reaver is generated by spending 50 Soul on Blood Stalk, Unveiled Gibbet, Unveiled Gallows or Grim swathe. 

    • When you use Gibbet or Gallows it will grant you a buff that will enhance your next Gallows or Gibbet respectively. This buff will also upgrade Blood Stalk into an Unveiled Action corresponding to the correct buff. The Unveiled action will not consume the buff.

    Shadow of Death and Whorl of Death apply a debuff to enemies that increases the damage you deal to them. It also grants you 10 soul if an enemy would die with the debuff on. It is important to maintain this on enemies at all times. Also when AoEing in dungeons, you will be getting a lot of Soul as enemies in the pack die so make sure you are spending it quickly.

    Level 72 will provide you with your first raid cooldown, Arcane Circle, which provides a 3% damage up buff to you and the rest of your team.  You will want to use this on cooldown.

    Level 74 will give you a quality of life upgrade on Hell’s Ingress and Hell’s Egress. Whenever you use one of the movement abilities, you will leave behind a portal – and the other movement ability will change to a skill called “Regress”, which can be used to move back to that portal within ten seconds.

    Level 76 will provide you with a powerful single-target and AoE ability called Gluttony. This ability costs 50 Soul Gauge, but will provide you with 2 Reavers, which must be spent on Gibbets, Gallows or Guillotine. Just like with the Reavers produced from the Unveiled Actions, Blood Stalk and Grim Swathe, if the next weapon skill you use does not consume Reavers, you will lose both stacks immediately.

    Level 78 will provide you with a huge quality of life improvement on your Soul Slice and Scythe abilities by allowing you to stack this ability up to two times. This will make your usage of it less rigid and more situation dependent. 

    Single Target

    • Maintain Shadow of Death on the target.

    • Use Arcane Circle (Available at level 72) on cooldown.

    • Use Gluttony (Available at level 76) on cooldown.

    • Use Soul Slice on cooldown as long as you are at 50 Soul or below.

    • Use Gibbet > Gallows if you have any Soul Reavers.

      • These are your first positionals. Gibbet is used from the flank and Gallows is used from the rear. The potency lost from the positional being missed is the same as the potency loss from not doing the combo, so for simplicity, always alternate the two.
      • These are combo actions. When you use one, it will buff the other for 60s. This is signified by the glowing border on the ability, should you ever forget which one to use next.
    • Use Blood Stalk / Unveiled Gibbet / Unveiled Gallows if you have 50 Soul or more and no Soul Reavers.

      • Unveiled Gibbets and Unveiled Gallows share the same button as Blood Stalk and are all functionally the same but deal slightly more damage.
      • When you use these abilities it gives you a Soul Reaver which must be spent on Gibbets or Gallows. Any other weaponskill will consume the Reavers.
    • Use your basic Slice > Waxing Slice > Infernal Slice combo.

    Multi-target [Three or more Targets]

    • Maintain Whorl of Death on all targets.
    • Use Arcane Circle (Available at level 72) on cooldown.
    • Use Gluttony (Available at level 76) on cooldown.
    • Use Soul Scythe on cooldown as long as you are at 50 Soul or below.
    • Use Guillotine if you have any Soul Reavers.
    • Use Grim Swathe if you have 50 Soul or more and no Soul Reavers.
    • Use Spinning Scythe > Nightmare Scythe as your main combo.

    Level 80

    Upon reaching level 80 you will not automatically learn your next ability, Enshroud. In order to learn it you must complete the job quests. They can found in Ul’dah in the location where you finish your last Reaper quest. These quest are relatively quick and will even provide you with some base level tutorial on the job.

    Enshroud costs 50 Shroud and is a buff that will enhance your gauge, modify a few skills and disallow access to a few skills. Here is a breakdown of the changes, and how to use Enshroud:

    • Gibbet, Gallows and Guillotine will all generate 10 Shroud.

    • When you have 50 Shroud and execute Enshroud, your gauge will activate and you will gain five Lemure Orbs (Red Orbs).

    • When entering Enshroud, the following abilities will change to gain some additional functions

      • Gibbet changes into Void Reaping
      • Gallows changes into Cross Reaping
      • Guillotine changes into Grim Reaping
    • These upgrade weaponskills cost one Lemure Orb and has a 1.5s recast, so they will be a lot quicker than your normal weaponskills.

    • You will also have limited access to your kit while under the effect of Enshroud. Here are a few skills that will still be available:

      • Shadow of Death and Whorl of Death
      • Arcane Crest
      • Arcane Circle
      • Cross-Class Abilities
    • Enshroud has a duration of 30s, but the actual sequence will take about 7.5 seconds at level 80. In order to make good habits and properly utilize your cooldowns, follow these two rules while leveling:

      • Do not enter Shroud if you are nearing 2 stacks of Soul Slice. Try to always keep one charge of Soul-like abilities on cooldown.
      • Do not enter Shroud if Gluttony has less than 10 seconds on its cooldown. You want to try and use Gluttony cooldown.
    • It is possible to Enshroud back-to-back in raid buffs, but will require you to extend your first Shroud by timing your Shadow of Death usages within that Shroud. Normally, there will need to be three GCDs between each Shroud.

      • You shouldn’t need to worry about this much in dungeons but don’t forget you can always re-apply Death’s Design while enshrouded.

    Your new rotation at level 80 will look like the following:

    Single Target

    • Maintain Death’s Design at all times using Shadow of Death.
    • Gluttony on Cooldown
    • Arcane Circle on Cooldown
    • Spend Reavers on Gibbet or Gallows, whichever is buffed, when you have them.
    • Always ensure that at least one charge of Soul Slice is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.
    • Enshroud when at 50 shroud gauge.
      • Your Enshroud rotation should look like this:
        • Void Reaping > Cross Reaping > Void Reaping > Cross Reaping > Void Reaping.
        • The ability you start on doesn’t matter just make sure you alternate.
    • Unveiled Action when at 50 or more Soul
    • Use Slice > Waxing Slice > Infernal Slice combo as filler

    Multi-target [Three or more Targets]

    • Maintain Death’s Design at all times using Whorl of Death.

    • Gluttony on Cooldown

    • Arcane Circle on Cooldown

    • Spend Reavers on Guillotine when you have them.

    • Always ensure that at least one charge of Soul Scythe is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.

    • Enshroud when at 50 shroud gauge.

      • Your Enshroud rotation should look like this:

        • Grim Reaping > Grim Reaping > Grim Reaping > Grim Reaping > Grim Reaping.
    • Grim Swathe when at 50 or more Soul

    • Use Spinning Scythe > Nightmare Scythe as filler.

    Levels 81-90

    At level 82 you learn two new abilities: Soul Sow and Harvest Moon. This is a special ability with some special rules.

    • Soul Sow is instant out of combat, but has a five second cast time during combat.

    • Soul Sow turns into Harvest Moon once you have the Soul Sow buff.

    • Use Soul Sow in the following scenarios:

      • Between each pull.
      • If a boss is untargetable for five seconds or more.
    • Use Harvest Moon in the following scenarios:

      • Once every AoE Pull
      • Once every boss fight or before a boss becomes untargetable for five seconds.
      • Use it if you have to disconnect from the boss or near the end of the fight or before the boss becomes untargetable.

    At level 84, your Arcane Crest will receive a significant upgrade. Whenever you break the shield on your Arcane Crest, you will give all surrounding party members a 100 potency regen that will last for 15 seconds. This will effectively restore 500 potency of healing to your party members, which is pretty massive. While this is not directly related to your damage, it is recommended you get used to utilizing this ability, as it will be a powerful tool in your tool kit.

    At level 86, you will gain a passive that will enhance your Enshroud phase. The following aspects will change:

    • After executing Cross Reaping, Void Reaping or Grim Reaping you will generate a Void Orb (Blue orb).

    • Blood Stalk will change to Lemure’s Slice

      • Costs 2 Void Orbs
    • Grim Swathe will change to Lemure’s Scythe

      • Costs 2 Void Orbs
    • Your enshroud combo changes to the following sequence:

      • Single target: Void Reaping > Cross Reaping > Lemure’s Slice (Weaved inbetween) > Void Reaping > Cross Reaping > Lemure’s Slice (Weave inbetween) > Void Reaping

    At level 88, you learn Plentiful Harvest. You will gain a passive that alters how Arcane Circle functions.

    • Arcane Circle will now generate two additional buffs to you and your party.

      • You and your party gain one stack of the Ceremony Circle Buff that will last for 5s.

      • While under the Ceremony Circle buff, the next weapon skill or magic attack used will consume a stack and give the Reaper who casted Arcane Circle a single Immortal Sacrifice Stack.

      • Immortal Sacrifice can stack up to eight times. Each party member and the RPR themselves can only provide a single stack.

        • In light parties, the maximum is four.
      • Immortal Sacrifice stacks will enable you to cast Plentiful Harvest.

    • Plentiful Harvest will become available to cast as long as you obtained a single Immortal Sacrifice stack, six seconds after you initially use Arcane Circle.

      • Plentiful Harvest grants the buff Ideal Host allowing you enshroud instantly right after without consuming resources.

    At level 90, you will learn your a new spell, Communio. Communio is a cast spell that is only available during Enshroud and will effectively replace the last global cooldown during the Enshroud. 

    Your new Enshroud rotation will look like this:

    Single Target

    • Void Reaping → Cross Reaping → Lemure’s Slice → Void Reaping → Cross Reaping → Lemure’s Slice → Communio

    Multi-target  [3 or more Targets]

    • Grim Reaping > Grim Reaping > Lemure’s Scythe > Grim Reaping > Grim Reaping > Lemure’s Scythe > Communio

    At level 92, you will learn a new ability called Sacrificium. Sacrificium can be used once during every Enshroud window.

    Your new Enshroud rotation will look like this:

    Single Target

    • Void Reaping → Sacrificium → Cross Reaping → Lemure’s Slice → Void Reaping → Cross Reaping → Lemure’s Slice → Communio

    Multi-target  [3 or more Targets]

    • Grim Reaping → Sacrificium → Grim Reaping → Lemure’s Scythe → Grim Reaping → Grim Reaping → Lemure’s Scythe → Communio

    At level 96, Gluttony will grant Executioners instead of Reavers allowing access to the more powerful Executioner weaponskills.

    At level 100, using Plentiful Harvest will no give you a buff called “Perfectio Occulta” which will transform into “Perfectio Parata” after you use Communio with Occulta on. Perfectio Parata allows you to cast Perfectio, a new powerful long-range weaponskill.

    That’s it! You made it to level 100. I hope this leveling guide helped you ease your way into playing Reaper. When you have a good grasp of your abilities, I recommend you head on over to the Reaper Basics guide located here to learn some more about how to more effectively play Reaper.

    Single Target

    • Maintain Death’s Design at all times using Shadow of Death.
    • Gluttony on Cooldown
    • Arcane Circle on Cooldown
    • Plentiful Harvest when its ready after using Arcane Circle
    • Spend Reavers on Gibbet or Gallows, whichever is buffed, when you have them.
    • Always ensure that at least one charge of Soul Slice is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.
    • Enshroud when at 50 shroud gauge.
      • Your Enshroud rotation should look like this:
        • Void Reaping → Cross Reaping → Lemure’s Slice → Void Reaping → Cross Reaping → Lemure’s Slice → Communio
        • The ability you start on doesn’t matter just make sure you alternate.
    • Unveiled Action when at 50 or more Soul
    • Harvest Moon if boss is about die, become untargetable or is out of range of a normal attack.
    • Use Slice > Waxing Slice > Infernal Slice combo as filler

    Multi-target [Three or more Targets]

    • Maintain Death’s Design at all times using Whorl of Death.

    • Gluttony on Cooldown

    • Arcane Circle on Cooldown

    • Plentiful Harvest when its ready after using Arcane Circle

    • Spend Reavers on Guillotine when you have them.

    • Always ensure that at least one charge of Soul Scythe is on cooldown. Remember that it gives 50 soul so make sure you use at or below 50 Soul gauge.

    • Enshroud when at 50 shroud gauge.

      • Your Enshroud rotation should look like this:

        • Grim Reaping > Grim Reaping > Lemure’s Scythe > Grim Reaping > Grim Reaping > Lemure’s Scythe > Communio
    • Grim Swathe when at 50 or more Soul

    • Harvest Moon

    • Use Spinning Scythe > Nightmare Scythe as filler.

    • Have any questions?
      Authors
      Balance RPR Staff
      diff --git a/jobs/melee/reaper/openers/index.html b/jobs/melee/reaper/openers/index.html index 51f38cbaae..bbeb2b1fe9 100644 --- a/jobs/melee/reaper/openers/index.html +++ b/jobs/melee/reaper/openers/index.html @@ -57,7 +57,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Reaper Openers
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1
    Table of Contents
     

    2nd GCD AC

    Full Size

    • Soul Sow pre-pull

    • Cast Harpe after 2 appears on the countdown, or at 1.7s exactly.

    • Shadow of Death

      • Potion (Press this late into your GCD) – see note below for Potion Optimization.
    • Soul Slice

      • Arcane Circle – press this as late as you can without clipping your next GCD. Recommended .5s delay.
      • Gluttony
    • Executioner’s Gibbet

    • Executioner’s Gallows

    • Plentiful Harvest

      • This will clip if your GCD is faster than 2.47, or you have high ping. Moving the Soul Slice from after Perfectio to before this GCD is a viable option.
      • Enshroud
    • Void Reaping

      • Sacrificium
    • Cross Reaping

      • Lemure’s Slice
    • Void Reaping

    • Cross Reaping

      • Lemure’s Slice
    • Communio

    • Perfectio

    • Soul Slice

      • Unveiled Gibbet
    • Gibbet

    • Shadow of Death

    • Slice – Potion ends here.

    • Soul Slice

      • Unveiled Gallows
    • Gallows.

    Potion Optimization

    Ideally, we would rather potion at the 2nd minute mark, but this isn’t always the case in some encounters. There are actually three ways to optimize potion, each with different effectiveness.

    • Triple-weave Potion after Arcane Circle, before Gluttony.

      • This require immaculate ping and potentially the aid of third party software. The gains here are minor, but it is our best usage.
    • In a low raid buff situation (1 additional raid buffer other than you) we can alter the opener slightly:

      • Move the second Shadow of Death to after the first Soul Slice;
      • Late-weave AC after the Soul Slice;
      • Double-weave Potion and Gluttony after the new second Shadow of Death positioning.

    Lastly, you can execute it like the image is above with very little impact on our overall DPS.

  • Newsfeed
  • Reaper Openers
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1
    Table of Contents
     

    2nd GCD AC

    Full Size

    • Soul Sow pre-pull

    • Cast Harpe after 2 appears on the countdown, or at 1.7s exactly.

    • Shadow of Death

      • Potion (Press this late into your GCD) – see note below for Potion Optimization.
    • Soul Slice

      • Arcane Circle – press this as late as you can without clipping your next GCD. Recommended .5s delay.
      • Gluttony
    • Executioner’s Gibbet

    • Executioner’s Gallows

    • Plentiful Harvest

      • This will clip if your GCD is faster than 2.47, or you have high ping. Moving the Soul Slice from after Perfectio to before this GCD is a viable option.
      • Enshroud
    • Void Reaping

      • Sacrificium
    • Cross Reaping

      • Lemure’s Slice
    • Void Reaping

    • Cross Reaping

      • Lemure’s Slice
    • Communio

    • Perfectio

    • Soul Slice

      • Unveiled Gibbet
    • Gibbet

    • Shadow of Death

    • Slice – Potion ends here.

    • Soul Slice

      • Unveiled Gallows
    • Gallows.

    Potion Optimization

    Ideally, we would rather potion at the 2nd minute mark, but this isn’t always the case in some encounters. There are actually three ways to optimize potion, each with different effectiveness.

    • Triple-weave Potion after Arcane Circle, before Gluttony.

      • This require immaculate ping and potentially the aid of third party software. The gains here are minor, but it is our best usage.
    • In a low raid buff situation (1 additional raid buffer other than you) we can alter the opener slightly:

      • Move the second Shadow of Death to after the first Soul Slice;
      • Late-weave AC after the Soul Slice;
      • Double-weave Potion and Gluttony after the new second Shadow of Death positioning.

    Lastly, you can execute it like the image is above with very little impact on our overall DPS.

    • Have any questions?
      Authors
      Balance RPR Staff
      diff --git a/jobs/melee/reaper/skills-overview/index.html b/jobs/melee/reaper/skills-overview/index.html index b750665342..2d585893a3 100644 --- a/jobs/melee/reaper/skills-overview/index.html +++ b/jobs/melee/reaper/skills-overview/index.html @@ -1,4 +1,4 @@ -Balance Guides | Reaper Skill Overview
  • Newsfeed
  • Reaper Skill Overview
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Single-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Slice-1Weaponskill2.5 secondsThe first action in your main combo. Delivers an attack with a potency of 420. Generates 10 Soul.
    Waxing Slice-5Weaponskill2.5 secondsThe second action in your main combo. Delivers an attack with a combo potency of 500. Generates 10 Soul.
    Infernal Slice-30Weaponskill2.5 secondsThe third action in your main combo. Delivers an attack with a combo potency of 600. Generates 10 Soul.
    Harpe-15Spell2.5 secondsDeals unaspected damage to the target for 300 potency. Changes to an instant cast after use of Ingress or Egress. Generates 10 Soul.
    Shadow of DeathSoD10Weaponskill2.5 secondsDelivers an attack with a potency of 300. Applies the Death’s Design debuff to a single enemy for 30 seconds. Death’s Design can be applied for up to 60 seconds. Death’s Design increases all damage dealt by the player by 10%.
    Soul SliceSS60Weaponskill30 secondsDelivers an attack with a potency of 520. Generates 50 Soul. Can hold up to two charges. Shares a recast timer with Soul Scythe.
    Blood StalkBS50Ability-Delivers an attack with a potency of 340. Grants one stack of Soul Reaver. The unaugmented version of Unveiled Gibbet, Unveiled Gallows, and Grim Swathe. Costs 50 Soul.
    Gibbet-70Weaponskill2.5 secondsDelivers an attack with a potency of 500. Benefits from flank positional (+60 potency) and the Enhanced Gibbet buff (+60 potency) for a total of 620 potency. Changes Blood Stalk to Unveiled Gallows and grants user the buff Enhanced Gallows. Costs one Soul Reaver stack.
    Unveiled Gibbet-70Ability-Delivers an attack with a potency of 440. Sets Soul Reaver count to one. Can only be executed while under the effect of Enhanced Gibbet. Costs 50 Soul.
    Gallows-70Weaponskill2.5 secondsDelivers an attack with a potency of 500. Benefits from rear positional (+60 potency) and the Enhanced Gallows buff (+60 potency) for a total of 620 potency. Changes Blood Stalk to Unveiled Gibbet and grants the user the buff Enhanced Gibbet. Costs one Soul Reaver stack.
    Unveiled Gallows-70Ability-Delivers an attack with a potency of 440. Sets Soul Reaver count to one. Can only be executed while under the effect of Enhanced Gallows. Costs 50 Soul.
    Gluttony-76Ability60 secondsDeals unaspected damage to the target for 520 potency. Deals 25% less damage to all nearby enemies. Grants two stacks of Executioner. Executioner cannot be stacked with Soul Reaver. Costs 50 Soul.
    Executioner’s Gibbet-96Weaponskill2.5 secondsDelivers an attack with a potency of 700. Benefits from flank positional (+60 potency) and the Enhanced Gibbet buff (+60 potency) for a total of 820 potency. Changes Blood Stalk to Unveiled Gallows and grants the user the buff Enhanced Gallows. Costs one Executioner stack.
    Executioner’s Gallows-96Weaponskill2.5 secondsDelivers an attack with a potency of 700. Benefits from rear positional (+60 potency) and the Enhanced Gallows buff (+60 potency) for a total of 820 potency. Changes Blood Stalk to Unveiled Gibbet and grants the user the buff Enhanced Gibbet. Costs one Executioner stack.
    Plentiful HarvestPH88Weaponskill2.5 secondsDelivers an attack to all enemies in a straight line in front of the player with a potency of 720. Deals 60% less damage to all other enemies. Depletes stacks of Immortal Sacrifice upon execution. Deals up to 1000 potency with 8 stacks of Immortal Sacrifice. Can not be executed while under the effect of Bloodsworn Circle. Grants Ideal Host for 30 seconds, allowing for the next Enshroud to be used without cost. Grants Perfectio Oculta for 30 seconds. The Communio from the Enshroud that consumes Ideal Host will grant Perfectio Parata for 30 seconds, if used while under the Perfectio Oculta buff.
    Perfectio-100Weaponskill2.5 secondsDeals an attack with potency of 1300 to target and 60% less to all nearby enemies. Can only be used under the effect of Perfectio Parata.
    Soulsow-82Spell2.5 seconds (5 seconds in combat)Enables a single usage of Harvest Moon. Generates Soulsow buff.
    Harvest MoonHM82Spell2.5 secondsDeals unaspected damage to the target for 800 potency. Deals 50% less damage to all nearby enemies. Costs Soulsow buff. Generates 10 Soul.
    Arcane CircleAC72Ability120 secondsIncreases damage dealt by the player and all nearby party members by 3% for 20 seconds. Grants the effect of Circle of Sacrifice to the player and all nearby party members for 5 seconds. While under the effect of Circle of Sacrifice, using a weaponskill will generate one stack of Immortal Sacrifice for the Reaper. Grants the player the effect of Bloodsworn Circle which allows for the accumulation of Immortal Sacrifice stacks for 6 seconds.
    Enshroud-80Ability15 secondsAllows access to Enshroud actions, while disallowing access to other actions. Grants the player 5 stacks of Lemure Shroud. Lasts 30 seconds or until all Lemure Shroud has been used. Costs 50 Shroud. Grants Oblatio.
    Sacrificium-92Ability1 secondDeals an attack with a potency of 530 to target and 50% less to nearby enemies. Can only be used under the effects of Enshrouded and Oblatio. Consumes Oblatio upon use.
    Void ReapingVR80Weaponskill1.5 secondsDelivers an attack with a potency of 500. Benefits from the Enhanced Void Reaping buff (+60 potency) for a maximum of 560 potency. Grants the player the Enhanced Cross Reaping buff. Can only be executed under the Enshrouded effect. Costs one Lemure Shroud.
    Cross ReapingCR80Weaponskill1.5 secondsDelivers an attack with a potency of 500. Benefits from the Enhanced Cross Reaping buff (+60 potency) for a maximum of 560 potency. Grants the player the Enhanced Cross Reaping buff. Can only be executed under the Enshrouded effect. Costs one Lemure Shroud.
    Lemure’s Slice-86Ability1 secondDelivers an attack with a potency of 280. Costs two Void Shroud.
    Communio-90Spell2.5 secondsDeals unaspected damage to the target for 1,100 potency. Deals 60% less for all enemies near the initial target. Ends the effect of the Enshrouded status upon execution. Grants Perfectio Parata if used under the effect of Perfectio Oculta.

    Multi-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Spinning Scythe-25Weaponskill2.5 secondsThe first action in your AoE combo. Delivers an attack with a potency of 160. Generates 10 Soul.
    Nightmare Scythe-45Weaponskill2.5 secondsThe second action in your AoE combo. Delivers an attack with a potency of 200. Generates 10 Soul.
    Whorl of DeathWoD35Weaponskill2.5 secondsDelivers an attack with a potency of 100 to all nearby enemies. Applies the Death’s Design debuff to all nearby enemies for 30 seconds. Death’s Design can be applied for up to 60 seconds. Death’s Design increases all damage dealt by the player by 10%.
    Soul Scythe-65Weaponskill2.5 secondsDelivers an attack with a potency of 180 to all nearby enemies. Generates 50 Soul. Can hold up to two charges. Shares a recast with Soul Slice.
    Guillotine-70Weaponskill2.5 secondsDelivers an attack with a potency of 200 to all enemies in a cone in front of the player. Generates 10 Shroud. Costs one Soul Reaver stack.
    Executioner’s Guillotine-96Weaponskill2.5 secondsDeals an attack to all targets in a cone in front of you with a potency of 300. Costs one stack of Executioner.
    Grim Swathe-55Ability-Delivers an attack with a potency of 140 to all enemies in a cone in front of the player. Sets Soul Reaver count to one. Costs 50 Soul.
    Grim Reaping-80Weaponskill2.5 secondsDelivers an attack with a potency of 200 to all enemies in a cone in front of the player. Can only be executed while under the Enshrouded effect. Costs one Lemure Shroud.
    Lemure’s Scythe-86Ability1 secondDelivers an attack with a potency of 100 to all enemies in a cone in front of the player. Costs 2 Void Shroud.

    Role Actions/Support

    IconActionAbbreviationLevelTypeRecastDescription
    Arcane Crest-40Ability30 secondsGrants user the effect of Crest of Borrowed Time. Places a shield on the user worth 10% of total HP. Upon the shield breaking, grants all nearby party members Crest of Time Returned for 15 seconds. Places a 15 second regen on all effected party members worth 50 potency every tick, totaling 250 potency.
    Hell’s Ingress-20Ability30 secondsDash forward 15 yalms and leave a Hellsgate at the original location for 10 seconds. Grants Enhanced Harpe for 10 seconds, allowing the next Harpe cast to be instant and reduce the cooldown of Hell’s Ingress/Egress by 5 seconds. Shares a cooldown with Hell’s Egress.
    Hell’s Egress-20Ability30 secondsDash backwards 15 yalms and leave a Hellsgate at the original location for 10 seconds. Grants Enhanced Harpe for 10 seconds, allowing the next Harpe cast to be instant and reduce the cooldown of Hell’s Ingress/Egress by 5 seconds. Shares a cooldown with Hell’s Ingress.
    Regress-74Ability1 secondTeleports player to the Hellsgate left by Hell’s Ingress or Egress.
    Feint-22Ability90 secondsReduces the targets physical damage dealt by 10% and magic damage dealt by 5% for 15 seconds.
    Leg Sweep-10Ability40 secondsStuns the target for 3 seconds. Suffers from diminishing returns.
    Arm’s LengthAL32Ability120 secondsAnti-knockback. Slows the target upon taking physical damage.
    Second WindSW8Ability120 secondsRegnerates HP worth 800 potency.
    BloodbathBB12Ability90 secondsConverts damage dealt to HP for the user for 20 seconds.
    True NorthTN50Ability45 secondsNullifies all positional requirements for 10 seconds. Can hold up to two charges.
    • Have any questions?
      Authors
      Balance RPR Staff
      diff --git a/jobs/melee/samurai/basic-guide/index.html b/jobs/melee/samurai/basic-guide/index.html index d762c7781e..e3798a27fa 100644 --- a/jobs/melee/samurai/basic-guide/index.html +++ b/jobs/melee/samurai/basic-guide/index.html @@ -45,7 +45,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Samurai Basic Guide
    Guide Info
    Last Updated: 29 Aug, 2024
    Patch Applicable: 7.05

    Foreword

    As of Dawntrail, Samurai has been part of the game for seven years. As part of the team, I am updating this guide for Dawntrail as we have gotten a substantial amount of changes upon release, until 7.05 which marked a big shift in gameplay since Shadowbringers, and will be covered in this document. This guide is intended for newer and older players alike.

    -Zheng


    The following section summarizes Samurai’s abilities. You may also refer to Square Enix’s Samurai Job Guide for specific skill and trait text. Feel free to skip this section if you are familiar with Samurai’s skills.


    Actions

    A summary of all of Samurai’s actions can be found here.

    In an eight-person instance such as an Extreme Primal or Savage Raid, all actions except (usually) Leg Sweep will see at least some use. Leg Sweep has seen situational use in the past. Depending on your party’s strategy, Bloodbath, Second Wind, and Feint may all be used situationally to assist healers, while Arm’s Length is useful in any fight with a knockback/pull mechanic such as floor three of Arcadion Savage. True North will be useful in a majority of fights, as getting a full omni-directional fight is very uncommon these days.

    Shape of the Blade: Introduction to Samurai

    Playstyle

    High similarity to Dragoon with simple Global Cooldown (GCD) structure at a glance. However, SAM is a job that is capable of an extremely high skill ceiling due to the flexibility in its Kenki usage and Sen/GCD optimization. This is a job that emphasizes using the complete toolkit given the circumstances. Samurai manage two different resources to do heavy damage: Sen and Kenki.

    Every time SAM completes a certain GCD combo, its corresponding Sen is collected. There are three types of Sen to collect:

    Snow (Setsu):

    alt_text

    Moon (Getsu):

    alt_text

    Flower (Ka):

    alt_text

    The resulting Iaijutsu differs based on the number of Sen held, regardless of the combination. If you use a combo that normally grants you a Sen that you already have, it will not give you any extra Sen, making it wasted.

    Kenki is SAM’s second but extremely vital resource. All of SAM’s GCD skills (only Iaijutsu does not generate Kenki) and one off-Global Cooldown (oGCD) generate a certain amount of Kenki. Kenki is then spent on Hissatsu moves, which are oGCD abilities with very short cooldowns (CDs) (except Guren/Senei).

    Key points of dealing damage as a Samurai:

    • Minimizing resource waste by not overwriting Sen/Meditation or generating excess Kenki
    • Maximizing bursts within raid buffs
    • Awareness of fight transitions to know how much Sen/Kenki to start or end a phase with
    • Tendo Setsugekka, Tsubame-gaeshi, Meikyo, and Ikishoten/Ogi CD timing

    Advantages:

    • Low entry barrier to learn the basics of Samurai, high skill ceiling allows for skill expression
    • Heavy 120s burst, with good 60s burst as well
    • Lenient buff uptimes tied to mandatory combos
    • Incredible mobility with backstep and charge
    • Lenient positionals

    Disadvantages:

    • Fast ramp time is dependent on the availability of Meikyo Shisui, otherwise takes a long windup to recover from losing its buffs.
    • The sheer flexibility means optimization becomes a fight-to-fight basis; requires high adaptability.
    • Complete lack of raid utility. Whether or not a SAM is worth bringing to raid is entirely up to the skill of the player.

    Swinging the Blade: Practicing the Strokes

    Combo and Buffs Priority

    Starting with zero buffs, the opening buff order will depend on whether or not you have Meikyo Shisui available. If you do, go:

    Gekko combo > Kasha combo > Yukikaze combo.

    If you do not, go:

    Kasha combo > Gekko combo > Yukikaze combo.

    Meikyo Shisui allows us to put our buffs up immediately, and we want to do this in nearly all situations, even before you unlock the second charge of Meikyo at level 76.

    Due to the aforementioned Meikyo changes that allow us to apply buffs more quickly, we have shifted from applying Fuka (formerly Shifu) first to applying Fugetsu (formerly Jinpu) first. Since we can apply Fuka on the second GCD, we lose less from applying it second. However, we gain a large amount of potency from its application GCD (Kasha when under Meikyo) under Fugetsu.

    When we do not have Meikyo, the first buff that is up is often Fuka, the haste buff. I am using “haste” in this document to shorten the full effect which is “reduces Weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay.” This buff means that our GCD timer will be reduced (to a maximum of 2.18, assuming no Skill Speed on gear) and that auto-attacks will happen more often while it is up. Note that this does not affect the damage over time from Higanbana. However, it does rotate you through your combos quicker to acquire more Sen and Kenki and minimize the opportunity to drop your buffs.

    Fugetsu is a 13% flat damage increase to all your abilities, including Higanbana’s damage over time (DoT) portion. As such, you want to make sure that this buff is up every time you use Higanbana or Midare to take advantage of its enormous potency value, as Fuka doesn’t increase damage dealt. Coming from downtime with no buffs and three Sen up, you will want to prioritize Jinpu.

    Lastly, Yukikaze would be the least significant combo out of the three in the opener, but one of the most significant throughout the fight. SAM’s opener relies on lining up the buffs and CDs to maximize damage with raid buffs, and Yukikaze offers no self-buff to Samurai. By starting Yukikaze, Samurai will end up not being able to have both Shifu or Jinpu up by the time raid buffs go out, as everything will be delayed by a combo. During the fight, Yukikaze is great to have as your only Sen up leading into downtime because it allows you to get both buffs back up before using Midare. It can also be used to help as an alignment tool.

    Tip: Remember Iaijutsu does not break combo. If you need to reapply Higanbana but Fugetsu is down and you are already sitting on one Sen, you can do a Hakaze > Jinpu > Iaijutsu > Gekko and you will have the Fugetsu buff applied on your Higanbana without wasting the Sen on the combo.

    Honing the Blade: Kenki and Potency

    With the Sen system, Ogi Namikiri, and the new Tendo Setsugekka with its 1020 potency and auto-crit is what catches people’s attention with its flash, then SAM’s Kenki system is what makes the engine run and deal out damage over the fight. Kenki generation is 100% predictable and tied to your GCDs, and in an ideal world you want to finish a fight with 0 Kenki. As such, you will generate and expend similar amounts of Kenki over the same duration. To understand how much Kenki is worth to your damage, it may be preferable to use potency/Kenki and use your most common Kenki skill (Shinten) as a baseline.

    AbilityPotencyPotency Per Kenki
    Zanshin= 820p/50k= 16.4p/k for the first mob, 9.8 per mob
    Senei= 800p/25k= 32p/k
    Guren= 500p/25k= 20p/k for the first mob, 15 per mob after
    Shinten= 250p/25k= 10p/k
    Yaten= 100p/10k= 10p/k
    Gyoten= 100p/10k= 10p/k
    Kyuten= 120p/25k= 4.8p/k per mob

    From the numbers above, a few conclusions can be drawn:

    • Guren and Senei are extremely powerful oGCDs and carry a very high potency/Kenki. Just the sheer potency number makes you want to use this ASAP on an opener. Guren is a gain starting on two targets.
    • Senei gives you the biggest bang for your buck.
    • Gyoten and Yaten are worth the same as Shinten, allowing you to use them to manipulate Kenki before buff windows or dump more during buff windows.
    • Kyuten outperforms Shinten at three mobs and above.
    • Zanshin is worth using as its still more potency per Kenki over Shinten, and any mobs cleaved are still kenki/potency positive and a gain.

    In addition, it means that each time you successfully use Tengetsu you have effectively gained 100 potency. This potency can add up very quickly by the end of an encounter, so always try to press Tengetsu when you know there is incoming damage.

    Note regarding Yaten-Enpi-Gyoten: If you factor only the Yaten-Enpi combo, it is 10 Kenki cost for an additional 260 potency and regenerates 10 Kenki, and that gives you 26 potency per Kenki. However, this combo does not give you any benefits to reapply your buffs or for adding a Sen. While it is a potent one GCD combo, it cannot be used reliably outside of very specific situations, such as dodging out of an AOE while being unable to go back to the boss soon or off-setting your GCDs by one. Gyoten can be used as a gap closer if Sprint won’t do the job, or to manipulate your Kenki bar for more damage under buffs.

    To Enpi or to Not Enpi (And Gyoten and Yaten)

    That is the question. Most of the time, the answer can be summed up as: Do not if you can just run.

    A common mistake that I have seen from many Samurai is that they happily use Yaten - Enpi - Gyoten combo to get out of an AoE and then dash back in immediately. However, that method will push our GCDs back by one, and it is an inefficient use of GCD if you could have simply moved out of an AoE between GCDs.

    So what are the values of Gyoten/Yaten/Enpi?

    They are good only if you gain a GCD that would have been otherwise impossible without them.

    Gyoten/Yaten gain value if using them allows you to get an extra GCD compared to not using them, such as moving from one target at one end of a map to another one at the other end. If the targets are close enough that you could have run or used Sprint and not lose GCDs, then it is inefficient.

    Enpi is the same. It gains value only if there are time periods where you could have used a ranged attack but not melee attack, which is often a rare situation.

    Of course, exceptions always happen. You will recognize the exceptions in the fight situation as you gain experience. However, using Yaten as a safety net initially is still better than straight up dying.

    Meikyo Shisui: Rise to the Heavens

    With the changes to Meikyo Shisui and combo enders (Gekko/Kasha) in 6.0, its role as a tool in our rotation has changed in a big way going into Endwalker. Instead of existing solely as an optimization tool and a way to fix our rotational alignment to maximize our Iaijustu and Tsubame usage, it now offers a way to avoid the ramp-up/buff application period that defined Samurai in Shadowbringers.

    As of Dawntrail as well, Meikyo allows us to use our newest tool, Tendo Setsugekka, a 1020 potency GCD with a guaranteed critical hit per use. When our Meikyo Shisui is used, our next Midare turns into a Tendo and will do more damage than a standard Midare, and give a Kaeshi version named Kaeshi Tendo Setsugekka. If you’re building a Tenka Goken, Meikyo turns our Tenka Goken into a Tendo Goken.

    The goal of Meikyo is to manipulate your Sen so you can apply your buffs as quickly as possible, maximize Iaijutsu usage, and use Tendo Setsugekka. For example, in the opener we use Meikyo to quickly apply both of our buffs, get all three Sen, and open with a fully buffed Tendo in raid buffs. We also use Meikyo in every 60s burst window to manipulate our Sen and quickly perform a buffed Higanbana right on time. While leveling or in dungeon content, it can also be used to quickly perform Tendo Goken for AoE purposes.

    Tip: Iaijutsu does not count as one of the three Weaponskills on Meikyo, so you can use it between the three to put up Higanbana with ease. For example: Meikyo starts > Kasha > Higanbana > Kasha > Gekko (Meikyo ends).

    It is important to note which finishers to use if you are planning to come out of the Meikyo with one or two Sen. You need to look at the remaining duration of the buffs you have and keep track of the order of the buffs that need to be refreshed. The reason being that the first combo you do after a Meikyo will likely be the buff that needs to be refreshed or has the shortest duration; therefore, you will reapply the buff and its Sen immediately after and then followed by the next. As such, if you are ending a Meikyo with one or two Sen, use the Sen with the longest buff duration last in Meikyo.

    For example: If you just performed a Gekko combo and have a Getsu Sen and Higanbana need to be refreshed in four GCDs, but you cannot wait.

    With Meikyo, it is possible for you to go the following sequence:

    Meikyo is not just a key to use Tendo Setsugekka, but it can be used to increase damage outside of Tendo. Consider Meikyo as a GCD saver too. After you have refreshed both your Fugetsu and Fuka buffs, as it lets you skip an entire two GCDs in your Kasha and Gekko combos. The most ideal situation is one where you use all three of Meikyo’s GCDs on Kasha and Gekko only, as using Yukikaze in Meikyo saves you only one GCD and Yukikaze is a weaker finisher.

    An example of Meikyo with ideal usage as long as the buffs do not fall off:

    Hagakure Usage

    Hagakure is an oGCD ability re-added to the game in patch 5.05 as a shadow of its former self. Originally a cornerstone of a Samurai’s rotation and toolkit in Stormblood, this ability now allows you to trade all of your Sen in for 10 Kenki each on a five second cooldown.

    The intended purpose for the reintroduction of Hagakure from Square Enix seemed to be from the outcry of players who were upset that in dungeons they would sometimes have leftover Sen, and Hagakure would allow them to “wipe clean” this gauge in order to enter a dungeon boss without having to overcap existing Sen while re-applying buffs. In a raid setting, however, Hagakure serves a similar purpose: it wipes away the Sen we build while filling time to keep rotational alignment. For the newer players, have this button in case your rotations runs into a awkward spot and there’s no way out. For the older players, this button is no longer used as a strict requirement for filler. Please see below in the Rotation & Looping Section

    Higanbana Timing

    Of all the moves a Samurai can use, the single most powerful move is Higanbana. As you recall, Higanbana is 1200 potency of damage over the course of 60 seconds. Because of its sheer damage compacted into a single GCD, this is strongly amplified under raid buffs. The nice thing about raid buffs is that a good chunk of them will line up with Higanbana timing: Trick Attack, Battle Voice, Dragon Sight, Battle Litany, Chain Stratagem, Technical Step, etc. tend to fall under a cooldown time that is a multiple of 60s. As such, you should be able to land your Higanbana within those raid buffs at the time of refresh.

    With that said, how do you know when to not use Higanbana? Some bosses go invincible for a period of time during which your Higanbana is ineffective. When that happens, if your Higanbana did not get to make use of its duration, then it is lost DPS.

    Comparing Midare Setsugekka with Higanbana, it takes about 42s of ticks for Higanbana to outdamage Midare Setsugekka in the same GCD.

    The rule of thumb is that if Higanbana was not able to tick for more than about 42s of its duration then it would have been better not to use it. This is doubly true if using Higanbana would have prevented you from using a Midare Setsugekka in the same period of time. Generally speaking, fight phases of 1:30 should have only one Higanbana used, 3:20 only three Higanbana, and so on. Fight phases of 3:50, for example, should have four Higanbana used only if you are able to use a buffed (already under Fugetsu at absolute minimum) Higanbana at the very first GCD and have perfect refresh timing. There are some situations where it is proper to use Higanbana when it would not tick for its full duration, such as at the end of a fight where you are ending on two meditation stacks in order to generate the extra stack and use Shoha, but that is a per-fight optimization that should be mathematically figured out according to the rest of the encounter.

    Higanbana is responsible for much of a Samurai’s damage, but applying it liberally and improperly only means you will suffer in the long run.

    Rotation & Looping

    Samurai’s high potency rotation revolves around executing our biggest cooldown abilities as soon as they are available to ensure that we use all the available charges of each skill, as well as to ensure buff uptime in order to never drop Higanbana. To do so, we use what is referred to as a “looping” rotation, where the order of skills repeats every 120s after the opener. This looping rotation is separated into three distinct parts: the opener, the cooldown phase, and the burst phase.

    In the opener, we use Meikyo Shisui before pulling the boss in order to have it up on pull to use Gekko and Kasha and apply our buffs as fast as possible. We then immediately use all of our large cooldown abilities (Senei, Ikishoten, both our Tsubame Gaeshi charges, and our second Meikyo Shisui charge) to get their cooldowns rolling.

    In the cooldown phase we are just passing the time waiting for our Higanbana timer to tick down and for our cooldowns to come back. To do this, we simply use our natural combos to build a Midare, and then build the three Sen again a second time. These three Sen then lead into your burst phase.

    In the burst phase, we will use whichever big cooldowns are available to do our maximum amount of damage inside the buffs provided by the rest of our team. It starts by using the three Sen we gathered in the cooldown phase in order to use both Midare and Kaeshi: Setsugekka, using Meikyo Shisui to acquire the sen to reapply Higanbana and preparing for another Midare inside the buffs. If we have Ikishoten + Senei + Ogi Namikiri, we will use them here. If we do not, we will have to use filler to align our loop.

    Filler

    This section is for the older player base from Shadowbringers and Endwalker. Please scroll down to the Rotation & Looping section if you were not playing Samurai during these times.

    As of Dawntrail 7.05, the Hagakure fillers are obsolete and no longer practiced. In 7.05, Tsubame Gaeshi was reworked to now proc after every Midare/Tenka Goken, including Tendo Setsugekka. This means that in our rotation, we have more GCDs than we did in our old iterations that required Hagakure fillers to loop, because there are at least 2 additional GCD slots in our cooldown phases before odd minute burst and after odd minute burst due to them both having a Midare.

    Opener

    Rotation Guide

    Higanbana Realignment Guide

    AoE Rotations

    Rule of thumb: Always AoE when there are three or more enemies. When AoEing groups of enemies as a SAM, you will want to put your buffs up with Meikyo Shisui and Mangetsu/Oka and then follow the basic rotation below:

    alt_text
    ->
    alt_text
    ->
    alt_text
    ->
    alt_text
    ->

    The strength of SAM’s AoE rotation lies in the fact that both two-GCD AoE combos generate a different Sen each, allowing you to easily flow into a Tenka Goken. They will also naturally upkeep your buff timers, so you will not have to awkwardly switch back and forth from AoE to single target. Their strongest Hissatsu move, Guren, is also an extremely potent AoE and it is worth saving Guren for adds or AoE as long as you are not holding onto it for longer than its cooldown. Once you reach three targets or more, excess Kenki should be spent on Kyuten instead of Shinten.

    What happens if there are two targets?

    If both targets will last long enough, using Higanbana on each and reapply as necessary. Two targets follows the same rotation as single target in building Midare Setsugekka, while making sure you use Hissatsu: Guren and Zanshin to cleave the two targets. However, despite being more potency per GCD, this rotation requires more GCDs to go through (as it needs all 3 Sen). In the case that you would gain a usage of Tenka Goken over Midare in the time provided, it would be a gain to do that instead. Hissatsu: Guren is also a gain on two or more targets and should be used over Hissatsu: Senei in these scenarios.

    Conclusion

    Being a good DPS player is not only being able to execute well, but also adapting as the job and fights change over time. It is because of players like you who are interested in this job that the tactics and the nuances in the fights and against bosses become clear over time. As such, please use this guide as a reference point on how you can start as a Samurai. The best form of growth will come from your own practice and your own growth as a player!

    With this, the guide has come to its conclusion. I hope you enjoyed the guide and were able to learn about Samurai. Please don’t hesitate to let me know if anything about this guide can be improved.

    Thank you for reading this guide.

    Complete Beginner’s Guide

    For the complete beginners to melee DPS and this game’s terminology in general.

    Glossary

    So you signed up for being a melee DPS, that means you want to hurt things, and you want to hurt things up close and personal. To maximize hurting things, let us go over some basic concepts.

    Potency: The basic unit of how much damage a move will do. Comparing potencies between combos or rotations is useful only within the specific class.

    Global Cooldown: (GCD) Can refer to two things. One is the skills themselves, also called Weaponskills. These are skills grouped together under a global cooldown and go on cooldown the same time they are pressed, and in almost all cases come off cooldown simultaneously. Always be using them when you can. Could also refer to how long your GCD is, or how long these skills are on cooldown when pressed. Examples: Hakaze is a GCD. My GCD is 2.13(seconds).

    Off-Global Cooldown: (oGCD) are abilities that have their own cooldowns that act independently of other abilities with job-specific exceptions. The abilities have a variety of effects like buffs or damage and are meant to be cast in the downtime between two consecutive GCDs.

    Combo: If you read the tooltips of some of your skills, you will notice that some of them have lines like “Combo Potency” or “Combo Effect” and list another move. That means you must do the moves in a sequence to receive the full effect and potency of all moves. Always do moves in the entire combo sequence to maximize damage done.

    Positional: Some moves have additional effects that indicate a bonus buff, damage, or resource if you use a move and it hits the target’s flank or rear. The rear is indicated by the missing chunk in the target circles of an enemy, and the flanks on the adjacent quarters. Enemies with full circles are omnidirectional, meaning all positional effects with triggers without regard for where you stand.

    Damage-over-Time: (DoT) are moves that leave a ticking debuff on an enemy while doing a certain amount of damage every server tick of three seconds. Total potency is determined by dividing the duration by three, then multiply it with the tick potency. You can safely estimate that for every three seconds the DoT is overwritten/cancelled before reaching 0 or the DoT is not applied on the target, you lose that many ticks of potency. To maximize the damage from a DoT, the countdown must be allowed to reach 1 or 0 every time and have the DoT reapplied as soon as possible to 0.

    Buffs: are beneficial effects that you have when they’re up. If a buff can be kept up 100% of the time, do it. oGCD buffs often cannot be maintained 100% so you should be selective when you use them to maximize the damage on a target, or use moves that extend the duration of the said buffs.

    Debuffs: are harmful effects that you apply on enemies to either maximize the damage they’ll take or reduce the damage they can do. Again, use wisely to maximize damage or safety of your tanks.

    Rules of Thumb

    • Rotate through the combos: For classes with multiple combos with different effects, rotate through all of them for maximum effect.
    • How many oGCDs between two GCDs?: At base GCD recast time, do not use more than two oGCDs between two consecutive GCDs. At reduced GCD recast time or high latency, use one oGCD unless the situation calls for it. Most of the time you don’t want to use one after a GCD with a cast time. There are certain oGCD that have a longer lock. For example using a potion will not allow you to double weave between two GCDs.
    • Taking a break on positionals: To minimize the movement required on moving between rear and flank for positional moves, position yourself at the point where the targeting circle breaks. By positioning yourself on the boundary between rear and flank you only need to move a foot either side for the positionals.

    Figure 1: How to position yourself to minimize movements for positionals!

    • Dead DPS does no damage: Avoid dying at all costs unless the team strategy or mechanics require you to die so the encounter won’t wipe. A dead person contributes nothing while dead and will be raised with reduced battle stats.

    Changelog

    March 2018, Patch 4.2

    • No changes to SAM since Stormblood launch
    • Restructured guide
    • Added section on Higanbana, Yaten-Enpi-Gyoten
    • Added fight specific tips as of Sigmascape: Savage +Warrior
  • Newsfeed
  • Samurai Basic Guide
    Guide Info
    Last Updated: 29 Aug, 2024
    Patch Applicable: 7.05

    Foreword

    As of Dawntrail, Samurai has been part of the game for seven years. As part of the team, I am updating this guide for Dawntrail as we have gotten a substantial amount of changes upon release, until 7.05 which marked a big shift in gameplay since Shadowbringers, and will be covered in this document. This guide is intended for newer and older players alike.

    -Zheng


    The following section summarizes Samurai’s abilities. You may also refer to Square Enix’s Samurai Job Guide for specific skill and trait text. Feel free to skip this section if you are familiar with Samurai’s skills.


    Actions

    A summary of all of Samurai’s actions can be found here.

    In an eight-person instance such as an Extreme Primal or Savage Raid, all actions except (usually) Leg Sweep will see at least some use. Leg Sweep has seen situational use in the past. Depending on your party’s strategy, Bloodbath, Second Wind, and Feint may all be used situationally to assist healers, while Arm’s Length is useful in any fight with a knockback/pull mechanic such as floor three of Arcadion Savage. True North will be useful in a majority of fights, as getting a full omni-directional fight is very uncommon these days.

    Shape of the Blade: Introduction to Samurai

    Playstyle

    High similarity to Dragoon with simple Global Cooldown (GCD) structure at a glance. However, SAM is a job that is capable of an extremely high skill ceiling due to the flexibility in its Kenki usage and Sen/GCD optimization. This is a job that emphasizes using the complete toolkit given the circumstances. Samurai manage two different resources to do heavy damage: Sen and Kenki.

    Every time SAM completes a certain GCD combo, its corresponding Sen is collected. There are three types of Sen to collect:

    Snow (Setsu):

    alt_text

    Moon (Getsu):

    alt_text

    Flower (Ka):

    alt_text

    The resulting Iaijutsu differs based on the number of Sen held, regardless of the combination. If you use a combo that normally grants you a Sen that you already have, it will not give you any extra Sen, making it wasted.

    Kenki is SAM’s second but extremely vital resource. All of SAM’s GCD skills (only Iaijutsu does not generate Kenki) and one off-Global Cooldown (oGCD) generate a certain amount of Kenki. Kenki is then spent on Hissatsu moves, which are oGCD abilities with very short cooldowns (CDs) (except Guren/Senei).

    Key points of dealing damage as a Samurai:

    • Minimizing resource waste by not overwriting Sen/Meditation or generating excess Kenki
    • Maximizing bursts within raid buffs
    • Awareness of fight transitions to know how much Sen/Kenki to start or end a phase with
    • Tendo Setsugekka, Tsubame-gaeshi, Meikyo, and Ikishoten/Ogi CD timing

    Advantages:

    • Low entry barrier to learn the basics of Samurai, high skill ceiling allows for skill expression
    • Heavy 120s burst, with good 60s burst as well
    • Lenient buff uptimes tied to mandatory combos
    • Incredible mobility with backstep and charge
    • Lenient positionals

    Disadvantages:

    • Fast ramp time is dependent on the availability of Meikyo Shisui, otherwise takes a long windup to recover from losing its buffs.
    • The sheer flexibility means optimization becomes a fight-to-fight basis; requires high adaptability.
    • Complete lack of raid utility. Whether or not a SAM is worth bringing to raid is entirely up to the skill of the player.

    Swinging the Blade: Practicing the Strokes

    Combo and Buffs Priority

    Starting with zero buffs, the opening buff order will depend on whether or not you have Meikyo Shisui available. If you do, go:

    Gekko combo > Kasha combo > Yukikaze combo.

    If you do not, go:

    Kasha combo > Gekko combo > Yukikaze combo.

    Meikyo Shisui allows us to put our buffs up immediately, and we want to do this in nearly all situations, even before you unlock the second charge of Meikyo at level 76.

    Due to the aforementioned Meikyo changes that allow us to apply buffs more quickly, we have shifted from applying Fuka (formerly Shifu) first to applying Fugetsu (formerly Jinpu) first. Since we can apply Fuka on the second GCD, we lose less from applying it second. However, we gain a large amount of potency from its application GCD (Kasha when under Meikyo) under Fugetsu.

    When we do not have Meikyo, the first buff that is up is often Fuka, the haste buff. I am using “haste” in this document to shorten the full effect which is “reduces Weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay.” This buff means that our GCD timer will be reduced (to a maximum of 2.18, assuming no Skill Speed on gear) and that auto-attacks will happen more often while it is up. Note that this does not affect the damage over time from Higanbana. However, it does rotate you through your combos quicker to acquire more Sen and Kenki and minimize the opportunity to drop your buffs.

    Fugetsu is a 13% flat damage increase to all your abilities, including Higanbana’s damage over time (DoT) portion. As such, you want to make sure that this buff is up every time you use Higanbana or Midare to take advantage of its enormous potency value, as Fuka doesn’t increase damage dealt. Coming from downtime with no buffs and three Sen up, you will want to prioritize Jinpu.

    Lastly, Yukikaze would be the least significant combo out of the three in the opener, but one of the most significant throughout the fight. SAM’s opener relies on lining up the buffs and CDs to maximize damage with raid buffs, and Yukikaze offers no self-buff to Samurai. By starting Yukikaze, Samurai will end up not being able to have both Shifu or Jinpu up by the time raid buffs go out, as everything will be delayed by a combo. During the fight, Yukikaze is great to have as your only Sen up leading into downtime because it allows you to get both buffs back up before using Midare. It can also be used to help as an alignment tool.

    Tip: Remember Iaijutsu does not break combo. If you need to reapply Higanbana but Fugetsu is down and you are already sitting on one Sen, you can do a Hakaze > Jinpu > Iaijutsu > Gekko and you will have the Fugetsu buff applied on your Higanbana without wasting the Sen on the combo.

    Honing the Blade: Kenki and Potency

    With the Sen system, Ogi Namikiri, and the new Tendo Setsugekka with its 1020 potency and auto-crit is what catches people’s attention with its flash, then SAM’s Kenki system is what makes the engine run and deal out damage over the fight. Kenki generation is 100% predictable and tied to your GCDs, and in an ideal world you want to finish a fight with 0 Kenki. As such, you will generate and expend similar amounts of Kenki over the same duration. To understand how much Kenki is worth to your damage, it may be preferable to use potency/Kenki and use your most common Kenki skill (Shinten) as a baseline.

    AbilityPotencyPotency Per Kenki
    Zanshin= 820p/50k= 16.4p/k for the first mob, 9.8 per mob
    Senei= 800p/25k= 32p/k
    Guren= 500p/25k= 20p/k for the first mob, 15 per mob after
    Shinten= 250p/25k= 10p/k
    Yaten= 100p/10k= 10p/k
    Gyoten= 100p/10k= 10p/k
    Kyuten= 120p/25k= 4.8p/k per mob

    From the numbers above, a few conclusions can be drawn:

    • Guren and Senei are extremely powerful oGCDs and carry a very high potency/Kenki. Just the sheer potency number makes you want to use this ASAP on an opener. Guren is a gain starting on two targets.
    • Senei gives you the biggest bang for your buck.
    • Gyoten and Yaten are worth the same as Shinten, allowing you to use them to manipulate Kenki before buff windows or dump more during buff windows.
    • Kyuten outperforms Shinten at three mobs and above.
    • Zanshin is worth using as its still more potency per Kenki over Shinten, and any mobs cleaved are still kenki/potency positive and a gain.

    In addition, it means that each time you successfully use Tengetsu you have effectively gained 100 potency. This potency can add up very quickly by the end of an encounter, so always try to press Tengetsu when you know there is incoming damage.

    Note regarding Yaten-Enpi-Gyoten: If you factor only the Yaten-Enpi combo, it is 10 Kenki cost for an additional 260 potency and regenerates 10 Kenki, and that gives you 26 potency per Kenki. However, this combo does not give you any benefits to reapply your buffs or for adding a Sen. While it is a potent one GCD combo, it cannot be used reliably outside of very specific situations, such as dodging out of an AOE while being unable to go back to the boss soon or off-setting your GCDs by one. Gyoten can be used as a gap closer if Sprint won’t do the job, or to manipulate your Kenki bar for more damage under buffs.

    To Enpi or to Not Enpi (And Gyoten and Yaten)

    That is the question. Most of the time, the answer can be summed up as: Do not if you can just run.

    A common mistake that I have seen from many Samurai is that they happily use Yaten - Enpi - Gyoten combo to get out of an AoE and then dash back in immediately. However, that method will push our GCDs back by one, and it is an inefficient use of GCD if you could have simply moved out of an AoE between GCDs.

    So what are the values of Gyoten/Yaten/Enpi?

    They are good only if you gain a GCD that would have been otherwise impossible without them.

    Gyoten/Yaten gain value if using them allows you to get an extra GCD compared to not using them, such as moving from one target at one end of a map to another one at the other end. If the targets are close enough that you could have run or used Sprint and not lose GCDs, then it is inefficient.

    Enpi is the same. It gains value only if there are time periods where you could have used a ranged attack but not melee attack, which is often a rare situation.

    Of course, exceptions always happen. You will recognize the exceptions in the fight situation as you gain experience. However, using Yaten as a safety net initially is still better than straight up dying.

    Meikyo Shisui: Rise to the Heavens

    With the changes to Meikyo Shisui and combo enders (Gekko/Kasha) in 6.0, its role as a tool in our rotation has changed in a big way going into Endwalker. Instead of existing solely as an optimization tool and a way to fix our rotational alignment to maximize our Iaijustu and Tsubame usage, it now offers a way to avoid the ramp-up/buff application period that defined Samurai in Shadowbringers.

    As of Dawntrail as well, Meikyo allows us to use our newest tool, Tendo Setsugekka, a 1020 potency GCD with a guaranteed critical hit per use. When our Meikyo Shisui is used, our next Midare turns into a Tendo and will do more damage than a standard Midare, and give a Kaeshi version named Kaeshi Tendo Setsugekka. If you’re building a Tenka Goken, Meikyo turns our Tenka Goken into a Tendo Goken.

    The goal of Meikyo is to manipulate your Sen so you can apply your buffs as quickly as possible, maximize Iaijutsu usage, and use Tendo Setsugekka. For example, in the opener we use Meikyo to quickly apply both of our buffs, get all three Sen, and open with a fully buffed Tendo in raid buffs. We also use Meikyo in every 60s burst window to manipulate our Sen and quickly perform a buffed Higanbana right on time. While leveling or in dungeon content, it can also be used to quickly perform Tendo Goken for AoE purposes.

    Tip: Iaijutsu does not count as one of the three Weaponskills on Meikyo, so you can use it between the three to put up Higanbana with ease. For example: Meikyo starts > Kasha > Higanbana > Kasha > Gekko (Meikyo ends).

    It is important to note which finishers to use if you are planning to come out of the Meikyo with one or two Sen. You need to look at the remaining duration of the buffs you have and keep track of the order of the buffs that need to be refreshed. The reason being that the first combo you do after a Meikyo will likely be the buff that needs to be refreshed or has the shortest duration; therefore, you will reapply the buff and its Sen immediately after and then followed by the next. As such, if you are ending a Meikyo with one or two Sen, use the Sen with the longest buff duration last in Meikyo.

    For example: If you just performed a Gekko combo and have a Getsu Sen and Higanbana need to be refreshed in four GCDs, but you cannot wait.

    With Meikyo, it is possible for you to go the following sequence:

    Meikyo is not just a key to use Tendo Setsugekka, but it can be used to increase damage outside of Tendo. Consider Meikyo as a GCD saver too. After you have refreshed both your Fugetsu and Fuka buffs, as it lets you skip an entire two GCDs in your Kasha and Gekko combos. The most ideal situation is one where you use all three of Meikyo’s GCDs on Kasha and Gekko only, as using Yukikaze in Meikyo saves you only one GCD and Yukikaze is a weaker finisher.

    An example of Meikyo with ideal usage as long as the buffs do not fall off:

    Hagakure Usage

    Hagakure is an oGCD ability re-added to the game in patch 5.05 as a shadow of its former self. Originally a cornerstone of a Samurai’s rotation and toolkit in Stormblood, this ability now allows you to trade all of your Sen in for 10 Kenki each on a five second cooldown.

    The intended purpose for the reintroduction of Hagakure from Square Enix seemed to be from the outcry of players who were upset that in dungeons they would sometimes have leftover Sen, and Hagakure would allow them to “wipe clean” this gauge in order to enter a dungeon boss without having to overcap existing Sen while re-applying buffs. In a raid setting, however, Hagakure serves a similar purpose: it wipes away the Sen we build while filling time to keep rotational alignment. For the newer players, have this button in case your rotations runs into a awkward spot and there’s no way out. For the older players, this button is no longer used as a strict requirement for filler. Please see below in the Rotation & Looping Section

    Higanbana Timing

    Of all the moves a Samurai can use, the single most powerful move is Higanbana. As you recall, Higanbana is 1200 potency of damage over the course of 60 seconds. Because of its sheer damage compacted into a single GCD, this is strongly amplified under raid buffs. The nice thing about raid buffs is that a good chunk of them will line up with Higanbana timing: Trick Attack, Battle Voice, Dragon Sight, Battle Litany, Chain Stratagem, Technical Step, etc. tend to fall under a cooldown time that is a multiple of 60s. As such, you should be able to land your Higanbana within those raid buffs at the time of refresh.

    With that said, how do you know when to not use Higanbana? Some bosses go invincible for a period of time during which your Higanbana is ineffective. When that happens, if your Higanbana did not get to make use of its duration, then it is lost DPS.

    Comparing Midare Setsugekka with Higanbana, it takes about 42s of ticks for Higanbana to outdamage Midare Setsugekka in the same GCD.

    The rule of thumb is that if Higanbana was not able to tick for more than about 42s of its duration then it would have been better not to use it. This is doubly true if using Higanbana would have prevented you from using a Midare Setsugekka in the same period of time. Generally speaking, fight phases of 1:30 should have only one Higanbana used, 3:20 only three Higanbana, and so on. Fight phases of 3:50, for example, should have four Higanbana used only if you are able to use a buffed (already under Fugetsu at absolute minimum) Higanbana at the very first GCD and have perfect refresh timing. There are some situations where it is proper to use Higanbana when it would not tick for its full duration, such as at the end of a fight where you are ending on two meditation stacks in order to generate the extra stack and use Shoha, but that is a per-fight optimization that should be mathematically figured out according to the rest of the encounter.

    Higanbana is responsible for much of a Samurai’s damage, but applying it liberally and improperly only means you will suffer in the long run.

    Rotation & Looping

    Samurai’s high potency rotation revolves around executing our biggest cooldown abilities as soon as they are available to ensure that we use all the available charges of each skill, as well as to ensure buff uptime in order to never drop Higanbana. To do so, we use what is referred to as a “looping” rotation, where the order of skills repeats every 120s after the opener. This looping rotation is separated into three distinct parts: the opener, the cooldown phase, and the burst phase.

    In the opener, we use Meikyo Shisui before pulling the boss in order to have it up on pull to use Gekko and Kasha and apply our buffs as fast as possible. We then immediately use all of our large cooldown abilities (Senei, Ikishoten, both our Tsubame Gaeshi charges, and our second Meikyo Shisui charge) to get their cooldowns rolling.

    In the cooldown phase we are just passing the time waiting for our Higanbana timer to tick down and for our cooldowns to come back. To do this, we simply use our natural combos to build a Midare, and then build the three Sen again a second time. These three Sen then lead into your burst phase.

    In the burst phase, we will use whichever big cooldowns are available to do our maximum amount of damage inside the buffs provided by the rest of our team. It starts by using the three Sen we gathered in the cooldown phase in order to use both Midare and Kaeshi: Setsugekka, using Meikyo Shisui to acquire the sen to reapply Higanbana and preparing for another Midare inside the buffs. If we have Ikishoten + Senei + Ogi Namikiri, we will use them here. If we do not, we will have to use filler to align our loop.

    Filler

    This section is for the older player base from Shadowbringers and Endwalker. Please scroll down to the Rotation & Looping section if you were not playing Samurai during these times.

    As of Dawntrail 7.05, the Hagakure fillers are obsolete and no longer practiced. In 7.05, Tsubame Gaeshi was reworked to now proc after every Midare/Tenka Goken, including Tendo Setsugekka. This means that in our rotation, we have more GCDs than we did in our old iterations that required Hagakure fillers to loop, because there are at least 2 additional GCD slots in our cooldown phases before odd minute burst and after odd minute burst due to them both having a Midare.

    Opener

    Rotation Guide

    Higanbana Realignment Guide

    AoE Rotations

    Rule of thumb: Always AoE when there are three or more enemies. When AoEing groups of enemies as a SAM, you will want to put your buffs up with Meikyo Shisui and Mangetsu/Oka and then follow the basic rotation below:

    alt_text
    ->
    alt_text
    ->
    alt_text
    ->
    alt_text
    ->

    The strength of SAM’s AoE rotation lies in the fact that both two-GCD AoE combos generate a different Sen each, allowing you to easily flow into a Tenka Goken. They will also naturally upkeep your buff timers, so you will not have to awkwardly switch back and forth from AoE to single target. Their strongest Hissatsu move, Guren, is also an extremely potent AoE and it is worth saving Guren for adds or AoE as long as you are not holding onto it for longer than its cooldown. Once you reach three targets or more, excess Kenki should be spent on Kyuten instead of Shinten.

    What happens if there are two targets?

    If both targets will last long enough, using Higanbana on each and reapply as necessary. Two targets follows the same rotation as single target in building Midare Setsugekka, while making sure you use Hissatsu: Guren and Zanshin to cleave the two targets. However, despite being more potency per GCD, this rotation requires more GCDs to go through (as it needs all 3 Sen). In the case that you would gain a usage of Tenka Goken over Midare in the time provided, it would be a gain to do that instead. Hissatsu: Guren is also a gain on two or more targets and should be used over Hissatsu: Senei in these scenarios.

    Conclusion

    Being a good DPS player is not only being able to execute well, but also adapting as the job and fights change over time. It is because of players like you who are interested in this job that the tactics and the nuances in the fights and against bosses become clear over time. As such, please use this guide as a reference point on how you can start as a Samurai. The best form of growth will come from your own practice and your own growth as a player!

    With this, the guide has come to its conclusion. I hope you enjoyed the guide and were able to learn about Samurai. Please don’t hesitate to let me know if anything about this guide can be improved.

    Thank you for reading this guide.

    Complete Beginner’s Guide

    For the complete beginners to melee DPS and this game’s terminology in general.

    Glossary

    So you signed up for being a melee DPS, that means you want to hurt things, and you want to hurt things up close and personal. To maximize hurting things, let us go over some basic concepts.

    Potency: The basic unit of how much damage a move will do. Comparing potencies between combos or rotations is useful only within the specific class.

    Global Cooldown: (GCD) Can refer to two things. One is the skills themselves, also called Weaponskills. These are skills grouped together under a global cooldown and go on cooldown the same time they are pressed, and in almost all cases come off cooldown simultaneously. Always be using them when you can. Could also refer to how long your GCD is, or how long these skills are on cooldown when pressed. Examples: Hakaze is a GCD. My GCD is 2.13(seconds).

    Off-Global Cooldown: (oGCD) are abilities that have their own cooldowns that act independently of other abilities with job-specific exceptions. The abilities have a variety of effects like buffs or damage and are meant to be cast in the downtime between two consecutive GCDs.

    Combo: If you read the tooltips of some of your skills, you will notice that some of them have lines like “Combo Potency” or “Combo Effect” and list another move. That means you must do the moves in a sequence to receive the full effect and potency of all moves. Always do moves in the entire combo sequence to maximize damage done.

    Positional: Some moves have additional effects that indicate a bonus buff, damage, or resource if you use a move and it hits the target’s flank or rear. The rear is indicated by the missing chunk in the target circles of an enemy, and the flanks on the adjacent quarters. Enemies with full circles are omnidirectional, meaning all positional effects with triggers without regard for where you stand.

    Damage-over-Time: (DoT) are moves that leave a ticking debuff on an enemy while doing a certain amount of damage every server tick of three seconds. Total potency is determined by dividing the duration by three, then multiply it with the tick potency. You can safely estimate that for every three seconds the DoT is overwritten/cancelled before reaching 0 or the DoT is not applied on the target, you lose that many ticks of potency. To maximize the damage from a DoT, the countdown must be allowed to reach 1 or 0 every time and have the DoT reapplied as soon as possible to 0.

    Buffs: are beneficial effects that you have when they’re up. If a buff can be kept up 100% of the time, do it. oGCD buffs often cannot be maintained 100% so you should be selective when you use them to maximize the damage on a target, or use moves that extend the duration of the said buffs.

    Debuffs: are harmful effects that you apply on enemies to either maximize the damage they’ll take or reduce the damage they can do. Again, use wisely to maximize damage or safety of your tanks.

    Rules of Thumb

    • Rotate through the combos: For classes with multiple combos with different effects, rotate through all of them for maximum effect.
    • How many oGCDs between two GCDs?: At base GCD recast time, do not use more than two oGCDs between two consecutive GCDs. At reduced GCD recast time or high latency, use one oGCD unless the situation calls for it. Most of the time you don’t want to use one after a GCD with a cast time. There are certain oGCD that have a longer lock. For example using a potion will not allow you to double weave between two GCDs.
    • Taking a break on positionals: To minimize the movement required on moving between rear and flank for positional moves, position yourself at the point where the targeting circle breaks. By positioning yourself on the boundary between rear and flank you only need to move a foot either side for the positionals.

    Figure 1: How to position yourself to minimize movements for positionals!

    • Dead DPS does no damage: Avoid dying at all costs unless the team strategy or mechanics require you to die so the encounter won’t wipe. A dead person contributes nothing while dead and will be raised with reduced battle stats.

    Changelog

    March 2018, Patch 4.2

    • No changes to SAM since Stormblood launch
    • Restructured guide
    • Added section on Higanbana, Yaten-Enpi-Gyoten
    • Added fight specific tips as of Sigmascape: Savage May 2018, Patch 4.3
    • +20 Potency to Jinpu, Shifu, Yukikaze, Gekko, and Kasha
    • Third Eye damage reduction increased to 10%
    • Additional effect on Merciful Eyes: 20% current enmity reduction

    Sept 2018, Patch 4.4

    • +20 Potency to Yukikaze, Gekko, Kasha, and Enpi

    July 2019, Patch 5.0

    • Boxer takes over for Aureum as caretaker.
    • Large-scale updates to everything coinciding with expansion changes.

    November 2019, Patch 5.1

    • 5.1 changes added and guide finally fully updated for Shadowbringers.

    January 2022, Patch 6.05

    • First draft of an updated guide for Endwalker.

    March 2022, Pre-Patch 6.1

    • Added Rotation/Looping+Filler sections.

    August 2022, Pre-Patch 6.2

    • Adjusted math and guidance (re:Kaiten Removal) for Patch 6.1 changes.

    August 2024, Patch 7.05

    • First draft of an updated guide for Dawntrail
    Samurai FAQ
    Guide Info
    Last Updated: 18 Aug, 2024
    Patch Applicable: 7.05

    Is X better than Y for me?

    • For weapons: item level (iLvl)/weapon damage (WD) wins, regardless of substats.
    • For armor: iLvl usually wins, unless 5 materia slots.
    • For same-iLvl pieces: substat itemization can be in your favor or not depending on the rest of your gear and stat tiering.

    When in doubt, use the Gear Planner - only here can you get an accurate answer for your setup!

    Samurai has positionals?!

    Samurai has two positionals:

    ➜ Gekko from the rear/back.

    ➜ Kasha from the flank/side.

    • Each one when successfully landed grants a 50 potency bonus to the base combo potency. Given the overall usage of ~7 positionals every 60s, this equates to a 350 potency gain every minute.

    • Remember to use your True North buff when you encounter mechanics that make you unable to properly execute your positionals.

    Executing positionals correctly is an essential part of any melee DPS job!

    Positionals

    Is my ping too high to play Samurai?

    High ping is bad, but not unplayable if you know how to work around it. Choose a slower GCD range and/or stick to single weaves if you notice consistent GCD clipping after double/iai-weaving.

    When is Higanbana worth using?

    It takes ~45s (depending on server ticks) for Higanbana to outdamage Midare which is the point for Higanbana to be 100% worth doing. Depending on your killtime or if it grants you an extra usage of Shoha it may be worthwhile to use Higanbana even if it would not tick for 45s or more.

    Why is there a Hissatsu: Gyoten in the opener?

    Hissatsu: Gyoten is the same potency per kenki as Hissatsu: Shiten. If we didn’t use it in the opener, we would leave the sequence with 10 remaining kenki, which could’ve been used inside of our pot window to squeeze out as much damage as we can.

  • Newsfeed
  • Samurai FAQ
    Guide Info
    Last Updated: 18 Aug, 2024
    Patch Applicable: 7.05

    Is X better than Y for me?

    • For weapons: item level (iLvl)/weapon damage (WD) wins, regardless of substats.
    • For armor: iLvl usually wins, unless 5 materia slots.
    • For same-iLvl pieces: substat itemization can be in your favor or not depending on the rest of your gear and stat tiering.

    When in doubt, use the Gear Planner - only here can you get an accurate answer for your setup!

    Samurai has positionals?!

    Samurai has two positionals:

    ➜ Gekko from the rear/back.

    ➜ Kasha from the flank/side.

    • Each one when successfully landed grants a 50 potency bonus to the base combo potency. Given the overall usage of ~7 positionals every 60s, this equates to a 350 potency gain every minute.

    • Remember to use your True North buff when you encounter mechanics that make you unable to properly execute your positionals.

    Executing positionals correctly is an essential part of any melee DPS job!

    Positionals

    Is my ping too high to play Samurai?

    High ping is bad, but not unplayable if you know how to work around it. Choose a slower GCD range and/or stick to single weaves if you notice consistent GCD clipping after double/iai-weaving.

    When is Higanbana worth using?

    It takes ~45s (depending on server ticks) for Higanbana to outdamage Midare which is the point for Higanbana to be 100% worth doing. Depending on your killtime or if it grants you an extra usage of Shoha it may be worthwhile to use Higanbana even if it would not tick for 45s or more.

    Why is there a Hissatsu: Gyoten in the opener?

    Hissatsu: Gyoten is the same potency per kenki as Hissatsu: Shiten. If we didn’t use it in the opener, we would leave the sequence with 10 remaining kenki, which could’ve been used inside of our pot window to squeeze out as much damage as we can.

    • Have any questions?
      Authors
      Balance SAM Staff
    • 28 Oct, 2021
      Created page
      3 Aug, 2022
      Updated for 6.18
      24 Oct, 2023
      Updated for 6.5
      17 Jan, 2024
      Updated for 6.55
    diff --git a/jobs/melee/samurai/openers/index.html b/jobs/melee/samurai/openers/index.html index 45d5c312df..ce2de44fe3 100644 --- a/jobs/melee/samurai/openers/index.html +++ b/jobs/melee/samurai/openers/index.html @@ -49,7 +49,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Samurai Opener and Rotation
    Guide Info
    Last Updated: 22 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Standard Opener

    Used in the majority of encounters. Due to phasing, in some instances it may be best to begin with Kasha into Gekko instead.

    If Iai weaves are easier than double weaves for you, feel free to move Senei forward before Kaeshi: Setsugekka.

    Rotation

    2.14 Rotation Cheat Sheet

    2.08 Rotation Cheat Sheet

    How to Realign Higanbana

  • Newsfeed
  • Samurai Opener and Rotation
    Guide Info
    Last Updated: 22 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Standard Opener

    Used in the majority of encounters. Due to phasing, in some instances it may be best to begin with Kasha into Gekko instead.

    If Iai weaves are easier than double weaves for you, feel free to move Senei forward before Kaeshi: Setsugekka.

    Rotation

    2.14 Rotation Cheat Sheet

    2.08 Rotation Cheat Sheet

    How to Realign Higanbana

    • Have any questions?
      Authors
      Balance SAM Staff
    • 28 Oct, 2021
      Created page
      14 Feb, 2022
      Updated for Endwalker
      3 Aug, 2022
      Updated for 6.18
      24 Oct, 2023
      Updated for 6.5
      17 Jan, 2024
      Updated for 6.55
      18 Aug, 2024
      Updated for 7.05
    diff --git a/jobs/melee/samurai/skills-overview/index.html b/jobs/melee/samurai/skills-overview/index.html index 94882df2d3..629b133841 100644 --- a/jobs/melee/samurai/skills-overview/index.html +++ b/jobs/melee/samurai/skills-overview/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Samurai Skills Overview
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.05

    Samurai Skills Overview

    Global Cooldown Actions (Single Target)

    IconNameDescription
    Gyofu
    GyofuSingle target combo starter. 240 potency. +5 Kenki.
    Jinpu
    JinpuSingle target second step combo. 140 potency, 300 potency if combo from Hakaze. Combo Bonus: Fugetsu buff (increased damage dealt by 13% for 40s), +5 Kenki.
    Shifu
    ShifuSingle target second step combo. 140 potency, 300 potency if combo from Hakaze. Combo Bonus: Fuka buff (reduces GCD and autoattack delay by 13%) for 40s, +5 Kenki.
    Gekko
    GekkoSingle target third step combo. 160 potency. If combo from Jinpu, increases to 370 potency, 420 potency from rear. Combo Bonus: Getsu Sen, +10 Kenki.
    Kasha
    KashaSingle target third step combo. 160 potency. If combo from Shifu, increases to 370 potency, 420 potency from flank. Combo Bonus: Ka Sen, +10 Kenki.
    Yukikaze
    YukikazeSingle target second step combo. 160 potency, 340 potency if combo from Hakaze. Combo Bonus: Setsu Sen, +15 Kenki.
    Enpi
    EnpiSingle target ranged attack, 100 potency, 270 if combo (Yaten). +10 Kenki.

    Global Cooldown Actions (Area of Effect)

    IconNameDescription
    Fuga
    FugaAoE frontal cone, 90 potency. +5 Kenki.
    Fuko
    FukoUpgraded Fuga. AoE in a circle around you, 100 potency. +10 Kenki.
    Mangetsu
    MangetsuAoE in a circle around you, 100 potency, 120 if combo. Combo Bonus: Getsu Sen, Fugetsu buff. +10 Kenki.
    Oka
    OkaAoE in a circle around you, 100 potency, 120 if combo. Combo Bonus: Ka Sen, Fuka buff. +10 Kenki.

    off-Global Cooldown Actions

    IconNameDescription
    Tengentsu
    TengentsuReduces next damage taken by 10%. +10 Kenki, 200 potency regen and 10% mit for 9s if hit. 4s duration, 15s CD.
    Meikyo Shisui
    Meikyo ShisuiAllows use of up to three Weaponskills without combo requirements. Grants Fugetsu on use of Gekko and Fuka on use of Kasha. Excludes laijutsu and Ogi Namikiri. Grants Tendo. 20s duration, 55s CD.
    Meditate
    MeditateChanneled Kenki and Meditation stack generation for 15s. Initial cast on the GCD. +10 Kenki (Max 50) and +1 Meditation stack (Max 3) per tick. Cancelled upon movement or action. Can only be used in combat. 60s CD.
    Hagakure
    HagakureConsumes all Sen, +10 Kenki for each consumed. 5s CD.
    Ikishoten
    Ikishoten+50 Kenki. Can only be used in combat. Grants Ogi Namikiri Ready and Zanshin Ready buffs for 30s. 120s CD.
    Hissatsu: Gyoten
    Hissatsu: GyotenDash to target (20-yalm range), 100 potency. -10 Kenki. 10s CD
    Hissatsu: Yaten
    Hissatsu: Yaten10-yalm backstep, 100 potency. Combos into Enpi. -10 Kenki. 10s CD.
    Hissatsu: Shinten
    Hissatsu: ShintenSingle target attack, 250 potency. -25 Kenki. 15s CD.
    Hissatsu: Kyuten
    Hissatsu: KyutenAoE in a circle around you, 120 potency. -25 Kenki. 15s CD.
    Hissatsu: Guren
    Hissatsu: GurenLine AOE, 500 potency with 25% damage falloff. -25 Kenki. 60s CD, shared with Senei.
    Hissatsu: Senei
    Hissatsu: SeneiSingle target nuke, 800 potency. -25 Kenki. 60s CD, shared with Guren.
    Shoha
    ShohaLine AOE, 640 potency with 65% damage falloff. -3 Meditation stacks. 15s CD.
    Zanshin
    ZanshinCone AOE, 900 potency with 60% damage falloff. -50 Kenki.

    Iaijutsu

    IconNameDescription
    Iaijutsu
    Iaijutsu1.3s casted Weaponskill. Effect depends on the number of Sen held. +1 Meditation stack (Max 3).
    Higanbana
    HiganbanaSingle target 60s DoT. 200 potency initial hit, 50 potency ticks. Total 1200.
    Tenka Goken
    Tenka GokenCircle AoE. 300 potency.
    Tendo Goken
    Tendo GokenCircle AOE. 410 potency.
    Midare Setsugekka
    Midare SetsugekkaSingle target skill. 640 potency. This attack will always critical hit.
    Tendo Setsugekka
    Tendo SetsugekkaSingle target skill. 1020 potency. This attack will always critical hit.
    Tsubame-gaeshi
    Tsubame-gaeshiWeaponskill, becomes available after casting Iaijutsu. Recasts the Iaijutsu you used for the same potency.
    Kaeshi: Goken
    Kaeshi: GokenCircle AOE. Repeat of Tenka Goken. 300 potency.
    Tendo Kaeshi Goken
    Tendo Kaeshi GokenCircle AOE. Repeat of Tendo Goken. 410 potency.
    Kaeshi: Setsugekka
    Kaeshi: SetsugekkaSingle target skill. Repeat of Midare Setsugekka. 640 potency. This attack will always critical hit.
    Tendo Kaeshi Setsugekka
    Tendo Kaeshi SetsugekkaSingle target skill. Repeat of Tendo Setsugekka. 1020 potency. This attack will always critical hit.
    Ogi Namikiri
    Ogi NamikiriAoE frontal cone. 900 potency with 75% damage falloff. This attack will always critical hit. +1 Meditation stack (Max 3).
    Kaeshi: Namikiri
    Kaeshi: NamikiriAoE frontal cone. Repeat of Ogi Namikiri. 900 potency with 75% damage falloff. This attack will always critical hit.

    Role Actions

    IconNameDescription
    Second Wind
    Second WindInstant self-heal for 800 potency. 120s cooldown.
    Leg Sweep
    Leg SweepStuns the target for 3s. 40s cooldown.
    Bloodbath
    BloodbathHeals self for 1/6 of all physical damage dealt for 20s. 120s cooldown.
    Feint
    FeintReduces target’s physical damage dealt by 10% and magical damage dealt by 5% for 15s. 90s cooldown.
    Arm&rsquo;s Length
    Arm’s LengthGrants knockback immunity for 6s (note that some knockbacks cannot be mitigated with this) and inflicts 20% slow for 15s on attackers when struck during this time. 120s cooldown.
    True North
    True NorthNullifies all positional requirements for 10s. 45s cooldown, can hold 2 charges.

    Traits

    IconNameDescription
    Kenki Mastery
    Kenki MasteryUnlocks the Kenki Gauge, increasing by 5 Kenki for using Gekko, Kasha, Oka, or Mangetsu and 10 Kenki for Yukikaze or being hit under Third Eye.
    Kenki Mastery II
    Kenki Mastery IIIncreases the Kenki Gauge by 5 Kenki for all weaponskills excluding Iaijutsu.
    Enhanced Iaijutsu
    Enhanced IaijutsuReduces Iaijutsu cast time to 1.3 seconds.
    Enhanced Fugetsu and Fuka
    Enhanced Fugetsu and FukaIncreases the effects of both Fugetsu and Fuka to 13%.
    Fuga Mastery
    Fuga MasteryUpgrades Fuga to Fuko.
    Enhanced Meikyo Shisui
    Enhanced Meikyo ShisuiAllows Meikyo Shisui to accumulate charges to a maximum of two.
    Enhanced Ikishoten
    Enhanced IkishotenGrants Ogi Namikiri Ready for 30s, allowing the use of Ogi Namikiri.
    Third Eye Mastery
    Third Eye MasteryUpgrades Third Eye to Tengentsu.
    Hakaze Mastery
    Hakaze MasteryUpgrades Hakaze to Gyofu.
    Enhanced Hissatsu
    Enhanced HissatsuReduces Hissatsu: Guren and Hissatsu: Senei recast time to 60 seconds.
    Enhanced Ikishoten II
    Enhanced Ikishoten IIGrants Zanshin Ready upon executing Ikishoten.
    Enhanced Meikyo Shisui II
    Enhanced Meikyo Shisui IIGrants Tendo upon executing Meikyo Shisui. Tenka Goken changes to Tendo Goken and Midare Setsugekka changes to Tendo Setsugekka while under the effect of Tendo.
  • Newsfeed
  • Samurai Skills Overview
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.05

    Samurai Skills Overview

    Global Cooldown Actions (Single Target)

    IconNameDescription
    Gyofu
    GyofuSingle target combo starter. 240 potency. +5 Kenki.
    Jinpu
    JinpuSingle target second step combo. 140 potency, 300 potency if combo from Hakaze. Combo Bonus: Fugetsu buff (increased damage dealt by 13% for 40s), +5 Kenki.
    Shifu
    ShifuSingle target second step combo. 140 potency, 300 potency if combo from Hakaze. Combo Bonus: Fuka buff (reduces GCD and autoattack delay by 13%) for 40s, +5 Kenki.
    Gekko
    GekkoSingle target third step combo. 160 potency. If combo from Jinpu, increases to 370 potency, 420 potency from rear. Combo Bonus: Getsu Sen, +10 Kenki.
    Kasha
    KashaSingle target third step combo. 160 potency. If combo from Shifu, increases to 370 potency, 420 potency from flank. Combo Bonus: Ka Sen, +10 Kenki.
    Yukikaze
    YukikazeSingle target second step combo. 160 potency, 340 potency if combo from Hakaze. Combo Bonus: Setsu Sen, +15 Kenki.
    Enpi
    EnpiSingle target ranged attack, 100 potency, 270 if combo (Yaten). +10 Kenki.

    Global Cooldown Actions (Area of Effect)

    IconNameDescription
    Fuga
    FugaAoE frontal cone, 90 potency. +5 Kenki.
    Fuko
    FukoUpgraded Fuga. AoE in a circle around you, 100 potency. +10 Kenki.
    Mangetsu
    MangetsuAoE in a circle around you, 100 potency, 120 if combo. Combo Bonus: Getsu Sen, Fugetsu buff. +10 Kenki.
    Oka
    OkaAoE in a circle around you, 100 potency, 120 if combo. Combo Bonus: Ka Sen, Fuka buff. +10 Kenki.

    off-Global Cooldown Actions

    IconNameDescription
    Tengentsu
    TengentsuReduces next damage taken by 10%. +10 Kenki, 200 potency regen and 10% mit for 9s if hit. 4s duration, 15s CD.
    Meikyo Shisui
    Meikyo ShisuiAllows use of up to three Weaponskills without combo requirements. Grants Fugetsu on use of Gekko and Fuka on use of Kasha. Excludes laijutsu and Ogi Namikiri. Grants Tendo. 20s duration, 55s CD.
    Meditate
    MeditateChanneled Kenki and Meditation stack generation for 15s. Initial cast on the GCD. +10 Kenki (Max 50) and +1 Meditation stack (Max 3) per tick. Cancelled upon movement or action. Can only be used in combat. 60s CD.
    Hagakure
    HagakureConsumes all Sen, +10 Kenki for each consumed. 5s CD.
    Ikishoten
    Ikishoten+50 Kenki. Can only be used in combat. Grants Ogi Namikiri Ready and Zanshin Ready buffs for 30s. 120s CD.
    Hissatsu: Gyoten
    Hissatsu: GyotenDash to target (20-yalm range), 100 potency. -10 Kenki. 10s CD
    Hissatsu: Yaten
    Hissatsu: Yaten10-yalm backstep, 100 potency. Combos into Enpi. -10 Kenki. 10s CD.
    Hissatsu: Shinten
    Hissatsu: ShintenSingle target attack, 250 potency. -25 Kenki. 15s CD.
    Hissatsu: Kyuten
    Hissatsu: KyutenAoE in a circle around you, 120 potency. -25 Kenki. 15s CD.
    Hissatsu: Guren
    Hissatsu: GurenLine AOE, 500 potency with 25% damage falloff. -25 Kenki. 60s CD, shared with Senei.
    Hissatsu: Senei
    Hissatsu: SeneiSingle target nuke, 800 potency. -25 Kenki. 60s CD, shared with Guren.
    Shoha
    ShohaLine AOE, 640 potency with 65% damage falloff. -3 Meditation stacks. 15s CD.
    Zanshin
    ZanshinCone AOE, 900 potency with 60% damage falloff. -50 Kenki.

    Iaijutsu

    IconNameDescription
    Iaijutsu
    Iaijutsu1.3s casted Weaponskill. Effect depends on the number of Sen held. +1 Meditation stack (Max 3).
    Higanbana
    HiganbanaSingle target 60s DoT. 200 potency initial hit, 50 potency ticks. Total 1200.
    Tenka Goken
    Tenka GokenCircle AoE. 300 potency.
    Tendo Goken
    Tendo GokenCircle AOE. 410 potency.
    Midare Setsugekka
    Midare SetsugekkaSingle target skill. 640 potency. This attack will always critical hit.
    Tendo Setsugekka
    Tendo SetsugekkaSingle target skill. 1020 potency. This attack will always critical hit.
    Tsubame-gaeshi
    Tsubame-gaeshiWeaponskill, becomes available after casting Iaijutsu. Recasts the Iaijutsu you used for the same potency.
    Kaeshi: Goken
    Kaeshi: GokenCircle AOE. Repeat of Tenka Goken. 300 potency.
    Tendo Kaeshi Goken
    Tendo Kaeshi GokenCircle AOE. Repeat of Tendo Goken. 410 potency.
    Kaeshi: Setsugekka
    Kaeshi: SetsugekkaSingle target skill. Repeat of Midare Setsugekka. 640 potency. This attack will always critical hit.
    Tendo Kaeshi Setsugekka
    Tendo Kaeshi SetsugekkaSingle target skill. Repeat of Tendo Setsugekka. 1020 potency. This attack will always critical hit.
    Ogi Namikiri
    Ogi NamikiriAoE frontal cone. 900 potency with 75% damage falloff. This attack will always critical hit. +1 Meditation stack (Max 3).
    Kaeshi: Namikiri
    Kaeshi: NamikiriAoE frontal cone. Repeat of Ogi Namikiri. 900 potency with 75% damage falloff. This attack will always critical hit.

    Role Actions

    IconNameDescription
    Second Wind
    Second WindInstant self-heal for 800 potency. 120s cooldown.
    Leg Sweep
    Leg SweepStuns the target for 3s. 40s cooldown.
    Bloodbath
    BloodbathHeals self for 1/6 of all physical damage dealt for 20s. 120s cooldown.
    Feint
    FeintReduces target’s physical damage dealt by 10% and magical damage dealt by 5% for 15s. 90s cooldown.
    Arm&rsquo;s Length
    Arm’s LengthGrants knockback immunity for 6s (note that some knockbacks cannot be mitigated with this) and inflicts 20% slow for 15s on attackers when struck during this time. 120s cooldown.
    True North
    True NorthNullifies all positional requirements for 10s. 45s cooldown, can hold 2 charges.

    Traits

    IconNameDescription
    Kenki Mastery
    Kenki MasteryUnlocks the Kenki Gauge, increasing by 5 Kenki for using Gekko, Kasha, Oka, or Mangetsu and 10 Kenki for Yukikaze or being hit under Third Eye.
    Kenki Mastery II
    Kenki Mastery IIIncreases the Kenki Gauge by 5 Kenki for all weaponskills excluding Iaijutsu.
    Enhanced Iaijutsu
    Enhanced IaijutsuReduces Iaijutsu cast time to 1.3 seconds.
    Enhanced Fugetsu and Fuka
    Enhanced Fugetsu and FukaIncreases the effects of both Fugetsu and Fuka to 13%.
    Fuga Mastery
    Fuga MasteryUpgrades Fuga to Fuko.
    Enhanced Meikyo Shisui
    Enhanced Meikyo ShisuiAllows Meikyo Shisui to accumulate charges to a maximum of two.
    Enhanced Ikishoten
    Enhanced IkishotenGrants Ogi Namikiri Ready for 30s, allowing the use of Ogi Namikiri.
    Third Eye Mastery
    Third Eye MasteryUpgrades Third Eye to Tengentsu.
    Hakaze Mastery
    Hakaze MasteryUpgrades Hakaze to Gyofu.
    Enhanced Hissatsu
    Enhanced HissatsuReduces Hissatsu: Guren and Hissatsu: Senei recast time to 60 seconds.
    Enhanced Ikishoten II
    Enhanced Ikishoten IIGrants Zanshin Ready upon executing Ikishoten.
    Enhanced Meikyo Shisui II
    Enhanced Meikyo Shisui IIGrants Tendo upon executing Meikyo Shisui. Tenka Goken changes to Tendo Goken and Midare Setsugekka changes to Tendo Setsugekka while under the effect of Tendo.
    • Have any questions?
      Authors
      Balance SAM Staff
    • 28 Oct, 2021
      Created page
      6 Dec, 2021
      Updated for Patch 6.0
      3 Aug, 2022
      Updated for 6.18
      25 Aug, 2022
      Updated for 6.2
      24 Oct, 2023
      Updated for 6.5
      17 Jan, 2024
      Updated for 6.55
      18 Aug, 2024
      Updated for 7.05
    diff --git a/jobs/melee/viper/basic-guide/index.html b/jobs/melee/viper/basic-guide/index.html index 8b9bd7c05f..0a3cf36064 100644 --- a/jobs/melee/viper/basic-guide/index.html +++ b/jobs/melee/viper/basic-guide/index.html @@ -45,7 +45,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Viper Basic Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    1. Introduction

    First off, this guide was made possible by the myriad contributions of Akashi, Azazel, Azrael, Jackal, Rhy, and Stella.

    Please note that this guide is intended for Viper at Level 100. For information prior to reaching Level 100, please visit the Leveling Guide.

    1.1 Overview

    Viper (VPR) is a fast-paced melee DPS that alternates between fast dual wield attacks and heavy hitting twinblade attacks. Its core gameplay revolves around the classic builder-spender playstyle, building gauge with its dual wield and twinblade attacks and spending that gauge on a powerful burst window called Reawaken. VPR joins the Melee DPS roster as a Scouting class, and therefore shares gear with Ninja.

    1.2 Where to Unlock Viper

    Viper can be unlocked in Ul’dah from Worried Weaver at (X: 9.3, Y:9.2). The Quest is called “Enter the Viper,” and picking it up requires having at least one level 80 Disciple of War or Magic, as well as the purchase of the Dawntrail expansion.

    1.3 Skills Overview

    For a complete list of Viper skills and their tooltips, please see the Skills Overview page.

    2. Viper Combos

    Viper’s core gameplay is based around a branching series of combos that apply personal damage and haste buffs. VPR has two primary types of combos, dual wield and twinblade, and each type has both a single target and Area of Effect (AoE) combo. Each combo also generates Serpents Offerings gauge, which will be discussed later in this guide.

    2.1 Dual Wield Combos

    Dual wield combos execute attacks that use two separate swords, one in each hand. Dual wield attacks have a standard GCD speed of 2.5s (2.12s with 15% haste buff) with no skill speed.

    2.1.1 Single Target

    Viper’s single target dual wield combo is a branching path system made by selecting one of two options for each combo hit. Players will start the combo chain with either Reaving Fangs or Steel Fangs. Steel Fangs grants Honed Reavers, increasing the potency of the next Reaving Fangs by 100. Reaving Fangs grants Honed Steel, increasing the potency of the next Steel Fangs by 100. This means that Steel Fangs and Reaving Fangs will be alternated each combo to keep each other buffed. It does not matter which is started with the first time, as their buffed and unbuffed potencies are the same: 200 unbuffed, and 300 buffed.

    Selecting either option now allows the player to choose between Hunter’s Sting or Swiftskin’s Sting. Hunter’s Sting applies Hunter’s Instinct, increasing the Viper’s damage dealt by 10% for 40 seconds. Swiftskin’s Sting applies Swiftscaled, decreasing the Viper’s weaponskill recast time and auto-attack delay by 15% for 40 seconds.

    Selecting Hunter’s Sting gives the player access to two combo finishers, Flanksting Strike and Flanksbane Fang. Selecting Swiftskin’s Sting grants access to the other two combo finishers, Hindsting Strike and Hindsbane Fang. Each combo finisher also grants a buff that makes a different combo finisher do more damage. Flanksting Strike buffs Hindsting Strike, Hindsting Strike buffs Flanksbane Fang, Flanksbane Fang buffs Hindsbane Fang, and Hindsbane Fang completes the cycle by buffing Flanksting Strike.

    At first glance, this may seem like an overwhelming amount of things going on for one combo chain, but the combo finishers buffing a specific other finisher in the cycle makes this an extremely linear pattern. Players will always go through the cycle in the order of Flanksting Strike -> Hindsting Strike -> Flanksbane Fang -> Hindsbane Fang -> repeat from Flanksting Strike. Please note that the cycle starts from whichever combo finisher you did for your first dual wield combo and does not need to start from Flanksting Strike. This was just used as an example.

    Note: the buff icons shown are the buffs *granted* by pressing that ability, and not the buff that increases the potency of that ability. I.e. Flanksting Strike gives the buff shown that increases the potency of Hindsting Strike by 100.


    As shown in this flowchart, players will choose either Reaving Fangs or Steel Fangs depending on which Honed buff they have. These will always be alternated. Next, players will select Hunter’s Sting or Swiftskin’s Sting. Due to the nature of the combo finisher buff, players will always alternate this hit to have access to the combo finisher that is currently buffed. Finally, players will select the combo finisher that is currently buffed. Selecting any combo finisher also allows for a follow up oGCD called Death Rattle, regardless of if you selected the buffed one or not. Always press the buffed one for more damage, but you will not lose a Death Rattle if you mistakenly press the wrong choice.

    The game systems do a very good job of guiding the player to select the correct buttons in order to be able to use the currently buffed combo finisher. While Honed Steel or Honed Reavers is active, which is the buff that makes Steel Fangs or Reaving Fangs 300 potency intead of 200, the correct option will have combo ants around it. After pressing Steel Fangs or Reaving Fangs, the correct choice for Hunter’s or Swiftskin’s Sting will have also combo ants around it. Pressing the second action with the combo ants will then trigger one of the two available combo finishers to have combo ants, which will indicate which finisher is the currently buffed one. If the non-glowing second combo action is selected, it is no longer possible to press the buffed combo finisher, which will result in 100 potency lost. This means players will be able to simply press the glowing button in order to flow through the combo chain correctly.

    Please note that before completing the first combo and gaining the Honed Steel/Reavers buff and the combo finisher buff, neither Steel Fangs nor Reaving Fangs will glow, indicating that you are free to press either one. Similarly, since there is no active combo finisher buff, both Hunter’s Sting and Swiftskin’s Sting will glow, indicating that you can freely choose either one. Once Hunter’s or Swiftskin’s Sting is pressed, both combo finisher options will be glowing to indicate you can freely choose either one. While the Honed Steel/Reavers and combo finisher buffs are active, only the correct button to press will be glowing.

    Furthermore, the Vipersight Gauge is there to guide you through which combo you should use. As shown above, when there is no combo active, and no Honed Steel or Honed Reavers buffs active, both swords will be gray and will not have a glow. If Honed Steel/Reavers is active, the left sword will have a yellow aura to indicate that Steel Fangs should be pressed, and the right sword will have a yellow aura to indicate that Reaving Fangs should be used. The yellow glow is not pictured above, and will be added later.

    After using the combo starter, each sword will have half of it glow orange to indicate that the Viper is on the second combo in the chain. Either the left or right sword will have a red aura around it, which indicates which of the two middle combo actions is the current one that should be pressed to get to the correct combo finisher. The first time through, both sides will have the red aura, indicating that either of the two actions may be used.

    After pressing a middle combo action, the gauge will have both swords glow half blue and half orange, indicating that the combo finisher is the next action in sequence. One side will have a blue aura, indicating which specific combo finisher should be pressed. The first time through, both sides will have the blue aura, indicating that either of the two actions may be used. This gauge is purely a visual representation of what the combo ants on the abilities show as the sequence progresses. Simply follow the combo ants or the Vipersight gauge to correctly execute the combo chain.

    2.1.2 Area of Effect (AoE)

    Dual wield AoE is much simpler, and has only six total buttons to choose from: two starters, two middle hits, and two finishers. Similar to the single target version, this combo starts with a choice of Steel Maw or Reaving Maw. Each starter gives the same buff a their single target counterpart, Honed Steel and Honed Reavers. For the AoE versions, the potency increase is 20 instead of 100. The next hit is a choice of Hunter’s Bite or Swiftskin’s Bite. The former applies Hunter’s Instinct, and the latter applies Swiftscaled. The combo finisher is a choice of Jagged Maw or Bloodied Maw. Similar to the single target combo, using one combo finisher buffs the other, creating an AoE combo cycle of alternating the first, second, and third combo actions. Successfully completing the combo grants an AoE oGCD called Last Lash. Below is a visual representation of this combo.

    Similarly to how the Vipersight gauge guides you through the single target version, the gauge also guides you through the correct buttons to press for the AoE version in order to hit the correct combo finisher.

    2.2 Doubleblade Combos

    Official localization calls these “doubleblade combos,” but that is confusing terminology when used with dual wield combos. For clarity they will be called twinblade combos instead. Twinblade combos execute actions using both swords attached at the hilts to form a single, double bladed weapon. Twinblade attacks have a longer GCD of 3.0s (2.55s with 15% haste buff), with no skill speed. Twinblade combo starters are on a 40s cooldown with two charges, and share a cooldown and charges with each other (i.e. using Vicewinder also uses one charge Vicepit and vice versa).

    2.2.1 Single Target

    The single target twinblade combo starts with the skill Vicewinder. Vicewinder allows for the execution of either Hunter’s Coil or Swiftskin’s Coil. Hunter’s Coil also applies Hunter’s Instinct, increasing the Viper’s damage dealt by 10% for 40 seconds. Swiftskin’s Coil applies Swiftscaled, decreasing the Viper’s weaponskill recast time and auto-attack delay by 15% for 40 seconds.

    Hunter’s Coil allows for the immediate execution of two oGCD skills, Twinfang Bite then Twinblood Bite. Swiftskin’s Coil allows for the immediate execution of the same two oGCD skills, but in the opposite order: Twinblood Bite then Twinfang Bite. Pressing the oGCDs in the incorrect order will result in 50 potency lost for each skill.

    After selecting Hunter’s Coil or Swiftskin’s Coil, the opposite skill becomes available. The image below shows a visual representation of how the combo works.

    2.2.2 Area of Effect (AoE)

    The twinblade AoE combo functions exactly like its single target counterpart. Start the combo with Vicepit. Next, use either Hunter’s Den or Swiftskin’s Den, the former applying Hunter’s Instinct and the latter applying Swiftscaled. Finally finish the combo with whichever of Hunter’s and Swiftskin’s Den that was not used for the second hit. Hunter’s Den will allow execution of Twinfang Thresh then Twinblood Thresh, and Swiftskin’s Den will allow execution of Twinblood Thresh then Twinfang Thresh. Like the single target versions, be sure to hit the oGCDs in the correct order to avoid a potency loss. Below is a visual representation of this combo.

    2.3 What Breaks Combos

    Combos are broken by one of two things: expiring after not being continued for 30 seconds, or pressing another button that breaks the currently active combo chain.

    The dual wield combo is not broken by any other part of Viper’s kit except for the AoE version while the single target combo is active, and vice versa. You can freely use Vicewinder/Vicepit combos, Reawaken, Uncoiled Fury, and Writhing Snap during an active dual wield combo at no penalty as long as the time since hitting the last combo action does not exceed 30 seconds.

    The twinblade combo, however, is broken by everything else that is not Uncoiled Fury or Writhing Snap. This means that is not possible to use Reawaken during an active Vicewinder/Vicepit combo without breaking the combo!

    Please note that Reawaken and Uncoiled Fury are discussed in a later section.

    3. When to Use Single Target or AoE

    The only abilities that Viper needs to make a decision whether to use the Single Target or AoE forms are the dual wield and twinblade combo actions. All other damaging abilities have natural AoE damage, with the exception of Writhing Snap.

    For both the dual wield and twinblade combos, it is only a gain to use the AoE forms when fighting three or more targets. For one or two enemies, continue to use the single target versions.

    4. Viper Positionals

    Viper has six abilities with positional requirements. Each positional increases the potency of its respective ability by +60 for dual wield finishers and +50 for twinblade abilities when successfully executed from the required direction.

    IconSkill NamePositional
    Hunter’s CoilFlank
    Swiftskin’s CoilRear
    Flanksting StrikeFlank
    Flanksbane FangFlank
    Hindsting StrikeRear
    Hindsbane FangRear

    For the dual wield combo, both flank positionals will always follow Hunter’s Sting, while both rear positionals will always follow Swiftkin’s Sting. Due to the nature of the combos, players will always alternate rear/flanks during dual wield combos. Twinblade combos allow you to choose which positional you want to do first each time.

    5. Viper Gauges

    Viper has two gauges, the Serpent Offerings gauge and the Rattling Coil gauge.

    5.1 Rattling Coils

    One Rattling Coil is generated when using either Vicewinder or Vicepit, or from using Serpent’s Ire. Rattling Coils are located on the bottom of the Vipersight Gauge. For each Rattling Coil stored, a red gem will light up, with a maximum of three Rattling Coils able to be stored at once.

    Rattling Coils are spent to use the ranged ability Uncoiled Fury. This ability has a GCD recast timer of 3.5s (2.97s with 15% haste buff) and allows for the execution of two follow up oGCDs, Uncoiled Twinfang then Uncoiled Twinblood. These oGCDs must be used in this order, as using Uncoiled Twinfang grants the buff that allows for the use of Uncoiled Twinblood. Uncoiled Fury can be used to keep the GCD rolling during melee downtime mechanics, and will also be used as rotation filler even in full uptime due to its high potency relative to time ratio.

    5.2 Serpent’s Offering Gauge

    The Serpent Offerings gauge is made of two parts. The gauge counter, which displays your current total of Serpent Offerings, and the Anguine Tribute counter, which displays how many actions you can use while under the effect of Reawaken. The latter part of the gauge remains inactive until Reawaken is activated. Serpent Offerings are generated from dual wield combo finishers (+10 per finisher), or from the second and third hits of the twinblade combos (+5 from each hit, +10 total for each twinblade combo). As offerings are generated, the gauge gradually fills with a red liquid which becomes blue upon reaching 50 offerings.

    After reaching 50 or more Serpent Offerings, the player can enter Reawaken. This powerful burst window costs 50 Offerings to enter, or is free to enter when under the effect of Ready to Reawaken, granted by Serpent’s Ire. Reawaken makes the Anguine Tribute counter glow with five blue orbs, indicating that the Viper can use five Reawaken abilities. For each ability used, one orb becomes inactive again.

    The number to the right of the Anguine Tribute counter indicates the amount of time remaining to use all Anguine Tributes before the effect of Reawakened expires.

    Activating Reawaken turns Viper’s dual wield and twinblade combo actions into First, Second, Third, and Fourth Generation. Reawaken itself gets replaced with the Reawaken finisher, Ouroboros. Each hit of First through Fourth Generation grants access to an oGCD ability called First through Fourth Legacy that must be used after each respective Generation hit. This makes the full Reawaken combo as follows:

    The whole Reawaken combo takes 13.2s (11.22s with the 15% haste buff) with no skill speed, as Reawaken has a base recast of 2.2s, each Generation GCD has a base recast of 2s long, and Ouroboros has a base recast of 3.0.

    6. Button Replacements

    It might be tricky to understand what button replaces what on this job, so please see this visual made by Rhy to help understand what is happening.

    7. Viper Basic Rotation

    7.1 Opener(s)

    Standard Opener

    Click here for a full size image.

    7.2 Always Be Casting

    In FFXIV there is one thing that is absolutely fundamental to every combat job. The ABCs of FFXIV: Always Be Casting. This does not necessarily refer to casts in the literal sense of using abilities that have cast times before activating. Instead, what this means is to always be “rolling” your GCD clock. Every time a weaponskill or spell is used, it will trigger a cooldown clock on every other skill that is on the Global Cooldown (GCD). There should never be a point in time where that clock stops spinning when there is something that can be attacked. Do not underestimate the importance of this! If you have a 10 minute long fight, and you have 90% GCD uptime, that means for 10% of the fight your GCD was not rolling. This translates to 60 whole seconds of GCD downtime. That’s a full minute of doing 0 DPS! It is often better to press things in the incorrect order than to not press anything. Some damage is better than no damage.

    7.3 Rotation Priorities

    Viper rotation can be presented in its simplest form as a priority system.

    1. Keep Hunter’s Instinct and Swiftscaled active at all times.

    2. Use Serpent’s Ire as soon as it is ready.

    3. Enter Reawaken and spend all Reawakened actions following Serpent’s Ire, using the Ready to Reawaken buff.

    4. Use Reawaken and spend all Reawakened actions when at or above 50 Offerings.

    5. Use Vicewinder in single target and Vicepit in AoE, and their follow up abilities, before they reach 2 stacks. These can essentially be used on cooldown outside of the burst window, provided you do not overcap on gauge, or cause the combo finisher or Honed buffs to fall off as a result.

    6. Spend Rattling Coils as you get them.

      - Save one at all times to cover potential disengages, but spend them before using Serpent’s Ire as it will grant another. Avoid overcapping Coils and spend them before the end of the fight unless you can Reawaken instead.

    7. Rotate through the dual wield combo cycle, ensuring the correct actions are used to execute the buffed finisher.

    When fighting three or more enemies, continue to follow this priority system, but use the AoE versions of the dual wield and twinblade combos.

    8. The Next Level of Viper Rotation

    Having a firm grasp of the concepts above will be more than enough to get players through more casual content like Normal Raids, Dungeons, and Extreme trials. Playing the job as a pure priority system is not optimal and anyone looking to contribute more to their team with better DPS should understand this. In higher level content such as Savage Raids and Ultimate Raids, players are expected to know how to play their job with party buffs in mind in order to maximize the damage the party can do. If you feel like you’ve got a firm grasp of the concepts presented in this guide, head over to the VPR Intermediate Guide to learn how to play VPR into party buffs and optimize its damage.

    Here is a sample of some of the things discussed in the Intermediate Guide:

    • The two minute burst window (how to play in party buffs)
    • Planning for downtime/melee disconnects
    • Potion usage
    • and more!
  • Newsfeed
  • Viper Basic Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    1. Introduction

    First off, this guide was made possible by the myriad contributions of Akashi, Azazel, Azrael, Jackal, Rhy, and Stella.

    Please note that this guide is intended for Viper at Level 100. For information prior to reaching Level 100, please visit the Leveling Guide.

    1.1 Overview

    Viper (VPR) is a fast-paced melee DPS that alternates between fast dual wield attacks and heavy hitting twinblade attacks. Its core gameplay revolves around the classic builder-spender playstyle, building gauge with its dual wield and twinblade attacks and spending that gauge on a powerful burst window called Reawaken. VPR joins the Melee DPS roster as a Scouting class, and therefore shares gear with Ninja.

    1.2 Where to Unlock Viper

    Viper can be unlocked in Ul’dah from Worried Weaver at (X: 9.3, Y:9.2). The Quest is called “Enter the Viper,” and picking it up requires having at least one level 80 Disciple of War or Magic, as well as the purchase of the Dawntrail expansion.

    1.3 Skills Overview

    For a complete list of Viper skills and their tooltips, please see the Skills Overview page.

    2. Viper Combos

    Viper’s core gameplay is based around a branching series of combos that apply personal damage and haste buffs. VPR has two primary types of combos, dual wield and twinblade, and each type has both a single target and Area of Effect (AoE) combo. Each combo also generates Serpents Offerings gauge, which will be discussed later in this guide.

    2.1 Dual Wield Combos

    Dual wield combos execute attacks that use two separate swords, one in each hand. Dual wield attacks have a standard GCD speed of 2.5s (2.12s with 15% haste buff) with no skill speed.

    2.1.1 Single Target

    Viper’s single target dual wield combo is a branching path system made by selecting one of two options for each combo hit. Players will start the combo chain with either Reaving Fangs or Steel Fangs. Steel Fangs grants Honed Reavers, increasing the potency of the next Reaving Fangs by 100. Reaving Fangs grants Honed Steel, increasing the potency of the next Steel Fangs by 100. This means that Steel Fangs and Reaving Fangs will be alternated each combo to keep each other buffed. It does not matter which is started with the first time, as their buffed and unbuffed potencies are the same: 200 unbuffed, and 300 buffed.

    Selecting either option now allows the player to choose between Hunter’s Sting or Swiftskin’s Sting. Hunter’s Sting applies Hunter’s Instinct, increasing the Viper’s damage dealt by 10% for 40 seconds. Swiftskin’s Sting applies Swiftscaled, decreasing the Viper’s weaponskill recast time and auto-attack delay by 15% for 40 seconds.

    Selecting Hunter’s Sting gives the player access to two combo finishers, Flanksting Strike and Flanksbane Fang. Selecting Swiftskin’s Sting grants access to the other two combo finishers, Hindsting Strike and Hindsbane Fang. Each combo finisher also grants a buff that makes a different combo finisher do more damage. Flanksting Strike buffs Hindsting Strike, Hindsting Strike buffs Flanksbane Fang, Flanksbane Fang buffs Hindsbane Fang, and Hindsbane Fang completes the cycle by buffing Flanksting Strike.

    At first glance, this may seem like an overwhelming amount of things going on for one combo chain, but the combo finishers buffing a specific other finisher in the cycle makes this an extremely linear pattern. Players will always go through the cycle in the order of Flanksting Strike -> Hindsting Strike -> Flanksbane Fang -> Hindsbane Fang -> repeat from Flanksting Strike. Please note that the cycle starts from whichever combo finisher you did for your first dual wield combo and does not need to start from Flanksting Strike. This was just used as an example.

    Note: the buff icons shown are the buffs *granted* by pressing that ability, and not the buff that increases the potency of that ability. I.e. Flanksting Strike gives the buff shown that increases the potency of Hindsting Strike by 100.


    As shown in this flowchart, players will choose either Reaving Fangs or Steel Fangs depending on which Honed buff they have. These will always be alternated. Next, players will select Hunter’s Sting or Swiftskin’s Sting. Due to the nature of the combo finisher buff, players will always alternate this hit to have access to the combo finisher that is currently buffed. Finally, players will select the combo finisher that is currently buffed. Selecting any combo finisher also allows for a follow up oGCD called Death Rattle, regardless of if you selected the buffed one or not. Always press the buffed one for more damage, but you will not lose a Death Rattle if you mistakenly press the wrong choice.

    The game systems do a very good job of guiding the player to select the correct buttons in order to be able to use the currently buffed combo finisher. While Honed Steel or Honed Reavers is active, which is the buff that makes Steel Fangs or Reaving Fangs 300 potency intead of 200, the correct option will have combo ants around it. After pressing Steel Fangs or Reaving Fangs, the correct choice for Hunter’s or Swiftskin’s Sting will have also combo ants around it. Pressing the second action with the combo ants will then trigger one of the two available combo finishers to have combo ants, which will indicate which finisher is the currently buffed one. If the non-glowing second combo action is selected, it is no longer possible to press the buffed combo finisher, which will result in 100 potency lost. This means players will be able to simply press the glowing button in order to flow through the combo chain correctly.

    Please note that before completing the first combo and gaining the Honed Steel/Reavers buff and the combo finisher buff, neither Steel Fangs nor Reaving Fangs will glow, indicating that you are free to press either one. Similarly, since there is no active combo finisher buff, both Hunter’s Sting and Swiftskin’s Sting will glow, indicating that you can freely choose either one. Once Hunter’s or Swiftskin’s Sting is pressed, both combo finisher options will be glowing to indicate you can freely choose either one. While the Honed Steel/Reavers and combo finisher buffs are active, only the correct button to press will be glowing.

    Furthermore, the Vipersight Gauge is there to guide you through which combo you should use. As shown above, when there is no combo active, and no Honed Steel or Honed Reavers buffs active, both swords will be gray and will not have a glow. If Honed Steel/Reavers is active, the left sword will have a yellow aura to indicate that Steel Fangs should be pressed, and the right sword will have a yellow aura to indicate that Reaving Fangs should be used. The yellow glow is not pictured above, and will be added later.

    After using the combo starter, each sword will have half of it glow orange to indicate that the Viper is on the second combo in the chain. Either the left or right sword will have a red aura around it, which indicates which of the two middle combo actions is the current one that should be pressed to get to the correct combo finisher. The first time through, both sides will have the red aura, indicating that either of the two actions may be used.

    After pressing a middle combo action, the gauge will have both swords glow half blue and half orange, indicating that the combo finisher is the next action in sequence. One side will have a blue aura, indicating which specific combo finisher should be pressed. The first time through, both sides will have the blue aura, indicating that either of the two actions may be used. This gauge is purely a visual representation of what the combo ants on the abilities show as the sequence progresses. Simply follow the combo ants or the Vipersight gauge to correctly execute the combo chain.

    2.1.2 Area of Effect (AoE)

    Dual wield AoE is much simpler, and has only six total buttons to choose from: two starters, two middle hits, and two finishers. Similar to the single target version, this combo starts with a choice of Steel Maw or Reaving Maw. Each starter gives the same buff a their single target counterpart, Honed Steel and Honed Reavers. For the AoE versions, the potency increase is 20 instead of 100. The next hit is a choice of Hunter’s Bite or Swiftskin’s Bite. The former applies Hunter’s Instinct, and the latter applies Swiftscaled. The combo finisher is a choice of Jagged Maw or Bloodied Maw. Similar to the single target combo, using one combo finisher buffs the other, creating an AoE combo cycle of alternating the first, second, and third combo actions. Successfully completing the combo grants an AoE oGCD called Last Lash. Below is a visual representation of this combo.

    Similarly to how the Vipersight gauge guides you through the single target version, the gauge also guides you through the correct buttons to press for the AoE version in order to hit the correct combo finisher.

    2.2 Doubleblade Combos

    Official localization calls these “doubleblade combos,” but that is confusing terminology when used with dual wield combos. For clarity they will be called twinblade combos instead. Twinblade combos execute actions using both swords attached at the hilts to form a single, double bladed weapon. Twinblade attacks have a longer GCD of 3.0s (2.55s with 15% haste buff), with no skill speed. Twinblade combo starters are on a 40s cooldown with two charges, and share a cooldown and charges with each other (i.e. using Vicewinder also uses one charge Vicepit and vice versa).

    2.2.1 Single Target

    The single target twinblade combo starts with the skill Vicewinder. Vicewinder allows for the execution of either Hunter’s Coil or Swiftskin’s Coil. Hunter’s Coil also applies Hunter’s Instinct, increasing the Viper’s damage dealt by 10% for 40 seconds. Swiftskin’s Coil applies Swiftscaled, decreasing the Viper’s weaponskill recast time and auto-attack delay by 15% for 40 seconds.

    Hunter’s Coil allows for the immediate execution of two oGCD skills, Twinfang Bite then Twinblood Bite. Swiftskin’s Coil allows for the immediate execution of the same two oGCD skills, but in the opposite order: Twinblood Bite then Twinfang Bite. Pressing the oGCDs in the incorrect order will result in 50 potency lost for each skill.

    After selecting Hunter’s Coil or Swiftskin’s Coil, the opposite skill becomes available. The image below shows a visual representation of how the combo works.

    2.2.2 Area of Effect (AoE)

    The twinblade AoE combo functions exactly like its single target counterpart. Start the combo with Vicepit. Next, use either Hunter’s Den or Swiftskin’s Den, the former applying Hunter’s Instinct and the latter applying Swiftscaled. Finally finish the combo with whichever of Hunter’s and Swiftskin’s Den that was not used for the second hit. Hunter’s Den will allow execution of Twinfang Thresh then Twinblood Thresh, and Swiftskin’s Den will allow execution of Twinblood Thresh then Twinfang Thresh. Like the single target versions, be sure to hit the oGCDs in the correct order to avoid a potency loss. Below is a visual representation of this combo.

    2.3 What Breaks Combos

    Combos are broken by one of two things: expiring after not being continued for 30 seconds, or pressing another button that breaks the currently active combo chain.

    The dual wield combo is not broken by any other part of Viper’s kit except for the AoE version while the single target combo is active, and vice versa. You can freely use Vicewinder/Vicepit combos, Reawaken, Uncoiled Fury, and Writhing Snap during an active dual wield combo at no penalty as long as the time since hitting the last combo action does not exceed 30 seconds.

    The twinblade combo, however, is broken by everything else that is not Uncoiled Fury or Writhing Snap. This means that is not possible to use Reawaken during an active Vicewinder/Vicepit combo without breaking the combo!

    Please note that Reawaken and Uncoiled Fury are discussed in a later section.

    3. When to Use Single Target or AoE

    The only abilities that Viper needs to make a decision whether to use the Single Target or AoE forms are the dual wield and twinblade combo actions. All other damaging abilities have natural AoE damage, with the exception of Writhing Snap.

    For both the dual wield and twinblade combos, it is only a gain to use the AoE forms when fighting three or more targets. For one or two enemies, continue to use the single target versions.

    4. Viper Positionals

    Viper has six abilities with positional requirements. Each positional increases the potency of its respective ability by +60 for dual wield finishers and +50 for twinblade abilities when successfully executed from the required direction.

    IconSkill NamePositional
    Hunter’s CoilFlank
    Swiftskin’s CoilRear
    Flanksting StrikeFlank
    Flanksbane FangFlank
    Hindsting StrikeRear
    Hindsbane FangRear

    For the dual wield combo, both flank positionals will always follow Hunter’s Sting, while both rear positionals will always follow Swiftkin’s Sting. Due to the nature of the combos, players will always alternate rear/flanks during dual wield combos. Twinblade combos allow you to choose which positional you want to do first each time.

    5. Viper Gauges

    Viper has two gauges, the Serpent Offerings gauge and the Rattling Coil gauge.

    5.1 Rattling Coils

    One Rattling Coil is generated when using either Vicewinder or Vicepit, or from using Serpent’s Ire. Rattling Coils are located on the bottom of the Vipersight Gauge. For each Rattling Coil stored, a red gem will light up, with a maximum of three Rattling Coils able to be stored at once.

    Rattling Coils are spent to use the ranged ability Uncoiled Fury. This ability has a GCD recast timer of 3.5s (2.97s with 15% haste buff) and allows for the execution of two follow up oGCDs, Uncoiled Twinfang then Uncoiled Twinblood. These oGCDs must be used in this order, as using Uncoiled Twinfang grants the buff that allows for the use of Uncoiled Twinblood. Uncoiled Fury can be used to keep the GCD rolling during melee downtime mechanics, and will also be used as rotation filler even in full uptime due to its high potency relative to time ratio.

    5.2 Serpent’s Offering Gauge

    The Serpent Offerings gauge is made of two parts. The gauge counter, which displays your current total of Serpent Offerings, and the Anguine Tribute counter, which displays how many actions you can use while under the effect of Reawaken. The latter part of the gauge remains inactive until Reawaken is activated. Serpent Offerings are generated from dual wield combo finishers (+10 per finisher), or from the second and third hits of the twinblade combos (+5 from each hit, +10 total for each twinblade combo). As offerings are generated, the gauge gradually fills with a red liquid which becomes blue upon reaching 50 offerings.

    After reaching 50 or more Serpent Offerings, the player can enter Reawaken. This powerful burst window costs 50 Offerings to enter, or is free to enter when under the effect of Ready to Reawaken, granted by Serpent’s Ire. Reawaken makes the Anguine Tribute counter glow with five blue orbs, indicating that the Viper can use five Reawaken abilities. For each ability used, one orb becomes inactive again.

    The number to the right of the Anguine Tribute counter indicates the amount of time remaining to use all Anguine Tributes before the effect of Reawakened expires.

    Activating Reawaken turns Viper’s dual wield and twinblade combo actions into First, Second, Third, and Fourth Generation. Reawaken itself gets replaced with the Reawaken finisher, Ouroboros. Each hit of First through Fourth Generation grants access to an oGCD ability called First through Fourth Legacy that must be used after each respective Generation hit. This makes the full Reawaken combo as follows:

    The whole Reawaken combo takes 13.2s (11.22s with the 15% haste buff) with no skill speed, as Reawaken has a base recast of 2.2s, each Generation GCD has a base recast of 2s long, and Ouroboros has a base recast of 3.0.

    6. Button Replacements

    It might be tricky to understand what button replaces what on this job, so please see this visual made by Rhy to help understand what is happening.

    7. Viper Basic Rotation

    7.1 Opener(s)

    Standard Opener

    Click here for a full size image.

    7.2 Always Be Casting

    In FFXIV there is one thing that is absolutely fundamental to every combat job. The ABCs of FFXIV: Always Be Casting. This does not necessarily refer to casts in the literal sense of using abilities that have cast times before activating. Instead, what this means is to always be “rolling” your GCD clock. Every time a weaponskill or spell is used, it will trigger a cooldown clock on every other skill that is on the Global Cooldown (GCD). There should never be a point in time where that clock stops spinning when there is something that can be attacked. Do not underestimate the importance of this! If you have a 10 minute long fight, and you have 90% GCD uptime, that means for 10% of the fight your GCD was not rolling. This translates to 60 whole seconds of GCD downtime. That’s a full minute of doing 0 DPS! It is often better to press things in the incorrect order than to not press anything. Some damage is better than no damage.

    7.3 Rotation Priorities

    Viper rotation can be presented in its simplest form as a priority system.

    1. Keep Hunter’s Instinct and Swiftscaled active at all times.

    2. Use Serpent’s Ire as soon as it is ready.

    3. Enter Reawaken and spend all Reawakened actions following Serpent’s Ire, using the Ready to Reawaken buff.

    4. Use Reawaken and spend all Reawakened actions when at or above 50 Offerings.

    5. Use Vicewinder in single target and Vicepit in AoE, and their follow up abilities, before they reach 2 stacks. These can essentially be used on cooldown outside of the burst window, provided you do not overcap on gauge, or cause the combo finisher or Honed buffs to fall off as a result.

    6. Spend Rattling Coils as you get them.

      - Save one at all times to cover potential disengages, but spend them before using Serpent’s Ire as it will grant another. Avoid overcapping Coils and spend them before the end of the fight unless you can Reawaken instead.

    7. Rotate through the dual wield combo cycle, ensuring the correct actions are used to execute the buffed finisher.

    When fighting three or more enemies, continue to follow this priority system, but use the AoE versions of the dual wield and twinblade combos.

    8. The Next Level of Viper Rotation

    Having a firm grasp of the concepts above will be more than enough to get players through more casual content like Normal Raids, Dungeons, and Extreme trials. Playing the job as a pure priority system is not optimal and anyone looking to contribute more to their team with better DPS should understand this. In higher level content such as Savage Raids and Ultimate Raids, players are expected to know how to play their job with party buffs in mind in order to maximize the damage the party can do. If you feel like you’ve got a firm grasp of the concepts presented in this guide, head over to the VPR Intermediate Guide to learn how to play VPR into party buffs and optimize its damage.

    Here is a sample of some of the things discussed in the Intermediate Guide:

    • The two minute burst window (how to play in party buffs)
    • Planning for downtime/melee disconnects
    • Potion usage
    • and more!
    • Have any questions?
      Authors
      Torael Vadis
      diff --git a/jobs/melee/viper/intermediate-guide/index.html b/jobs/melee/viper/intermediate-guide/index.html index 3e60bfb049..37cb8053f4 100644 --- a/jobs/melee/viper/intermediate-guide/index.html +++ b/jobs/melee/viper/intermediate-guide/index.html @@ -43,9 +43,9 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Viper Intermediate Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Introduction

    Special thanks to Akashi, Jackal, Azazel, Azrael, Stella, and Rhy whose work religiously theorycrafting this job made this guide possible.

    This guide assumes that the player has a firm grasp of the concepts presented in the VPR Basic Guide. If this doesn’t apply to you, give that guide a read before returning here. This guide will be focused on more Intermediate level concepts of VPR, such as burst window optimization with party buffs, planning for downtime, and other rotation optimization.

    Everything discussed in this guide was tested using Jackal’s VPR Rotation Planner, which can be found here with a sample rotation.

    Viper Intermediate Rotation

    1. Playing Into Party Buffs

    While it is possible to purely follow the priority system mentioned in the basic guide, which would involve sending Reawakens essentially as soon as they are available, this comes at a significant loss of potency inside party buffs. By pressing Serpent’s Ire on cooldown and then subsequently using the Reawaken from it, at least one partial Reawaken window will be inside party buffs. However, with a small bit of planning, it is possible to send one full and one partial Reawaken inside party buffs, which is a sizable potency gain.

    In a full uptime scenario, Viper generates enough Offerings to use one Reawaken per minute. Serpent’s Ire also grants one free Reawaken, meaning that Viper will have enough gauge to do three Reawakens every two minutes. The two minute time frame is used because party buffs are on a 120s cooldown timer. Viper also generates an average of 10 more Offerings than it spends every two minutes, which means that it will have one extra Reawaken to use between six and eight minutes. However, this is the only extra Reawaken possible as a fight would need to be a full uptime fight much longer than any that has ever been released.

    The simplest way to manage these Reawakens and still put maximum potency into party buffs is to save at least 50 Offerings for when Serpent’s Ire is available and use both the free Reawakening from Ready to Reawaken and the Reawakening from the 50 gauge. Therefore, since Viper only generates enough gauge for three Reawakens in a two minute span (including the free Reawaken from Ire), only one Reawaken should be used outside of party buffs. The table below demonstrates the general timings for when each Reawaken will be used. Times given are a general estimate, and not to be taken literally. Note the extra Reawaken at 7:00 due to our surplus of gauge.

    TimeNumber of Reawakens
    0:001
    1:001
    2:002
    3:001
    4:002
    5:001
    6:002
    7:002
    8:002
    9:001
    10:002

    1.1 Two Minute Burst Windows

    There are two primary sequences that we can use to put two Reawakens into party buffs, henceforth referred to as Double Reawaken windows. To set up each window, it is assumed that four Rattling Coils and three twinblade combos have been used between each burst window. (Please note that the 6-8 min section only uses two Rattling Coils, and the 8-10 min section uses six as a direct result of having an extra Reawaken at around 7:00. This is discussed more later in this guide.) The 7.05 changes make it so that we do not have to worry about our timers as much going into this, as Noxious Gnash has been removed, and the Venom combo finisher buffs have been extended from 40 to 60 seconds. This means that our only considerations for setting up our burst is to ensure that our Hunter’s Instinct and Swiftscaled buffs will not fall off during the burst. We also need to take care that if we are in an active combo, we do not break the combo by doing too many things between the combo GCDs.

    The simplest way to set up your dual wield combo for an upcoming two minute burst window is to use Serpents Ire as a timer. Around 10s left on Ire’s cooldown, you should start to use only dual wield combos. From there, follow the burst windows below. The main concerns we have for whether or not we can do a Vicewinder combo before/immediately after the Double Reawaken window are whether we are in an active combo, as doing so makes it extremely tight to continue the combo without it expiring, and the GCD alignment as a result. Doing Vicewinder leading into the two Reawakens means that Ire will need to be triple weave, which is not possible for many players. As such, the easiest and most consistent way is to follow the rules of ~10 seconds before Ire, only use Dual Wield combos, and continue an active combo before starting the next twinblade combo.

    Please note that for the sake of simplicity, standard buff alignment is considered as most buffs being active at 6.5 seconds and used on cooldown from there. There are slight variations in the real time that buffs are used based on job, and there is also buff propagation that may make buffs apply slightly earlier/later. You can and should adjust based on your party’s buff timings!

    There are two primary variations of our burst that we will use for most situations:

    • Standard Double Reawaken

      • This Double Reawaken variant is the standard burst window for putting maximum potency in party buffs. It uses a GCD between Ire and Reawaken, and is performed by using Serpent’s Ire on cooldown, then using the next dual wield combo GCD, then immediately using two full Reawakens back to back. This delays the entire burst sequence by one GCD relative to Ire, without delaying Ire to do so. This allows for maximum potency in party buffs, assuming standard buff alignment.
      • This sequence should almost always be done during standard gameplay.
      • This sequence assumes that buffs have been properly taken care of and will not fall off during the sequence.
      • It is possible to fit an Uncoiled Fury after the second Ouroboros to potentially catch any later buffs, however care must be taken that this will not cause Hunter’s Instinct or Swiftscaled to fall off.
      • Party buffs shown are an estimate.


    • Immediate Double Reawaken

      • This Double Reawaken variant starts the first Reawaken immediately after Ire, and uses no fillers between Reawakens. Serpent’s Ire is used off cooldown, directly followed by the first Reawaken of this window. After completing the first Reawaken, immediately enter and complete the second Reawaken.
      • This window can be used as a means of getting more potency out before the end of a fight or before the end of phase. However, it should not be used regularly as the party buff contribution of this window is lower.
      • This sequence assumes that buffs were properly taken care of and will not fall off during the sequence.
      • Party buffs shown are an estimate.

    2. Planning For Downtime

    Melee downtime occurs when mechanics force the player out of melee range for a period of time longer than what they are able to roll their GCD through, or when there are no targets available to cast abilities on. For the purposes of this guide, it is assumed that melee greed for the uptime is not possible, and a disconnect is truly the only possibility.

    2.1 Disconnect Planning

    Viper generates four Rattling Coils every two minutes. Three are generated from twinblade combo starts, and one from Serpent’s Ire. Given that Uncoiled Fury and its follow up oGCDs can be used from range, this makes Rattling Coils a powerful disconnect tool. Uncoiled Fury also has a longer GCD recast of 3.5s base (2.97s with 15% haste buff active) which makes it ideal for disconnects as the player has more time to be away from the target without the GCD clock stopping. With some planning, Rattling Coils can also be held and pooled for longer disconnect segments. If there is a mechanic that forces six seconds of melee downtime, VPR can hold two Uncoiled Furies and completely cover that mechanic. However, being out of melee range does mean losing auto attacks, so the player should still try to get back into melee range as soon as possible.

    Due to the extreme flexibility of when Rattling Coils are used, Vipers should almost never need to use Writhing Snap. Planning to use Rattling Coils instead will result in a direct potency gain. To directly compare Rattling Coil and Writhing Snap, we need to first convert both into potency per second, since they have different GCD times. Uncoiled Fury and its two follow up oGCDs are 1020 potency in 2.97s, where Writhing Snap is 200 potency in 2.12 seconds. This translates to a potency per second (PPS) of 343.43PPS for Rattling Coil and 94.34PPS for Writhing Snap. This is a drastic difference, and Writhing Snap should be avoided when possible. However, if no Rattling Coils are available for whatever reason, it is still better to Writhing Snap than to do nothing!

    2.2 Disconnect Planning During Burst Windows

    One possible situation that we may find ourselves in with the coming Dawntrail raids is having a forced disconnect during a two minute burst window. Viper has a flexible use, 2.97s GCD disengage tool in Uncoiled Fury (UF). UF allows us to keep our GCD rolling from range, but we still lose auto attacks while not in melee range. This, however, is significantly less of a loss than doing nothing. With having a 60 second timer on the combo finisher buff and Honed Steel/Reavers buffs, and 40 second timer on the haste buff haste damage buffs, we can safely use UF in the middle of our burst without dropping any buffs. However, using UF during a Standard Double Reawaken means that the final Ouroboros will fall out of buffs. There is a simple solution for this: we instead do an Immediate Double Reawaken and continue our active combo after the second Ouroboros. Please be aware that if you do have an active combo going into this, you have about two seconds to continue/finish the combo after the second Ouroboros before the combo expires. You should be able to refresh the combo finisher buff with about four seconds to spare. The exact placement of the UF within the burst window doesn’t really matter, as it will be handled the same way no matter where it ends up being needed.

    If the forced disconnect will be more than one GCD, two UFs in our burst sequence makes it impossible to actually do a Double Reawakening. In this case, use a single Reawaken under party buffs, using two UFs where necessary. Refresh your buffs as needed following this, then spend what would have been your second Reawaken outside of buffs. This situation is absolutely terrible for raid buffs, but again is better than doing nothing during the disconnect. It may be possible to fit two partial Reawakens in a way that nets more Reawaken actions in buffs without dropping buff/debuff uptime or the combo finisher buff, but it will take specific planning based on the fight and which specific burst window it occurs in.

    2.3 Untargetable Downtime Preparation

    While the exact specifics of what should be done around untargetable downtime will need to be resolved with spreadsheeting and planning, there are some general rules that can be followed leading up to these downtime periods.

    1. Spend twinblade combo stacks before downtime to ensure there is no overcap during the downtime. If the downtime is less than 40 seconds, then ensure one stack will be available at the end of the downtime (either via holding a stack or planning for one to come back during the downtime).
    2. Spend Rattling Coil stacks as necessary before the downtime to avoid overcapping if Serpent’s Ire or a twinblade combo would be used immediately following.
    3. Be mindful of party buffs. If there is a party buff window immediately following the downtime, ensure that at least 50 Offerings will be ready to perform a Double Reawaken window during party buffs.

    3. Manipulating Positionals

    There are two ways that we can manipulate our positionals as needed. We will refer to this as “direct manipulation” and “timing manipulation.” Positional manipulation may be useful if a fight has mechanics that don’t allow, say for example, rear positionals for a specific point in time, but allow flanks every time. While it is easy enough to just say cover it with True North, you may want to optimize and manipulate positionals in the case that you do not have access to True North at that time. Optimizing positionals is incredibly important at higher levels of gameplay.

    3.1 Direct Manipulation

    Given that there are positionals on the second and third twinblade hits, as well as the combo finisher of each dual wield combo, we have some choice in the overall flow of positionals throughout the fight. We can directly choose which positional we want first each twinblade combo, as there is no buff that carries over from combo to combo. Assuming we don’t need to select a twinblade combo order based on our Hunter’s Instinct and Swiftscaled buffs, we can choose the positional that we are going to be able to hit. Dual wield combo is less flexible if following the standard opener since we start the fight with Reaving/Steel Fangs -> Swiftskin’s Sting. This locks our first positional of the fight to be a rear.

    3.2 Timing Manipulation

    We can manipulate the exact timing that we would execute our positionals by spending Rattling Coil to delay the positional 2.97s. For this to work, however, we must ensure that doing so does not drop any of our buffs. This technique can be useful for when the order of the positionals changing would not ensure hitting them, but delaying them for a couple seconds would.

    4. Dead Zoning

    Dead Zoning is a term that means pooling gauge outside of two minute party buffs for a specific purpose, instead of spending it. In Viper’s case, deadzoning means to avoid spending Serpent Offerings outside of the two that get put into party buffs. There are several reasons why a Viper might do this. For one, there could be a downtime section that, if the extra Reawaken was used, would prevent generation of 50 Offerings leading into a party buff window. Pooling the gauge could allow for the Viper to Double Reawaken where they otherwise wouldn’t be able to. When to Dead Zone will be a specific optimization that needs to be planned for each fight to determine the best course of action. Special attention must be taken when attempting Dead Zoning. VPR is resource positive, which means that Dead Zoning in full uptime will result in overcapping Offering gauge.

    5. Medicated (Potion/Gemdraught) Usage

    In Dawntrail, the new potions are called Gemdraught of Dexterity. Like all pots before them, Gemdraughts come with a grade number, with the higher the number equating to a stronger damage buff. I.e. Grade 2 Gemdraughts are stronger than Grade 1 Gemdraughts. For simplicity, Medicated will be referred to as “pot” or “pot buff.” Pot timings are another fight-by-fight specific optimization, but there are some fundamental rules for when to use a pot.

    1. Kill time determines how many pots you will get, and therefore when you use the pot.
    2. More uses of a pot is almost always better than losing a use to align pots with party buffs. There are exceptions to this.
    3. Pots should be used where they gain the most potency for your job. They do not have to be used at the exact same time as everyone else as they are only a personal buff.

    Using these rules can plan our pot uses for a full uptime fight based on the following:

    • A fight lasting between 6:30-7:00 will use a pot in the opener and a pot at 6:00 minutes.

    • A fight lasting between 7:00 and 8:00 will use a pot at 2:00 and 7:00.

      • With Viper getting an extra Reawaken at 7 mins, this allows us to do pots at 2:00 and 7:00 if the fight allows for it, since we will get two Reawakens under the pot each time. This is stronger than an opener and 6:00 pot since the opener has less potency in the pot buff.
    • A fight lasting between 8:30-9:00 will use a pot at 2:00 minutes and 8:00 minutes.

    • A fight lasting between 9:30-10:00 will get 3 uses of pot if used exactly on cooldown at the opener, 4:30, and 9:00.

    • A fight lasting between 10:30-12:00 can use a pot in the opener, a pot at 5:00, and a final pot at 10:00.

    • A fight lasting more than 12:00 can use a pot at the opener, 6:00, and 12:00.

    There is some gray area where a partial pot use might still outweigh doing an earlier pot. For example, it may still be worth it to do 0, 4:30, 9:00 pots with a 9:20 kill time. However, if you have a fight dying consistently at 8:15 for example, then 2:00 and 7:00 pots would be better than 2:00 and 8:00. Use your best judgement based on expected kill times. As a general rule, what gets more pots/more total pot duration in the fight is often the better option. If your expected kill time is within a gray area where one option or another could be better, use the spreadsheet linked at the beginning of this guide to build the rotation and compare each option.

    Historically, there has never been a fight without downtime that is longer than about 12:00 minutes, so planning past that point is not necessary. This is a general overview, and does not take into account fight specific optimizations where the group shifts their party buffs instead of using them on cooldown. Fight specific optimizations take precedence but need to be properly planned out to avoid losses.

    Exactly what should be put into the pot buff will also depend on when it is used. An even minute pot should at minimum contain two full Reawaken sequences, and should also contain one Uncoiled Fury and its follow up oGCDs if possible without dropping personal buffs. If potting at an even minute burst window, most often the pot will be used after the GCD before Reawaken is used. If this GCD is not a combo finisher, late weave the pot to potentially buff more potency at the end of the buff’s duration. If this GCD is a combo finisher, pot in the first weave slot to get Death Rattle in the pot. An example of this would be:

    Please note the exact combo GCDs shown are an example, and it will not always line up with these exact GCDs!

    It is possible to optimize even more potency into the pot, but it requires significantly more setup than the above usage. There are two options to achieve this, the first is significantly more flexible and easier than the second, and has only 230 less raw potency under the pot buff than the second option. This translates to a difference of about 18 raw potency less gained from the easier option.

    The easier option requires combo neutrality going into it, meaning there is no active combo. This sequence cannot be done if there is an active combo, as the combo will break if the sequence is performed, or it will require continuing the combo in the middle of the sequence. Both options are lower potency than simply fitting in the bare minimum shown above! To perform this sequence, at about 5-6 seconds left on Serpent’s Ire cooldown, start a Vicewinder combo. This may require holding a Vicewinder charge that had come off cooldown within the last 40 seconds if a charge would not naturally be available here. From there, follow this sequence:

    Note: Triple weaving after Swiftskin’s Coil is possible without clipping on low ping. If triple weaving is not possible for you, you can delay the Serpent’s Ire to after the first Reawaken. Do note that your Reawaken is now 1 GCD later if you do this, and it may be necessary to switch from Standard Double Reawaken to Immediate Double Reawaken to keep raid buff alignment for the rest of the fight.

    The most optimal pot usage requires an extremely tight setup, and a single mistake will lose far more than the gain from the pot. This option should only be used if it lines up perfectly to do so. This option can only be performed if the GCD pressed at 11-12 seconds before Serpent’s Ire is off cooldown is a combo starter. Furthermore, this sequence requires holding a Vicewinder charge so that two Vicewinders may be used during the sequence. Finally, you must have exactly one Rattling Coil stored going into this sequence. If a fight requires the usage of Uncoiled Fury for uptime, then this window becomes much less likely to be viable as the potency gain from using UF for uptime significantly outweighs the potency gain of putting it into pot buff. Any deviations from these conditions will automatically result in the sequence failing, and become a potency loss!

    To perform this sequence:

    1. At 11-12 seconds before Serpent’s Ire is off cooldown, start a dual wield combo.
    2. Take note of which Sting GCD will be used next.
    3. Start a Vicewinder combo after the dual wield combo starter.
    4. If Hunter’s Sting is the next Sting GCD, use Hunter’s Coil first. If Swiftskin’s Sting is the next Sting GCD, use Swiftskin’s Coil first. Failing to do this will cause the sequence to fail!
    5. Finish the Vicewinder combo.
    6. Use the appropriate Sting GCD.
    7. Serpent’s Ire should now be ready, and should be used here.
    8. Finish the dual wield combo and pot in the first weave slot, then use Death Rattle.
    9. Perform two Reawaken sequences back to back.
    10. Spend three Uncoiled Furies and their follow up oGCDs.
    11. Start another Vicewinder combo.
    12. If the first Vicewinder combo started with Hunter’s Coil, start this combo with Swiftskin’s Coil. If the first started with Swiftskin’s Coil, start with Hunter’s Coil instead. Failure to do so will result in personal buffs dropping, making the sequence a potency loss overall.

    To visualize, the sequence looks like this:

    Remember that the dual wield combo GCDs could be their opposite options as well, depending on where this window is and how it lines up (i.e. Steel Fangs could be Reaving Fangs instead, Hunter’s Sting could be Swiftskin’s Sting, and the Flank finisher could be a Rear finisher instead).

    6. Triple Ouroboros in Pot Buff

    The changes to Viper in patch 7.05 allow for more flexibility in rotational optimization with the removal of one restrictive timer and the extension of another. This left us with only two 40 second timers: Swiftscaled and Hunter’s Instinct. Our remaining timers are 60 seconds long, and therefore aren’t going to be a concern. This change is very important for the possibility of the fabled Triple Reawaken, because before 7.05 you would at minimum drop two buffs, making it instantly a significant potency loss to attempt. Now however, Triple is not only possible, but a potency gain. Remember that because party buffs are only 20 seconds, Triple is only a personal pot optimization, and does not put extra potency into party buffs.

    There is a very important reason why this is possible even though mathematically the sequence takes slightly longer than 40 seconds, so you’d expect your 40 second buffs to expire. However, when you apply Hunter’s Instinct or Swiftscaled, the timer is applied as soon as you press the button, but pauses until the damage application. This effectively makes the timer actually 40s + application delay. There is a chart at the end of this guide with application delays for all Viper abilities for reference. This makes Hunter’s Instinct applied by Hunter’s Coil last about 40.98 seconds, and Swiftscaled from Swiftskin’s Coil last about 41.47 second. This is important because we will be using Hunter’s and Swiftskin’s Coils to refresh our buffs at the start of the sequence.

    Before we get into how Triple Reawaken is performed, some disclaimers need to be made. First, this is virtually always going to require spreadsheeting to determine if it is actually worth it to use in a real fight. Depending on how the sequence lines up based on the fight, this sequence could be misaligned from raid buffs and put slightly less potency into them than a Standard Double Reawaken. Second, depending on when this window is attempted in the fight, its very likely that Serpent’s Ire will need to be delayed to make the sequence work. This has the potential for issues later depending on fight specifics, especially quicker kill times that would potentially cause a lost reawaken from the delayed use. Third, this window is extremely tight to pull off correctly, and a single mistake will lose more potency than you would have gained. Finally, this sequence is a gain on any GCD speed, but is less of a gain on 2.11 and 2.12. 2.10 and faster will be able to retain the Hunter’s Instinct buff through the entire sequence, but 2.11 and 2.12 will drop the buff right before refreshing it, losing a bit of potency. However, it is still a net gain on all speeds.

    With these out of the way, the rules for how to perform a Triple Reawaken under pot are as follows:

    1. Spreadsheet based on fight specifics to ensure it is worth it!

    2. Dual wield combo finisher must have been the last dual wield GCD used before starting this sequence.

    3. Two Vicewinder charges will be used during the sequence. Ensure one will be available each time it is needed. Holding a charge from earlier in the fight may be required for this.

    4. Must have zero stacks of Rattling Coils before starting the sequence. Failure to do so will result in overcapping. Overcapping may be acceptable if there would not be enough time to get the final Uncoiled Fury casts anyway (see point 1!).

      • It is possible to use an Uncoiled Fury immediately after the first Vicewinder in the sequence, but it must be done before using either of the two Coil GCDs, or buffs are guaranteed to drop.
    5. Must have a minimum of 90 Serpent Offerings before starting the sequence. Overcapping gauge to have the appropriate amount is only acceptable if it will not cause a lost use of Reawaken (see point 1!).

    6. Ire can be triple weaved after the second Coil GCD of the first Vicewinder combo at low ping if it will not result in a clip. If it would clip, Ire must be delayed until after the first Ouroboros.

    7. Pot may be weaved as late as possible without clipping to guarantee the final Ouroboros is buffed, however there should be enough time to catch the Ouroboros even without doing this.

    8. Hunter’s Coil and Swiftskin’s Coil must be used in the same order for both Vicewinder combos. Swapping the order for the second set will guarantee dropped buffs.

    9. Dual wield combo buffs will be close to falling off at the end of this sequence. Ensure they do not fall off by doing another dual wield combo before spending all banked Uncoiled Fury stacks.

    If performed correctly, this sequence should result in a net gain of about 134 potency at 2.10 and faster, and 72 potency at 2.11 and 2.12 (due to Hunter’s Instinct dropping just before the second Hunter’s Coil cast, losing 62 potency) over the strongest non-Triple option, the Three Uncoiled Fury pot.

    7. Viper 10 Minute Rotation Overview

    Assuming full uptime, we can use the information above to have a general idea of the flow of the rotation over 10 mins while putting as much potency into party buffs as possible. We can reliably force a Standard Burst window with no issues following the standard rules discussed above until 6 minutes. Because VPR is a gauge positive job, we are able to use two Reawakens between the 6 and 8 minute burst window without compromising our ability to Double Reawaken at those windows. However, to compensate for this, we cannot use 4 Rattling Coils between 6 and 8 minutes, as they do not generate gauge. In order to have gauge for the 8 mins buffs, we spend only two of our four Rattling Coils between 6 and 8 minutes. This means we will cap at three Rattling Coils at the 8 min burst when we use Serpent’s Ire.

    Since we are capped, we must spend at least one Rattling Coil before starting the next twinblade combo. The easiest way to do this is to use it right after finishing the current dual wield combo that is active during the burst. Follow the standard rotation priorities and spend all Rattling Coils before starting the Double Reawakening window at 10 mins. Be sure to only use dual wield combos within ten seconds of Serpent’s Ire coming off cooldown. From here, due to the alignment changes caused by the extra Reawaken between 6 and 8 mins, we need to do an Immediate Double Reawaken to stay aligned with party buffs. Doing a Standard Burst here is technically possible, but if party buffs have not drifted at all, the final Ouroboros will only have a 0.4s leeway for catching party buffs before they expire. This makes our 10 minute overview of the rotation look something like this:

    All values include the Opener and Double Reawakening sequences. +Warrior

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  • Viper Intermediate Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Introduction

    Special thanks to Akashi, Jackal, Azazel, Azrael, Stella, and Rhy whose work religiously theorycrafting this job made this guide possible.

    This guide assumes that the player has a firm grasp of the concepts presented in the VPR Basic Guide. If this doesn’t apply to you, give that guide a read before returning here. This guide will be focused on more Intermediate level concepts of VPR, such as burst window optimization with party buffs, planning for downtime, and other rotation optimization.

    Everything discussed in this guide was tested using Jackal’s VPR Rotation Planner, which can be found here with a sample rotation.

    Viper Intermediate Rotation

    1. Playing Into Party Buffs

    While it is possible to purely follow the priority system mentioned in the basic guide, which would involve sending Reawakens essentially as soon as they are available, this comes at a significant loss of potency inside party buffs. By pressing Serpent’s Ire on cooldown and then subsequently using the Reawaken from it, at least one partial Reawaken window will be inside party buffs. However, with a small bit of planning, it is possible to send one full and one partial Reawaken inside party buffs, which is a sizable potency gain.

    In a full uptime scenario, Viper generates enough Offerings to use one Reawaken per minute. Serpent’s Ire also grants one free Reawaken, meaning that Viper will have enough gauge to do three Reawakens every two minutes. The two minute time frame is used because party buffs are on a 120s cooldown timer. Viper also generates an average of 10 more Offerings than it spends every two minutes, which means that it will have one extra Reawaken to use between six and eight minutes. However, this is the only extra Reawaken possible as a fight would need to be a full uptime fight much longer than any that has ever been released.

    The simplest way to manage these Reawakens and still put maximum potency into party buffs is to save at least 50 Offerings for when Serpent’s Ire is available and use both the free Reawakening from Ready to Reawaken and the Reawakening from the 50 gauge. Therefore, since Viper only generates enough gauge for three Reawakens in a two minute span (including the free Reawaken from Ire), only one Reawaken should be used outside of party buffs. The table below demonstrates the general timings for when each Reawaken will be used. Times given are a general estimate, and not to be taken literally. Note the extra Reawaken at 7:00 due to our surplus of gauge.

    TimeNumber of Reawakens
    0:001
    1:001
    2:002
    3:001
    4:002
    5:001
    6:002
    7:002
    8:002
    9:001
    10:002

    1.1 Two Minute Burst Windows

    There are two primary sequences that we can use to put two Reawakens into party buffs, henceforth referred to as Double Reawaken windows. To set up each window, it is assumed that four Rattling Coils and three twinblade combos have been used between each burst window. (Please note that the 6-8 min section only uses two Rattling Coils, and the 8-10 min section uses six as a direct result of having an extra Reawaken at around 7:00. This is discussed more later in this guide.) The 7.05 changes make it so that we do not have to worry about our timers as much going into this, as Noxious Gnash has been removed, and the Venom combo finisher buffs have been extended from 40 to 60 seconds. This means that our only considerations for setting up our burst is to ensure that our Hunter’s Instinct and Swiftscaled buffs will not fall off during the burst. We also need to take care that if we are in an active combo, we do not break the combo by doing too many things between the combo GCDs.

    The simplest way to set up your dual wield combo for an upcoming two minute burst window is to use Serpents Ire as a timer. Around 10s left on Ire’s cooldown, you should start to use only dual wield combos. From there, follow the burst windows below. The main concerns we have for whether or not we can do a Vicewinder combo before/immediately after the Double Reawaken window are whether we are in an active combo, as doing so makes it extremely tight to continue the combo without it expiring, and the GCD alignment as a result. Doing Vicewinder leading into the two Reawakens means that Ire will need to be triple weave, which is not possible for many players. As such, the easiest and most consistent way is to follow the rules of ~10 seconds before Ire, only use Dual Wield combos, and continue an active combo before starting the next twinblade combo.

    Please note that for the sake of simplicity, standard buff alignment is considered as most buffs being active at 6.5 seconds and used on cooldown from there. There are slight variations in the real time that buffs are used based on job, and there is also buff propagation that may make buffs apply slightly earlier/later. You can and should adjust based on your party’s buff timings!

    There are two primary variations of our burst that we will use for most situations:

    • Standard Double Reawaken

      • This Double Reawaken variant is the standard burst window for putting maximum potency in party buffs. It uses a GCD between Ire and Reawaken, and is performed by using Serpent’s Ire on cooldown, then using the next dual wield combo GCD, then immediately using two full Reawakens back to back. This delays the entire burst sequence by one GCD relative to Ire, without delaying Ire to do so. This allows for maximum potency in party buffs, assuming standard buff alignment.
      • This sequence should almost always be done during standard gameplay.
      • This sequence assumes that buffs have been properly taken care of and will not fall off during the sequence.
      • It is possible to fit an Uncoiled Fury after the second Ouroboros to potentially catch any later buffs, however care must be taken that this will not cause Hunter’s Instinct or Swiftscaled to fall off.
      • Party buffs shown are an estimate.


    • Immediate Double Reawaken

      • This Double Reawaken variant starts the first Reawaken immediately after Ire, and uses no fillers between Reawakens. Serpent’s Ire is used off cooldown, directly followed by the first Reawaken of this window. After completing the first Reawaken, immediately enter and complete the second Reawaken.
      • This window can be used as a means of getting more potency out before the end of a fight or before the end of phase. However, it should not be used regularly as the party buff contribution of this window is lower.
      • This sequence assumes that buffs were properly taken care of and will not fall off during the sequence.
      • Party buffs shown are an estimate.

    2. Planning For Downtime

    Melee downtime occurs when mechanics force the player out of melee range for a period of time longer than what they are able to roll their GCD through, or when there are no targets available to cast abilities on. For the purposes of this guide, it is assumed that melee greed for the uptime is not possible, and a disconnect is truly the only possibility.

    2.1 Disconnect Planning

    Viper generates four Rattling Coils every two minutes. Three are generated from twinblade combo starts, and one from Serpent’s Ire. Given that Uncoiled Fury and its follow up oGCDs can be used from range, this makes Rattling Coils a powerful disconnect tool. Uncoiled Fury also has a longer GCD recast of 3.5s base (2.97s with 15% haste buff active) which makes it ideal for disconnects as the player has more time to be away from the target without the GCD clock stopping. With some planning, Rattling Coils can also be held and pooled for longer disconnect segments. If there is a mechanic that forces six seconds of melee downtime, VPR can hold two Uncoiled Furies and completely cover that mechanic. However, being out of melee range does mean losing auto attacks, so the player should still try to get back into melee range as soon as possible.

    Due to the extreme flexibility of when Rattling Coils are used, Vipers should almost never need to use Writhing Snap. Planning to use Rattling Coils instead will result in a direct potency gain. To directly compare Rattling Coil and Writhing Snap, we need to first convert both into potency per second, since they have different GCD times. Uncoiled Fury and its two follow up oGCDs are 1020 potency in 2.97s, where Writhing Snap is 200 potency in 2.12 seconds. This translates to a potency per second (PPS) of 343.43PPS for Rattling Coil and 94.34PPS for Writhing Snap. This is a drastic difference, and Writhing Snap should be avoided when possible. However, if no Rattling Coils are available for whatever reason, it is still better to Writhing Snap than to do nothing!

    2.2 Disconnect Planning During Burst Windows

    One possible situation that we may find ourselves in with the coming Dawntrail raids is having a forced disconnect during a two minute burst window. Viper has a flexible use, 2.97s GCD disengage tool in Uncoiled Fury (UF). UF allows us to keep our GCD rolling from range, but we still lose auto attacks while not in melee range. This, however, is significantly less of a loss than doing nothing. With having a 60 second timer on the combo finisher buff and Honed Steel/Reavers buffs, and 40 second timer on the haste buff haste damage buffs, we can safely use UF in the middle of our burst without dropping any buffs. However, using UF during a Standard Double Reawaken means that the final Ouroboros will fall out of buffs. There is a simple solution for this: we instead do an Immediate Double Reawaken and continue our active combo after the second Ouroboros. Please be aware that if you do have an active combo going into this, you have about two seconds to continue/finish the combo after the second Ouroboros before the combo expires. You should be able to refresh the combo finisher buff with about four seconds to spare. The exact placement of the UF within the burst window doesn’t really matter, as it will be handled the same way no matter where it ends up being needed.

    If the forced disconnect will be more than one GCD, two UFs in our burst sequence makes it impossible to actually do a Double Reawakening. In this case, use a single Reawaken under party buffs, using two UFs where necessary. Refresh your buffs as needed following this, then spend what would have been your second Reawaken outside of buffs. This situation is absolutely terrible for raid buffs, but again is better than doing nothing during the disconnect. It may be possible to fit two partial Reawakens in a way that nets more Reawaken actions in buffs without dropping buff/debuff uptime or the combo finisher buff, but it will take specific planning based on the fight and which specific burst window it occurs in.

    2.3 Untargetable Downtime Preparation

    While the exact specifics of what should be done around untargetable downtime will need to be resolved with spreadsheeting and planning, there are some general rules that can be followed leading up to these downtime periods.

    1. Spend twinblade combo stacks before downtime to ensure there is no overcap during the downtime. If the downtime is less than 40 seconds, then ensure one stack will be available at the end of the downtime (either via holding a stack or planning for one to come back during the downtime).
    2. Spend Rattling Coil stacks as necessary before the downtime to avoid overcapping if Serpent’s Ire or a twinblade combo would be used immediately following.
    3. Be mindful of party buffs. If there is a party buff window immediately following the downtime, ensure that at least 50 Offerings will be ready to perform a Double Reawaken window during party buffs.

    3. Manipulating Positionals

    There are two ways that we can manipulate our positionals as needed. We will refer to this as “direct manipulation” and “timing manipulation.” Positional manipulation may be useful if a fight has mechanics that don’t allow, say for example, rear positionals for a specific point in time, but allow flanks every time. While it is easy enough to just say cover it with True North, you may want to optimize and manipulate positionals in the case that you do not have access to True North at that time. Optimizing positionals is incredibly important at higher levels of gameplay.

    3.1 Direct Manipulation

    Given that there are positionals on the second and third twinblade hits, as well as the combo finisher of each dual wield combo, we have some choice in the overall flow of positionals throughout the fight. We can directly choose which positional we want first each twinblade combo, as there is no buff that carries over from combo to combo. Assuming we don’t need to select a twinblade combo order based on our Hunter’s Instinct and Swiftscaled buffs, we can choose the positional that we are going to be able to hit. Dual wield combo is less flexible if following the standard opener since we start the fight with Reaving/Steel Fangs -> Swiftskin’s Sting. This locks our first positional of the fight to be a rear.

    3.2 Timing Manipulation

    We can manipulate the exact timing that we would execute our positionals by spending Rattling Coil to delay the positional 2.97s. For this to work, however, we must ensure that doing so does not drop any of our buffs. This technique can be useful for when the order of the positionals changing would not ensure hitting them, but delaying them for a couple seconds would.

    4. Dead Zoning

    Dead Zoning is a term that means pooling gauge outside of two minute party buffs for a specific purpose, instead of spending it. In Viper’s case, deadzoning means to avoid spending Serpent Offerings outside of the two that get put into party buffs. There are several reasons why a Viper might do this. For one, there could be a downtime section that, if the extra Reawaken was used, would prevent generation of 50 Offerings leading into a party buff window. Pooling the gauge could allow for the Viper to Double Reawaken where they otherwise wouldn’t be able to. When to Dead Zone will be a specific optimization that needs to be planned for each fight to determine the best course of action. Special attention must be taken when attempting Dead Zoning. VPR is resource positive, which means that Dead Zoning in full uptime will result in overcapping Offering gauge.

    5. Medicated (Potion/Gemdraught) Usage

    In Dawntrail, the new potions are called Gemdraught of Dexterity. Like all pots before them, Gemdraughts come with a grade number, with the higher the number equating to a stronger damage buff. I.e. Grade 2 Gemdraughts are stronger than Grade 1 Gemdraughts. For simplicity, Medicated will be referred to as “pot” or “pot buff.” Pot timings are another fight-by-fight specific optimization, but there are some fundamental rules for when to use a pot.

    1. Kill time determines how many pots you will get, and therefore when you use the pot.
    2. More uses of a pot is almost always better than losing a use to align pots with party buffs. There are exceptions to this.
    3. Pots should be used where they gain the most potency for your job. They do not have to be used at the exact same time as everyone else as they are only a personal buff.

    Using these rules can plan our pot uses for a full uptime fight based on the following:

    • A fight lasting between 6:30-7:00 will use a pot in the opener and a pot at 6:00 minutes.

    • A fight lasting between 7:00 and 8:00 will use a pot at 2:00 and 7:00.

      • With Viper getting an extra Reawaken at 7 mins, this allows us to do pots at 2:00 and 7:00 if the fight allows for it, since we will get two Reawakens under the pot each time. This is stronger than an opener and 6:00 pot since the opener has less potency in the pot buff.
    • A fight lasting between 8:30-9:00 will use a pot at 2:00 minutes and 8:00 minutes.

    • A fight lasting between 9:30-10:00 will get 3 uses of pot if used exactly on cooldown at the opener, 4:30, and 9:00.

    • A fight lasting between 10:30-12:00 can use a pot in the opener, a pot at 5:00, and a final pot at 10:00.

    • A fight lasting more than 12:00 can use a pot at the opener, 6:00, and 12:00.

    There is some gray area where a partial pot use might still outweigh doing an earlier pot. For example, it may still be worth it to do 0, 4:30, 9:00 pots with a 9:20 kill time. However, if you have a fight dying consistently at 8:15 for example, then 2:00 and 7:00 pots would be better than 2:00 and 8:00. Use your best judgement based on expected kill times. As a general rule, what gets more pots/more total pot duration in the fight is often the better option. If your expected kill time is within a gray area where one option or another could be better, use the spreadsheet linked at the beginning of this guide to build the rotation and compare each option.

    Historically, there has never been a fight without downtime that is longer than about 12:00 minutes, so planning past that point is not necessary. This is a general overview, and does not take into account fight specific optimizations where the group shifts their party buffs instead of using them on cooldown. Fight specific optimizations take precedence but need to be properly planned out to avoid losses.

    Exactly what should be put into the pot buff will also depend on when it is used. An even minute pot should at minimum contain two full Reawaken sequences, and should also contain one Uncoiled Fury and its follow up oGCDs if possible without dropping personal buffs. If potting at an even minute burst window, most often the pot will be used after the GCD before Reawaken is used. If this GCD is not a combo finisher, late weave the pot to potentially buff more potency at the end of the buff’s duration. If this GCD is a combo finisher, pot in the first weave slot to get Death Rattle in the pot. An example of this would be:

    Please note the exact combo GCDs shown are an example, and it will not always line up with these exact GCDs!

    It is possible to optimize even more potency into the pot, but it requires significantly more setup than the above usage. There are two options to achieve this, the first is significantly more flexible and easier than the second, and has only 230 less raw potency under the pot buff than the second option. This translates to a difference of about 18 raw potency less gained from the easier option.

    The easier option requires combo neutrality going into it, meaning there is no active combo. This sequence cannot be done if there is an active combo, as the combo will break if the sequence is performed, or it will require continuing the combo in the middle of the sequence. Both options are lower potency than simply fitting in the bare minimum shown above! To perform this sequence, at about 5-6 seconds left on Serpent’s Ire cooldown, start a Vicewinder combo. This may require holding a Vicewinder charge that had come off cooldown within the last 40 seconds if a charge would not naturally be available here. From there, follow this sequence:

    Note: Triple weaving after Swiftskin’s Coil is possible without clipping on low ping. If triple weaving is not possible for you, you can delay the Serpent’s Ire to after the first Reawaken. Do note that your Reawaken is now 1 GCD later if you do this, and it may be necessary to switch from Standard Double Reawaken to Immediate Double Reawaken to keep raid buff alignment for the rest of the fight.

    The most optimal pot usage requires an extremely tight setup, and a single mistake will lose far more than the gain from the pot. This option should only be used if it lines up perfectly to do so. This option can only be performed if the GCD pressed at 11-12 seconds before Serpent’s Ire is off cooldown is a combo starter. Furthermore, this sequence requires holding a Vicewinder charge so that two Vicewinders may be used during the sequence. Finally, you must have exactly one Rattling Coil stored going into this sequence. If a fight requires the usage of Uncoiled Fury for uptime, then this window becomes much less likely to be viable as the potency gain from using UF for uptime significantly outweighs the potency gain of putting it into pot buff. Any deviations from these conditions will automatically result in the sequence failing, and become a potency loss!

    To perform this sequence:

    1. At 11-12 seconds before Serpent’s Ire is off cooldown, start a dual wield combo.
    2. Take note of which Sting GCD will be used next.
    3. Start a Vicewinder combo after the dual wield combo starter.
    4. If Hunter’s Sting is the next Sting GCD, use Hunter’s Coil first. If Swiftskin’s Sting is the next Sting GCD, use Swiftskin’s Coil first. Failing to do this will cause the sequence to fail!
    5. Finish the Vicewinder combo.
    6. Use the appropriate Sting GCD.
    7. Serpent’s Ire should now be ready, and should be used here.
    8. Finish the dual wield combo and pot in the first weave slot, then use Death Rattle.
    9. Perform two Reawaken sequences back to back.
    10. Spend three Uncoiled Furies and their follow up oGCDs.
    11. Start another Vicewinder combo.
    12. If the first Vicewinder combo started with Hunter’s Coil, start this combo with Swiftskin’s Coil. If the first started with Swiftskin’s Coil, start with Hunter’s Coil instead. Failure to do so will result in personal buffs dropping, making the sequence a potency loss overall.

    To visualize, the sequence looks like this:

    Remember that the dual wield combo GCDs could be their opposite options as well, depending on where this window is and how it lines up (i.e. Steel Fangs could be Reaving Fangs instead, Hunter’s Sting could be Swiftskin’s Sting, and the Flank finisher could be a Rear finisher instead).

    6. Triple Ouroboros in Pot Buff

    The changes to Viper in patch 7.05 allow for more flexibility in rotational optimization with the removal of one restrictive timer and the extension of another. This left us with only two 40 second timers: Swiftscaled and Hunter’s Instinct. Our remaining timers are 60 seconds long, and therefore aren’t going to be a concern. This change is very important for the possibility of the fabled Triple Reawaken, because before 7.05 you would at minimum drop two buffs, making it instantly a significant potency loss to attempt. Now however, Triple is not only possible, but a potency gain. Remember that because party buffs are only 20 seconds, Triple is only a personal pot optimization, and does not put extra potency into party buffs.

    There is a very important reason why this is possible even though mathematically the sequence takes slightly longer than 40 seconds, so you’d expect your 40 second buffs to expire. However, when you apply Hunter’s Instinct or Swiftscaled, the timer is applied as soon as you press the button, but pauses until the damage application. This effectively makes the timer actually 40s + application delay. There is a chart at the end of this guide with application delays for all Viper abilities for reference. This makes Hunter’s Instinct applied by Hunter’s Coil last about 40.98 seconds, and Swiftscaled from Swiftskin’s Coil last about 41.47 second. This is important because we will be using Hunter’s and Swiftskin’s Coils to refresh our buffs at the start of the sequence.

    Before we get into how Triple Reawaken is performed, some disclaimers need to be made. First, this is virtually always going to require spreadsheeting to determine if it is actually worth it to use in a real fight. Depending on how the sequence lines up based on the fight, this sequence could be misaligned from raid buffs and put slightly less potency into them than a Standard Double Reawaken. Second, depending on when this window is attempted in the fight, its very likely that Serpent’s Ire will need to be delayed to make the sequence work. This has the potential for issues later depending on fight specifics, especially quicker kill times that would potentially cause a lost reawaken from the delayed use. Third, this window is extremely tight to pull off correctly, and a single mistake will lose more potency than you would have gained. Finally, this sequence is a gain on any GCD speed, but is less of a gain on 2.11 and 2.12. 2.10 and faster will be able to retain the Hunter’s Instinct buff through the entire sequence, but 2.11 and 2.12 will drop the buff right before refreshing it, losing a bit of potency. However, it is still a net gain on all speeds.

    With these out of the way, the rules for how to perform a Triple Reawaken under pot are as follows:

    1. Spreadsheet based on fight specifics to ensure it is worth it!

    2. Dual wield combo finisher must have been the last dual wield GCD used before starting this sequence.

    3. Two Vicewinder charges will be used during the sequence. Ensure one will be available each time it is needed. Holding a charge from earlier in the fight may be required for this.

    4. Must have zero stacks of Rattling Coils before starting the sequence. Failure to do so will result in overcapping. Overcapping may be acceptable if there would not be enough time to get the final Uncoiled Fury casts anyway (see point 1!).

      • It is possible to use an Uncoiled Fury immediately after the first Vicewinder in the sequence, but it must be done before using either of the two Coil GCDs, or buffs are guaranteed to drop.
    5. Must have a minimum of 90 Serpent Offerings before starting the sequence. Overcapping gauge to have the appropriate amount is only acceptable if it will not cause a lost use of Reawaken (see point 1!).

    6. Ire can be triple weaved after the second Coil GCD of the first Vicewinder combo at low ping if it will not result in a clip. If it would clip, Ire must be delayed until after the first Ouroboros.

    7. Pot may be weaved as late as possible without clipping to guarantee the final Ouroboros is buffed, however there should be enough time to catch the Ouroboros even without doing this.

    8. Hunter’s Coil and Swiftskin’s Coil must be used in the same order for both Vicewinder combos. Swapping the order for the second set will guarantee dropped buffs.

    9. Dual wield combo buffs will be close to falling off at the end of this sequence. Ensure they do not fall off by doing another dual wield combo before spending all banked Uncoiled Fury stacks.

    If performed correctly, this sequence should result in a net gain of about 134 potency at 2.10 and faster, and 72 potency at 2.11 and 2.12 (due to Hunter’s Instinct dropping just before the second Hunter’s Coil cast, losing 62 potency) over the strongest non-Triple option, the Three Uncoiled Fury pot.

    7. Viper 10 Minute Rotation Overview

    Assuming full uptime, we can use the information above to have a general idea of the flow of the rotation over 10 mins while putting as much potency into party buffs as possible. We can reliably force a Standard Burst window with no issues following the standard rules discussed above until 6 minutes. Because VPR is a gauge positive job, we are able to use two Reawakens between the 6 and 8 minute burst window without compromising our ability to Double Reawaken at those windows. However, to compensate for this, we cannot use 4 Rattling Coils between 6 and 8 minutes, as they do not generate gauge. In order to have gauge for the 8 mins buffs, we spend only two of our four Rattling Coils between 6 and 8 minutes. This means we will cap at three Rattling Coils at the 8 min burst when we use Serpent’s Ire.

    Since we are capped, we must spend at least one Rattling Coil before starting the next twinblade combo. The easiest way to do this is to use it right after finishing the current dual wield combo that is active during the burst. Follow the standard rotation priorities and spend all Rattling Coils before starting the Double Reawakening window at 10 mins. Be sure to only use dual wield combos within ten seconds of Serpent’s Ire coming off cooldown. From here, due to the alignment changes caused by the extra Reawaken between 6 and 8 mins, we need to do an Immediate Double Reawaken to stay aligned with party buffs. Doing a Standard Burst here is technically possible, but if party buffs have not drifted at all, the final Ouroboros will only have a 0.4s leeway for catching party buffs before they expire. This makes our 10 minute overview of the rotation look something like this:

    All values include the Opener and Double Reawakening sequences. Dual wield combo count includes only finishers done within that time frame. Combos started in one time frame but finished in another are counted in the time frame in which they are finished.

    Time2min Burst Window TypeReawakensTwinblade CombosRattling CoilsDual Wield Finishers
    0:00-1:59Standard2458
    2:00-3:59Standard3348
    4:00-5:59Standard3349
    6:00-7:59Standard4327
    8:00-9:59Standard3367
    10:00-10:59Immediate2223

    The 10 minute burst can be a Standard Burst depending on party buffs’ natural drift, -but Immediate is safer for getting the second Ouroboros into buffs.

    We care very little for the specific placement of Reawakens, twinblade combos, Rattling Coils, and dual wield combos outside of Double Reawaken as long as we keep our debuffs and buffs active, avoid dropping the combo finisher buff, and avoid overcapping Rattling Coils, twinblade stacks, and Offering gauge. Feel free to move things around as needed as long as these conditions are met.

    8. Buffless Party Compositions

    With the addition of VPR, it is now possible to have an eight-player party with no party buffs. This comp would consist of any two tanks, SGE, WHM, SAM, VPR, MCH, and BLM. With this comp, there is no need to optimize the rotation around feeding potency into party buffs. Instead, ensure that the basic rules of the job are followed. Put extra potency, if possible, into your own potion windows.

    9. The 2.48/2.10 GCD Rotation Adjustments

    For ease, GCD speeds will be referred to by the speed of the dual wield combo at specific skill speeds. Listing the speed for all five different GCD speeds each time would be overkill. With that in mind, 2.5/2.12 means that we have no skill speed, and our dual wield combo GCDs are 2.5 without haste and 2.12 with.

    Everything in this guide up to now assumes that we are using a GCD speed of 2.5/2.12. However, given the previous trends of Ninja being given a skill speed ring during several savage tiers, the possibility of having a 2.48/2.10 BiS is very high. Furthermore, at the time of writing this guide, our gearing options put us at a 2.48/2.10 GCD. Which specific GCD will be preferred will largely depend on the gearing options available for that savage tier. For the most part, the 2.48/2.10 rotation is identical to the standard GCD of 2.5/2.12. However there are a couple of adjustments that can be made.

    The first adjustment provides slightly better alignment with Serpent’s Ire at the first even minute burst. To do this, at the 2:00 burst window, a single UF must be held (this means we will be at two stacks of Rattling Coils after pressing Serpent’s Ire). This allows us to enter the Standard Double Reawaken window by doing Hindsting Strike (or Hindsbane Fang depending on which of the two was selected first in the opener) -> Serpent’s Ire -> Death Rattle -> Reaving/Steel Fangs -> Reawaken. The UF that was held can be freely spent as normally between the 2:00 and 4:00 windows.

    The second adjustment is optional and may be a significant gain at kill times that are too fast to get the extra Reawaken that would normal occur around the 7 minute mark. This adjustment shifts around Uncoiled Furies in order to get the extra Reawaken before the 6 minute burst window. To perform this, use two Reawakens between the 4 and 6 minute bursts. To get enough gauge to be able to Double Reawaken at 6:00 still, we need to hold two UFs through the burst (i.e. we will have three Rattling Coils after pressing Ire). We must also add an extra GCD between pressing Serpent’s Ire and Reawaken. This has a high potential to push the second Ouroboros out of party buffs. If this gains an extra Reawaken before the boss dies, however, this gain significantly outweighs the loss of Ouroboros in buffs.

    10. Viper Application Delays

    All skills in FFXIV have a delay between when the ability is executed and when the effect is actually applied. This is called application delay. Please note that FFXIV operates on a snapshot system. Instant cast abilities snapshot when the cooldown clock starts spinning. This makes it possible for a buff to be applied to an ability when the snapshot happens, but expires before the damage actually lands. In this case, because the buff was present for the snapshot, the ability is still buffed when the damage actually applies.

    Below you can find a table of VPR abilities and their application delays.

    +but Immediate is safer for getting the second Ouroboros into buffs.

    We care very little for the specific placement of Reawakens, twinblade combos, Rattling Coils, and dual wield combos outside of Double Reawaken as long as we keep our debuffs and buffs active, avoid dropping the combo finisher buff, and avoid overcapping Rattling Coils, twinblade stacks, and Offering gauge. Feel free to move things around as needed as long as these conditions are met.

    8. Buffless Party Compositions

    With the addition of VPR, it is now possible to have an eight-player party with no party buffs. This comp would consist of any two tanks, SGE, WHM, SAM, VPR, MCH, and BLM. With this comp, there is no need to optimize the rotation around feeding potency into party buffs. Instead, ensure that the basic rules of the job are followed. Put extra potency, if possible, into your own potion windows.

    9. The 2.48/2.10 GCD Rotation Adjustments

    For ease, GCD speeds will be referred to by the speed of the dual wield combo at specific skill speeds. Listing the speed for all five different GCD speeds each time would be overkill. With that in mind, 2.5/2.12 means that we have no skill speed, and our dual wield combo GCDs are 2.5 without haste and 2.12 with.

    Everything in this guide up to now assumes that we are using a GCD speed of 2.5/2.12. However, given the previous trends of Ninja being given a skill speed ring during several savage tiers, the possibility of having a 2.48/2.10 BiS is very high. Furthermore, at the time of writing this guide, our gearing options put us at a 2.48/2.10 GCD. Which specific GCD will be preferred will largely depend on the gearing options available for that savage tier. For the most part, the 2.48/2.10 rotation is identical to the standard GCD of 2.5/2.12. However there are a couple of adjustments that can be made.

    The first adjustment provides slightly better alignment with Serpent’s Ire at the first even minute burst. To do this, at the 2:00 burst window, a single UF must be held (this means we will be at two stacks of Rattling Coils after pressing Serpent’s Ire). This allows us to enter the Standard Double Reawaken window by doing Hindsting Strike (or Hindsbane Fang depending on which of the two was selected first in the opener) -> Serpent’s Ire -> Death Rattle -> Reaving/Steel Fangs -> Reawaken. The UF that was held can be freely spent as normally between the 2:00 and 4:00 windows.

    The second adjustment is optional and may be a significant gain at kill times that are too fast to get the extra Reawaken that would normal occur around the 7 minute mark. This adjustment shifts around Uncoiled Furies in order to get the extra Reawaken before the 6 minute burst window. To perform this, use two Reawakens between the 4 and 6 minute bursts. To get enough gauge to be able to Double Reawaken at 6:00 still, we need to hold two UFs through the burst (i.e. we will have three Rattling Coils after pressing Ire). We must also add an extra GCD between pressing Serpent’s Ire and Reawaken. This has a high potential to push the second Ouroboros out of party buffs. If this gains an extra Reawaken before the boss dies, however, this gain significantly outweighs the loss of Ouroboros in buffs.

    10. Viper Application Delays

    All skills in FFXIV have a delay between when the ability is executed and when the effect is actually applied. This is called application delay. Please note that FFXIV operates on a snapshot system. Instant cast abilities snapshot when the cooldown clock starts spinning. This makes it possible for a buff to be applied to an ability when the snapshot happens, but expires before the damage actually lands. In this case, because the buff was present for the snapshot, the ability is still buffed when the damage actually applies.

    Below you can find a table of VPR abilities and their application delays.

    • Have any questions?
      Authors
      Torael Vadis
      diff --git a/jobs/melee/viper/leveling-guide/index.html b/jobs/melee/viper/leveling-guide/index.html index f9559bf274..1a9a8a664f 100644 --- a/jobs/melee/viper/leveling-guide/index.html +++ b/jobs/melee/viper/leveling-guide/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Viper Leveling Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Viper Leveling Guide


    This guide was written to inform players who are seeking to, or are currently leveling Viper. The guide aims to inform players about how to initially play as Viper, what gear they should use while levelling and where to find it, the key basics of the job, as well as some example openers for lower levels. If you are already a level 100 Viper and are looking for information pertaining to the job at level 100, please see the Viper Basic Guide.

    Introduction

    Viper is the newest melee DPS job introduced in the Dawntrail expansion, and uses scouting gear and aiming accessories, the same as Ninja. The job focuses on building gauge for Reawaken, a fast-paced burst of attacks ending with a heavy hitting finisher. This gauge is generated by executing combos in either of Viper’s weapon configurations which it alternates between frequently. Viper also focuses on the upkeep of several buffs using the same combos it uses to generate gauge, so buff maintenance occurs naturally.

    Once you obtain your job stone at level 80 after completing the quest “Enter the Viper”, you will have access to numerous Viper skills, which will be discussed in detail further into the guide.

    How To Become A Viper

    Viper is unlockable at level 80 for players who have purchased the Dawntrail expansion and have at least one combat job at level 80 or higher.

    The quest to unlock Viper, “Enter the Viper”, can be found in Ul’dah, Steps of Nald(x9.3, y9.2), from the Worried Weaver NPC.

    Gearing

    Viper is a Scouting class and thus it shares gear with Ninja and uses Aiming accessories.

    As the job starts at level 80 only gear above level 80 will be discussed in this section. Gearsets for content below level 80, such as Ultimates like UCoB, will be expanded upon in a separate section in the future.

    Level 80

    It is recommended to purchase a combination of Edenmorn and Augmented Cryptlurker gear from Fathard in Eulmore (x:10.3, y:11.8). Keep in mind that this gear will get quickly replaced by dungeon gear from level 85 onwards.

    Level 90

    It is recommended to purchase a combination of Ascension and Augmented Credendum gear from Khaldeen in Radz-at-Han (x: 10.8 y: 10.4). Keep in mind that this gear will get quickly replaced by dungeon gear from level 95 onwards.

    Stat Priority And Materia

    Viper follows the stat priority of: Critical Hit > Determination >= Direct Hit > Skill Speed. However, it is recommended to use the highest item level gear available to you, as it will give you more of your primary stat which will always result in a higher DPS gain than lower item level counterparts.

    When melding with Materia it is advised to follow the same stat priority. Best in Slot gearsets can be found in #vpr_resources.

    Leveling Methods

    Listed below are the methods believed to be the most optimal for leveling a job from level 80 to level 90, ordered by efficiency.

    1. Spamming the highest level dungeon available with a premade four-person group, as this avoids queue times.
    2. The Bozjan Southern Front. Due to EXP capping at level 80 values the EXP gains will be exponentially slower the farther from level 80 you get. No longer being worth it past level 85.
    3. Eureka Orthos. 
    4. Spamming dungeons with trusts.
    5. Grinding FATEs while queuing for the highest level dungeons available.

    Job Basics

    Buffs

    Hunter’s Instinct

    A self-applied buff that increases Viper’s damage by 10%. This buff is maintained with the use of either Hunter’s Sting or Hunter’s Coil in single-target, and Hunter’s Bite or Hunter’s Den in multi-target. Using either of these skills will apply or extend Hunter’s Instinct by 40 seconds to a maximum of 40 seconds. This should be maintained at all times.

    Swiftscaled

    Viper’s second self-applied buff that decreases weaponskill recast time and auto-attack delay by 15%. This buff is maintained with the use of either Swiftskin’s Sting or Swiftskin’s Coil in single-target, and Swiftskin’s Bite or Swiftskin’s Den in multi-target. Using either of these skills will apply or extend Swiftscaled by 40 seconds to a maximum of 40 seconds. This should be maintained at all times.

    Vipersight Gauge

    The Vipersight Gauge is a HUD element in the shape of two swords connected by an ornate crest in the centre. The gauge indicates what your next action is in a split-blade combo, and will guide you to the combo finisher corresponding to the buff you received from the previous finisher. If you have no buff then you can do any combo freely. Keep in mind that this buff has a duration of 40 seconds.

    When the gauge has no glowing elements, as seen in the image below, it means you have no combo started so you can start with either Steel Fangs or Reaving Fangs, neither of which will affect how the rest of the combo will play out.  It is important to note that both of these skills will turn into the next skill in the combo of the same


    If one of the swords is glowing red, as seen in the image below, it means you are in the middle of a combo. Use the skill of the glowing side, or if both swords are glowing then you can push either skill. What skill you use will determine what combo finishers are available.

    If one of the swords is glowing blue, as seen in the image to the right, it means you are at the end of a combo. Use the skill of the glowing side to use a buffed combo finisher. If both sides are glowing then no buff is active so you can use either combo finisher.

    After you finish a combo you gain a buff for another combo of the opposite side. So if you ended a combo with a ‘Flank’ combo finisher the buff you receive will be for a ‘Hind’ finisher, and vice versa.

    The Vipersight gauge also functions in the same way with the AOE combo.

    It is important to note that both combo finishers after Hunter’s Sting will be ‘Flank’ finishers, and both combo finishers after Swiftskin’s Sting will be ‘Hind’ finishers. This causes the player to naturally alternate between Hunter’s Sting and Swiftskin’s Sting.

    Rattling Coil Gauge

    Unlocked at level 82, the Rattling Coil gauge is attached to the Vipersight gauge in the form of three diamonds in the centre. These diamonds are greyed out but turn red for each Rattling Coil gained, to a maximum of three.


    These Rattling Coils can be spent on Uncoiled Fury, a 680 potency ranged GCD, which is useful for maintaining uptime during melee disconnects.

    Serpent’s Offering Gauge

    Unlocked at level 90, the Serpent’s Offering gauge is a HUD element with the appearance of a spherical flask being bitten by two snakes. This gauge indicates how much Serpent’s Offerings you currently have. This gauge can have a maximum of 100 Serpent’s Offerings, and 50 can be spent on Reawaken.

    Serpent’s Offerings are gained by executing either a standard combo finisher, or any Vicewinder combo GCD that isn’t the first one.

    While the gauge is at zero the ‘flask’ will appear empty, however as Serpent’s Offerings are gained the ‘flask’ will fill up with a red liquid. Once the gauge reaches 50, enough for Reawaken, the liquid will turn blue and the gauge itself will periodically pulse blue to signify that Reawaken is able to be used.


    Once Reawaken is activated the gauge will change once again. The gauge will glow blue, and five glowing blue orbs will appear at the bottom, with a 30 second timer that will begin to count down immediately.


    The glowing orbs are known as Anguine Tributes. Each Reawaken GCD costs one Anguine Tribute to execute, with the exception of the finisher, Ouroboros, consuming all remaining Anguine Tributes.

    The timer signifies the duration of the ‘Reawakened State’, however consuming all Anguine Tribute stacks will end the ‘Reawakened state’ before this timer reaches zero.

    Filler

    Filler is defined by the sections of our rotation between our two minute burst windows. Since these burst windows are approximately 20 seconds long every two minutes, most of our time will be spent doing filler.

    Standard Combo


    The standard combo can be started with either Reaving Fangs or Steel Fangs, with the difference being what buff is gained. Steel Fangs will buff the next Reaving Fangs by 100 potency, and Reaving Fangs will buff the next Steel Fangs by 100 potency.

    The second GCD in the combo can be either Swiftskin’s Sting or Hunter’s Sting. Swiftskin’s Sting applies and refreshes Swiftscaled, the haste buff, while Hunter’s Sting applies and refreshes Hunter’s Instinct, the damage buff.

    Finally, after either Swiftskin’s Sting or Hunter’s Sting there will be a choice of two combo finishers. Both finishers have the same positional requirements and potency.

    If you simply push whichever button is is highlighted on your hotbar then your buffs will naturally be maintained.

    Vicewinder Combo


    The Vicewinder combo starts with Vicewinder, which is restricted to two charges on a 40 second cooldown per charge.

    Following Vicewinder you can choose to either use Hunter’s Coil or Swiftskin’s Coil which apply and refresh Hunter’s Instinct and Swiftscaled respectively, just like their standard combo counterparts.

    Filler Continued

    Make sure between your burst windows you:

    • Alternate between Steel Fangs and Reaving Fangs to make use of the buffs they provide.
    • Maintain both the Hunter’s Instinct and Swiftscaled buffs at all times.
    • Use one Reawaken and spend all Anguine Tribute stacks once between every two minutes.
    • Perform the standard combo respective of the finisher buff currently active.
    • Use Vicewinder stacks on cooldown (unless you’re about to enter a two minute window).
    • Spend Rattling Coils between combos, ensuring no buffs fall off.

    Openers & Rotation

    It is important to note that in personal play, such as in dungeons and trials, anything past the opener can be used as the player desires. Burst windows should only be paid attention to if you plan on using them during Ultimates, Extremes, or other high-end content where DPS and feeding raid buffs may be important.

    Levels 70-74


    Pre-90 Even Minute Window

    Prior to level 90 your even minute window will look something like this. Using one Vicewinder stack between even minute windows, which allows you to enter the even minute window with Vicewinder right before your charges cap.

    After level 82, when you unlock Uncoiled Fury you will hold the Rattling Coil stack from the Vicewinder between even minute windows to use as a filler GCD during Double Vicewinder.

    Levels 75-82


    Levels 82-89


    Levels 90-91


    Post-90 Even Minute Window

    After obtaining Reawaken at level 90 the even minute burst window changes to replace Vicewinders for Reawaken. After the opener, use Serpent’s Ire off cooldown then use a filler GCD before using two Reawakens back to back.

    Between each even minute window, one Reawaken will be used.

    Due to Reawaken being stronger, Vicewinder charges will now be used as filler rather than for burst.

    Prior to level 96 you will not have access to Ouroboros, however the window will remain identical otherwise.

    Prior to level 100 you will not have access to Legacy oGCDs, however the window will remain identical otherwise.


    Levels 92-100

    Prior to level 96 you will not have access to Ouroboros, however the opener and the rotation remain the same.

    Prior to level 100 you will not have access to the Reawaken Legacy oGCDs, however the opener and the rotation remain the same.

    Multi-Target (3+) Rotation

    Viper’s multi-target rotation is fairly identical to its single-target rotation. Both the standard combo and the Vicewinder combo have an AOE variant that follows similar logic as their single-target counterparts. So outside of swapping to the AOE variants in multi-target scenarios Viper has no other multi-target optimization.

    Split-blade AOE Combo


    Combined-blade AOE Combo

  • Newsfeed
  • Viper Leveling Guide
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Viper Leveling Guide


    This guide was written to inform players who are seeking to, or are currently leveling Viper. The guide aims to inform players about how to initially play as Viper, what gear they should use while levelling and where to find it, the key basics of the job, as well as some example openers for lower levels. If you are already a level 100 Viper and are looking for information pertaining to the job at level 100, please see the Viper Basic Guide.

    Introduction

    Viper is the newest melee DPS job introduced in the Dawntrail expansion, and uses scouting gear and aiming accessories, the same as Ninja. The job focuses on building gauge for Reawaken, a fast-paced burst of attacks ending with a heavy hitting finisher. This gauge is generated by executing combos in either of Viper’s weapon configurations which it alternates between frequently. Viper also focuses on the upkeep of several buffs using the same combos it uses to generate gauge, so buff maintenance occurs naturally.

    Once you obtain your job stone at level 80 after completing the quest “Enter the Viper”, you will have access to numerous Viper skills, which will be discussed in detail further into the guide.

    How To Become A Viper

    Viper is unlockable at level 80 for players who have purchased the Dawntrail expansion and have at least one combat job at level 80 or higher.

    The quest to unlock Viper, “Enter the Viper”, can be found in Ul’dah, Steps of Nald(x9.3, y9.2), from the Worried Weaver NPC.

    Gearing

    Viper is a Scouting class and thus it shares gear with Ninja and uses Aiming accessories.

    As the job starts at level 80 only gear above level 80 will be discussed in this section. Gearsets for content below level 80, such as Ultimates like UCoB, will be expanded upon in a separate section in the future.

    Level 80

    It is recommended to purchase a combination of Edenmorn and Augmented Cryptlurker gear from Fathard in Eulmore (x:10.3, y:11.8). Keep in mind that this gear will get quickly replaced by dungeon gear from level 85 onwards.

    Level 90

    It is recommended to purchase a combination of Ascension and Augmented Credendum gear from Khaldeen in Radz-at-Han (x: 10.8 y: 10.4). Keep in mind that this gear will get quickly replaced by dungeon gear from level 95 onwards.

    Stat Priority And Materia

    Viper follows the stat priority of: Critical Hit > Determination >= Direct Hit > Skill Speed. However, it is recommended to use the highest item level gear available to you, as it will give you more of your primary stat which will always result in a higher DPS gain than lower item level counterparts.

    When melding with Materia it is advised to follow the same stat priority. Best in Slot gearsets can be found in #vpr_resources.

    Leveling Methods

    Listed below are the methods believed to be the most optimal for leveling a job from level 80 to level 90, ordered by efficiency.

    1. Spamming the highest level dungeon available with a premade four-person group, as this avoids queue times.
    2. The Bozjan Southern Front. Due to EXP capping at level 80 values the EXP gains will be exponentially slower the farther from level 80 you get. No longer being worth it past level 85.
    3. Eureka Orthos. 
    4. Spamming dungeons with trusts.
    5. Grinding FATEs while queuing for the highest level dungeons available.

    Job Basics

    Buffs

    Hunter’s Instinct

    A self-applied buff that increases Viper’s damage by 10%. This buff is maintained with the use of either Hunter’s Sting or Hunter’s Coil in single-target, and Hunter’s Bite or Hunter’s Den in multi-target. Using either of these skills will apply or extend Hunter’s Instinct by 40 seconds to a maximum of 40 seconds. This should be maintained at all times.

    Swiftscaled

    Viper’s second self-applied buff that decreases weaponskill recast time and auto-attack delay by 15%. This buff is maintained with the use of either Swiftskin’s Sting or Swiftskin’s Coil in single-target, and Swiftskin’s Bite or Swiftskin’s Den in multi-target. Using either of these skills will apply or extend Swiftscaled by 40 seconds to a maximum of 40 seconds. This should be maintained at all times.

    Vipersight Gauge

    The Vipersight Gauge is a HUD element in the shape of two swords connected by an ornate crest in the centre. The gauge indicates what your next action is in a split-blade combo, and will guide you to the combo finisher corresponding to the buff you received from the previous finisher. If you have no buff then you can do any combo freely. Keep in mind that this buff has a duration of 40 seconds.

    When the gauge has no glowing elements, as seen in the image below, it means you have no combo started so you can start with either Steel Fangs or Reaving Fangs, neither of which will affect how the rest of the combo will play out.  It is important to note that both of these skills will turn into the next skill in the combo of the same


    If one of the swords is glowing red, as seen in the image below, it means you are in the middle of a combo. Use the skill of the glowing side, or if both swords are glowing then you can push either skill. What skill you use will determine what combo finishers are available.

    If one of the swords is glowing blue, as seen in the image to the right, it means you are at the end of a combo. Use the skill of the glowing side to use a buffed combo finisher. If both sides are glowing then no buff is active so you can use either combo finisher.

    After you finish a combo you gain a buff for another combo of the opposite side. So if you ended a combo with a ‘Flank’ combo finisher the buff you receive will be for a ‘Hind’ finisher, and vice versa.

    The Vipersight gauge also functions in the same way with the AOE combo.

    It is important to note that both combo finishers after Hunter’s Sting will be ‘Flank’ finishers, and both combo finishers after Swiftskin’s Sting will be ‘Hind’ finishers. This causes the player to naturally alternate between Hunter’s Sting and Swiftskin’s Sting.

    Rattling Coil Gauge

    Unlocked at level 82, the Rattling Coil gauge is attached to the Vipersight gauge in the form of three diamonds in the centre. These diamonds are greyed out but turn red for each Rattling Coil gained, to a maximum of three.


    These Rattling Coils can be spent on Uncoiled Fury, a 680 potency ranged GCD, which is useful for maintaining uptime during melee disconnects.

    Serpent’s Offering Gauge

    Unlocked at level 90, the Serpent’s Offering gauge is a HUD element with the appearance of a spherical flask being bitten by two snakes. This gauge indicates how much Serpent’s Offerings you currently have. This gauge can have a maximum of 100 Serpent’s Offerings, and 50 can be spent on Reawaken.

    Serpent’s Offerings are gained by executing either a standard combo finisher, or any Vicewinder combo GCD that isn’t the first one.

    While the gauge is at zero the ‘flask’ will appear empty, however as Serpent’s Offerings are gained the ‘flask’ will fill up with a red liquid. Once the gauge reaches 50, enough for Reawaken, the liquid will turn blue and the gauge itself will periodically pulse blue to signify that Reawaken is able to be used.


    Once Reawaken is activated the gauge will change once again. The gauge will glow blue, and five glowing blue orbs will appear at the bottom, with a 30 second timer that will begin to count down immediately.


    The glowing orbs are known as Anguine Tributes. Each Reawaken GCD costs one Anguine Tribute to execute, with the exception of the finisher, Ouroboros, consuming all remaining Anguine Tributes.

    The timer signifies the duration of the ‘Reawakened State’, however consuming all Anguine Tribute stacks will end the ‘Reawakened state’ before this timer reaches zero.

    Filler

    Filler is defined by the sections of our rotation between our two minute burst windows. Since these burst windows are approximately 20 seconds long every two minutes, most of our time will be spent doing filler.

    Standard Combo


    The standard combo can be started with either Reaving Fangs or Steel Fangs, with the difference being what buff is gained. Steel Fangs will buff the next Reaving Fangs by 100 potency, and Reaving Fangs will buff the next Steel Fangs by 100 potency.

    The second GCD in the combo can be either Swiftskin’s Sting or Hunter’s Sting. Swiftskin’s Sting applies and refreshes Swiftscaled, the haste buff, while Hunter’s Sting applies and refreshes Hunter’s Instinct, the damage buff.

    Finally, after either Swiftskin’s Sting or Hunter’s Sting there will be a choice of two combo finishers. Both finishers have the same positional requirements and potency.

    If you simply push whichever button is is highlighted on your hotbar then your buffs will naturally be maintained.

    Vicewinder Combo


    The Vicewinder combo starts with Vicewinder, which is restricted to two charges on a 40 second cooldown per charge.

    Following Vicewinder you can choose to either use Hunter’s Coil or Swiftskin’s Coil which apply and refresh Hunter’s Instinct and Swiftscaled respectively, just like their standard combo counterparts.

    Filler Continued

    Make sure between your burst windows you:

    • Alternate between Steel Fangs and Reaving Fangs to make use of the buffs they provide.
    • Maintain both the Hunter’s Instinct and Swiftscaled buffs at all times.
    • Use one Reawaken and spend all Anguine Tribute stacks once between every two minutes.
    • Perform the standard combo respective of the finisher buff currently active.
    • Use Vicewinder stacks on cooldown (unless you’re about to enter a two minute window).
    • Spend Rattling Coils between combos, ensuring no buffs fall off.

    Openers & Rotation

    It is important to note that in personal play, such as in dungeons and trials, anything past the opener can be used as the player desires. Burst windows should only be paid attention to if you plan on using them during Ultimates, Extremes, or other high-end content where DPS and feeding raid buffs may be important.

    Levels 70-74


    Pre-90 Even Minute Window

    Prior to level 90 your even minute window will look something like this. Using one Vicewinder stack between even minute windows, which allows you to enter the even minute window with Vicewinder right before your charges cap.

    After level 82, when you unlock Uncoiled Fury you will hold the Rattling Coil stack from the Vicewinder between even minute windows to use as a filler GCD during Double Vicewinder.

    Levels 75-82


    Levels 82-89


    Levels 90-91


    Post-90 Even Minute Window

    After obtaining Reawaken at level 90 the even minute burst window changes to replace Vicewinders for Reawaken. After the opener, use Serpent’s Ire off cooldown then use a filler GCD before using two Reawakens back to back.

    Between each even minute window, one Reawaken will be used.

    Due to Reawaken being stronger, Vicewinder charges will now be used as filler rather than for burst.

    Prior to level 96 you will not have access to Ouroboros, however the window will remain identical otherwise.

    Prior to level 100 you will not have access to Legacy oGCDs, however the window will remain identical otherwise.


    Levels 92-100

    Prior to level 96 you will not have access to Ouroboros, however the opener and the rotation remain the same.

    Prior to level 100 you will not have access to the Reawaken Legacy oGCDs, however the opener and the rotation remain the same.

    Multi-Target (3+) Rotation

    Viper’s multi-target rotation is fairly identical to its single-target rotation. Both the standard combo and the Vicewinder combo have an AOE variant that follows similar logic as their single-target counterparts. So outside of swapping to the AOE variants in multi-target scenarios Viper has no other multi-target optimization.

    Split-blade AOE Combo


    Combined-blade AOE Combo

    • Have any questions?
      Authors
      Akashi
      diff --git a/jobs/melee/viper/openers/index.html b/jobs/melee/viper/openers/index.html index 27eee674fb..c65b8c84b7 100644 --- a/jobs/melee/viper/openers/index.html +++ b/jobs/melee/viper/openers/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Viper Standard Opener
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Click here for a larger image.


    This is our standard opener for Viper. For more information on what to do after the opener, please see the Basic Guide and Intermediate Guide.

  • Newsfeed
  • Viper Standard Opener
    Guide Info
    Last Updated: 16 Nov, 2024
    Patch Applicable: 7.1

    Click here for a larger image.


    This is our standard opener for Viper. For more information on what to do after the opener, please see the Basic Guide and Intermediate Guide.

    • Have any questions?
      Authors
    • 23 Jun, 2024
      Tentative Opener added.
      1 Aug, 2024
      updated for 7.05
    diff --git a/jobs/melee/viper/skills-overview/index.html b/jobs/melee/viper/skills-overview/index.html index be8d70f56f..9856e37a98 100644 --- a/jobs/melee/viper/skills-overview/index.html +++ b/jobs/melee/viper/skills-overview/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Viper Skills Overview
    Guide Info
    Last Updated: 30 Jul, 2024
    Patch Applicable: 7.05

    Please note that all of the following actions are based on Viper at level 100, and may not reflect their lower level version effects or potencies.

    1. Dual Wield Actions

    1.1 Single Target

    IconNameTypeRecast/Haste RecastDescription
    Steel FangsWeaponskill2.50s/2.12sA 200 potency attack that starts the dual wield combo.
    Potency increased to 300 under the effect of Honed Steel.
    Grants Honed Reavers for 60 seconds.
    Reaving FangsWeaponskill2.50s/2.12sAlternative dual wield combo starter. Deals a 200 potency attack.
    Potency increased to 300 under the effect of Honed Reavers.
    Grants Honed Steel for 60 seconds.
    Hunter’s StingWeaponskill2.50s/2.12sCombo action that can be used after Steel Fangs or Reaving Fangs.
    Deals a 300 potency attack and applies Hunter’s Instinct for 40 seconds.
    Hunter’s Instinct increases damage dealt by 10%.
    Swiftkin’s StingWeaponskill2.50s/2.12sCombo action that can be used after Steel Fangs or Reaving Fangs.
    Deals a 300 potency attack and applies Swiftscaled for 40 seconds.
    Swiftscaled reduces GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Flanksting StrikeWeaponskill2.50s/2.12sCombo action that can only be executed after Hunter’s Sting.
    Deals an attack with a potency of 340. 400 flank positional potency.
    Potency increased by an additional 100 when under the effect of Flankstung Venom.
    Total potency of 500 with positional and Flankstung Venom.
    Grants Hindstung Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Flanksbane FangWeaponskill2.50s/2.12sCombo action that can only be executed after Hunter’s Sting.
    Deals an attack with a potency of 340. 400 flank positional potency.
    Potency increased by an additional 100 when under the effect of Flanksbane Venom.
    Total potency of 500 with positional and Flanksbane Venom.
    Grants Hindsbane Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Hindsting StrikeWeaponskill2.50s/2.12sCombo action that can only be executed after Swiftskin’s Sting.
    Deals an attack with a potency of 340. 400 rear positional potency.
    Potency increased by an additional 100 when under the effect of Hindstung Venom.
    Total potency of 500 with positional and Hindstung Venom.
    Grants Flanksbane Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Hindsbane FangWeaponskill2.50s/2.12sCombo action that can only be executed after Swiftskin’s Sting.
    Deals an attack with a potency of 340. 400 rear positional potency.
    Potency increased by an additional 100 when under the effect of Hindsbane Venom.
    Total potency of 500 with positional and Hindsbane Venom.
    Grants Flankstung Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Death RattleAbility1.00sCan only be executed after Flanksting Strike, Flanksbane Fang, Hindsting Strike, or Hindsbane Fang.
    Deals an attack with a potency of 280.

    1.2 Area of Effect (AoE)

    IconNameTypeRecast/Haste RecastDescription
    Steel MawWeaponskill2.50s/2.12sCombo starter dealing 100 potency to all nearby enemies.
    Potency increased to 120 under the effect of Honed Steel.
    Grants Honed Reavers for 60 seconds.
    Reaving MawWeaponskill2.50s/2.12sAlternative Combo starter dealing 100 potency to all nearby enemies.
    Potency increased to 120 under the effect of Honed Reavers.
    Grants Honed Steel for 60 seconds.
    Hunter’s BiteWeaponskill2.50s/2.12sCombo action that can be used after Steel Maw or Reaving Maw.
    Deals a 130 potency attack to all nearby enemies and applies Hunter’s Instinct for 40 seconds.
    Hunter’s Instinct increases damage dealt by 10%.
    Swiftskin’s BiteWeaponskill2.50s/2.12sCombo action that can be used after Steel Maw or Reaving Maw.
    Deals a 130 potency attack to all nearby enemies and applies Swiftscaled for 40 seconds.
    Swiftscaled reduces GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Bloodied MawWeaponskill2.50s/2.12sCombo action that can be used after either Hunter’s Bite or Swiftskin’s Bite.
    Deals a 140 potency attack to all nearby enemies.
    Potency is increased to 160 under the effect of Grimskin’s Venom.
    Grants Grimhunter’s Venom for 60 seconds.
    Increases the Serpent Offering gauge by 10.
    Jagged MawWeaponskill2.50s/2.12sCombo action that can be used after either Hunter’s Bite or Swiftskin’s Bite.
    Deals a 140 potency attack to all nearby enemies.
    Potency is increased to 160 under the effect of Grimhunter’s Venom.
    Grants Grimskin’s Venom for 60 seconds.
    Increases the Serpent Offering gauge by 10.
    Last LashAbility1.00sCan only be executed after Jagged Maw or Bloodied Maw.
    Delivers an attack with a potency of 100 to all nearby enemies.

    2. Doubleblade Actions (also known as Twinblade Actions)

    2.1 Single Target

    IconNameTypeRecast/Haste RecastDescription
    VicewinderWeaponskill3.0s/2.55sDeals an attack with a potency of 500.
    Grants 1 Rattling Coil, up to a max of 3.
    Has 2 charges with a 40 second recharge time. Shares charges with Vicepit.
    Hunter’s CoilWeaponskill3.0s/2.55sCombo action that can be used after Vicewinder or Swiftskin’s Coil.
    Deals an attack with a potency of 570. 620 flank positional potency.
    Applies Hunter’s Instinct for 40 seconds, increasing damage dealt by 10%.
    Grants Hunter’s Venom.
    Increases the Serpent Offering gauge by 5.
    Swiftskin’s CoilWeaponskill3.0s/2.55sCombo action that can be used after Vicewinder or Hunter’s Coil.
    Deals and attack with a potency of 570. 620 rear positional potency.
    Applies Swiftscaled for 40s, decreasing GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Grants Swiftskin’s Venom.
    Increases the Serpent Offering gauge by 5.
    Twinfang BiteAbility1.00sCan only be used after Hunter’s Coil or Swiftskin’s Coil.
    Deals an attack with a potency of 120.
    Potency increases to 170 while under the effect of Hunter’s Venom.
    Grants Swiftskin’s Venom if used immediately after Hunter’s Coil.
    Twinblood BiteAbility1.00sCan only be used after Hunter’s Coil or Swiftskin’s Coil.
    Deals an attack with a potency of 120.
    Potency increases to 170 while under the effect of Swiftskin’s Venom.
    Grants Hunter’s Venom if used immediately after Swiftskin’s Coil.

    2.2 Area of Effect (AoE)

    IconNameTypeRecast/Haste RecastDescription
    VicepitWeaponskill3.0s/2.55sDeals an attack with a potency of 220 to all nearby enemies.
    Grants 1 Rattling Coil, up to a max of 3.
    Has 2 charges with a 40 second recharge time. Shares charges with Vicewinder.
    Hunter’s DenWeaponskill3.0s/2.55sCombo action that can be used after Vicepit or Swiftskin’s Den.
    Deals an attack with a potency of 280 to all nearby enemies.
    Applies Hunter’s Instinct for 40 seconds, increasing damage dealt by 10%.
    Grants Fellhunter’s Venom.
    Increases the Serpent Offering gauge by 5.
    Swiftskin’s DenWeaponskill3.0s/2.55sCombo action that can be used after Vicepit or Hunter’s Den.
    Deals and attack with a potency of 280 to all nearby enemies.
    Applies Swiftscaled for 40s, decreasing GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Grants Fellskin’s Venom.
    Increases the Serpent Offering gauge by 5.
    Twinfang ThreshAbility1.00sCan only be used after Hunter’s Den or Swiftskin’s Den.
    Deals an attack with a potency of 50 to all nearby enemies.
    Potency increases to 80 while under the effect of Fellhunter’s Venom.
    Grants Fellskin’s Venom if used immediately after Hunter’s Den.
    Twinblood ThreshAbility1.00sCan only be used after Hunter’s Den or Swiftskin’s Den.
    Deals an attack with a potency of 50 to all nearby enemies.
    Potency increases to 80 while under the effect of Fellskin’s Venom.
    Grants Fellhunter’s Venom if used immediately after Swiftskin’s Den.

    3. Reawaken Actions

    IconNameTypeRecast/Haste RecastDescription
    ReawakenWeaponskill2.20s/1.87sDeals an attack with a potency of 750 to target and 60% less for all nearby enemies.
    Grants 5 stacks of Anguine Tribute. Stacks expire if not spent within 30s of using Reawaken.
    Costs 50 Serpent Offerings to use.
    First GenerationWeaponskill2.00s/1.7sCombo action that can be used after Reawaken.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after Reawaken.
    Costs 1 Anguine Tribute.
    First LegacyAbility1.00sCan only be used after First Generation.
    Deals an attack with a potency of 280 to target an 60% less for all nearby enemies.
    Second GenerationWeaponskill2.00s/1.7sCombo action that can be used after First Generation.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after First Generation.
    Costs 1 Anguine Tribute.
    Second LegacyAbility1.00sCan only be used after Second Generation.
    Deals an attack with a potency of 280 to target and 60% less for all nearby enemies.
    Third GenerationWeaponskill2.00s/1.7sCombo action that can be used after Second Generation.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after Second Generation.
    Costs 1 Anguine Tribute.
    Third LegacyAbility1.00sCan only be used after Third Generation.
    Deals an attack with a potency of 280 to target and 60% less for all nearby enemies.
    Fourth GenerationWeaponskill2.00s/1.7sCombo action that can be used after Third Generation.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after Third Generation.
    Costs 1 Anguine Tribute.
    Fourth LegacyAbility1.00sCan only be used after Fourth Generation.
    Deals an attack with a potency of 280 to target and 60% less for all nearby enemies.
    OuroborosWeaponskill3.00s/2.55sDeals an attack with a potency of 1150 to target and 60% less for all nearby enemies.
    Requires at least one Anguine Tribute stack and consumes all remaining stacks, ending Reawakened upon use.

    4. Other Viper Actions

    IconNameTypeRecast/Haste RecastDescription
    Uncoiled FuryWeaponskill3.5s/2.97sDeal a ranged attack with a potency of 680 to target and 50% less for all nearby enemies.
    Costs 1 Rattling Coil.
    Grants Poised for Twinfang.
    Uncoiled TwinfangAbility1.00sCan only be used after Uncoiled Fury.
    Deals an attack with a potency of 120 to target and 50% less for all nearby enemies.
    Potency increased to 170 when under the effect of Poised for Twinfang.
    Grants Poised for Twinblood.
    Uncoiled TwinbloodAbility1.00sCan only be used after Uncoiled Fury.
    Deals an attack with a potency of 120 to target and 50% less for all nearby enemies.
    Potency increased to 170 when under the effect of Poised for Twinblood.
    Writhing SnapWeaponskill2.5s/2.12sDeals a ranged attack with a potency of 200.
    SlitherAbility1.00sDash to target enemy or party member.
    3 max charges, 30 second recharge time.
    Cannot be used while bound.
    Serpent’s IreAbility120sGrants 1 Rattling Coil.
    Grants Ready to Reawaken for 30 seconds.
    Ready to Reawaken allows for Reawaken to be used without Serpent Offerings cost.
    Serpent’s TailAbilityN/ABase ability that can be assigned to the hotbar. The buttons that it transforms into cannot be assigned to the hotbar.
    Becomes Death Rattle or Last Lash after using a single target or AoE dual wield combo finisher respectively.
    Becomes First, Second, Third, or Fourth Legacy after using First, Second, Third, or Fourth Generation respectively.
    TwinfangAbilityN/ABase ability that can be assigned to the hotbar. The buttons that it transforms into cannot be assigned to the hotbar.
    Becomes Twinfang Bite after using Hunter’s Coil or Swiftskin’s Coil.
    Becomes Twinfang Thresh after using Hunter’s Den or Swiftskin’s Den.
    Becomes Uncoiled Twinfang after using Uncoiled Fury.
    TwinbloodAbilityN/ABase ability that can be assigned to the hotbar. The buttons that it transforms into cannot be assigned to the hotbar.
    Becomes Twinblood Bite after using Hunter’s Coil or Swiftskin’s Coil.
    Becomes Twinblood Thresh after using Hunter’s Den or Swiftskin’s Den
    Becomes Uncoiled Twinblood after using Uncoiled Fury.

    5. Role Actions

    IconNameTypeRecast/Haste RecastDescription
    True NorthAbility1.00sNullifies positonal requirements for 10 seconds.
    2 max charges, 45 second recharge time.
    FeintAbility90sReduces target’s physical damage dealt by 10% and magical damage dealt by 5% for 15 seconds.
    BloodbathAbility90sHeals player based on a portion of physical damage dealt for 20 seconds.
    Second WindAbility120sHeals player for 800 potency.
    Arm’s LengthAbility120sNullifies most knockback or draw in effects for 6 seconds.
    Applies a 20% slow debuff to enemies who attack player that are not immune to slow.
    Leg SweepAbility40sStuns target for 3 seconds.
    Stun duration becomes shorter and shorter until target is immune if target has been stunned recently.
  • Newsfeed
  • Viper Skills Overview
    Guide Info
    Last Updated: 30 Jul, 2024
    Patch Applicable: 7.05

    Please note that all of the following actions are based on Viper at level 100, and may not reflect their lower level version effects or potencies.

    1. Dual Wield Actions

    1.1 Single Target

    IconNameTypeRecast/Haste RecastDescription
    Steel FangsWeaponskill2.50s/2.12sA 200 potency attack that starts the dual wield combo.
    Potency increased to 300 under the effect of Honed Steel.
    Grants Honed Reavers for 60 seconds.
    Reaving FangsWeaponskill2.50s/2.12sAlternative dual wield combo starter. Deals a 200 potency attack.
    Potency increased to 300 under the effect of Honed Reavers.
    Grants Honed Steel for 60 seconds.
    Hunter’s StingWeaponskill2.50s/2.12sCombo action that can be used after Steel Fangs or Reaving Fangs.
    Deals a 300 potency attack and applies Hunter’s Instinct for 40 seconds.
    Hunter’s Instinct increases damage dealt by 10%.
    Swiftkin’s StingWeaponskill2.50s/2.12sCombo action that can be used after Steel Fangs or Reaving Fangs.
    Deals a 300 potency attack and applies Swiftscaled for 40 seconds.
    Swiftscaled reduces GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Flanksting StrikeWeaponskill2.50s/2.12sCombo action that can only be executed after Hunter’s Sting.
    Deals an attack with a potency of 340. 400 flank positional potency.
    Potency increased by an additional 100 when under the effect of Flankstung Venom.
    Total potency of 500 with positional and Flankstung Venom.
    Grants Hindstung Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Flanksbane FangWeaponskill2.50s/2.12sCombo action that can only be executed after Hunter’s Sting.
    Deals an attack with a potency of 340. 400 flank positional potency.
    Potency increased by an additional 100 when under the effect of Flanksbane Venom.
    Total potency of 500 with positional and Flanksbane Venom.
    Grants Hindsbane Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Hindsting StrikeWeaponskill2.50s/2.12sCombo action that can only be executed after Swiftskin’s Sting.
    Deals an attack with a potency of 340. 400 rear positional potency.
    Potency increased by an additional 100 when under the effect of Hindstung Venom.
    Total potency of 500 with positional and Hindstung Venom.
    Grants Flanksbane Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Hindsbane FangWeaponskill2.50s/2.12sCombo action that can only be executed after Swiftskin’s Sting.
    Deals an attack with a potency of 340. 400 rear positional potency.
    Potency increased by an additional 100 when under the effect of Hindsbane Venom.
    Total potency of 500 with positional and Hindsbane Venom.
    Grants Flankstung Venom for 60 seconds.
    Increases the Serpent Offering Gauge by 10.
    Death RattleAbility1.00sCan only be executed after Flanksting Strike, Flanksbane Fang, Hindsting Strike, or Hindsbane Fang.
    Deals an attack with a potency of 280.

    1.2 Area of Effect (AoE)

    IconNameTypeRecast/Haste RecastDescription
    Steel MawWeaponskill2.50s/2.12sCombo starter dealing 100 potency to all nearby enemies.
    Potency increased to 120 under the effect of Honed Steel.
    Grants Honed Reavers for 60 seconds.
    Reaving MawWeaponskill2.50s/2.12sAlternative Combo starter dealing 100 potency to all nearby enemies.
    Potency increased to 120 under the effect of Honed Reavers.
    Grants Honed Steel for 60 seconds.
    Hunter’s BiteWeaponskill2.50s/2.12sCombo action that can be used after Steel Maw or Reaving Maw.
    Deals a 130 potency attack to all nearby enemies and applies Hunter’s Instinct for 40 seconds.
    Hunter’s Instinct increases damage dealt by 10%.
    Swiftskin’s BiteWeaponskill2.50s/2.12sCombo action that can be used after Steel Maw or Reaving Maw.
    Deals a 130 potency attack to all nearby enemies and applies Swiftscaled for 40 seconds.
    Swiftscaled reduces GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Bloodied MawWeaponskill2.50s/2.12sCombo action that can be used after either Hunter’s Bite or Swiftskin’s Bite.
    Deals a 140 potency attack to all nearby enemies.
    Potency is increased to 160 under the effect of Grimskin’s Venom.
    Grants Grimhunter’s Venom for 60 seconds.
    Increases the Serpent Offering gauge by 10.
    Jagged MawWeaponskill2.50s/2.12sCombo action that can be used after either Hunter’s Bite or Swiftskin’s Bite.
    Deals a 140 potency attack to all nearby enemies.
    Potency is increased to 160 under the effect of Grimhunter’s Venom.
    Grants Grimskin’s Venom for 60 seconds.
    Increases the Serpent Offering gauge by 10.
    Last LashAbility1.00sCan only be executed after Jagged Maw or Bloodied Maw.
    Delivers an attack with a potency of 100 to all nearby enemies.

    2. Doubleblade Actions (also known as Twinblade Actions)

    2.1 Single Target

    IconNameTypeRecast/Haste RecastDescription
    VicewinderWeaponskill3.0s/2.55sDeals an attack with a potency of 500.
    Grants 1 Rattling Coil, up to a max of 3.
    Has 2 charges with a 40 second recharge time. Shares charges with Vicepit.
    Hunter’s CoilWeaponskill3.0s/2.55sCombo action that can be used after Vicewinder or Swiftskin’s Coil.
    Deals an attack with a potency of 570. 620 flank positional potency.
    Applies Hunter’s Instinct for 40 seconds, increasing damage dealt by 10%.
    Grants Hunter’s Venom.
    Increases the Serpent Offering gauge by 5.
    Swiftskin’s CoilWeaponskill3.0s/2.55sCombo action that can be used after Vicewinder or Hunter’s Coil.
    Deals and attack with a potency of 570. 620 rear positional potency.
    Applies Swiftscaled for 40s, decreasing GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Grants Swiftskin’s Venom.
    Increases the Serpent Offering gauge by 5.
    Twinfang BiteAbility1.00sCan only be used after Hunter’s Coil or Swiftskin’s Coil.
    Deals an attack with a potency of 120.
    Potency increases to 170 while under the effect of Hunter’s Venom.
    Grants Swiftskin’s Venom if used immediately after Hunter’s Coil.
    Twinblood BiteAbility1.00sCan only be used after Hunter’s Coil or Swiftskin’s Coil.
    Deals an attack with a potency of 120.
    Potency increases to 170 while under the effect of Swiftskin’s Venom.
    Grants Hunter’s Venom if used immediately after Swiftskin’s Coil.

    2.2 Area of Effect (AoE)

    IconNameTypeRecast/Haste RecastDescription
    VicepitWeaponskill3.0s/2.55sDeals an attack with a potency of 220 to all nearby enemies.
    Grants 1 Rattling Coil, up to a max of 3.
    Has 2 charges with a 40 second recharge time. Shares charges with Vicewinder.
    Hunter’s DenWeaponskill3.0s/2.55sCombo action that can be used after Vicepit or Swiftskin’s Den.
    Deals an attack with a potency of 280 to all nearby enemies.
    Applies Hunter’s Instinct for 40 seconds, increasing damage dealt by 10%.
    Grants Fellhunter’s Venom.
    Increases the Serpent Offering gauge by 5.
    Swiftskin’s DenWeaponskill3.0s/2.55sCombo action that can be used after Vicepit or Hunter’s Den.
    Deals and attack with a potency of 280 to all nearby enemies.
    Applies Swiftscaled for 40s, decreasing GCD recast and auto attack delay by 15% (i.e. 15% Haste).
    Grants Fellskin’s Venom.
    Increases the Serpent Offering gauge by 5.
    Twinfang ThreshAbility1.00sCan only be used after Hunter’s Den or Swiftskin’s Den.
    Deals an attack with a potency of 50 to all nearby enemies.
    Potency increases to 80 while under the effect of Fellhunter’s Venom.
    Grants Fellskin’s Venom if used immediately after Hunter’s Den.
    Twinblood ThreshAbility1.00sCan only be used after Hunter’s Den or Swiftskin’s Den.
    Deals an attack with a potency of 50 to all nearby enemies.
    Potency increases to 80 while under the effect of Fellskin’s Venom.
    Grants Fellhunter’s Venom if used immediately after Swiftskin’s Den.

    3. Reawaken Actions

    IconNameTypeRecast/Haste RecastDescription
    ReawakenWeaponskill2.20s/1.87sDeals an attack with a potency of 750 to target and 60% less for all nearby enemies.
    Grants 5 stacks of Anguine Tribute. Stacks expire if not spent within 30s of using Reawaken.
    Costs 50 Serpent Offerings to use.
    First GenerationWeaponskill2.00s/1.7sCombo action that can be used after Reawaken.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after Reawaken.
    Costs 1 Anguine Tribute.
    First LegacyAbility1.00sCan only be used after First Generation.
    Deals an attack with a potency of 280 to target an 60% less for all nearby enemies.
    Second GenerationWeaponskill2.00s/1.7sCombo action that can be used after First Generation.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after First Generation.
    Costs 1 Anguine Tribute.
    Second LegacyAbility1.00sCan only be used after Second Generation.
    Deals an attack with a potency of 280 to target and 60% less for all nearby enemies.
    Third GenerationWeaponskill2.00s/1.7sCombo action that can be used after Second Generation.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after Second Generation.
    Costs 1 Anguine Tribute.
    Third LegacyAbility1.00sCan only be used after Third Generation.
    Deals an attack with a potency of 280 to target and 60% less for all nearby enemies.
    Fourth GenerationWeaponskill2.00s/1.7sCombo action that can be used after Third Generation.
    Deals an attack with a potency of 480 to target and 60% less for all nearby enemies.
    Potency increased to 680 when used after Third Generation.
    Costs 1 Anguine Tribute.
    Fourth LegacyAbility1.00sCan only be used after Fourth Generation.
    Deals an attack with a potency of 280 to target and 60% less for all nearby enemies.
    OuroborosWeaponskill3.00s/2.55sDeals an attack with a potency of 1150 to target and 60% less for all nearby enemies.
    Requires at least one Anguine Tribute stack and consumes all remaining stacks, ending Reawakened upon use.

    4. Other Viper Actions

    IconNameTypeRecast/Haste RecastDescription
    Uncoiled FuryWeaponskill3.5s/2.97sDeal a ranged attack with a potency of 680 to target and 50% less for all nearby enemies.
    Costs 1 Rattling Coil.
    Grants Poised for Twinfang.
    Uncoiled TwinfangAbility1.00sCan only be used after Uncoiled Fury.
    Deals an attack with a potency of 120 to target and 50% less for all nearby enemies.
    Potency increased to 170 when under the effect of Poised for Twinfang.
    Grants Poised for Twinblood.
    Uncoiled TwinbloodAbility1.00sCan only be used after Uncoiled Fury.
    Deals an attack with a potency of 120 to target and 50% less for all nearby enemies.
    Potency increased to 170 when under the effect of Poised for Twinblood.
    Writhing SnapWeaponskill2.5s/2.12sDeals a ranged attack with a potency of 200.
    SlitherAbility1.00sDash to target enemy or party member.
    3 max charges, 30 second recharge time.
    Cannot be used while bound.
    Serpent’s IreAbility120sGrants 1 Rattling Coil.
    Grants Ready to Reawaken for 30 seconds.
    Ready to Reawaken allows for Reawaken to be used without Serpent Offerings cost.
    Serpent’s TailAbilityN/ABase ability that can be assigned to the hotbar. The buttons that it transforms into cannot be assigned to the hotbar.
    Becomes Death Rattle or Last Lash after using a single target or AoE dual wield combo finisher respectively.
    Becomes First, Second, Third, or Fourth Legacy after using First, Second, Third, or Fourth Generation respectively.
    TwinfangAbilityN/ABase ability that can be assigned to the hotbar. The buttons that it transforms into cannot be assigned to the hotbar.
    Becomes Twinfang Bite after using Hunter’s Coil or Swiftskin’s Coil.
    Becomes Twinfang Thresh after using Hunter’s Den or Swiftskin’s Den.
    Becomes Uncoiled Twinfang after using Uncoiled Fury.
    TwinbloodAbilityN/ABase ability that can be assigned to the hotbar. The buttons that it transforms into cannot be assigned to the hotbar.
    Becomes Twinblood Bite after using Hunter’s Coil or Swiftskin’s Coil.
    Becomes Twinblood Thresh after using Hunter’s Den or Swiftskin’s Den
    Becomes Uncoiled Twinblood after using Uncoiled Fury.

    5. Role Actions

    IconNameTypeRecast/Haste RecastDescription
    True NorthAbility1.00sNullifies positonal requirements for 10 seconds.
    2 max charges, 45 second recharge time.
    FeintAbility90sReduces target’s physical damage dealt by 10% and magical damage dealt by 5% for 15 seconds.
    BloodbathAbility90sHeals player based on a portion of physical damage dealt for 20 seconds.
    Second WindAbility120sHeals player for 800 potency.
    Arm’s LengthAbility120sNullifies most knockback or draw in effects for 6 seconds.
    Applies a 20% slow debuff to enemies who attack player that are not immune to slow.
    Leg SweepAbility40sStuns target for 3 seconds.
    Stun duration becomes shorter and shorter until target is immune if target has been stunned recently.
    • Have any questions?
      Authors
      Torael Vadis
      diff --git a/jobs/ranged/bard/advanced-guide/index.html b/jobs/ranged/bard/advanced-guide/index.html index 57c3d32c16..f07e0f2797 100644 --- a/jobs/ranged/bard/advanced-guide/index.html +++ b/jobs/ranged/bard/advanced-guide/index.html @@ -47,7 +47,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Bard Advanced Guide
    Guide Info
    Last Updated: 13 Sep, 2022
    Patch Applicable: 6.2

    Hello! In this guide, you will find a series of details and optimizations for Endwalker Bard.

    This builds on the Bard Basic Guide and expects you to be familiar with Bard’s skills, general priorities, opener, and song cycle.

    Topics are ordered based on some mix of importance and flow. It is a little all over the place, but such is the nature of a kit like Bard’s.


    The two-minute burst

    Like many jobs, Bard’s kit revolves around a big damage burst every two minutes, alongside a powerful duo of party-wide buffs, Battle Voice and Radiant Finale.

    Adding Raging Strikes to this, Bard buffs their own damage by ~28% for 15 seconds. Your party should be using any buffs they have at the same time, making the total boost even larger.

    You want to pile as much damage into this window as you can!

    Preparation & Things to Know

    DoT Snapshotting

    Damage over time skills “lock in” any buffs and debuffs that are active at the time the DoT is applied. If you use Iron Jaws under Raging Strikes, the full 45s of DoT ticks will have +15% damage, even after RS wears off. This is often referred to as “snapshotting.”

    Because of this, you want to press Iron Jaws at some point while the full stack of buffs is running. You have already seen this in the opener. Doing so is well worth the small inefficiency of using an Iron Jaws a bit early each cycle.

    Bloodletter pooling

    During Army’s Paeon, you want to start saving up Bloodletters (BL) with about 30s remaining. This is to make sure you can use three BLs under your burst.

    Depending on how many procs you got during Mage’s Ballad, your BL cooldown can be in one of two places.

    In one case, it will be about halfway to a charge around the 30s mark on the AP timer. In the other, the next charge will be just about to fill. For this second case, do not use that charge; you can use it as a fourth BL under Raging Strikes later.

    Army’s Muse

    The level 78 trait Enhanced Army’s Paeon gives us ten seconds of faster Global Cooldowns (GCDs) at the start of Wanderer’s Minuet (WM). You want to use five GCDs under that Army’s Muse buff.

    To make this happen, you cannot press WM immediately after a GCD. That will start the buff too early. You will use a GCD at 1.4s, 3.6s, 5.8s, 8s, and then the buff will run out before your 10.2s GCD.

    You need to late weave WM. Use it at the end of the off-Global Cooldown (oGCD) window, but not so late that it delays the next GCD. One good way to time it is to wait for the cooldown spinner to pass the bottom left corner of the icons.

    When done right, your first GCD will be ~0.7s into WM, giving you about a half second of leeway. Double-weaving during Army’s Muse can delay the GCD slightly if you have some ping, so this leeway helps. It also means you can be a touch early on the WM and it is fine.

    Skill sequence

    Going into the two-minute mark, you will late-weave Wanderer’s Minuet.

    After your first GCD, double-weave Raging Strikes and then Empyreal Arrow (EA).

    If you have kept on top of it, EA should come off of cooldown right on time. And thanks to Army’s Muse, even though you use Raging first here, you will still be able to get nine GCDs buffed by it.

    Like with the five GCD Muse, you have some leeway here. Even if your ping causes a small GCD delay on your Muse double-weaves, in most cases it should be fine.

    After the next GCD, if you were on the 4x Bloodletter side of the 50-50, you will have a Bloodletter to use, otherwise it is a free space. If you drifted EA, late-weaving it here will put it at a good timing.

    Then after your third GCD in WM, use Battle Voice and then Radiant Finale. The next six GCDs and the oGCD window that follows will be fully buffed.

    During this time, you will want your six GCDs to be:

    • Apex Arrow
    • Blast Arrow
    • A Barrage’d Refulgent Arrow
    • Burst Shot or Refulgent Arrow
    • Burst Shot or Refulgent Arrow
    • Iron Jaws

    These can be in any order, but while learning or progging, using the above as a rough go-to order can help make things easier.

    As always, do not Barrage if you have an Refulgent Arrow (RA) proc already. Apex Arrow and Blast Arrow cannot proc RA, so if you have the proc going in here you can RA (Barrage) - AA - BA - RA.

    As for oGCDs, you will have:

    • Barrage
    • Sidewinder
    • 3x Bloodletter
    • Empyreal Arrow
    • Pitch Perfects

    Make sure to dump any remaining Pitch Perfect (PP) stacks in the last oGCD window before buffs run out. You could also have a two-stack usage prior - this will be covered in proc handling below.

    To put things together, an example of a two-minute burst sequence could look like this. Note this is merely an example, you will not have this exact sequence every time:

    Bard 2-minute burst
    ]

    Proc handling

    There are two elements based on random procs that you will need to manage for the two-minute burst.

    The first is the potential use of a two-stack Pitch Perfect. The other is Soul Gauge management, to ensure you have an 80+ Apex Arrow when buffs come around.

    Pitch Perfect 2

    The timing of Empyreal Arrow runs it up close to the song tick timings, creating a threat of wasted procs.

    It is not worth delaying Empyreal Arrow to avoid this. EA is too valuable, and keeping it on time all the more so. If you have two stacks of Pitch Perfect and Empyreal is coming up, use PP first.

    Specifically, when everything is on time, this should occur when the timer is reaching 27 and 12. To minimize EA drift, it is best to be on the lookout in advance, and be ready to hit PP right after the 30 or 15 tick. This way you do not have to delay the EA that is coming up as a first weave the GCD after.

    Soul Gauge

    Because Bard’s buff stack is so large, it is a damage gain to make sure you land Apex Arrow and Blast Arrow under burst, even if it means sitting at 100 gauge for an uncomfortable amount of time.

    The best way to go about this is to set a “deadline” for your in-between uses. For starting out, the 18s (on the song timer) tick in Mage’s Ballad is a good line to draw. That is, you want to use Apex Arrow before then - with 21-19s remaining in Mage’s Ballad at the latest. Sidewinder can help as a reference point in most cases.

    This gives you a 97.67% chance to have 80+ gauge at the start of the burst window and makes the odds of not being able to 80+ Apex under burst at all near-zero.

    You are free to use your between-burst Apex whenever the gauge hits 100, if it does so early. This is harmless - all it does is to make it even more likely to have full soul gauge for your burst. The only reason to hold it is if you have a Ninja (Trick Attack should go up before the deadline).

    On your first cycle, the gauge is more likely to fill fast, because you get two bonus ticks at the very start of the fight. You may hit 100 with a lot of time left in Army’s Paeon - sit it out anyway. Remember that the first cycle’s gauge will not be the norm. This is a one-time cost to get two big hits under buffs for the whole fight.


    Empyreal Arrow and Cycle Length

    If you have played Bard at a variety of Skill Speeds (SkS), chances are you have noticed a couple of things. One is Empyreal Arrow proving difficult to use on time. The other is Wanderer’s Minuet sometimes being off cooldown for a bit before you can late-weave it.

    You can mitigate both issues to a degree, with the right choice of Skill Speed and some good timings.

    Empyreal Arrow

    There are a lot of forces complicating any effort to keep Empyreal Arrow strictly on time. The natural drift of a 15 second cooldown vs a 2.4x GCD, Army’s Paeon & Muse, and proc collisions.

    But you definitely want it to stay on time. Each GCD of drift means a one in six chance to lose an EA over the course of the fight. That is a big loss - not only 240 potency, but also a repertoire proc and the soul gauge that comes with it.

    Moreover, if it drifts on top of your Radiant Finale + Battle Voice timing, you will need to delay it another GCD. Once it is that far off the rails, you are due for more forced delays down the road.

    Drifting Ea

    So, you want to use Pitch Perfect at two stacks if it is threatening your Empyreal Arrow timing. Also, do not be afraid to delay a GCD by one or two tenths of a second to fit EA in. When in doubt, hit the Empyreal button.

    The choice of a 2.48s GCD and EA’s placement in the burst setup makes keeping EA in line as easy as possible.

    Your second EA in the cycle will end up delayed a small bit by a GCD animation, but then your third, fourth, and fifth land deeper into the oGCD window. This is due to the 2.48s GCD bringing each post-EA GCD 0.12s closer to your EA.

    This means that on the sixth - where you want to weave AP+EA - you will not be delaying EA by very much to do this.

    The seventh EA (second in AP) can have a small delay if you did not get a perfect AP. But that is okay, because the whole cycle will move along with it. The eighth should always be clear.

    And then it will be ready after Raging Strikes once again. There is a chance of a small GCD clip there, but not enough of one to cause issues.

    You can find mappings of the GCD/song/EA cycles discussed in this guide here: Endwalker Bard cycles

    As a bonus to using 2.48s, it turns out that a second GCD late-weave EA is pretty good too. That means if you do mess up and drift one GCD, you can fall back on this plan without disaster: late-weave Raging Strikes instead of RS+EA, then in the next window do BL+EA / or just a late EA.

    This backup timing will not lead to major delays later, but any more drifting will. On top of the initial cost of delaying EA, you also lose a buffed Bloodletter half the time. It does gain a bit back by getting you out of EA+PP collisions though, which is nice.

    Cycle Length

    The other reason for a 2.48s GCD is to keep the song cycle close to a clean 120 seconds. It does not have to be perfect; in practice, most players drift by at least a fraction of a second. But you certainly do not want to be doing 121-121.5 second cycles every time.

    51.2% of the time, you will get procs on your first three ticks in Army’s Paeon. Adding in an Empyreal Arrow, this is a “perfect” AP, the fastest buildup you can get. Since this occurs a small majority of the time, it makes sense to plan for perfect APs (so long as imperfect APs do not cause issues).

    A 2.48s GCD keeps a tidy 120.15s cycle on perfect AP, a touch longer in reality due to frame delay. Longer APs shift everything cleanly, including the EA mentioned before.

    A 2.47s GCD (523-546 Skill Speed) with AP still going to 2.08, gives you the best chance to stick as close to 120s as possible. However, this is not an efficient use of substat points. You would be adding SkS to not even affect over a third of your cycle, since the AP/Muse GCD would not change.


    Adjusting to Fights

    Tincture (Potion) Timing

    When using a tincture pre-pull, simply use it right before your initial Stormbite. If you are using one in the middle of the fight, fit it into the oGCD window before your last Army’s Paeon GCD. So GCD (Tinc) GCD (.. WM) GCD (RS+EA) etc.

    Unless a fight allows for three tinctures, the ideal is to use them at 2:00 & 8:00, or 2:00 & 6:30 (if there is a 30s burst delay). This way they are both on fully-powered burst windows with an Apex Arrow + Blast Arrow.

    If neither of those work, tincture pre-pull and then at 6:00. If the fight is too short even for that, your group may be doing a 5:00 burst and you will have to cope.

    This is a good segue to talk about burst delays. Bard’s song cycle is fairly inflexible, so what do you do?

    30-Second Burst Delays

    Groups will often plan to delay a party burst by 30 seconds. This could be to avoid troublesome mechanics, to catch a tincture, or to work around downtime. Bard can adjust to this, though that adjustment has a lot of parts.

    Extended Song Cycle

    To make sure your full burst stays within Wanderer’s Minuet despite the delay, you can do a longer song cycle. Leave Mage’s Ballad at three or less seconds, instead of 12 or less.

    If you are vigilant, this cycle can take as little as 128s while getting all 42 possible song ticks. Then your x:30 burst will start about 20 seconds into WM, and wrap up before it ends. You will not get nine GCDs in Raging due to coming after Army’s Muse, but that is the only guaranteed loss.

    Apex Arrow Rush

    Less guaranteed is Apex Arrow. When you have 30 more seconds to fill, you do not want to be sitting at full gauge that whole time. While it can fail, it is better to aim for three 80 gauge Apex Arrows instead.

    To help set this up, in the burst prior to your long cycle, use Apex as the first buffed GCD (so long as it is 80+ of course). Normally you might wait if the gauge is not full, but you want as many ticks as possible for the 80x3 gamble.

    After the delayed burst, make sure to adjust your Apex Arrow deadline by the same amount. Sidewinder can be a good reference point, unless you need to use it out of buffs / on cooldown to get an extra use. (One extra SW use is not always worth getting; it is fight and party comp dependent.)

    Second Cycle & Empyreal Arrow

    The other catch with an extended cycle is that it sends Empyreal Arrow into a rough timing. You can fix this with a second extended cycle. EA will re-align at the start of Army’s Paeon and you will be back to normal EA alignment (at the cost of a song tick).

    You can see this mapped out on the Endwalker Bard cycles sheet from earlier. Just be wary of doing the repeat cycle if it could cost you total WM time over the course of the fight.

    60-Second Burst Delays

    Delaying a burst for a full minute, barring downtime getting involved, is much easier. Since you cannot get it into WM, you just hold all your two-minute skills and burst in Mage’s Ballad. You should catch the AP+EA transition at the tail end.

    You will still have almost everything you get in a two-minute burst: Apex Arrow, Blast Arrow, Iron Jaws, Sidewinder, Barrage and so on. The only major loss is that you downgrade your song procs.

    That feels bad, but remember that if your party wants to odd-minute burst, there is a reason. The party-wide gains should far outweigh your loss of Pitch Perfects under buffs.

    Downtime song handling

    Fights will often have some pure downtime with nothing to target. There are so many possible forms and timings that there is no one answer to handle this.

    When you get a chance between raid sessions, you can sit down with the timings and work out a plan. Or, look for some tips from The Balance or other trusted sources.

    In the moment though, or if a fight is very new and not a lot is worked out for it, here are some general tips:

    • It is okay to be in Wanderer’s Minuet for up to ~9-12 seconds of downtime. As long as you burn Pitch Perfect beforehand, you do not lose value unless you get 4+ procs while the boss is gone.
    • It’s also fine to be in Mage’s Ballad for similar reasons. Oddly, Army’s Paeon (once stacked) is the most costly song to be in for a short downtime.
    • The extended 128s cycle is a good option to keep in mind.
    • For longer downtimes, your party may be deviating from standard burst timings. Try to plan your songs to match that if you can.
    • Do not be afraid to change to a longer Mage’s Ballad / shorter Army’s Paeon if it helps.


    Miscellany

    End of a phase or fight

    As alluded to above, even if you do not have 80 gauge, it can be good to fire off Apex Arrow before a fight ends. A 60 gauge Apex is better than a Refulgent Arrow, and 45 gauge beats Burst Shot.

    If the fight is ending or an enemy is about to die or vanish for a while, it can be a small gain to let your DoTs fall off. You need to be able to get three ticks (nine seconds) for Iron Jaws to be as good as a filler GCD.

    As for low-HP adds, and whether to DoT them at all, Stormbite needs six ticks (18 seconds) and Caustic Bite five ticks (15 seconds) to beat out filler. If you can hit two enemies, the DoTs need 24 and 21 seconds to beat AoE filler. If you can hit three or more, they need close to a full duration to be worthwhile.

    Death recovery

    Deaths on Bard can be very punishing. There is only so much you can do to recover, but here are some general tips:

    If you did not miss a song application while you were dead, you do not have much choice. Get your next song up when it is available / when you would use it normally.

    If you missed a song application, it is best to go ahead and get it up, then delay future songs as needed to keep a 120s cycle rolling.

    For example, if a death made you put up Mage’s Ballad 12 seconds late, shift your cycle by 12 seconds. Note that if the late song is Army’s Paeon, you can do a 33-39 second AP to keep WM more on time, and extend MB later.

    Do not be afraid to keep your two-minute burst on time in whatever song it lands in. As with the 60-second delay, you are only losing Pitch Perfects, so it is not a total disaster. Matching the party’s burst is far more important.

    If you are dead at a time that was supposed to have a burst, it can be tricky. Try to do the best you can without losing total skill uses. Usually either it will be too late and a set of uses is already lost, or you can safely delay them to the odd minute, or you need to use them as soon as possible.

    Targeting macros

    The Warden’s Paean targets a party member. The act of doing this normally can take some time, will de-target the boss, and could delay an auto-attack.

    This is the one combat situation where macros can help us: targeting. You do not need to worry about the macro delay slowing your GCD since they are abilities. Pragmatically, the delay is less than you would have using the skills the hard way.

    For The Warden’s Paean, you can set it to a mouseover macro.

    /ac "The Warden's Paean" <mo> /ac "The Warden's Paean" <mo> /ac "The Warden's Paean" <mo> /micon "The Warden's Paean"

    The <mo> stands for mouseover. You can hover someone on the party list, click your macro’d button or keybind, and it will use Warden’s on that member. Listing the skill multiple times is just insurance to make sure it goes off. It is possibly more superstition than anything, but does not hurt.


    Micro-optimizations

    These are either small gains, or highly situational, or both. You should not worry about them until you are comfortable with everything else in this guide. A few involve making your two-minute burst more difficult.

    Apex Arrow at Known Kill Times

    It takes an extremely rare situation for taking Apex Arrow + Blast Arrow out of the party buff stack to be a good idea. Unless you see a specific fight tip about it, always seek to have them under buffs.

    What can happen, though, is a kill time that comes ~90-110 seconds after a burst. In these scenarios, it is a gain on average to aim for 2x 80 gauge Apex Arrows following your burst.

    You do not lose out if you come up a little short, since you would spend 45-50+ gauge at the end of a fight over a Burst Shot anyway. If you use an Apex at 80 and end the fight at 70 then that is no different from 100 and 50.

    The bad outcomes are coming up more than a few procs short, or getting more than 100 gauge after using the first 80. But 38-42 ticks + EAs (about 100s), plus or minus about ten seconds, gives you a good chance of coming out ahead.

    Early Iron Jaws

    It is typically a gain to use Iron Jaws (IJ) one GCD early in your burst or in AP to avoid wasting a Refulgent proc.

    If you corner yourself into using IJ as your last GCD, you do not get to use an RA proc if you get one on the Burst Shot before. You must IJ and risk an overwrite. Of course if you have RA as your next-to-last GCD, use that and then IJ after as usual.

    This is a very small gain - so much so that it is not worth doing this in Mage’s Ballad as it would cut a buffed DoT tick. It is a bit more of a gain mid-burst though, since the RA you are hoping for will have buffs.

    Note that sometimes (usually due to a 30-second burst delay) you cannot afford to use Iron Jaws early.

    There is also an added edge case if your target is leaving or dying within ~30 seconds of your burst. In this situation, you are free to use Iron Jaws as early as possible under buffs to get more buffed ticks.

    Maximizing Soul Gauge

    You can minimize soul gauge waste by being willing to use Apex Arrow and Blast Arrow deep into your burst window.

    If you are prepared to wait as long as the 5th and 6th GCDs, that gives you three song ticks to flex around. You can use Apex at the start of buffs if you are at 100 already. You could go in with 70 gauge and get the last two procs mid-burst before Apex+Blast, or you could sit on Apex at 90 for a couple ticks, holding out for 100.

    Giving yourself this room to react to the gauge on the fly means you can also move your MB Apex deadline back. Instead of aiming to Apex by 21-19 on the MB timer, you can wait as long as 15-13 if you are planning to do a flexible burst.

    Note that if you go into burst with a mind to wait on Apex, you will want to also flex your Iron Jaws earlier. If possible (it will not always be), enough earlier to use an RA proc under buffs if it gives you one.

    In the uncommon event that proc RNG pushes your Barrage past the third GCD, avoid drifting it further. This may mean using Apex even if not at 100. Though if it is your last burst of the fight, Barrage drift will not have a chance to matter, so do not worry about it then.

    You can ease yourself into this flexible burst a little bit. Start by moving your deadline back to 18-16 seconds in MB and give yourself until the third or fourth GCD to use Apex. This way you can keep Iron Jaws last or next-to-last. Then take the next step once you are used to doing that much.

    Delayed Empyreal Arrow

    If you remember from earlier, one GCD of EA drift makes it a late-weave in the GCD after Raging Strikes. This has a benefit: it gets the EA timing off of your song tick, so you will not be forced into two-stack Pitch Perfects.

    The risk of losing an EA use is worse than the upside, in a vacuum. It is also a loss if you are on the 4x Bloodletter side of the BL cooldown coin flip.

    Still, if you know it will not cost a use (due to i.e. the boss leaving soon), and you are on the 3x Bloodletter coin flip, you can delay EA here for potential gain.


    Credits

    Sana Cetonis [Mateus] - Primary author

    Verzell Varion [Adamantoise] - Theorycrafter

    Yumiya Nagatsuki [Behemoth] - Theorycrafter

    Elya Kura [Ragnarok] - Theorycrafter

    Stephia Deleva [Goblin] - Contributor

    Khemi Nawilo [Behemoth] - Contributor

    Jisoo Choi [Lamia] - Contributor

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  • Bard Advanced Guide
    Guide Info
    Last Updated: 13 Sep, 2022
    Patch Applicable: 6.2

    Hello! In this guide, you will find a series of details and optimizations for Endwalker Bard.

    This builds on the Bard Basic Guide and expects you to be familiar with Bard’s skills, general priorities, opener, and song cycle.

    Topics are ordered based on some mix of importance and flow. It is a little all over the place, but such is the nature of a kit like Bard’s.


    The two-minute burst

    Like many jobs, Bard’s kit revolves around a big damage burst every two minutes, alongside a powerful duo of party-wide buffs, Battle Voice and Radiant Finale.

    Adding Raging Strikes to this, Bard buffs their own damage by ~28% for 15 seconds. Your party should be using any buffs they have at the same time, making the total boost even larger.

    You want to pile as much damage into this window as you can!

    Preparation & Things to Know

    DoT Snapshotting

    Damage over time skills “lock in” any buffs and debuffs that are active at the time the DoT is applied. If you use Iron Jaws under Raging Strikes, the full 45s of DoT ticks will have +15% damage, even after RS wears off. This is often referred to as “snapshotting.”

    Because of this, you want to press Iron Jaws at some point while the full stack of buffs is running. You have already seen this in the opener. Doing so is well worth the small inefficiency of using an Iron Jaws a bit early each cycle.

    Bloodletter pooling

    During Army’s Paeon, you want to start saving up Bloodletters (BL) with about 30s remaining. This is to make sure you can use three BLs under your burst.

    Depending on how many procs you got during Mage’s Ballad, your BL cooldown can be in one of two places.

    In one case, it will be about halfway to a charge around the 30s mark on the AP timer. In the other, the next charge will be just about to fill. For this second case, do not use that charge; you can use it as a fourth BL under Raging Strikes later.

    Army’s Muse

    The level 78 trait Enhanced Army’s Paeon gives us ten seconds of faster Global Cooldowns (GCDs) at the start of Wanderer’s Minuet (WM). You want to use five GCDs under that Army’s Muse buff.

    To make this happen, you cannot press WM immediately after a GCD. That will start the buff too early. You will use a GCD at 1.4s, 3.6s, 5.8s, 8s, and then the buff will run out before your 10.2s GCD.

    You need to late weave WM. Use it at the end of the off-Global Cooldown (oGCD) window, but not so late that it delays the next GCD. One good way to time it is to wait for the cooldown spinner to pass the bottom left corner of the icons.

    When done right, your first GCD will be ~0.7s into WM, giving you about a half second of leeway. Double-weaving during Army’s Muse can delay the GCD slightly if you have some ping, so this leeway helps. It also means you can be a touch early on the WM and it is fine.

    Skill sequence

    Going into the two-minute mark, you will late-weave Wanderer’s Minuet.

    After your first GCD, double-weave Raging Strikes and then Empyreal Arrow (EA).

    If you have kept on top of it, EA should come off of cooldown right on time. And thanks to Army’s Muse, even though you use Raging first here, you will still be able to get nine GCDs buffed by it.

    Like with the five GCD Muse, you have some leeway here. Even if your ping causes a small GCD delay on your Muse double-weaves, in most cases it should be fine.

    After the next GCD, if you were on the 4x Bloodletter side of the 50-50, you will have a Bloodletter to use, otherwise it is a free space. If you drifted EA, late-weaving it here will put it at a good timing.

    Then after your third GCD in WM, use Battle Voice and then Radiant Finale. The next six GCDs and the oGCD window that follows will be fully buffed.

    During this time, you will want your six GCDs to be:

    • Apex Arrow
    • Blast Arrow
    • A Barrage’d Refulgent Arrow
    • Burst Shot or Refulgent Arrow
    • Burst Shot or Refulgent Arrow
    • Iron Jaws

    These can be in any order, but while learning or progging, using the above as a rough go-to order can help make things easier.

    As always, do not Barrage if you have an Refulgent Arrow (RA) proc already. Apex Arrow and Blast Arrow cannot proc RA, so if you have the proc going in here you can RA (Barrage) - AA - BA - RA.

    As for oGCDs, you will have:

    • Barrage
    • Sidewinder
    • 3x Bloodletter
    • Empyreal Arrow
    • Pitch Perfects

    Make sure to dump any remaining Pitch Perfect (PP) stacks in the last oGCD window before buffs run out. You could also have a two-stack usage prior - this will be covered in proc handling below.

    To put things together, an example of a two-minute burst sequence could look like this. Note this is merely an example, you will not have this exact sequence every time:

    Bard 2-minute burst
    ]

    Proc handling

    There are two elements based on random procs that you will need to manage for the two-minute burst.

    The first is the potential use of a two-stack Pitch Perfect. The other is Soul Gauge management, to ensure you have an 80+ Apex Arrow when buffs come around.

    Pitch Perfect 2

    The timing of Empyreal Arrow runs it up close to the song tick timings, creating a threat of wasted procs.

    It is not worth delaying Empyreal Arrow to avoid this. EA is too valuable, and keeping it on time all the more so. If you have two stacks of Pitch Perfect and Empyreal is coming up, use PP first.

    Specifically, when everything is on time, this should occur when the timer is reaching 27 and 12. To minimize EA drift, it is best to be on the lookout in advance, and be ready to hit PP right after the 30 or 15 tick. This way you do not have to delay the EA that is coming up as a first weave the GCD after.

    Soul Gauge

    Because Bard’s buff stack is so large, it is a damage gain to make sure you land Apex Arrow and Blast Arrow under burst, even if it means sitting at 100 gauge for an uncomfortable amount of time.

    The best way to go about this is to set a “deadline” for your in-between uses. For starting out, the 18s (on the song timer) tick in Mage’s Ballad is a good line to draw. That is, you want to use Apex Arrow before then - with 21-19s remaining in Mage’s Ballad at the latest. Sidewinder can help as a reference point in most cases.

    This gives you a 97.67% chance to have 80+ gauge at the start of the burst window and makes the odds of not being able to 80+ Apex under burst at all near-zero.

    You are free to use your between-burst Apex whenever the gauge hits 100, if it does so early. This is harmless - all it does is to make it even more likely to have full soul gauge for your burst. The only reason to hold it is if you have a Ninja (Trick Attack should go up before the deadline).

    On your first cycle, the gauge is more likely to fill fast, because you get two bonus ticks at the very start of the fight. You may hit 100 with a lot of time left in Army’s Paeon - sit it out anyway. Remember that the first cycle’s gauge will not be the norm. This is a one-time cost to get two big hits under buffs for the whole fight.


    Empyreal Arrow and Cycle Length

    If you have played Bard at a variety of Skill Speeds (SkS), chances are you have noticed a couple of things. One is Empyreal Arrow proving difficult to use on time. The other is Wanderer’s Minuet sometimes being off cooldown for a bit before you can late-weave it.

    You can mitigate both issues to a degree, with the right choice of Skill Speed and some good timings.

    Empyreal Arrow

    There are a lot of forces complicating any effort to keep Empyreal Arrow strictly on time. The natural drift of a 15 second cooldown vs a 2.4x GCD, Army’s Paeon & Muse, and proc collisions.

    But you definitely want it to stay on time. Each GCD of drift means a one in six chance to lose an EA over the course of the fight. That is a big loss - not only 240 potency, but also a repertoire proc and the soul gauge that comes with it.

    Moreover, if it drifts on top of your Radiant Finale + Battle Voice timing, you will need to delay it another GCD. Once it is that far off the rails, you are due for more forced delays down the road.

    Drifting Ea

    So, you want to use Pitch Perfect at two stacks if it is threatening your Empyreal Arrow timing. Also, do not be afraid to delay a GCD by one or two tenths of a second to fit EA in. When in doubt, hit the Empyreal button.

    The choice of a 2.48s GCD and EA’s placement in the burst setup makes keeping EA in line as easy as possible.

    Your second EA in the cycle will end up delayed a small bit by a GCD animation, but then your third, fourth, and fifth land deeper into the oGCD window. This is due to the 2.48s GCD bringing each post-EA GCD 0.12s closer to your EA.

    This means that on the sixth - where you want to weave AP+EA - you will not be delaying EA by very much to do this.

    The seventh EA (second in AP) can have a small delay if you did not get a perfect AP. But that is okay, because the whole cycle will move along with it. The eighth should always be clear.

    And then it will be ready after Raging Strikes once again. There is a chance of a small GCD clip there, but not enough of one to cause issues.

    You can find mappings of the GCD/song/EA cycles discussed in this guide here: Endwalker Bard cycles

    As a bonus to using 2.48s, it turns out that a second GCD late-weave EA is pretty good too. That means if you do mess up and drift one GCD, you can fall back on this plan without disaster: late-weave Raging Strikes instead of RS+EA, then in the next window do BL+EA / or just a late EA.

    This backup timing will not lead to major delays later, but any more drifting will. On top of the initial cost of delaying EA, you also lose a buffed Bloodletter half the time. It does gain a bit back by getting you out of EA+PP collisions though, which is nice.

    Cycle Length

    The other reason for a 2.48s GCD is to keep the song cycle close to a clean 120 seconds. It does not have to be perfect; in practice, most players drift by at least a fraction of a second. But you certainly do not want to be doing 121-121.5 second cycles every time.

    51.2% of the time, you will get procs on your first three ticks in Army’s Paeon. Adding in an Empyreal Arrow, this is a “perfect” AP, the fastest buildup you can get. Since this occurs a small majority of the time, it makes sense to plan for perfect APs (so long as imperfect APs do not cause issues).

    A 2.48s GCD keeps a tidy 120.15s cycle on perfect AP, a touch longer in reality due to frame delay. Longer APs shift everything cleanly, including the EA mentioned before.

    A 2.47s GCD (523-546 Skill Speed) with AP still going to 2.08, gives you the best chance to stick as close to 120s as possible. However, this is not an efficient use of substat points. You would be adding SkS to not even affect over a third of your cycle, since the AP/Muse GCD would not change.


    Adjusting to Fights

    Tincture (Potion) Timing

    When using a tincture pre-pull, simply use it right before your initial Stormbite. If you are using one in the middle of the fight, fit it into the oGCD window before your last Army’s Paeon GCD. So GCD (Tinc) GCD (.. WM) GCD (RS+EA) etc.

    Unless a fight allows for three tinctures, the ideal is to use them at 2:00 & 8:00, or 2:00 & 6:30 (if there is a 30s burst delay). This way they are both on fully-powered burst windows with an Apex Arrow + Blast Arrow.

    If neither of those work, tincture pre-pull and then at 6:00. If the fight is too short even for that, your group may be doing a 5:00 burst and you will have to cope.

    This is a good segue to talk about burst delays. Bard’s song cycle is fairly inflexible, so what do you do?

    30-Second Burst Delays

    Groups will often plan to delay a party burst by 30 seconds. This could be to avoid troublesome mechanics, to catch a tincture, or to work around downtime. Bard can adjust to this, though that adjustment has a lot of parts.

    Extended Song Cycle

    To make sure your full burst stays within Wanderer’s Minuet despite the delay, you can do a longer song cycle. Leave Mage’s Ballad at three or less seconds, instead of 12 or less.

    If you are vigilant, this cycle can take as little as 128s while getting all 42 possible song ticks. Then your x:30 burst will start about 20 seconds into WM, and wrap up before it ends. You will not get nine GCDs in Raging due to coming after Army’s Muse, but that is the only guaranteed loss.

    Apex Arrow Rush

    Less guaranteed is Apex Arrow. When you have 30 more seconds to fill, you do not want to be sitting at full gauge that whole time. While it can fail, it is better to aim for three 80 gauge Apex Arrows instead.

    To help set this up, in the burst prior to your long cycle, use Apex as the first buffed GCD (so long as it is 80+ of course). Normally you might wait if the gauge is not full, but you want as many ticks as possible for the 80x3 gamble.

    After the delayed burst, make sure to adjust your Apex Arrow deadline by the same amount. Sidewinder can be a good reference point, unless you need to use it out of buffs / on cooldown to get an extra use. (One extra SW use is not always worth getting; it is fight and party comp dependent.)

    Second Cycle & Empyreal Arrow

    The other catch with an extended cycle is that it sends Empyreal Arrow into a rough timing. You can fix this with a second extended cycle. EA will re-align at the start of Army’s Paeon and you will be back to normal EA alignment (at the cost of a song tick).

    You can see this mapped out on the Endwalker Bard cycles sheet from earlier. Just be wary of doing the repeat cycle if it could cost you total WM time over the course of the fight.

    60-Second Burst Delays

    Delaying a burst for a full minute, barring downtime getting involved, is much easier. Since you cannot get it into WM, you just hold all your two-minute skills and burst in Mage’s Ballad. You should catch the AP+EA transition at the tail end.

    You will still have almost everything you get in a two-minute burst: Apex Arrow, Blast Arrow, Iron Jaws, Sidewinder, Barrage and so on. The only major loss is that you downgrade your song procs.

    That feels bad, but remember that if your party wants to odd-minute burst, there is a reason. The party-wide gains should far outweigh your loss of Pitch Perfects under buffs.

    Downtime song handling

    Fights will often have some pure downtime with nothing to target. There are so many possible forms and timings that there is no one answer to handle this.

    When you get a chance between raid sessions, you can sit down with the timings and work out a plan. Or, look for some tips from The Balance or other trusted sources.

    In the moment though, or if a fight is very new and not a lot is worked out for it, here are some general tips:

    • It is okay to be in Wanderer’s Minuet for up to ~9-12 seconds of downtime. As long as you burn Pitch Perfect beforehand, you do not lose value unless you get 4+ procs while the boss is gone.
    • It’s also fine to be in Mage’s Ballad for similar reasons. Oddly, Army’s Paeon (once stacked) is the most costly song to be in for a short downtime.
    • The extended 128s cycle is a good option to keep in mind.
    • For longer downtimes, your party may be deviating from standard burst timings. Try to plan your songs to match that if you can.
    • Do not be afraid to change to a longer Mage’s Ballad / shorter Army’s Paeon if it helps.


    Miscellany

    End of a phase or fight

    As alluded to above, even if you do not have 80 gauge, it can be good to fire off Apex Arrow before a fight ends. A 60 gauge Apex is better than a Refulgent Arrow, and 45 gauge beats Burst Shot.

    If the fight is ending or an enemy is about to die or vanish for a while, it can be a small gain to let your DoTs fall off. You need to be able to get three ticks (nine seconds) for Iron Jaws to be as good as a filler GCD.

    As for low-HP adds, and whether to DoT them at all, Stormbite needs six ticks (18 seconds) and Caustic Bite five ticks (15 seconds) to beat out filler. If you can hit two enemies, the DoTs need 24 and 21 seconds to beat AoE filler. If you can hit three or more, they need close to a full duration to be worthwhile.

    Death recovery

    Deaths on Bard can be very punishing. There is only so much you can do to recover, but here are some general tips:

    If you did not miss a song application while you were dead, you do not have much choice. Get your next song up when it is available / when you would use it normally.

    If you missed a song application, it is best to go ahead and get it up, then delay future songs as needed to keep a 120s cycle rolling.

    For example, if a death made you put up Mage’s Ballad 12 seconds late, shift your cycle by 12 seconds. Note that if the late song is Army’s Paeon, you can do a 33-39 second AP to keep WM more on time, and extend MB later.

    Do not be afraid to keep your two-minute burst on time in whatever song it lands in. As with the 60-second delay, you are only losing Pitch Perfects, so it is not a total disaster. Matching the party’s burst is far more important.

    If you are dead at a time that was supposed to have a burst, it can be tricky. Try to do the best you can without losing total skill uses. Usually either it will be too late and a set of uses is already lost, or you can safely delay them to the odd minute, or you need to use them as soon as possible.

    Targeting macros

    The Warden’s Paean targets a party member. The act of doing this normally can take some time, will de-target the boss, and could delay an auto-attack.

    This is the one combat situation where macros can help us: targeting. You do not need to worry about the macro delay slowing your GCD since they are abilities. Pragmatically, the delay is less than you would have using the skills the hard way.

    For The Warden’s Paean, you can set it to a mouseover macro.

    /ac "The Warden's Paean" <mo> /ac "The Warden's Paean" <mo> /ac "The Warden's Paean" <mo> /micon "The Warden's Paean"

    The <mo> stands for mouseover. You can hover someone on the party list, click your macro’d button or keybind, and it will use Warden’s on that member. Listing the skill multiple times is just insurance to make sure it goes off. It is possibly more superstition than anything, but does not hurt.


    Micro-optimizations

    These are either small gains, or highly situational, or both. You should not worry about them until you are comfortable with everything else in this guide. A few involve making your two-minute burst more difficult.

    Apex Arrow at Known Kill Times

    It takes an extremely rare situation for taking Apex Arrow + Blast Arrow out of the party buff stack to be a good idea. Unless you see a specific fight tip about it, always seek to have them under buffs.

    What can happen, though, is a kill time that comes ~90-110 seconds after a burst. In these scenarios, it is a gain on average to aim for 2x 80 gauge Apex Arrows following your burst.

    You do not lose out if you come up a little short, since you would spend 45-50+ gauge at the end of a fight over a Burst Shot anyway. If you use an Apex at 80 and end the fight at 70 then that is no different from 100 and 50.

    The bad outcomes are coming up more than a few procs short, or getting more than 100 gauge after using the first 80. But 38-42 ticks + EAs (about 100s), plus or minus about ten seconds, gives you a good chance of coming out ahead.

    Early Iron Jaws

    It is typically a gain to use Iron Jaws (IJ) one GCD early in your burst or in AP to avoid wasting a Refulgent proc.

    If you corner yourself into using IJ as your last GCD, you do not get to use an RA proc if you get one on the Burst Shot before. You must IJ and risk an overwrite. Of course if you have RA as your next-to-last GCD, use that and then IJ after as usual.

    This is a very small gain - so much so that it is not worth doing this in Mage’s Ballad as it would cut a buffed DoT tick. It is a bit more of a gain mid-burst though, since the RA you are hoping for will have buffs.

    Note that sometimes (usually due to a 30-second burst delay) you cannot afford to use Iron Jaws early.

    There is also an added edge case if your target is leaving or dying within ~30 seconds of your burst. In this situation, you are free to use Iron Jaws as early as possible under buffs to get more buffed ticks.

    Maximizing Soul Gauge

    You can minimize soul gauge waste by being willing to use Apex Arrow and Blast Arrow deep into your burst window.

    If you are prepared to wait as long as the 5th and 6th GCDs, that gives you three song ticks to flex around. You can use Apex at the start of buffs if you are at 100 already. You could go in with 70 gauge and get the last two procs mid-burst before Apex+Blast, or you could sit on Apex at 90 for a couple ticks, holding out for 100.

    Giving yourself this room to react to the gauge on the fly means you can also move your MB Apex deadline back. Instead of aiming to Apex by 21-19 on the MB timer, you can wait as long as 15-13 if you are planning to do a flexible burst.

    Note that if you go into burst with a mind to wait on Apex, you will want to also flex your Iron Jaws earlier. If possible (it will not always be), enough earlier to use an RA proc under buffs if it gives you one.

    In the uncommon event that proc RNG pushes your Barrage past the third GCD, avoid drifting it further. This may mean using Apex even if not at 100. Though if it is your last burst of the fight, Barrage drift will not have a chance to matter, so do not worry about it then.

    You can ease yourself into this flexible burst a little bit. Start by moving your deadline back to 18-16 seconds in MB and give yourself until the third or fourth GCD to use Apex. This way you can keep Iron Jaws last or next-to-last. Then take the next step once you are used to doing that much.

    Delayed Empyreal Arrow

    If you remember from earlier, one GCD of EA drift makes it a late-weave in the GCD after Raging Strikes. This has a benefit: it gets the EA timing off of your song tick, so you will not be forced into two-stack Pitch Perfects.

    The risk of losing an EA use is worse than the upside, in a vacuum. It is also a loss if you are on the 4x Bloodletter side of the BL cooldown coin flip.

    Still, if you know it will not cost a use (due to i.e. the boss leaving soon), and you are on the 3x Bloodletter coin flip, you can delay EA here for potential gain.


    Credits

    Sana Cetonis [Mateus] - Primary author

    Verzell Varion [Adamantoise] - Theorycrafter

    Yumiya Nagatsuki [Behemoth] - Theorycrafter

    Elya Kura [Ragnarok] - Theorycrafter

    Stephia Deleva [Goblin] - Contributor

    Khemi Nawilo [Behemoth] - Contributor

    Jisoo Choi [Lamia] - Contributor

    • Have any questions?
      Authors
      Sana Cetonis
      diff --git a/jobs/ranged/bard/basic-guide/index.html b/jobs/ranged/bard/basic-guide/index.html index 8573910ba0..82345e0966 100644 --- a/jobs/ranged/bard/basic-guide/index.html +++ b/jobs/ranged/bard/basic-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Bard Basic Guide
    Guide Info
    Last Updated: 15 Aug, 2024
    Patch Applicable: 7.01

    Welcome to the Basics Guide for Bard! Whether you’re a fresh level 100, a returning player, or just need a refresher, this guide will get you started and help you feel comfortable.

    This is a basic introduction to level 100 Bard. It will not go into many nuances, optimizations, or topics outside of playing the job in battle. In particular, this will not cover a range of nuances that aim to keep key skills on cooldown despite Bard’s shifting speeds. Following the basics here is plenty sufficient for most game scenarios.

    If what you’re looking for isn’t in here, it may be found in one of the dedicated guides below:

    Playstyle

    As a Bard, you won’t have a set rotation. Instead, Bard skill usage is based on what’s available and/or what your timers are at a given moment. The core of this is a set of three songs you’ll cycle through. Each song has some effect that has an 80% chance to occur every three seconds.

    Note: Something with a random chance to occur is commonly called a “proc”, and will be mentioned throughout this guide.

    Between songs, procs, and its pair of damage over time (DoT) debuffs, Bard can feel like it has a lot to keep an eye on. But with practice, you’ll get the hang of it.

    Core Concepts

    ALWAYS BE CASTING!!

    As with any job in FFXIV, the biggest part of being a good Bard is to keep your global cooldown (GCD) rolling.

    As a physical job, Bard’s GCD skills - skills that share a 2.5 second base cooldown - are called Weaponskills. Everything else is an Ability with its own independent cooldown. Such skills are often called oGCDs.

    Normally, you have enough time between GCD skills to use two oGCD skills. If you aren’t already, get used to the pattern of (GCD - up to two oGCDs - GCD - up to two oGCDs - GCD - etc.).

    Also, note that you can press a GCD skill a little in advance, and it will fire as soon as possible. Use this fact to make sure your global cooldown never stops spinning.

    Positioning

    As a Ranged DPS, you have full freedom of movement. You can make use of this to give the party space for mechanics, keep yourself out of harm’s way, and so on.

    However - Try to stay at a medium to close distance by default. Party heals (and buffs!) have a range, and you want those to reach you. If you die because you were too far away and missed a heal, that’s your fault, not the healers'.

    Rotation - General

    As is the norm in FFXIV, Bard operates on a two-minute “rotation”. That means every two minutes we repeat the same pattern of skill uses, give or take the various random elements of Bard.

    Each two minute cycle starts with a “burst”, aiming to use your highest-damage skills during a pile of buffs - three of your own, and more from the party. The lead-up to the burst, and the burst itself, comprise about 30 seconds out of each two-minute cycle. An “opener” is a version of the burst used to start the fight, as your beginning state differs from mid-fight.

    After the burst, Bard settles into its core gameplay pattern, which we’ll cover first. The opener / burst sequence involves more skills and specifics, so that will come after.

    Normal GCD usage

    Outside of burst, which GCD skill to use on Bard is simple: Press Burst Shot, or Refulgent Arrow if it’s available. This makes up 90% of your GCDs. The two exceptions are:

    • Use Iron Jaws if your damage over time (DoT) debuffs - Stormbite and Caustic Bite - are about to run out. Or, re-apply them if they do fall off. You have breathing room here, so don’t be afraid to use it with 4-7 seconds left until you’re more comfortable.
    • Aim to fire Apex Arrow and Blast Arrow around halfway through Mage’s Ballad (more on that shortly), by about 21-19s on the timer. Or sooner, if your Soul Gauge hits 100 early.

    Between keeping an eye on your songs (below) and your DoTs, it can feel like a lot to track at first, but you’ll get it down with practice.

    The song cycle

    Bard has three main songs you can use for up to 45 seconds at a time: The Wanderer’s Minuet (WM), Mage’s Ballad (MB), and Army’s Paeon (AP). They have two-minute cooldowns, so cycling through these songs forms the backbone of your rotation. Song swaps serve as touchpoints, and alter your gameplay slightly as you go.

    Each song gives a small (but always-on) buff to the party, and has an 80% chance to trigger an effect (a repertoire “proc”) every three seconds. The timing aligns with the song timer - procs can occur at 42 seconds on the timer, 39 seconds and so on. In addition to the song-specific effect, each proc gives 5 Soul Gauge.

    You should always have one of your three songs running while in combat. Because the last proc chance happens at three seconds left, feel free to move on to the next song as soon as the timer reads three or less.

    Song order

    The best way to cover two minutes with the three songs is to spend ~43 seconds in Wanderer’s Minuet, ~43 seconds in Mage’s Ballad (leaving as the timer hits 3-2 in both cases), then ~34 seconds in Army’s Paeon (leaving at 12-10 on the timer).

    Wanderer’s is Bard’s strongest song, followed not too far behind by Mage’s Ballad. Army’s Paeon is a decent bit weaker, so it’s the one to cut short.

    Song effects

    Depending on what song you’re in, there will be some minor skill use differences.

    In Wanderer’s Minuet, procs give stacks to spend on Pitch Perfect, up to three. Try to always use it at three, unless you are worried about Empyreal Arrow (which triggers a proc) overflowing you. Also, spend whatever you have before you leave for Mage’s Ballad.

    In Mage’s Ballad, procs give you half a charge of Heartbreak Shot. They can fill up fast, but if you use Heartbreak as able you should be fine.

    In Army’s Paeon, your GCD and auto-attacks up to 16% faster as you get procs. Make sure to stay on top of the GCD as its pace accelerates. Also, try not to double weave at full stacks, as that’s likely to cut into your next GCD.

    Other off-GCD skills

    Outside of songs and the Minuet-only Pitch Perfect, you have a few other off-global damage skills to mind.

    Empyreal Arrow is the most important - not only does it deal damage, but it also gives a repertoire proc, and on a short 15-second cooldown. In optimized rotation plans, effort goes into trying to keep EA on a clean every 15.0 second schedule. But for starting out, just try not to let it sit off cooldown for more than a second or two.

    Heartbreak Shot is available beyond just Mage’s Ballad. As a charged action it’s very flexible, just keep it from hitting a full three stacks and you’re good. (At three stacks, it is no longer on cooldown, so avoiding that means it’s always charging a new stack)

    Lastly, Sidewinder will come off cooldown once between bursts, around the middle of Mage’s Ballad. Try to use it quickly so that it comes back on time for the next burst.

    Opener and Burst

    Your opener and burst are a more specific sequence of skills. The goals are to buff the party at a good time, deal a lot of damage during buffs, and time certain skills in a future-friendly slot.

    Standard opener

    You may see other models around, but for starting out the standard opener is a solid go-to.


    A few details:

    • Use Heartbreak Shots, Refulgent Arrows, and three-stack Pitch Perfects as able. They aren’t all displayed here. (and any given Burst or Refulgent in the image could be vice versa).
    • It’s worth dumping any Pitch Perfect stacks you have (even just one) before buffs run out. Hence the usage shown at the end.
    • If you have some combat detection lag making it hard to use Minuet quickly, send a Heartbreak Shot before the Stormbite.

    Two-minute burst

    Every two minutes after your opener, you want to do a similar sequence. Thanks to the Enhanced Army’s Paeon trait it will be a little different, but the idea is the same.


    The same notes from the opener apply. Once you’re into the fight, you should have Apex Arrow and Blast Arrow here, making a total of six key GCDs you want to use while all buffs are up:

    • Apex Arrow
    • Blast Arrow
    • A Barrage-buffed Refulgent Arrow
    • Resonant Arrow
    • Radiant Encore
    • Iron Jaws

    The exact order you use these six is not a big deal, though if your soul gauge is full you do want to get that Apex off.

    Dungeons and AoE

    In dungeons, your AoE (area of effect) rotation is much the same as on a single-target. Ladonsbite, Shadowbite and Rain of Death replace Burst Shot, Refulgent Arrow and Heartbreak Shot respectively.

    You can use your songs in the same order, and do not be afraid to use your buffs and big two-minute skills on trash. Remember that Barrage does buff Shadowbite, even if it does not triple it.

    While running from one pack to another, if hitting 3+ enemies with Ladonsbite is impractical, you can go ahead and spread some Stormbites around instead. Putting both DoTs on particularly high-HP mobs can be good too. They’ll be alone sooner or later, so getting a lot out of a couple single skills up front is efficient.

    Targeting

    Ideally, if there’s a meaty enemy in the middle of the pack, that’s the one you want to aim at. Otherwise, in Minuet, try to bounce between targets in the middle of the pack. A lot of your burst skills deal more to the main target, and it’s not too helpful to kill one extra early by over-focusing it.

    In your other songs, you don’t have a lot of focus damage aside from auto-attacks and sending Empyreals out (which you should still do), so this is less of a concern. Sticking to one central target should be fine.

    Defense and Utility skills

    On top of some shared basics, Bard has a few unique utility skills that can come in quite handy. Don’t forget to use them!

    Troubadour - Simply enough, try to use this when the party is going to take a lot of damage. In harder content, your healers should be able to tell you when they want it. If they haven’t, make the best guesses you can.

    Nature’s Minne - This increases all healing received by party members in range. It’s similar in purpose to Troubadour, but affecting heals changes some of the use cases and timing.

    The Warden’s Paean - Cleanses any debuff with a little white bar over the icon. While rare in challenge content, you’ll see these in dungeons and alliance raids on occasion. So keep an eye out, especially for Doom and Paralyze. Warden’s can even prevent a debuff in advance too (usually).

    Second Wind - A simple self-heal. It’s useful for solo play, and also if you need more healing than the rest of your party for any reason.

    Arm’s Length - Canceling a knockback can be useful sometimes, so have this ready on your hotbar. Note that there are a few knockback mechanics that ignore it.

    Head Graze - Cancels enemy casts that have a shaking red bar. Most things you’re expected to cancel will have long cast times. Don’t worry about hitting quick casts like spell attacks from sprites.

    Repelling Shot - This is never necessary, but sometimes it can make a dodge or spread out mechanic a little more comfortable.

    Peloton - Only usable out of combat, but speeds the party up a bit from one pull to the next. Good for getting commendations sometimes.

    Leg Graze & Foot Graze - It has been several years since these have been useful in endgame group content. They’re handy sometimes in solo-friendly content if you need to kite or run away. That’s about it though.


    Credits

    Sana Cetonis [Adamantoise] - Primary author

    Yumiya Nagatsuki [Behemoth] - Theorycrafter

    Stephia Deleva [Goblin] - Contributor

    Khemi Nawilo [Behemoth] - Contributor

    Elya Kura [Ragnarok] - Contributor

    Verzell Varion [Adamantoise] - Contributor

  • Newsfeed
  • Bard Basic Guide
    Guide Info
    Last Updated: 15 Aug, 2024
    Patch Applicable: 7.01

    Welcome to the Basics Guide for Bard! Whether you’re a fresh level 100, a returning player, or just need a refresher, this guide will get you started and help you feel comfortable.

    This is a basic introduction to level 100 Bard. It will not go into many nuances, optimizations, or topics outside of playing the job in battle. In particular, this will not cover a range of nuances that aim to keep key skills on cooldown despite Bard’s shifting speeds. Following the basics here is plenty sufficient for most game scenarios.

    If what you’re looking for isn’t in here, it may be found in one of the dedicated guides below:

    Playstyle

    As a Bard, you won’t have a set rotation. Instead, Bard skill usage is based on what’s available and/or what your timers are at a given moment. The core of this is a set of three songs you’ll cycle through. Each song has some effect that has an 80% chance to occur every three seconds.

    Note: Something with a random chance to occur is commonly called a “proc”, and will be mentioned throughout this guide.

    Between songs, procs, and its pair of damage over time (DoT) debuffs, Bard can feel like it has a lot to keep an eye on. But with practice, you’ll get the hang of it.

    Core Concepts

    ALWAYS BE CASTING!!

    As with any job in FFXIV, the biggest part of being a good Bard is to keep your global cooldown (GCD) rolling.

    As a physical job, Bard’s GCD skills - skills that share a 2.5 second base cooldown - are called Weaponskills. Everything else is an Ability with its own independent cooldown. Such skills are often called oGCDs.

    Normally, you have enough time between GCD skills to use two oGCD skills. If you aren’t already, get used to the pattern of (GCD - up to two oGCDs - GCD - up to two oGCDs - GCD - etc.).

    Also, note that you can press a GCD skill a little in advance, and it will fire as soon as possible. Use this fact to make sure your global cooldown never stops spinning.

    Positioning

    As a Ranged DPS, you have full freedom of movement. You can make use of this to give the party space for mechanics, keep yourself out of harm’s way, and so on.

    However - Try to stay at a medium to close distance by default. Party heals (and buffs!) have a range, and you want those to reach you. If you die because you were too far away and missed a heal, that’s your fault, not the healers'.

    Rotation - General

    As is the norm in FFXIV, Bard operates on a two-minute “rotation”. That means every two minutes we repeat the same pattern of skill uses, give or take the various random elements of Bard.

    Each two minute cycle starts with a “burst”, aiming to use your highest-damage skills during a pile of buffs - three of your own, and more from the party. The lead-up to the burst, and the burst itself, comprise about 30 seconds out of each two-minute cycle. An “opener” is a version of the burst used to start the fight, as your beginning state differs from mid-fight.

    After the burst, Bard settles into its core gameplay pattern, which we’ll cover first. The opener / burst sequence involves more skills and specifics, so that will come after.

    Normal GCD usage

    Outside of burst, which GCD skill to use on Bard is simple: Press Burst Shot, or Refulgent Arrow if it’s available. This makes up 90% of your GCDs. The two exceptions are:

    • Use Iron Jaws if your damage over time (DoT) debuffs - Stormbite and Caustic Bite - are about to run out. Or, re-apply them if they do fall off. You have breathing room here, so don’t be afraid to use it with 4-7 seconds left until you’re more comfortable.
    • Aim to fire Apex Arrow and Blast Arrow around halfway through Mage’s Ballad (more on that shortly), by about 21-19s on the timer. Or sooner, if your Soul Gauge hits 100 early.

    Between keeping an eye on your songs (below) and your DoTs, it can feel like a lot to track at first, but you’ll get it down with practice.

    The song cycle

    Bard has three main songs you can use for up to 45 seconds at a time: The Wanderer’s Minuet (WM), Mage’s Ballad (MB), and Army’s Paeon (AP). They have two-minute cooldowns, so cycling through these songs forms the backbone of your rotation. Song swaps serve as touchpoints, and alter your gameplay slightly as you go.

    Each song gives a small (but always-on) buff to the party, and has an 80% chance to trigger an effect (a repertoire “proc”) every three seconds. The timing aligns with the song timer - procs can occur at 42 seconds on the timer, 39 seconds and so on. In addition to the song-specific effect, each proc gives 5 Soul Gauge.

    You should always have one of your three songs running while in combat. Because the last proc chance happens at three seconds left, feel free to move on to the next song as soon as the timer reads three or less.

    Song order

    The best way to cover two minutes with the three songs is to spend ~43 seconds in Wanderer’s Minuet, ~43 seconds in Mage’s Ballad (leaving as the timer hits 3-2 in both cases), then ~34 seconds in Army’s Paeon (leaving at 12-10 on the timer).

    Wanderer’s is Bard’s strongest song, followed not too far behind by Mage’s Ballad. Army’s Paeon is a decent bit weaker, so it’s the one to cut short.

    Song effects

    Depending on what song you’re in, there will be some minor skill use differences.

    In Wanderer’s Minuet, procs give stacks to spend on Pitch Perfect, up to three. Try to always use it at three, unless you are worried about Empyreal Arrow (which triggers a proc) overflowing you. Also, spend whatever you have before you leave for Mage’s Ballad.

    In Mage’s Ballad, procs give you half a charge of Heartbreak Shot. They can fill up fast, but if you use Heartbreak as able you should be fine.

    In Army’s Paeon, your GCD and auto-attacks up to 16% faster as you get procs. Make sure to stay on top of the GCD as its pace accelerates. Also, try not to double weave at full stacks, as that’s likely to cut into your next GCD.

    Other off-GCD skills

    Outside of songs and the Minuet-only Pitch Perfect, you have a few other off-global damage skills to mind.

    Empyreal Arrow is the most important - not only does it deal damage, but it also gives a repertoire proc, and on a short 15-second cooldown. In optimized rotation plans, effort goes into trying to keep EA on a clean every 15.0 second schedule. But for starting out, just try not to let it sit off cooldown for more than a second or two.

    Heartbreak Shot is available beyond just Mage’s Ballad. As a charged action it’s very flexible, just keep it from hitting a full three stacks and you’re good. (At three stacks, it is no longer on cooldown, so avoiding that means it’s always charging a new stack)

    Lastly, Sidewinder will come off cooldown once between bursts, around the middle of Mage’s Ballad. Try to use it quickly so that it comes back on time for the next burst.

    Opener and Burst

    Your opener and burst are a more specific sequence of skills. The goals are to buff the party at a good time, deal a lot of damage during buffs, and time certain skills in a future-friendly slot.

    Standard opener

    You may see other models around, but for starting out the standard opener is a solid go-to.


    A few details:

    • Use Heartbreak Shots, Refulgent Arrows, and three-stack Pitch Perfects as able. They aren’t all displayed here. (and any given Burst or Refulgent in the image could be vice versa).
    • It’s worth dumping any Pitch Perfect stacks you have (even just one) before buffs run out. Hence the usage shown at the end.
    • If you have some combat detection lag making it hard to use Minuet quickly, send a Heartbreak Shot before the Stormbite.

    Two-minute burst

    Every two minutes after your opener, you want to do a similar sequence. Thanks to the Enhanced Army’s Paeon trait it will be a little different, but the idea is the same.


    The same notes from the opener apply. Once you’re into the fight, you should have Apex Arrow and Blast Arrow here, making a total of six key GCDs you want to use while all buffs are up:

    • Apex Arrow
    • Blast Arrow
    • A Barrage-buffed Refulgent Arrow
    • Resonant Arrow
    • Radiant Encore
    • Iron Jaws

    The exact order you use these six is not a big deal, though if your soul gauge is full you do want to get that Apex off.

    Dungeons and AoE

    In dungeons, your AoE (area of effect) rotation is much the same as on a single-target. Ladonsbite, Shadowbite and Rain of Death replace Burst Shot, Refulgent Arrow and Heartbreak Shot respectively.

    You can use your songs in the same order, and do not be afraid to use your buffs and big two-minute skills on trash. Remember that Barrage does buff Shadowbite, even if it does not triple it.

    While running from one pack to another, if hitting 3+ enemies with Ladonsbite is impractical, you can go ahead and spread some Stormbites around instead. Putting both DoTs on particularly high-HP mobs can be good too. They’ll be alone sooner or later, so getting a lot out of a couple single skills up front is efficient.

    Targeting

    Ideally, if there’s a meaty enemy in the middle of the pack, that’s the one you want to aim at. Otherwise, in Minuet, try to bounce between targets in the middle of the pack. A lot of your burst skills deal more to the main target, and it’s not too helpful to kill one extra early by over-focusing it.

    In your other songs, you don’t have a lot of focus damage aside from auto-attacks and sending Empyreals out (which you should still do), so this is less of a concern. Sticking to one central target should be fine.

    Defense and Utility skills

    On top of some shared basics, Bard has a few unique utility skills that can come in quite handy. Don’t forget to use them!

    Troubadour - Simply enough, try to use this when the party is going to take a lot of damage. In harder content, your healers should be able to tell you when they want it. If they haven’t, make the best guesses you can.

    Nature’s Minne - This increases all healing received by party members in range. It’s similar in purpose to Troubadour, but affecting heals changes some of the use cases and timing.

    The Warden’s Paean - Cleanses any debuff with a little white bar over the icon. While rare in challenge content, you’ll see these in dungeons and alliance raids on occasion. So keep an eye out, especially for Doom and Paralyze. Warden’s can even prevent a debuff in advance too (usually).

    Second Wind - A simple self-heal. It’s useful for solo play, and also if you need more healing than the rest of your party for any reason.

    Arm’s Length - Canceling a knockback can be useful sometimes, so have this ready on your hotbar. Note that there are a few knockback mechanics that ignore it.

    Head Graze - Cancels enemy casts that have a shaking red bar. Most things you’re expected to cancel will have long cast times. Don’t worry about hitting quick casts like spell attacks from sprites.

    Repelling Shot - This is never necessary, but sometimes it can make a dodge or spread out mechanic a little more comfortable.

    Peloton - Only usable out of combat, but speeds the party up a bit from one pull to the next. Good for getting commendations sometimes.

    Leg Graze & Foot Graze - It has been several years since these have been useful in endgame group content. They’re handy sometimes in solo-friendly content if you need to kite or run away. That’s about it though.


    Credits

    Sana Cetonis [Adamantoise] - Primary author

    Yumiya Nagatsuki [Behemoth] - Theorycrafter

    Stephia Deleva [Goblin] - Contributor

    Khemi Nawilo [Behemoth] - Contributor

    Elya Kura [Ragnarok] - Contributor

    Verzell Varion [Adamantoise] - Contributor

    • Have any questions?
      Authors
      Sana Cetonis
      diff --git a/jobs/ranged/bard/openers/index.html b/jobs/ranged/bard/openers/index.html index 0ae26f5502..59a9d76338 100644 --- a/jobs/ranged/bard/openers/index.html +++ b/jobs/ranged/bard/openers/index.html @@ -45,7 +45,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Bard Openers
    Guide Info
    Last Updated: 12 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Bard Openers

    There are a few other openers you will see around, but the two below are the main general-purpose intermediate options.

    For all openers:

    • Any given Burst Shot in the image could be Refulgent Arrow, or vice versa save for the one using Barrage.
    • Use Pitch Perfect at three stacks as able, Heartbreak Shot as able, and Refulgent procs as you get them.
    • Try to use your first skill as the countdown hits zero (not before). This is aimed at aligning buffs long-term.
    • The best potion as of 7.05 is high-quality Grade 2 Gemdraught of Dexterity.

    Bard Level 100 Standard Opener


    Bard Level 100 3-6-9 Opener


    Opener FAQ

    Is it really okay to use Radiant Finale for only 2% in the opener?

    Yes, by the next two-minute burst you will have gotten three more coda.

    --

    Should I use Refulgent Arrow between Stormbite and Caustic Bite if I get a proc?

    No, getting both DoTs up as soon as possible is slightly better.

    --

    Should I burn Pitch Perfect at less than three stacks after the 24 (WM timer) proc?

    No, go ahead and wait for the 21 proc. Even though it will lose one buff, this is an overall gain.

    --

    I’ve heard about using Tinctures at two minutes, why is it here?

    This is just a default opener if you don’t know the fight length. If you’re certain the fight will last 8:30 or more (accounting for downtime), you will want to Tincture at two and eight minutes.

  • Newsfeed
  • Bard Openers
    Guide Info
    Last Updated: 12 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Bard Openers

    There are a few other openers you will see around, but the two below are the main general-purpose intermediate options.

    For all openers:

    • Any given Burst Shot in the image could be Refulgent Arrow, or vice versa save for the one using Barrage.
    • Use Pitch Perfect at three stacks as able, Heartbreak Shot as able, and Refulgent procs as you get them.
    • Try to use your first skill as the countdown hits zero (not before). This is aimed at aligning buffs long-term.
    • The best potion as of 7.05 is high-quality Grade 2 Gemdraught of Dexterity.

    Bard Level 100 Standard Opener


    Bard Level 100 3-6-9 Opener


    Opener FAQ

    Is it really okay to use Radiant Finale for only 2% in the opener?

    Yes, by the next two-minute burst you will have gotten three more coda.

    --

    Should I use Refulgent Arrow between Stormbite and Caustic Bite if I get a proc?

    No, getting both DoTs up as soon as possible is slightly better.

    --

    Should I burn Pitch Perfect at less than three stacks after the 24 (WM timer) proc?

    No, go ahead and wait for the 21 proc. Even though it will lose one buff, this is an overall gain.

    --

    I’ve heard about using Tinctures at two minutes, why is it here?

    This is just a default opener if you don’t know the fight length. If you’re certain the fight will last 8:30 or more (accounting for downtime), you will want to Tincture at two and eight minutes.

    • Have any questions?
      Authors
      Balance BRD Staff
      diff --git a/jobs/ranged/bard/skills-overview/index.html b/jobs/ranged/bard/skills-overview/index.html index 58e015e21c..af83a2450c 100644 --- a/jobs/ranged/bard/skills-overview/index.html +++ b/jobs/ranged/bard/skills-overview/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Bard Skills Overview
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.01

    Here you’ll find notes and clarifications about Bard’s skills. If you’re looking for tooltips, check the official website.

    GCDs (share a Global Cooldown)

    bs
    Burst Shot (BS)Your go-to filler GCD on single targets. Use Burst Shot when you have no other GCDs you need to press.
    ra
    Refulgent Arrow (RA)Refulgent Arrow is usable when you have the “Hawk’s Eye” buff. You can get this buff by using Burst Shot, Stormbite, Caustic Bite, Iron Jaws, or Ladonsbite. Barrage also enables a usage.
    stormbite
    Stormbite (SB)Damage over time (DoT) debuffs deal damage every three seconds. Keep Stormbite up on single target fights. Also, toss it on high HP dungeon mobs, or pepper them as they’re being pulled/gathered if you can’t hit 3+ enemies with Ladonsbite yet.
    caustic bite
    Caustic Bite (CB)Damage over time debuffs deal damage every three seconds. Keep Caustic Bite up on single target fights. Toss it on high HP dungeon mobs, or if you’re still on the run after tossing Stormbites around between packs.
    iron jaws
    Iron Jaws (IJ)Iron Jaws behaves the same as applying a brand new pair of DoTs. Including ‘snapshotting’ any buff or debuff values. Make sure to use it once during each two minute buff window.
    apex arrow
    Apex Arrow (AA)Apex Arrow is best used roughly once per minute, so that every other use falls under the two minute buff window. If this means sitting at 100 gauge at the end of Army’s Paeon, that’s okay.
    Blast Arrow
    Blast Arrow (BA)Blast Arrow becomes available after using Apex Arrow at 80+ gauge. The enemy you target is the one that takes 600 potency.
    Blast Arrow
    Resonant Arrow (ResA)Resonant Arrow becomes available after using Barrage. The enemy you target is the one that takes 600 potency.
    Radiant Encore
    Radiant Encore (RE)Radiant Encore becomes available after using Radiant Finale. Its potency scales with the coda spent on Finale, so it is weaker in the opener and our biggest single hit later on.
    Ladonsbite
    Ladonsbite (LB)Ladonsbite is your go-to filler GCD on two or more targets. The cone is very large, so don’t stress too much about exactly where it’s aimed.
    SHADBITE
    Shadowbite (ShB)Usable when you have “Hawk’s Eye”, effectively our AoE Refulgent Arrow. The radius on ShB is a standard five yalms, so it covers a lot less space than Ladonsbite. Be mindful not to be targeting an enemy on the fringe of the pack when you use this.

    Songs + Repertoire

    WM icon
    Wanderer’s Minuet (WM)Your strongest song. While in WM, procs give you stacks of Pitch Perfect. You’ll be using your two minute buffs during this song. Leave WM with 3 or less seconds remaining.
    pp
    Pitch Perfect (PP)Use Pitch Perfect at three stacks by default, or if a slate of buffs (or Minuet itself) is about to expire.
    mb icon
    Mage’s Ballad (MB)Our second-best song. While in MB, procs will reduce the cooldown of Heartbreak Shot and Rain of Death.
    heartbreak
    Heartbreak Shot (HBS)You can store up to three Heartbreaks, so you don’t need to be in a hurry to use it unless you’re close to full. Try to store these up during Army’s Paeon to have a bunch to fire off during the two minute buff window.
    ROD
    Rain of Death (RoD)Rain of Death has a larger radius than most circle AoEs, so you don’t always need to be targeting the dead center of a pack to hit everything.
    AP icon
    Army’s Paeon (AP)While in AP, procs will gradually speed up your global cooldown and autoattacks, up to four times. It’s subtle, so be careful not to fall behind. Try to avoid double weaving while at four stacks. Expect to leave AP as soon as WM is back up.
    EAP
    Enhanced Army’s PaeonThe song you use after Army’s Paeon will get a smaller speed buff (12% at full stacks) for 10 seconds. The “Ethos” buff just allows you to have Army’s run out while still getting speed on the next song.
    empyreal arrow
    Empyreal Arrow (EA)Deals damage and gives you a repertoire proc. Try to keep Empyreal Arrow on a tight cooldown as much as possible without delaying GCDs.


    Other oGCDs

    barrage
    BarrageUse Barrage under two minute buffs. It enables and enhances Refulgent Arrow (triples its hits) and Shadowbite (potency increase). It can no longer be consumed by other skills, nor does it compete with existing Hawk’s Eye procs.
    raging strikes
    Raging Strikes (RS)You’ll use Raging Strikes along with your two minute party buffs (Battle Voice and Radiant Finale). Ideal timing varies, but in most bursts it should be used in the gcd before or after, with the two party buffs double woven together.
    sidewinder
    Sidewinder (SW)A simple damage button. Keep Sidewinder on cooldown so that every other one lands within two minute buffs.


    Utility

    battle voice
    Battle Voice (BV)A simple two minute party buff. Use Battle Voice during The Wanderer’s Minuet.
    Radiant Finale
    Radiant Finale (RF)Despite the coda system and slightly shorter cooldown, you can safely treat Radiant Finale as a second two minute party buff. Use it alongside Battle Voice.
    troub
    Troubadour (Troub)Standard defensive utility for ranged dps. Use Troubadour when there’s a lot of damage incoming on the party.
    NM
    Nature’s MinneBard’s second two-minute defensive cooldown. Use Nature’s Minne to help with periods of heavy healing.
    SW
    Second WindIf you make a mistake or otherwise end up at lower hp than the rest of the party, Second Wind can help patch things up.
    AL
    Arm’s LengthPrevents most knockbacks. Can make certain mechanics a lot easier, even if we have full mobility.
    hg
    Head GrazeCancels enemy casts that have a shaking red bar. Most things you’re expected to cancel will have long cast times.
    REPELL SHOT
    Repelling ShotRepelling Shot is sometimes a useful way to do a snap movement. Note that it doesn’t take you back as far as some other jobs’ back jumps.
    WP
    The Warden’s PaeanCleanses any debuff with a little white bar over the icon. These don’t appear often at endgame, but keep an eye out anyway. In most cases, Warden’s can even prevent a debuff in advance.
    Pelo
    PelotonMakes the group run faster. Mostly nice for dungeons, but you can help melee out by popping it pre-pull in trials / raids too.
  • Newsfeed
  • Bard Skills Overview
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.01

    Here you’ll find notes and clarifications about Bard’s skills. If you’re looking for tooltips, check the official website.

    GCDs (share a Global Cooldown)

    bs
    Burst Shot (BS)Your go-to filler GCD on single targets. Use Burst Shot when you have no other GCDs you need to press.
    ra
    Refulgent Arrow (RA)Refulgent Arrow is usable when you have the “Hawk’s Eye” buff. You can get this buff by using Burst Shot, Stormbite, Caustic Bite, Iron Jaws, or Ladonsbite. Barrage also enables a usage.
    stormbite
    Stormbite (SB)Damage over time (DoT) debuffs deal damage every three seconds. Keep Stormbite up on single target fights. Also, toss it on high HP dungeon mobs, or pepper them as they’re being pulled/gathered if you can’t hit 3+ enemies with Ladonsbite yet.
    caustic bite
    Caustic Bite (CB)Damage over time debuffs deal damage every three seconds. Keep Caustic Bite up on single target fights. Toss it on high HP dungeon mobs, or if you’re still on the run after tossing Stormbites around between packs.
    iron jaws
    Iron Jaws (IJ)Iron Jaws behaves the same as applying a brand new pair of DoTs. Including ‘snapshotting’ any buff or debuff values. Make sure to use it once during each two minute buff window.
    apex arrow
    Apex Arrow (AA)Apex Arrow is best used roughly once per minute, so that every other use falls under the two minute buff window. If this means sitting at 100 gauge at the end of Army’s Paeon, that’s okay.
    Blast Arrow
    Blast Arrow (BA)Blast Arrow becomes available after using Apex Arrow at 80+ gauge. The enemy you target is the one that takes 600 potency.
    Blast Arrow
    Resonant Arrow (ResA)Resonant Arrow becomes available after using Barrage. The enemy you target is the one that takes 600 potency.
    Radiant Encore
    Radiant Encore (RE)Radiant Encore becomes available after using Radiant Finale. Its potency scales with the coda spent on Finale, so it is weaker in the opener and our biggest single hit later on.
    Ladonsbite
    Ladonsbite (LB)Ladonsbite is your go-to filler GCD on two or more targets. The cone is very large, so don’t stress too much about exactly where it’s aimed.
    SHADBITE
    Shadowbite (ShB)Usable when you have “Hawk’s Eye”, effectively our AoE Refulgent Arrow. The radius on ShB is a standard five yalms, so it covers a lot less space than Ladonsbite. Be mindful not to be targeting an enemy on the fringe of the pack when you use this.

    Songs + Repertoire

    WM icon
    Wanderer’s Minuet (WM)Your strongest song. While in WM, procs give you stacks of Pitch Perfect. You’ll be using your two minute buffs during this song. Leave WM with 3 or less seconds remaining.
    pp
    Pitch Perfect (PP)Use Pitch Perfect at three stacks by default, or if a slate of buffs (or Minuet itself) is about to expire.
    mb icon
    Mage’s Ballad (MB)Our second-best song. While in MB, procs will reduce the cooldown of Heartbreak Shot and Rain of Death.
    heartbreak
    Heartbreak Shot (HBS)You can store up to three Heartbreaks, so you don’t need to be in a hurry to use it unless you’re close to full. Try to store these up during Army’s Paeon to have a bunch to fire off during the two minute buff window.
    ROD
    Rain of Death (RoD)Rain of Death has a larger radius than most circle AoEs, so you don’t always need to be targeting the dead center of a pack to hit everything.
    AP icon
    Army’s Paeon (AP)While in AP, procs will gradually speed up your global cooldown and autoattacks, up to four times. It’s subtle, so be careful not to fall behind. Try to avoid double weaving while at four stacks. Expect to leave AP as soon as WM is back up.
    EAP
    Enhanced Army’s PaeonThe song you use after Army’s Paeon will get a smaller speed buff (12% at full stacks) for 10 seconds. The “Ethos” buff just allows you to have Army’s run out while still getting speed on the next song.
    empyreal arrow
    Empyreal Arrow (EA)Deals damage and gives you a repertoire proc. Try to keep Empyreal Arrow on a tight cooldown as much as possible without delaying GCDs.


    Other oGCDs

    barrage
    BarrageUse Barrage under two minute buffs. It enables and enhances Refulgent Arrow (triples its hits) and Shadowbite (potency increase). It can no longer be consumed by other skills, nor does it compete with existing Hawk’s Eye procs.
    raging strikes
    Raging Strikes (RS)You’ll use Raging Strikes along with your two minute party buffs (Battle Voice and Radiant Finale). Ideal timing varies, but in most bursts it should be used in the gcd before or after, with the two party buffs double woven together.
    sidewinder
    Sidewinder (SW)A simple damage button. Keep Sidewinder on cooldown so that every other one lands within two minute buffs.


    Utility

    battle voice
    Battle Voice (BV)A simple two minute party buff. Use Battle Voice during The Wanderer’s Minuet.
    Radiant Finale
    Radiant Finale (RF)Despite the coda system and slightly shorter cooldown, you can safely treat Radiant Finale as a second two minute party buff. Use it alongside Battle Voice.
    troub
    Troubadour (Troub)Standard defensive utility for ranged dps. Use Troubadour when there’s a lot of damage incoming on the party.
    NM
    Nature’s MinneBard’s second two-minute defensive cooldown. Use Nature’s Minne to help with periods of heavy healing.
    SW
    Second WindIf you make a mistake or otherwise end up at lower hp than the rest of the party, Second Wind can help patch things up.
    AL
    Arm’s LengthPrevents most knockbacks. Can make certain mechanics a lot easier, even if we have full mobility.
    hg
    Head GrazeCancels enemy casts that have a shaking red bar. Most things you’re expected to cancel will have long cast times.
    REPELL SHOT
    Repelling ShotRepelling Shot is sometimes a useful way to do a snap movement. Note that it doesn’t take you back as far as some other jobs’ back jumps.
    WP
    The Warden’s PaeanCleanses any debuff with a little white bar over the icon. These don’t appear often at endgame, but keep an eye out anyway. In most cases, Warden’s can even prevent a debuff in advance.
    Pelo
    PelotonMakes the group run faster. Mostly nice for dungeons, but you can help melee out by popping it pre-pull in trials / raids too.
    • Have any questions?
      Authors
      Sana Cetonis
      diff --git a/jobs/ranged/dancer/advanced-guide/index.html b/jobs/ranged/dancer/advanced-guide/index.html index e4e8cfdbb8..061a63d70b 100644 --- a/jobs/ranged/dancer/advanced-guide/index.html +++ b/jobs/ranged/dancer/advanced-guide/index.html @@ -45,7 +45,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Dancer Advanced Guide
    Guide Info
    Last Updated: 20 Jan, 2023
    Patch Applicable: 6.3

    by Io Whitespirit (Faerie)

    FOREWORD

    One of the biggest requests I have had is a more concise document on what people “need to know” before jumping into more difficult content. This is not meant to be a replacement for a general guide to Dancer; please see Ringabel’s extensive write-up instead, which will be linked at the end of the document in the appendix.

    This guide will be broken down into three sections: Basics, Intermediate, and Advanced. I am hopeful that even some of the more experienced players may learn something new from this document.

    Let’s get to it!

    • io

    Basics

    This section will focus on elements that should be understood prior to jumping into more difficult content.

    Weaving

    There are already plenty of guides on weaving, and for good reason–a poor understanding of how and when to weave will likely yield a mediocre performance. A great resource is the commonly linked Balance weaving infographic, seen here: click here

    Make sure you understand which of your abilities are GCDs, and which are oGCDs. A full discussion looking at every ability in our toolkit is beyond the scope of this guide.

    For Dancers, as we do not need to worry about cast bars, our GCDs will look something like this (assuming a minimum skill speed set):

    This means that after each GCD you use, after a forced animation lock of around ~0.7s, you will have the ability to weave two abilities before you can recast your next GCD. These will generally be Fans, but can include a large variety of other oGCD abilities. These will also, with some exceptions, usually have animation locks of ~0.7s. The biggest exception to this rule are potions, which have a lock of ~1.2s.

    Of note, initiating and finishing Dances (Standard Step, Standard Finish, Technical Step, Technical Finish, and now Tillana) has a recast timer of 1.5s instead of 2.5s, meaning you will only have the ability to weave in one oGCD during any of these abilities without clipping. This is more relevant for the Finishes and Tillana as most abilities are locked mid-dance.

    Please make sure you understand this concept well before proceeding, as this is pivotal to the entire foundation of FFXIV’s battle system.

    Opener - Level 90

    Click here for a higher resolution version.

    Barring kill time shenanigans and some very niche cases, this opener is good for more or less all level 90 fights. Tillana and Starfall Dance can be interchanged.

    A Technical first opener exists but is not worth using except in extremely niche cases. Likewise, the use of Devilment before starting Technical Step is not recommended.

    Rotation Basics

    The backbone of Dancer gameplay is conceptually fairly straightforward:

    1. Technical window (discussed a few subsections below) every two minutes

      1. Devilment and Flourish used around the same time
    2. Flourish every one minute

    3. Outside of the above, every 30-32 seconds:

      1. 25 seconds of GCDs (or 27+ seconds if using a 2.47s set)
      2. 5 seconds of Standard Step

    When the only thing available to do is press single target GCDs, use Reverse Cascade and Fountainfall procs immediately as they come up. This is to avoid the possibility of having both Reverse Cascade and Fountainfall procs available when Flourish becomes ready.

    GCD Procs

    GCD procs (Reverse Cascade, Fountainfall, and the AoE counterparts) last 30 seconds and generally should never be overwritten. For example, if you have a combo’d Fountain ready as well as Fountainfall ready, you would use the Fountainfall first to avoid the possibility that using Fountain might overwrite your pre-existing Fountainfall proc.

    A combo’d Fountain will also last 30 seconds. Although an effort should be used not to lose it now that the duration has been increased from Shadowbringers, it is sometimes dropped during Technical Step if there are too many other abilities to be used.

    Priority System

    The core of Dancer’s gameplay is based on RNG and dependent on GCD procs, Esprit generation, and Fans. As such, when multiple abilities are ready, understanding the priority system is important for optimizing damage.

    General Single Target Priority List:

    1. Starfall Dance if about to expire
    2. Fountainfall if about to expire
    3. Reverse Cascade if about to expire
    4. Saber Dance if >= 85 Esprit
    5. Fountainfall if Fountain combo ready
    6. Fountain combo if about to expire
    7. Tillana
    8. Saber Dance if >= 50 Esprit and under Technical Finish
    9. Standard Step
    10. Fountainfall
    11. Reverse Cascade
    12. Fountain combo
    13. Cascade

    An AoE priority list also exists, but as this is mostly irrelevant for Savage and Ultimate, it will be skipped in this guide.

    Drifting

    The definition of “drifting” refers to having a cooldown up and ready to use but, for one reason or another, delaying its use. Unless intentional, this is generally frowned upon. For key abilities such as Technical Step and Devilment, forgetting to use them on cooldown every two minutes will tend to “drift” these abilities out of other players’ raid buffs and bursts–a big no-no.

    Technical Window

    A Technical Window refers to the 20.5 seconds after Technical Finish is executed, during which Esprit generation is substantially increased for each other player affected by the Technical buff. This is your big damage window and where you should be dumping your resources.

    However, please note: the range of Technical Finish is not global, and is limited to 15 yalms. This means that depending on the ongoing mechanics, your positioning needs to be precise enough in order to hit all seven other players.

    This also means that during fights in which Technical comes up but people are spread out, it may need to be intentionally drifted back a determined number of GCDs to a point where people are clustered enough to be affected by the raid buff.

    Pooling

    “Pooling” refers to saving resources for Technical windows. This most commonly refers to saving 3-4 feathers so that they can be rapidly weaved in between GCDs while under the influence of Technical Step.

    This is also where understanding weaving is important. Of the following two images, only one is executed correctly:

    Both are from real logs. THE TOP IMAGE IS NOT WHAT WE MEAN BY POOLING AND IS NOT WHAT YOU SHOULD DO DUE TO INCORRECT WEAVING. The bottom image is more correct, with pooled feathers slowly being dumped between GCDs.

    Potions/Tinctures

    Couple of things to note about potions–as an item, they are unqueueable (the button to use a potion will not be processed if you press the button even slightly early, unlike your usual combat actions), have an animation lock of approximately 1.2s, and cannot be macroed. At high quality, they have a cooldown of 4 minutes 30 seconds. As such, its use will usually occupy the entirety of a double weave window. General recommendation for second potion usage outside of the opener is to delay its use until the next burst, and to use it the GCD before starting the next Technical Step (GCD → potion → start Technical Step) as this will cover the entirety of the Technical window.

    Dancers are a dexterity class, and thus they will look to use the highest grade dexterity potion/tincture available. The proper use of potions will net you just over 1% bonus damage in a fight. This may not seem like a lot, but it is not uncommon for parties to wipe on sub-1% enrages that would have been clearable if players had been using potions.

    Recommendations for fight-specific potion timings will be in the respective encounter guide.

    Food/Materia

    Using food while raiding and having melded materia in all guaranteed meld slots is more or less an expectation in fights of Savage difficulty and above. See our BiS lists for recommended food; most of the time, this will be the highest item level food that matches Dancer’s substat priorities.

    Intermediate

    This section will focus on elements that you should likely know about but tend to have smaller impacts on your gameplay.

    Downtime

    Downtime is a Dancer’s best friend. Where possible, try to prep Dances during downtime, as it is a gain of around 2 GCDs. More specific details on downtime preparation for a given fight will be in the fight’s encounter guide.

    Double-Weaving Fans

    FD1-FD1

    Double-weaving two FD1s is doable at lower ping. This can be useful given the lack of weave slots in your Technical window. However, as FD1 has a cooldown of 1 second, the double weave is quite tight. Also, you need to be fast enough to recognize the lack of FD3 proc before pressing the second FD1.

    As a result, this double weave may not be worth using if you cannot do it routinely without clipping.

    FD1-FD3

    Double-weaving FD1 into FD3 is doable at low to intermediate ping. Your ping needs to be low enough for your game to receive information that the FD3 proc has occurred.

    If you do not plan on routinely using double FD1 weaves and find yourself using this double-weave, consider button-mashing FD3 after using FD1. There is no harm if you do not gain the FD3 proc.

    FD3-FD1

    This double weave is recommended for players with higher ping, but is obviously usable by lower ping players as well. As you do not need to wait for information re: whether or not FD1 has created an FD3 proc, it will reduce the potential for clipping at higher latencies.

    Partner Priority and Partner Swapping

    A partner priority list will not be discussed in this guide as balance patches and updates will often change the ranking order. Please visit the Balance for the most up-to-date priority list, or use partnercalc to find the best partner for your specific logs. Top choices at time of writing are SAM, RPR, and MNK.

    For higher end optimization, partner swapping refers to switching your dance partner mid-fight. The most common reason for this is a death of the currently partnered player, but for more optimized groups this may also be to catch a DPS player’s burst.

    Partner swapping is generally executed over one to two GCDs, and comes at a cost if your partner has not died; once Closed Position has been dropped, your partner will immediately lose their Esprit generation and 5% damage buffs. Below is an image quantifying the total duration a player’s Standard Step buff is dropped if a partner swap is executed over a single GCD:

    Much like FD1 double-weaves, a partner swap can be executed over a single GCD without clipping; however, as dropping Closed position has an intrinsic 1 second cooldown, it will once again be somewhat tight to execute for players with high ping. Swapping over two GCDs is a very small loss over one GCD and is advisable if it prevents you from clipping.

    There are two ways of partner swapping:

    1. Drop Closed Position and select your partner immediately after using a GCD
    2. Drop Closed Position and partner a player by using a macro

    The benefits of using a macro include not having to deselect the boss, which may or may not delay auto-attacks. However, the downside of using a macro is that it can be easy to clip your GCD, as macros cannot be queued. The most important thing to avoid in a proper partner swap is clipping.

    An example of a Partner swap macro:

    /ac "Closed Position" <6>
    +Warrior
  • Newsfeed
  • Dancer Advanced Guide
    Guide Info
    Last Updated: 20 Jan, 2023
    Patch Applicable: 6.3

    by Io Whitespirit (Faerie)

    FOREWORD

    One of the biggest requests I have had is a more concise document on what people “need to know” before jumping into more difficult content. This is not meant to be a replacement for a general guide to Dancer; please see Ringabel’s extensive write-up instead, which will be linked at the end of the document in the appendix.

    This guide will be broken down into three sections: Basics, Intermediate, and Advanced. I am hopeful that even some of the more experienced players may learn something new from this document.

    Let’s get to it!

    • io

    Basics

    This section will focus on elements that should be understood prior to jumping into more difficult content.

    Weaving

    There are already plenty of guides on weaving, and for good reason–a poor understanding of how and when to weave will likely yield a mediocre performance. A great resource is the commonly linked Balance weaving infographic, seen here: click here

    Make sure you understand which of your abilities are GCDs, and which are oGCDs. A full discussion looking at every ability in our toolkit is beyond the scope of this guide.

    For Dancers, as we do not need to worry about cast bars, our GCDs will look something like this (assuming a minimum skill speed set):

    This means that after each GCD you use, after a forced animation lock of around ~0.7s, you will have the ability to weave two abilities before you can recast your next GCD. These will generally be Fans, but can include a large variety of other oGCD abilities. These will also, with some exceptions, usually have animation locks of ~0.7s. The biggest exception to this rule are potions, which have a lock of ~1.2s.

    Of note, initiating and finishing Dances (Standard Step, Standard Finish, Technical Step, Technical Finish, and now Tillana) has a recast timer of 1.5s instead of 2.5s, meaning you will only have the ability to weave in one oGCD during any of these abilities without clipping. This is more relevant for the Finishes and Tillana as most abilities are locked mid-dance.

    Please make sure you understand this concept well before proceeding, as this is pivotal to the entire foundation of FFXIV’s battle system.

    Opener - Level 90

    Click here for a higher resolution version.

    Barring kill time shenanigans and some very niche cases, this opener is good for more or less all level 90 fights. Tillana and Starfall Dance can be interchanged.

    A Technical first opener exists but is not worth using except in extremely niche cases. Likewise, the use of Devilment before starting Technical Step is not recommended.

    Rotation Basics

    The backbone of Dancer gameplay is conceptually fairly straightforward:

    1. Technical window (discussed a few subsections below) every two minutes

      1. Devilment and Flourish used around the same time
    2. Flourish every one minute

    3. Outside of the above, every 30-32 seconds:

      1. 25 seconds of GCDs (or 27+ seconds if using a 2.47s set)
      2. 5 seconds of Standard Step

    When the only thing available to do is press single target GCDs, use Reverse Cascade and Fountainfall procs immediately as they come up. This is to avoid the possibility of having both Reverse Cascade and Fountainfall procs available when Flourish becomes ready.

    GCD Procs

    GCD procs (Reverse Cascade, Fountainfall, and the AoE counterparts) last 30 seconds and generally should never be overwritten. For example, if you have a combo’d Fountain ready as well as Fountainfall ready, you would use the Fountainfall first to avoid the possibility that using Fountain might overwrite your pre-existing Fountainfall proc.

    A combo’d Fountain will also last 30 seconds. Although an effort should be used not to lose it now that the duration has been increased from Shadowbringers, it is sometimes dropped during Technical Step if there are too many other abilities to be used.

    Priority System

    The core of Dancer’s gameplay is based on RNG and dependent on GCD procs, Esprit generation, and Fans. As such, when multiple abilities are ready, understanding the priority system is important for optimizing damage.

    General Single Target Priority List:

    1. Starfall Dance if about to expire
    2. Fountainfall if about to expire
    3. Reverse Cascade if about to expire
    4. Saber Dance if >= 85 Esprit
    5. Fountainfall if Fountain combo ready
    6. Fountain combo if about to expire
    7. Tillana
    8. Saber Dance if >= 50 Esprit and under Technical Finish
    9. Standard Step
    10. Fountainfall
    11. Reverse Cascade
    12. Fountain combo
    13. Cascade

    An AoE priority list also exists, but as this is mostly irrelevant for Savage and Ultimate, it will be skipped in this guide.

    Drifting

    The definition of “drifting” refers to having a cooldown up and ready to use but, for one reason or another, delaying its use. Unless intentional, this is generally frowned upon. For key abilities such as Technical Step and Devilment, forgetting to use them on cooldown every two minutes will tend to “drift” these abilities out of other players’ raid buffs and bursts–a big no-no.

    Technical Window

    A Technical Window refers to the 20.5 seconds after Technical Finish is executed, during which Esprit generation is substantially increased for each other player affected by the Technical buff. This is your big damage window and where you should be dumping your resources.

    However, please note: the range of Technical Finish is not global, and is limited to 15 yalms. This means that depending on the ongoing mechanics, your positioning needs to be precise enough in order to hit all seven other players.

    This also means that during fights in which Technical comes up but people are spread out, it may need to be intentionally drifted back a determined number of GCDs to a point where people are clustered enough to be affected by the raid buff.

    Pooling

    “Pooling” refers to saving resources for Technical windows. This most commonly refers to saving 3-4 feathers so that they can be rapidly weaved in between GCDs while under the influence of Technical Step.

    This is also where understanding weaving is important. Of the following two images, only one is executed correctly:

    Both are from real logs. THE TOP IMAGE IS NOT WHAT WE MEAN BY POOLING AND IS NOT WHAT YOU SHOULD DO DUE TO INCORRECT WEAVING. The bottom image is more correct, with pooled feathers slowly being dumped between GCDs.

    Potions/Tinctures

    Couple of things to note about potions–as an item, they are unqueueable (the button to use a potion will not be processed if you press the button even slightly early, unlike your usual combat actions), have an animation lock of approximately 1.2s, and cannot be macroed. At high quality, they have a cooldown of 4 minutes 30 seconds. As such, its use will usually occupy the entirety of a double weave window. General recommendation for second potion usage outside of the opener is to delay its use until the next burst, and to use it the GCD before starting the next Technical Step (GCD → potion → start Technical Step) as this will cover the entirety of the Technical window.

    Dancers are a dexterity class, and thus they will look to use the highest grade dexterity potion/tincture available. The proper use of potions will net you just over 1% bonus damage in a fight. This may not seem like a lot, but it is not uncommon for parties to wipe on sub-1% enrages that would have been clearable if players had been using potions.

    Recommendations for fight-specific potion timings will be in the respective encounter guide.

    Food/Materia

    Using food while raiding and having melded materia in all guaranteed meld slots is more or less an expectation in fights of Savage difficulty and above. See our BiS lists for recommended food; most of the time, this will be the highest item level food that matches Dancer’s substat priorities.

    Intermediate

    This section will focus on elements that you should likely know about but tend to have smaller impacts on your gameplay.

    Downtime

    Downtime is a Dancer’s best friend. Where possible, try to prep Dances during downtime, as it is a gain of around 2 GCDs. More specific details on downtime preparation for a given fight will be in the fight’s encounter guide.

    Double-Weaving Fans

    FD1-FD1

    Double-weaving two FD1s is doable at lower ping. This can be useful given the lack of weave slots in your Technical window. However, as FD1 has a cooldown of 1 second, the double weave is quite tight. Also, you need to be fast enough to recognize the lack of FD3 proc before pressing the second FD1.

    As a result, this double weave may not be worth using if you cannot do it routinely without clipping.

    FD1-FD3

    Double-weaving FD1 into FD3 is doable at low to intermediate ping. Your ping needs to be low enough for your game to receive information that the FD3 proc has occurred.

    If you do not plan on routinely using double FD1 weaves and find yourself using this double-weave, consider button-mashing FD3 after using FD1. There is no harm if you do not gain the FD3 proc.

    FD3-FD1

    This double weave is recommended for players with higher ping, but is obviously usable by lower ping players as well. As you do not need to wait for information re: whether or not FD1 has created an FD3 proc, it will reduce the potential for clipping at higher latencies.

    Partner Priority and Partner Swapping

    A partner priority list will not be discussed in this guide as balance patches and updates will often change the ranking order. Please visit the Balance for the most up-to-date priority list, or use partnercalc to find the best partner for your specific logs. Top choices at time of writing are SAM, RPR, and MNK.

    For higher end optimization, partner swapping refers to switching your dance partner mid-fight. The most common reason for this is a death of the currently partnered player, but for more optimized groups this may also be to catch a DPS player’s burst.

    Partner swapping is generally executed over one to two GCDs, and comes at a cost if your partner has not died; once Closed Position has been dropped, your partner will immediately lose their Esprit generation and 5% damage buffs. Below is an image quantifying the total duration a player’s Standard Step buff is dropped if a partner swap is executed over a single GCD:

    Much like FD1 double-weaves, a partner swap can be executed over a single GCD without clipping; however, as dropping Closed position has an intrinsic 1 second cooldown, it will once again be somewhat tight to execute for players with high ping. Swapping over two GCDs is a very small loss over one GCD and is advisable if it prevents you from clipping.

    There are two ways of partner swapping:

    1. Drop Closed Position and select your partner immediately after using a GCD
    2. Drop Closed Position and partner a player by using a macro

    The benefits of using a macro include not having to deselect the boss, which may or may not delay auto-attacks. However, the downside of using a macro is that it can be easy to clip your GCD, as macros cannot be queued. The most important thing to avoid in a proper partner swap is clipping.

    An example of a Partner swap macro:

    /ac "Closed Position" <6>
     /ac "Closed Position" <6>
     /ac "Closed Position" <6>
     /ac "Closed Position" <6>
    diff --git a/jobs/ranged/dancer/basic-guide/index.html b/jobs/ranged/dancer/basic-guide/index.html
    index 6c589e5518..047f44e46a 100644
    --- a/jobs/ranged/dancer/basic-guide/index.html
    +++ b/jobs/ranged/dancer/basic-guide/index.html
    @@ -51,7 +51,7 @@
     Dark Knight
     Gunbreaker
     Paladin
    -Warrior
  • Newsfeed
  • Dancer Basic Guide
    Guide Info
    Last Updated: 20 Jan, 2023
    Patch Applicable: 6.3

    Foreword

    Welcome to the basic Dancer guide. Within this document, you’ll find all the information you’ll need to learn to play the job. Other links will be included below for further references and resources. Any further questions can also be directed to the Dancer channels in the Balance’s Discord.

    For a video version of this guide click here!

    Useful Resources

    Skill Overview

    Opener Infographic

    Io’s Raiding Primer

    Ringabel’s Advanced Guide

    Leveling Guide

    What is a Dancer?

    Dancer, alongside Bard and Machinist, is one of the three physical ranged DPS. Dancers focus on providing sizable damage buffs to the party through a big two-minute raid buff and a handful of single target buffs to be given to a single party member of their choosing. Like other physical ranged DPS jobs, Dancer’s skills are instantly cast, and thus allow for nearly unrestricted movement.

    Dancers also bring a good amount of defensive utility, making it great for raids as Curing Waltz, Improvisation and Shield Samba allow for a decent amount of free healing and damage mitigation.

    Understanding Your Job Gauge

    Dancer’s Job Gauges are central to their gameplay.

     

    On the top, you see up to four green Feathers appear. These represent your available stored uses of Fan Dance (also known as Fourfold Feathers); these charges have a chance of being generated when using certain abilities. Each displayed Feather allows a single use of either Fan Dance, or its AoE counterpart, Fan Dance II.

    The yellow bar, with the corresponding number, is your Esprit gauge. This resource is unlocked at level 76. Esprit is generated as you or your dance partner use GCD weapon skills or spells. After using Technical Finish, your entire party also will contribute to generating Esprit until the raid buff expires. This resource is consumed by using Saber Dance, a very hard hitting GCD. Use it proactively to avoid wasting Esprit.

     

    The second gauge we have shows us our step actions. Dancer has two dance abilities, Standard Step and Technical Step. When initiating these dances you are given random steps to press. Two steps for Standard Step, and four for Technical Step.

    These step abilities will replace your main single target and AoE abilities and turn into the dance step of their corresponding color.

    To perform these dances correctly, you simply look at the gauge and perform the steps from left to right. If you make a mistake, your progress within the dance will not change. It’s important to do all the steps before completing the dance, since both the Finish’s potency and the magnitude of the buff granted depend on how many steps were performed. Here is an example of these dances being done:

    (A dance will never have the same step twice.)

     

    Standard Step should be generally used whenever it becomes available – even when the buff is not yet close to expiring – as it is still a very hard-hitting skill. The timer above the step gauge notes the time left on your Standard Step buff. Try to avoid having this buff expire where possible.

    Understanding Dance Partner

    Dancer’s main gimmick is the Dance Partner mechanic. Using Closed Position on a party member sets them as your Dance Partner, allowing several of your skills (Standard Finish and Devilment) to buff said party member and to provide significant boosts to their damage output.

    You therefore want to put your Dance Partner on someone that does a lot of damage and is able to utilize said buffs to their fullest extent.

    Differences in gear and other factors can have an effect on who the optimal dance partner is in any given situation. Weigh the pros and cons of each of your party members and decide a dance partner based on your own discretion.

    In a vacuum where gear and skill level is equal the priority would be such:

    SAM > NIN > MNK > RPR > DRG > BLM > SMN > RDM > MCH > BRD > DNC

    Dance partner does stack, so if you’re ever in a situation where you have two Dancers in a dungeon, you can partner each other.

    (Esprit generation is only a minor consideration as this is largely standardized between different jobs.)

    There is also a Dance Partner calculator which you can use to determine exactly who the best value Dance Partner is. It can be found here.

    Dancer Rotation

    Before reading this part of the guide, it might be wise to read up on all of Dancer’s abilities here.

    The backbone of Dancer’s rotation is a set of four GCD combo actions that are simple, yet flexible.

    The first two of these actions are Cascade and Fountain. Cascade combos into Fountain. Both Cascade and Fountain have a 50% chance of unlocking (“proccing”) a separate GCD – Cascade can unlock Reverse Cascade, and Fountain can unlock Fountainfall.

    Reverse Cascade and Fountainfall can be used flexibly in any order, and they can be used between Cascade and Fountain without breaking combo. While flexible, there are still some rules to follow regarding these actions:

    1. Don’t use Fountain uncombo’d, and don’t use Cascade when a combo’d Fountain is available.
    2. If you have Reverse Cascade available, avoid using Cascade, and similarly for Fountainfall and Fountain. Reverse Cascade and Fountainfall have a 50% chance to generate a Fourfold Feather, which can be spent on Fan Dance I or Fan Dance II, which are oGCDs.

    Graph of our procs:

     

    Procs, such as Reverse Cascade and Fountainfall, have a 50% chance of generating fan charges. You can store up to four of these before overcapping. Try to hold on to at least three for your two minute burst windows. Simply use any fourth generated feathers you gain to prevent overcapping.

    We use Saber Dance similar to Fan Dance I. This weaponskill can only be used if you have above 50 Esprit built up. We want to enter our burst windows with as much Esprit as possible since Saber Dance is a very hard hitting skill. The way we do this is to only use saber dance when we risk overcapping at 80 Gauge or higher. If your Esprit is not 80 or above, simply hold on to the gauge.

    Next we have the main dance, Standard Step. We use this ability mostly on cooldown; however, there are two exceptions. The first is during our opener and burst windows. It is more important to prevent Esprit from overcapping by using Saber Dance than it is to keep Standard Step on cooldown. If you are generating a lot of Esprit, simply spend it on Saber Dance and delay your Standard Step as needed.

    At very high levels of optimization, there can be exceptions. These exceptions are the reason why a gearset with a small degree of skill speed is recommended for the most recent raid tier. This discussion is beyond the scope of this document.

    Flourish is our one-minute cooldown. It grants all possible procs: Fan Dance III, Reverse Cascade, Fountainfall, and Fan Dance IV. It is important to only use Flourish if you do not have Fan Dance III already procced, to avoid overwriting. As per 6.1 this doesn’t matter for Reverse Cascade and Fountainfall, these proc’s stack additive with Flourish.

     

    Lastly, your two-minute cooldowns are Devilment and Technical Step. Devilment grants you and your dance partner 20% Crit and Direct Hit rating, while Technical Finish gives your entire party a 5% flat damage buff and the ability to generate Esprit for you. All of these buffs last 20 seconds, and as they have the same cooldown, it’s best to keep them aligned with each other. During its duration, Devilment also grants access to Starfall Dance, a hard hitting GCD, and Technical Finish transforms into Tillana, which refreshes the Standard Finish buff.

    Since these abilities are on a two minute cooldown, there’s a specific sequence of how to use them. Outside of that, you do not have to worry about these abilities.

    Opener and Two Minute Burst

    Since Dancer heavily revolves around RNG procs, your opener and two-minute burst will never be the same. This is why you should learn the priority of our procs and how to deal with them in the correct order.

    For the opener, we use Standard Step 15.5 seconds before the pull. Do both of the random steps, but hold off from finishing the dance.

    We recommend using Peloton before the pull, as it will help your melees and tanks get into range quickly.

    Use the appropriate Dexterity potion at 1.5 seconds left.

    Instantly afterward, use Standard Finish before going into the Technical Step.

    Use all four steps and do Technical Finish, weaving in Devilment. Use Starfall Dance, weaving in Flourish and Fan Dance III.

    Next, use Tillana, weaving in Fan Dance IV.

    Now this is where RNG starts to factor in. From here on out, focus on spending all your Fan Dance I’s and their corresponding Fan Dance III’s whilst preventing Esprit from overcapping by using Saber Dance as much as possible. Once you’re out of Esprit, use up your Fountainfall and Reverse Cascade procs. If you run out of all of the above with at least five seconds left in Technical Finish, use Standard Step.

    It’s encouraged to use Saber Dance over Standard Step if you risk overcapping.

    For the two-minute burst window, we do the exact same except for the pre-pull part. We use Technical step on cooldown and go into our burst in the exact same manner afterward.

    If due to Standard Step drifting (not using it on cooldown immediately as it becomes available), your Standard Step comes off cooldown less than six seconds before Technical Step, then hold the ability. It’s more important to perfectly align your Technical Step than it is to keep your Standard Step on cooldown.

    It is worth noting that the opener and two-minute burst are the most difficult parts of the rotation. It is recommended to practice the opener several times before stepping further into the rotation. You can do so at the Stone, Sea, Sky dummies or any training dummies in housing districts. Dancer’s opener is a lot less wild if you do it without an active Dance Partner. Therefore, when practicing the opener, it’s wise to ask a friend to do so with you. For further practice in an eight player setting, consider trying content such as normal raids.

    Gearing and Melding

    Our stat priority is as follows:

    Crit > Determination > Direct Hit » Skill Speed

    Most of the time, higher item level pieces are better than lower item level pieces, regardless of the substats they hold. However, Dancer is one of those jobs where a very specific GCD is key to your rotation. This is why there are exceptions for accessories with Skill Speed, use the gear calculator to double check whether it’s an upgrade or not.

    Current Best in Slot

    Reasons for 2.47 GCD and why BiS changed from 6.05 to 6.08

    Pre-raid iLvl 580 gear

    Gearing up guide

    Utility

    As previously mentioned, Dancer brings a lot of utility to the raid. By properly using these, you can lessen the strain on your healers by a sizable amount and allow them to spend more time on DPSing. This makes your kills faster and in turn also gives you more DPS as they will be pumping more damage into your raid buffs.

    The noteworthy abilities are as follows:

    1. Shield Samba. This ability has a 90 second cooldown and applies a 15 second buff to all nearby party members that reduces all damage taken by 10%. This is one of the strongest damage mitigations a DPS can bring, as you do not have to target the boss and because the duration is considerably longer than other DPS mitigation abilities. These abilities will not stack with the Bard and Machinist versions, Troubadour and Tactician.
    2. Curing Waltz. This 60 second cooldown heals party members in a three yalm range around you and your dancer partner for a small amount. That said, if you and your dance partner are stacked up the heal becomes notably more potent. Having your party stack up within this three yalm circle can heal a good chunk of damage on a fairly short cooldown. While it is worth coordinating the usage of this ability in a static, I do not recommend getting Party Finder groups to play around this ability. In Party Finder, simply use it on cooldown when the party is stacked up and is not at full health.
    3. Improvisation. This ability, when used, provides a regen on all party members within an eight yalm range. It also grants a stack of the Rising Rhythm buff every three seconds up to a maximum of four stacks. When the ability is used a second time, the button changes to Improvised Finish, which applies a barrier equal to a percentage of the player’s max HP. The barrier strength scales with the duration that it was channeled. Using this ability makes it so you are unable to deal damage, and thus it is recommended to only fully channel the ability if there is downtime with no boss or adds targetable and you cannot prepare either Standard Step or Technical Step during the downtime instead.
    4. En Avant. This oGCD has up to three charges and allows you to quickly dash for ten yalms in a straight line. Using this ability at key moments makes you very mobile.

    Final Notes

    If you have high ping, you might have issues with double weaving or weaving after Standard Finish, Technical Finish, or Tillana. This can cause significant issues with clipping. However, there are ways to deal with this. For PC users, you can use third party addons such as NoClippy to decrease animation lock – as with all third party programs, use this at your own risk. For both PC users and console users, you can also use a VPN to get a better route to the servers, possibly reducing ping.

    XIVanalysis is a useful tool to help you analyze your rotation. Simply put in your FFLogs report to see what you can improve upon. I recommend using this frequently whilst learning the job.

    Things to look out for include maintaining good GCD uptime (as close to 100% as possible), avoiding weaving mistakes, avoiding broken combos, and making sure keystone skills such as Technical Finish, Devilment, and Flourish are used as often as possible

  • Newsfeed
  • Dancer Basic Guide
    Guide Info
    Last Updated: 20 Jan, 2023
    Patch Applicable: 6.3

    Foreword

    Welcome to the basic Dancer guide. Within this document, you’ll find all the information you’ll need to learn to play the job. Other links will be included below for further references and resources. Any further questions can also be directed to the Dancer channels in the Balance’s Discord.

    For a video version of this guide click here!

    Useful Resources

    Skill Overview

    Opener Infographic

    Io’s Raiding Primer

    Ringabel’s Advanced Guide

    Leveling Guide

    What is a Dancer?

    Dancer, alongside Bard and Machinist, is one of the three physical ranged DPS. Dancers focus on providing sizable damage buffs to the party through a big two-minute raid buff and a handful of single target buffs to be given to a single party member of their choosing. Like other physical ranged DPS jobs, Dancer’s skills are instantly cast, and thus allow for nearly unrestricted movement.

    Dancers also bring a good amount of defensive utility, making it great for raids as Curing Waltz, Improvisation and Shield Samba allow for a decent amount of free healing and damage mitigation.

    Understanding Your Job Gauge

    Dancer’s Job Gauges are central to their gameplay.

     

    On the top, you see up to four green Feathers appear. These represent your available stored uses of Fan Dance (also known as Fourfold Feathers); these charges have a chance of being generated when using certain abilities. Each displayed Feather allows a single use of either Fan Dance, or its AoE counterpart, Fan Dance II.

    The yellow bar, with the corresponding number, is your Esprit gauge. This resource is unlocked at level 76. Esprit is generated as you or your dance partner use GCD weapon skills or spells. After using Technical Finish, your entire party also will contribute to generating Esprit until the raid buff expires. This resource is consumed by using Saber Dance, a very hard hitting GCD. Use it proactively to avoid wasting Esprit.

     

    The second gauge we have shows us our step actions. Dancer has two dance abilities, Standard Step and Technical Step. When initiating these dances you are given random steps to press. Two steps for Standard Step, and four for Technical Step.

    These step abilities will replace your main single target and AoE abilities and turn into the dance step of their corresponding color.

    To perform these dances correctly, you simply look at the gauge and perform the steps from left to right. If you make a mistake, your progress within the dance will not change. It’s important to do all the steps before completing the dance, since both the Finish’s potency and the magnitude of the buff granted depend on how many steps were performed. Here is an example of these dances being done:

    (A dance will never have the same step twice.)

     

    Standard Step should be generally used whenever it becomes available – even when the buff is not yet close to expiring – as it is still a very hard-hitting skill. The timer above the step gauge notes the time left on your Standard Step buff. Try to avoid having this buff expire where possible.

    Understanding Dance Partner

    Dancer’s main gimmick is the Dance Partner mechanic. Using Closed Position on a party member sets them as your Dance Partner, allowing several of your skills (Standard Finish and Devilment) to buff said party member and to provide significant boosts to their damage output.

    You therefore want to put your Dance Partner on someone that does a lot of damage and is able to utilize said buffs to their fullest extent.

    Differences in gear and other factors can have an effect on who the optimal dance partner is in any given situation. Weigh the pros and cons of each of your party members and decide a dance partner based on your own discretion.

    In a vacuum where gear and skill level is equal the priority would be such:

    SAM > NIN > MNK > RPR > DRG > BLM > SMN > RDM > MCH > BRD > DNC

    Dance partner does stack, so if you’re ever in a situation where you have two Dancers in a dungeon, you can partner each other.

    (Esprit generation is only a minor consideration as this is largely standardized between different jobs.)

    There is also a Dance Partner calculator which you can use to determine exactly who the best value Dance Partner is. It can be found here.

    Dancer Rotation

    Before reading this part of the guide, it might be wise to read up on all of Dancer’s abilities here.

    The backbone of Dancer’s rotation is a set of four GCD combo actions that are simple, yet flexible.

    The first two of these actions are Cascade and Fountain. Cascade combos into Fountain. Both Cascade and Fountain have a 50% chance of unlocking (“proccing”) a separate GCD – Cascade can unlock Reverse Cascade, and Fountain can unlock Fountainfall.

    Reverse Cascade and Fountainfall can be used flexibly in any order, and they can be used between Cascade and Fountain without breaking combo. While flexible, there are still some rules to follow regarding these actions:

    1. Don’t use Fountain uncombo’d, and don’t use Cascade when a combo’d Fountain is available.
    2. If you have Reverse Cascade available, avoid using Cascade, and similarly for Fountainfall and Fountain. Reverse Cascade and Fountainfall have a 50% chance to generate a Fourfold Feather, which can be spent on Fan Dance I or Fan Dance II, which are oGCDs.

    Graph of our procs:

     

    Procs, such as Reverse Cascade and Fountainfall, have a 50% chance of generating fan charges. You can store up to four of these before overcapping. Try to hold on to at least three for your two minute burst windows. Simply use any fourth generated feathers you gain to prevent overcapping.

    We use Saber Dance similar to Fan Dance I. This weaponskill can only be used if you have above 50 Esprit built up. We want to enter our burst windows with as much Esprit as possible since Saber Dance is a very hard hitting skill. The way we do this is to only use saber dance when we risk overcapping at 80 Gauge or higher. If your Esprit is not 80 or above, simply hold on to the gauge.

    Next we have the main dance, Standard Step. We use this ability mostly on cooldown; however, there are two exceptions. The first is during our opener and burst windows. It is more important to prevent Esprit from overcapping by using Saber Dance than it is to keep Standard Step on cooldown. If you are generating a lot of Esprit, simply spend it on Saber Dance and delay your Standard Step as needed.

    At very high levels of optimization, there can be exceptions. These exceptions are the reason why a gearset with a small degree of skill speed is recommended for the most recent raid tier. This discussion is beyond the scope of this document.

    Flourish is our one-minute cooldown. It grants all possible procs: Fan Dance III, Reverse Cascade, Fountainfall, and Fan Dance IV. It is important to only use Flourish if you do not have Fan Dance III already procced, to avoid overwriting. As per 6.1 this doesn’t matter for Reverse Cascade and Fountainfall, these proc’s stack additive with Flourish.

     

    Lastly, your two-minute cooldowns are Devilment and Technical Step. Devilment grants you and your dance partner 20% Crit and Direct Hit rating, while Technical Finish gives your entire party a 5% flat damage buff and the ability to generate Esprit for you. All of these buffs last 20 seconds, and as they have the same cooldown, it’s best to keep them aligned with each other. During its duration, Devilment also grants access to Starfall Dance, a hard hitting GCD, and Technical Finish transforms into Tillana, which refreshes the Standard Finish buff.

    Since these abilities are on a two minute cooldown, there’s a specific sequence of how to use them. Outside of that, you do not have to worry about these abilities.

    Opener and Two Minute Burst

    Since Dancer heavily revolves around RNG procs, your opener and two-minute burst will never be the same. This is why you should learn the priority of our procs and how to deal with them in the correct order.

    For the opener, we use Standard Step 15.5 seconds before the pull. Do both of the random steps, but hold off from finishing the dance.

    We recommend using Peloton before the pull, as it will help your melees and tanks get into range quickly.

    Use the appropriate Dexterity potion at 1.5 seconds left.

    Instantly afterward, use Standard Finish before going into the Technical Step.

    Use all four steps and do Technical Finish, weaving in Devilment. Use Starfall Dance, weaving in Flourish and Fan Dance III.

    Next, use Tillana, weaving in Fan Dance IV.

    Now this is where RNG starts to factor in. From here on out, focus on spending all your Fan Dance I’s and their corresponding Fan Dance III’s whilst preventing Esprit from overcapping by using Saber Dance as much as possible. Once you’re out of Esprit, use up your Fountainfall and Reverse Cascade procs. If you run out of all of the above with at least five seconds left in Technical Finish, use Standard Step.

    It’s encouraged to use Saber Dance over Standard Step if you risk overcapping.

    For the two-minute burst window, we do the exact same except for the pre-pull part. We use Technical step on cooldown and go into our burst in the exact same manner afterward.

    If due to Standard Step drifting (not using it on cooldown immediately as it becomes available), your Standard Step comes off cooldown less than six seconds before Technical Step, then hold the ability. It’s more important to perfectly align your Technical Step than it is to keep your Standard Step on cooldown.

    It is worth noting that the opener and two-minute burst are the most difficult parts of the rotation. It is recommended to practice the opener several times before stepping further into the rotation. You can do so at the Stone, Sea, Sky dummies or any training dummies in housing districts. Dancer’s opener is a lot less wild if you do it without an active Dance Partner. Therefore, when practicing the opener, it’s wise to ask a friend to do so with you. For further practice in an eight player setting, consider trying content such as normal raids.

    Gearing and Melding

    Our stat priority is as follows:

    Crit > Determination > Direct Hit » Skill Speed

    Most of the time, higher item level pieces are better than lower item level pieces, regardless of the substats they hold. However, Dancer is one of those jobs where a very specific GCD is key to your rotation. This is why there are exceptions for accessories with Skill Speed, use the gear calculator to double check whether it’s an upgrade or not.

    Current Best in Slot

    Reasons for 2.47 GCD and why BiS changed from 6.05 to 6.08

    Pre-raid iLvl 580 gear

    Gearing up guide

    Utility

    As previously mentioned, Dancer brings a lot of utility to the raid. By properly using these, you can lessen the strain on your healers by a sizable amount and allow them to spend more time on DPSing. This makes your kills faster and in turn also gives you more DPS as they will be pumping more damage into your raid buffs.

    The noteworthy abilities are as follows:

    1. Shield Samba. This ability has a 90 second cooldown and applies a 15 second buff to all nearby party members that reduces all damage taken by 10%. This is one of the strongest damage mitigations a DPS can bring, as you do not have to target the boss and because the duration is considerably longer than other DPS mitigation abilities. These abilities will not stack with the Bard and Machinist versions, Troubadour and Tactician.
    2. Curing Waltz. This 60 second cooldown heals party members in a three yalm range around you and your dancer partner for a small amount. That said, if you and your dance partner are stacked up the heal becomes notably more potent. Having your party stack up within this three yalm circle can heal a good chunk of damage on a fairly short cooldown. While it is worth coordinating the usage of this ability in a static, I do not recommend getting Party Finder groups to play around this ability. In Party Finder, simply use it on cooldown when the party is stacked up and is not at full health.
    3. Improvisation. This ability, when used, provides a regen on all party members within an eight yalm range. It also grants a stack of the Rising Rhythm buff every three seconds up to a maximum of four stacks. When the ability is used a second time, the button changes to Improvised Finish, which applies a barrier equal to a percentage of the player’s max HP. The barrier strength scales with the duration that it was channeled. Using this ability makes it so you are unable to deal damage, and thus it is recommended to only fully channel the ability if there is downtime with no boss or adds targetable and you cannot prepare either Standard Step or Technical Step during the downtime instead.
    4. En Avant. This oGCD has up to three charges and allows you to quickly dash for ten yalms in a straight line. Using this ability at key moments makes you very mobile.

    Final Notes

    If you have high ping, you might have issues with double weaving or weaving after Standard Finish, Technical Finish, or Tillana. This can cause significant issues with clipping. However, there are ways to deal with this. For PC users, you can use third party addons such as NoClippy to decrease animation lock – as with all third party programs, use this at your own risk. For both PC users and console users, you can also use a VPN to get a better route to the servers, possibly reducing ping.

    XIVanalysis is a useful tool to help you analyze your rotation. Simply put in your FFLogs report to see what you can improve upon. I recommend using this frequently whilst learning the job.

    Things to look out for include maintaining good GCD uptime (as close to 100% as possible), avoiding weaving mistakes, avoiding broken combos, and making sure keystone skills such as Technical Finish, Devilment, and Flourish are used as often as possible

    • Have any questions?
      Authors
      Juliacare
      diff --git a/jobs/ranged/dancer/openers/index.html b/jobs/ranged/dancer/openers/index.html index bec5b9c7d5..71a9e74722 100644 --- a/jobs/ranged/dancer/openers/index.html +++ b/jobs/ranged/dancer/openers/index.html @@ -53,7 +53,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Dancer Openers
    Guide Info
    Last Updated: 5 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    OPENER INFOGRAPHIC

    DNC Opener

    Full Size

    Pre-Pull:
    -15s: Standard Step (Step, Step)
    Peloton
    -1s: Current Tincture of Dexterity

    Pull: +Warrior

  • Newsfeed
  • Dancer Openers
    Guide Info
    Last Updated: 5 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    OPENER INFOGRAPHIC

    DNC Opener

    Full Size

    Pre-Pull:
    -15s: Standard Step (Step, Step)
    Peloton
    -1s: Current Tincture of Dexterity

    Pull: Standard Finish
    Technical Step (Step, Step, Step, Step)
    Technical Finish (Devilment)
    Tillana (Flourish)
    Dance of the Dawn (Fan Dance IV)
    Last Dance (Fan Dance III)
    Finishing Move
    Saber Dance

    Dancer Skills Overview
    Guide Info
    Last Updated: 5 Aug, 2024
    Patch Applicable: 7.05

    Actions

    IconActionLevelTypeCastingRecastDescription
    Cascade
    Cascade1WeaponskillInstant2.5sDelivers an attack with a potency of 220.
    Fountain
    Fountain2WeaponskillInstant2.5sDelivers an attack with a potency of 100. 280 as part of combo.
    Windmill
    Windmill15WeaponskillInstant2.5sDelivers an attack with a potency of 100 to all nearby enemies.
    Standard Step
    Standard Step15AbilityInstant30sBegin dancing, granting yourself Standard Step.
    Standard Finish
    Standard Finish15AbilityInstant1.5sDelivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
    Reverse Cascade
    Reverse Cascade20WeaponskillInstant2.5sDelivers an attack with a potency of 280.
    Bladeshower
    Bladeshower25WeaponskillInstant2.5sDelivers an attack with a potency of 100 to all nearby enemies. 140 as part of combo.
    Fan Dance
    Fan Dance30AbilityInstant1sDelivers an attack with a potency of 150. 50% chance of activating Threefold Fan Dance.
    Rising Windmill
    Rising Windmill35WeaponskillInstant2.5sDelivers an attack to all nearby enemies with a potency of 140.
    Fountainfall
    Fountainfall40WeaponskillInstant2.5sDelivers an attack with a potency of 340.
    Bloodshower
    Bloodshower45WeaponskillInstant2.5sDelivers an attack to all nearby enemies with a potency of 180.
    Fan Dance II
    Fan Dance II50AbilityInstant1sDelivers an attack with a potency of 100 to all nearby enemies. 50% chance of activating Threefold Fan Dance.
    En Avant
    En Avant50AbilityInstant30sQuickly dash 10 yalms forward.
    Curing Waltz
    Curing Waltz52AbilityInstant60sRestores own HP and the HP of all nearby party members.
    Shield Samba
    Shield Samba56AbilityInstant90sReduces damage taken by self and nearby party members by 10%.
    Closed Position
    Closed Position60AbilityInstant30sGrants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Devilment and Curing Waltz with said party member. Effect ends upon reuse.
    Ending
    Ending60AbilityInstant1sEnds dance with your partner.
    Devilment
    Devilment62AbilityInstant120sIncreases critical hit rate and direct hit rate by 20%. Also grants Flourishing Starfall.
    Fan Dance III
    Fan Dance III66AbilityInstant1sDelivers an attack to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% less for all remaining enemies. Can only be executed under the effect of Threefold Fan Dance.
    Technical Step
    Technical Step70AbilityInstant120sBegin dancing, granting yourself Technical Step.
    Technical Finish
    Technical Finish70AbilityInstant1.5sDelivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
    Flourish
    Flourish72AbilityInstant60sGrants you the effects of Flourishing Symmetry, Flourishing Flow, Threefold Fan Dance, and Fourfold Fan Dance.
    Saber Dance
    Saber Dance76WeaponskillInstant2.5sDelivers an attack to target and all enemies nearby it with a potency of 520 for the first enemy, and 50% less for all remaining enemies.
    Improvisation
    Improvisation80AbilityInstant120sDance to the beat of your own drum, granting Improvisation to self. Stacks increase every three seconds, up to a maximum of four stacks. Grants healing over time for self and nearby party members of 100 potency for 15 seconds.
    Improvised Finish
    Improvised Finish80AbilityInstant1.5sCreates a barrier around self and all nearby party members, growing stronger with each additional stack of Rising Rhythm. Effect starts at 5% of maximum HP with no stacks, 6% for 1 Stack, 7% for 2 Stacks, 8% for 3 Stacks and 10% for 4 Stacks. Lasts for 30 seconds and can only be used when Improvisation is active.
    Tillana
    Tillana82WeaponskillInstant2.5sDelivers an asttack to all nearby enemies with a potency of 600 for the first enemy, then 50% less for all remaining. Also grants 50 Esprit. Can only be executed under the ffect of Flourishing Finish.
    Fan Dance IV
    Fan Dance IV86AbilityInstant1sAttacks all enemies in front of you in a cone for a potency of 420 for the first enemy, then 50% less for all remaining enemies. Can only be used under the effect of Fourfold Fan Dance.
    Starfall Dance
    Starfall Dance90WeaponskillInstant2.5sDelivers a guaranteed critical direct hit to all enemies in front of you in a line AoE with a potency of 600 for the first, then 75% less for all remaining enemies. Can only be used under the effect of Flourishing Starfall.
    Last Dance
    Last Dance92WeaponskillInstant2.5sDelivers an attack to the target with a potency of 520 and 50% of the potency to all nearby enemies. Can only be executed under the effect of Last Dance Ready which is granted by Standard Step.
    Finishing Move
    Finishing Move96WeaponskillInstant2.5sDelivers an attack to all nearby enemies with a potency of 850 for the first enemy, then 75% less for all remaining. Also grants the same buffs as Standard Finish with a 60s duration and gives yourself Last Dance Ready. Can only be executed while under the effect of Finishing Move Ready which will now be granted by Flourish.
    Dance of the Dawn
    Damce of the Dawn100WeaponskillInstant2.5sDelivers an attack to target and all enemies nearby it with a potency of 1000 for the first enemy, and 50% less for all remaining enemies.

    Step Actions

    IconActionLevelTypeCastingRecastDescription
    Emboite
    Emboite15AbilityInstant1sPerform an emboite.
    Entrechat
    Entrechat15AbilityInstant1sPerform an entrechat.
    Jete
    Jete15AbilityInstant1sPerform a jete.
    Pirouette
    Pirouette15AbilityInstant1sPerform a pirouette.

    Physical Ranged DPS actions

    IconActionLevelTypeCastingRecastDescription
    Leg Graze
    Leg Graze6AbilityInstant30sInflicts target with Heavy +40%.
    Second Wind
    Second Wind8AbilityInstant120sInstantly restores own HP.
    Foot Graze
    Foot Graze10AbilityInstant30sBinds target.
    Peloton
    Peloton20AbilityInstant5sIncreases movement speed of self and nearby party members. Not useable in combat.
    Head Graze
    Head Graze24AbilityInstant30sInterrupts the use of a target’s action.
    Arm&rsquo;s Length
    Arm’s Length32AbilityInstant120sCreates a barrier nullifying most knockback and draw-in effects.
  • Newsfeed
  • Dancer Skills Overview
    Guide Info
    Last Updated: 5 Aug, 2024
    Patch Applicable: 7.05

    Actions

    IconActionLevelTypeCastingRecastDescription
    Cascade
    Cascade1WeaponskillInstant2.5sDelivers an attack with a potency of 220.
    Fountain
    Fountain2WeaponskillInstant2.5sDelivers an attack with a potency of 100. 280 as part of combo.
    Windmill
    Windmill15WeaponskillInstant2.5sDelivers an attack with a potency of 100 to all nearby enemies.
    Standard Step
    Standard Step15AbilityInstant30sBegin dancing, granting yourself Standard Step.
    Standard Finish
    Standard Finish15AbilityInstant1.5sDelivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
    Reverse Cascade
    Reverse Cascade20WeaponskillInstant2.5sDelivers an attack with a potency of 280.
    Bladeshower
    Bladeshower25WeaponskillInstant2.5sDelivers an attack with a potency of 100 to all nearby enemies. 140 as part of combo.
    Fan Dance
    Fan Dance30AbilityInstant1sDelivers an attack with a potency of 150. 50% chance of activating Threefold Fan Dance.
    Rising Windmill
    Rising Windmill35WeaponskillInstant2.5sDelivers an attack to all nearby enemies with a potency of 140.
    Fountainfall
    Fountainfall40WeaponskillInstant2.5sDelivers an attack with a potency of 340.
    Bloodshower
    Bloodshower45WeaponskillInstant2.5sDelivers an attack to all nearby enemies with a potency of 180.
    Fan Dance II
    Fan Dance II50AbilityInstant1sDelivers an attack with a potency of 100 to all nearby enemies. 50% chance of activating Threefold Fan Dance.
    En Avant
    En Avant50AbilityInstant30sQuickly dash 10 yalms forward.
    Curing Waltz
    Curing Waltz52AbilityInstant60sRestores own HP and the HP of all nearby party members.
    Shield Samba
    Shield Samba56AbilityInstant90sReduces damage taken by self and nearby party members by 10%.
    Closed Position
    Closed Position60AbilityInstant30sGrants you Closed Position and designates a party member as your Dance Partner, allowing you to share the effects of Standard Finish, Devilment and Curing Waltz with said party member. Effect ends upon reuse.
    Ending
    Ending60AbilityInstant1sEnds dance with your partner.
    Devilment
    Devilment62AbilityInstant120sIncreases critical hit rate and direct hit rate by 20%. Also grants Flourishing Starfall.
    Fan Dance III
    Fan Dance III66AbilityInstant1sDelivers an attack to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% less for all remaining enemies. Can only be executed under the effect of Threefold Fan Dance.
    Technical Step
    Technical Step70AbilityInstant120sBegin dancing, granting yourself Technical Step.
    Technical Finish
    Technical Finish70AbilityInstant1.5sDelivers an attack to all nearby enemies. Potency varies with number of successful steps, dealing full potency for the first enemy, and 75% less for all remaining enemies.
    Flourish
    Flourish72AbilityInstant60sGrants you the effects of Flourishing Symmetry, Flourishing Flow, Threefold Fan Dance, and Fourfold Fan Dance.
    Saber Dance
    Saber Dance76WeaponskillInstant2.5sDelivers an attack to target and all enemies nearby it with a potency of 520 for the first enemy, and 50% less for all remaining enemies.
    Improvisation
    Improvisation80AbilityInstant120sDance to the beat of your own drum, granting Improvisation to self. Stacks increase every three seconds, up to a maximum of four stacks. Grants healing over time for self and nearby party members of 100 potency for 15 seconds.
    Improvised Finish
    Improvised Finish80AbilityInstant1.5sCreates a barrier around self and all nearby party members, growing stronger with each additional stack of Rising Rhythm. Effect starts at 5% of maximum HP with no stacks, 6% for 1 Stack, 7% for 2 Stacks, 8% for 3 Stacks and 10% for 4 Stacks. Lasts for 30 seconds and can only be used when Improvisation is active.
    Tillana
    Tillana82WeaponskillInstant2.5sDelivers an asttack to all nearby enemies with a potency of 600 for the first enemy, then 50% less for all remaining. Also grants 50 Esprit. Can only be executed under the ffect of Flourishing Finish.
    Fan Dance IV
    Fan Dance IV86AbilityInstant1sAttacks all enemies in front of you in a cone for a potency of 420 for the first enemy, then 50% less for all remaining enemies. Can only be used under the effect of Fourfold Fan Dance.
    Starfall Dance
    Starfall Dance90WeaponskillInstant2.5sDelivers a guaranteed critical direct hit to all enemies in front of you in a line AoE with a potency of 600 for the first, then 75% less for all remaining enemies. Can only be used under the effect of Flourishing Starfall.
    Last Dance
    Last Dance92WeaponskillInstant2.5sDelivers an attack to the target with a potency of 520 and 50% of the potency to all nearby enemies. Can only be executed under the effect of Last Dance Ready which is granted by Standard Step.
    Finishing Move
    Finishing Move96WeaponskillInstant2.5sDelivers an attack to all nearby enemies with a potency of 850 for the first enemy, then 75% less for all remaining. Also grants the same buffs as Standard Finish with a 60s duration and gives yourself Last Dance Ready. Can only be executed while under the effect of Finishing Move Ready which will now be granted by Flourish.
    Dance of the Dawn
    Damce of the Dawn100WeaponskillInstant2.5sDelivers an attack to target and all enemies nearby it with a potency of 1000 for the first enemy, and 50% less for all remaining enemies.

    Step Actions

    IconActionLevelTypeCastingRecastDescription
    Emboite
    Emboite15AbilityInstant1sPerform an emboite.
    Entrechat
    Entrechat15AbilityInstant1sPerform an entrechat.
    Jete
    Jete15AbilityInstant1sPerform a jete.
    Pirouette
    Pirouette15AbilityInstant1sPerform a pirouette.

    Physical Ranged DPS actions

    IconActionLevelTypeCastingRecastDescription
    Leg Graze
    Leg Graze6AbilityInstant30sInflicts target with Heavy +40%.
    Second Wind
    Second Wind8AbilityInstant120sInstantly restores own HP.
    Foot Graze
    Foot Graze10AbilityInstant30sBinds target.
    Peloton
    Peloton20AbilityInstant5sIncreases movement speed of self and nearby party members. Not useable in combat.
    Head Graze
    Head Graze24AbilityInstant30sInterrupts the use of a target’s action.
    Arm&rsquo;s Length
    Arm’s Length32AbilityInstant120sCreates a barrier nullifying most knockback and draw-in effects.
    • Have any questions?
      Authors
      Balance DNC Staff
      diff --git a/jobs/ranged/machinist/advanced-guide/index.html b/jobs/ranged/machinist/advanced-guide/index.html index 33a83ffff2..338e31251b 100644 --- a/jobs/ranged/machinist/advanced-guide/index.html +++ b/jobs/ranged/machinist/advanced-guide/index.html @@ -51,7 +51,7 @@ However, there are also places in our general rotation (like in the opener) where we intentionally delay our cooldowns. This leads us to the second rule:

      2. Make your cooldowns deal as much damage as possible.

      What separates good Machinists from great Machinists is their ability to coordinate as many cooldowns and resources as possible into periods where there they have raid buffs, tinctures, or other fight-specific burst phases. This is why the general opener calls for delaying Chain Saw and Wildfire into raid buffs, but is that always the right choice?

      We’ll tackle opener optimization shortly, but hopefully it’s clear to you that the two golden rules work in opposition to each other. Delaying your cooldowns for raid buffs means potentially losing uses, and using your cooldowns as early as possible means potentially missing raid buffs. The key to encounter optimization is therefore to identify how many uses you can get in a fight, and then plan those uses effectively.

      Average Case vs. Fixed Case

      The general rotation is designed for the average case. These are the situations where kill time is completely unknown. This is why the general opener delays certain cooldowns into raid buffs: on average you deal more damage by following this opener, even though there’s a chance that you will lose uses at the end of the fight.

      The average case is a good framework for general theorycrafting, but when we’re optimizing an encounter we’re generally dealing with the fixed case. In this scenario, we know exactly how long each phase is and we have a fairly good idea of what our kill time will be. This enables us to be precise with our cooldown usage: we can use the delayed opener, or a rushed opener (which we’ll see shortly), or any number of tricks which allow us to maximize the two golden rules.

      When raiding, try to always be aware of which of the above cases you’re currently in. Do you know exactly when the boss is going to disappear for downtime? If so, do you know which GCD you’ll hit the boss with last? Is there an opportunity for you to use a cooldown earlier in the opener (to gain a use) or, if not, later in the opener (to align with more buffs)?

      Battery

      Let’s face it, Queen really puts the auto in “automaton”. It can be boring to press one button and watch your pet do the rest on its own. For this reason, you might just overlook how completely bonkers its damage is. A 100-Battery Queen deals 2660 potency (around 2367 player potency)! That’s over four Drills worth of damage, which also means that Queen is the single most important action to align to raid buffs. If you’re serious about optimizing an encounter, the best place to start is by carefully planning out the timing for your Queen summons to fit as many of her hits as possible into raid buffs.

      Queen Mechanics

      Pets have slightly different stat modifiers than player characters do. Here are some of Queen’s quirks, in no particular order:

      • Queen mirrors our raid buffs, including Tinctures, in real time.

        • Queen is unaffected by Dragon Sight.
      • Queen mirrors our debuffs, including damage downs and stuns, in real time.

        • Queen is unaffected by Resurrection Sickness.
      • Queen snapshots the player’s stats and substats at the time of summoning.

        • Eating food or using a tincture will force Queen’s stats to update.
      • Queen has a 100 DEX modifier instead of the Machinist’s 115 DEX modifier.

      • Queen does not benefit from the Party Bonus mainstat buff.

      • Queen does not benefit from the player’s racial stat bonuses.

      Altogether, Queen’s potency is worth about 89% of the player’s potency. For example, the 120 potency Arm Punch is roughly equivalent to 106.8 potency from your direct damaging actions.

      Summon Timings

      In a two minute cycle you can expect to generate 180-190 Battery, which is enough for two large Queens – one aligned to buffs and one outside buffs.

      If there’s a downtime phase in the fight, you need to be strategic about where you use your Battery. Certain kinds of add phases lend themselves to building gauge so you can spend it all in a big reopener when the boss becomes targetable. In these situations, you should make sure to dump Battery before the downtime so that you don’t overcap.

      Battery Manipulation

      Sometimes you want to delay your Queen summon without taking Battery away from the Queen that comes after. To do this, you can use Hypercharge to delay your upcoming Clean Shot which increases the amount of time you have to summon Queen without generating more Battery. If you’re in this situation, see if you can manipulate your Hypercharge timings to make this work.

      In a two-target cleave, another option is to use Scattergun to delay your upcoming Clean Shot. Note that Scattergun is a small potency loss compared to your Heated Combo against two targets, so you’re going to need a really good reason for delaying Queen before this becomes an option.

      Post-Battery Phase

      If you’ve already summoned your last Queen of the fight, you’ve entered the “post-battery” phase. This has no consequence on single target fights, but it does shift the AoE priority slightly. In post-battery situations, Scattergun is a gain over Heated Combo on two targets.

      Reassemble

      In Endwalker we received a second charge of Reassemble which has some interesting consequences. Since we generate two charges every 110 seconds, this cooldown doesn’t loop cleanly with our two minute cycle. If we try to always use Reassemble under buffs we’ll drift the cooldown by 10 seconds every two minutes which generally (but not necessarily) results in a missed use for typical full uptime fights.

      Still, fitting two Reassembles into as many buff windows as possible without losing a use is a key element of encounter optimization. The best way to work this out for yourself is with a spreadsheet that includes the timings of each of your tool uses as well as the time ranges where raid buffs are located. Note that raid buff windows where tinctures are used are especially important to try to fit two Reassembles into if the fight allows it.

      General Rotation Cheatsheet

      If you are strictly following the general opener’s tool timings in a full uptime fight, you can use the following table to identify kill times (or phase times) where you won’t lose a use by fully aligning Reassemble to buffs:

      Start TimeEnd TimeReassemble in Buffs?
      0:22.51:02.5Yes
      1:12.52:00Yes
      2:252:42.5Yes
      3:12.53:42.5Yes
      4:22.54:40Yes
      5:12.55:42.5Yes
      7:12.57:20Yes
      7:20No

       

      Note that if your kill time isn’t within any of the above ranges, that doesn’t necessarily mean you should use Reassemble fully on cooldown – it just means you won’t be able to fit two Reassembles in every buff window.

      Wildfire Setups

      At a 2.50 GCD with full uptime, Wildfire’s cooldown loops cleanly over our GCD rotation and we can effectively follow the same pattern for weaving Wildfire as we did in the opener every two minutes. However, if there’s awkward downtime or you need to hold Wildfire for delayed burst, you might need to weave Wildfire differently to get it -on cooldown at the right time without interfering with your GCD rotation. Below are the most common options:

      HC > WF

      The standard and most ping-friendly Wildfire setup.

      HC &gt; WF

      Clipping tolerance: 1.7s (1.3s if you end on a tool GCD).

      WF > GCD > HC

      If you need to weave Wildfire before a tool GCD, use this setup.

      WF &gt; GCD &gt; HC

      Clipping tolerance: 0.7s.

      HC > HB > WF

      This setup exists in case you need to drift Wildfire back.

      HC &gt; HB &gt; WF

      Clipping tolerance: 0.7s (0.3s if you need to end on a tool GCD).

      Opener Optimization

      The order in which you use cooldowns in the opener sets the pace for the rest of the encounter. If you use something outside of buffs in the opener, then in a full uptime scenario it will fall outside of buffs in all future burst windows too. While the two golden rules of optimization will ultimately dictate which cooldowns you +on cooldown at the right time without interfering with your GCD rotation. Below are the most common options:

      HC > WF

      The standard and most ping-friendly Wildfire setup.

      HC &gt; WF

      Clipping tolerance: 1.7s (1.3s if you end on a tool GCD).

      WF > GCD > HC

      If you need to weave Wildfire before a tool GCD, use this setup.

      WF &gt; GCD &gt; HC

      Clipping tolerance: 0.7s.

      HC > HB > WF

      This setup exists in case you need to drift Wildfire back.

      HC &gt; HB &gt; WF

      Clipping tolerance: 0.7s (0.3s if you need to end on a tool GCD).

      Opener Optimization

      The order in which you use cooldowns in the opener sets the pace for the rest of the encounter. If you use something outside of buffs in the opener, then in a full uptime scenario it will fall outside of buffs in all future burst windows too. While the two golden rules of optimization will ultimately dictate which cooldowns you choose to align to buffs, this section will offer some advice on how to optimize your openers.

      Tools

      We’ll cover potency analysis in a separate section, but the tl;dr is that in terms of potency per second, Air Anchor > Drill > Chain Saw. That’s why in the general opener we choose to use our tools in this order. In the fixed case we can manipulate this order or rush tools to prevent losing uses, and similarly we can delay tool uses to fit all of them under buffs if it doesn’t result in lost uses.

      As an example, with the general opener and full uptime we would use Drill at 6:02.5 and Chain Saw at 6:12.5. If the boss is expected to die around 6:10 at the latest, we can move Chain Saw earlier in our opener to get the final cast off at 6:05. This might lose some buff alignment on the previous Chain Saw casts, but gaining a full extra use more than makes up for it.

      Automaton Queen

      An interesting facet of the Machinist rotation in Endwalker is the ability to summon Queen in the opener. To do so requires generating 50 Battery over a minimum of five full GCDs (HC1 + HC2 + HC3, AA, CS) prior to your first Hypercharge window. In practice this becomes six full GCDs since we’ll need to get Drill on cooldown before Wildfire as well. Since this Queen comes out so late it can only land a few punches under raid buffs, but it will resolve its full damage under an opener tincture if you choose to use one here.

      Using an opener Queen is usually a good way to squeeze some extra juice out of your Battery gauge. However, with certain kill times the six GCD requirement may end up delaying your Wildfire enough to lose a use!

      Wildfire

      As mentioned above, there may be situations where we need to skip the opener Queen in order to get Wildfire @@ -64,9 +64,9 @@ you can ignore critical and direct hit buffs when planning where to use Wildfire.

      Reassemble

      Getting Reassemble on cooldown before the pull is a nice way to potentially gain an extra charge by the end of the fight. If it doesn’t get you an extra charge, you can consider delaying the first use of Reassemble until your first tool GCD under raid buffs. The second charge can then be used on the Drill which follows Wildfire to catch more buffs.

      Secondary Hypercharges

      Hypercharge deals more immediate damage than a Heated Combo, so it’s a good idea to try to maximize the number of Heat Blasts you can fit into raid buffs. You should always have one use of Hypercharge ready to fulfill Wildfire, but with Barrel Stabilizer + pooled Heat you should also be thinking about the placement of your “secondary” Hypercharge uses under buffs.

      Since Hypercharge replaces 3 GCDs, you can choose to intentionally leave a 3-GCD gap between two tool uses in your opener in order to fit a Hypercharge usage in subsequent burst windows. Depending on when raid buffs come out in your group, this Hypercharge placement is likely to align better than a Hypercharge that gets used after Wildfire.

      Example Openers

      There are dozens of viable ways to get things on cooldown as a Machinist. Below are two very different but potentially useful variations -which you may find illustrative (note that you may rearrange the order of the tool GCDs here as needed):

      Delayed Tools

      The preferred opener, delays your tools into most raid buffs without the increased risk of missing a drill usage.

      Delayed Tools

      Early AA

      In situations where you might lose a usage of Air Anchor by delaying it, you can opt to use this version of the opener.

      Early AA

      123 Tools

      In situations where you can safely drift all three tools without losing any uses, this variant is great for -maximizing buff alignment.

      123 Tools

      Fast Wildfire

      On the other end of the spectrum, you might face a situation where you need to get everything on cooldown ASAP. -This variant uses Drill last to enable double Hypercharge windows in between Drill casts.

      Fast Opener

      Tinctures

      Tinctures are an ~8% damage buff, bigger than any raid buff. It’s important that you get as much damage into these windows +which you may find illustrative (note that you may rearrange the order of the tool GCDs here as needed):

      Delayed Tools

      The preferred opener, delays your tools into most raid buffs without the increased risk of missing a drill usage.

      Delayed Tools

      Early AA

      In situations where you might lose a usage of Air Anchor by delaying it, you can opt to use this version of the opener.

      Early AA

      123 Tools

      In situations where you can safely drift all three tools without losing any uses, this variant is great for +maximizing buff alignment.

      123 Tools

      Fast Wildfire

      On the other end of the spectrum, you might face a situation where you need to get everything on cooldown ASAP. +This variant uses Drill last to enable double Hypercharge windows in between Drill casts.

      Fast Opener

      Tinctures

      Tinctures are an ~8% damage buff, bigger than any raid buff. It’s important that you get as much damage into these windows as possible, which ideally includes:

      • Automaton Queen
      • 2 Drills
      • 1-2 Reassembles
      • Air Anchor
      • Chain Saw
      • Wildfire
      • 10+ Heat Blasts
      • 15+ Gauss Rounds / Ricochets

      Since Queen is our single biggest source of direct potency in one button, Machinists greatly prefer to use their first tincture at the two minute window where they can fit in a full Queen. However, this is not always possible: if we use our tincture at 2:00 then the next buff window we can use a tincture on is 8:00 which is often beyond what an encounter allows for. If coordinating diff --git a/jobs/ranged/machinist/basic-guide/index.html b/jobs/ranged/machinist/basic-guide/index.html index b18f9ac3f3..ae3c664047 100644 --- a/jobs/ranged/machinist/basic-guide/index.html +++ b/jobs/ranged/machinist/basic-guide/index.html @@ -53,7 +53,7 @@ Dark Knight Gunbreaker Paladin -Warrior

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  • Machinist Basic Guide
    Guide Info
    Last Updated: 2 Jul, 2024
    Patch Applicable: 7.0

    Basic Machinist Guide

    Welcome to the Basic Machinist Guide! Within this document, you’ll find all the information you’ll need to play the job well. The links below can be used as teleports to other pages if you need the information while learning the job. Any questions can be directed to the Machinist channels in our Discord.

    Openers

    Advanced Guide

    Video Guide

    Gearing and Meld Priority

    Skills Overview

    Frequently Asked Questions

    Job Overview

    Machinist is a fast-paced physical ranged job that excels at quick burst damage and has the added benefit of free movement. While the base rotation for this job is somewhat strict, Machinist excels in dumping burst into raid buffs with flexible use of its gauge system. This guide aims to break down the job’s rotation into something easy to digest while providing good practices to follow for overall gameplay.

    If you’re new to the job and would just like a basic overview of Machinist during the leveling process, click here.

    Machinist Heat & Battery Gauge 

    Machinist comes with two gauges. The Heat Gauge (top) is used to Hypercharge which costs 50 Heat. The Battery Gauge (bottom) is used to summon your Automaton Queen to fight alongside you for a specified amount of time based on the amount of Battery you had at the time of summoning. You must accrue at least 50 Heat or Battery to use their respective abilities, and neither should be allowed to overcap if possible.

    The Two-Minute Loop and Rotational Theory

    While reading this guide, the following images can be referenced to get a better grasp of what’s being talked about. It is extremely important to note that these infographics and text are aimed toward 2.50 Machinist. Anything that is faster than 2.5 will need some adjustments, see “How to deal with <2.50 GCD” section below.

    Generalized Battery Usage

    • The Opener Queen is used immediately upon 60 Battery (After Excavator, as seen in the opener).
    • The one minute Burst Queen is used at 90, this is to help the two minute Queen to be used after Air Anchor to maximize it fully in raid buffs. Subsequent odd minute summons will have to be broken down between two Queens. Compared to Endwalker where our subsequent summons were at 90/100, we are given extra battery every minute via Excavator, so our summons are at 110/120 gauge. Thus forcing us to split it between two summons to prevent overcap. The first odd minute queen is always used at 50 and the second is a loop of 60/70/80, increments of 10 for each odd minute. So the 2nd Queen at the 3 minute is 60 battery, 2nd at the 5th minute is 70, 2nd at the 7th minute is 80, and comes back to a loop at 60 for the 9th minute. In order to gain the specific amount of battery for the 2nd odd minute queen, we add any combo GCD filler needed to obtain it after Chain Saw and before Excavator, since we can safely delay it for up to 30 seconds. If you need the Excavator to gain the battery, then we use it right after Chain Saw.
    • Two minute Queen is summoned at 100 Battery at 2:01 after the Air Anchor. This is to fully maximize buffs, with summoning Queen after the Air Anchor, we synchronize our Queen to start its attack as soon as buffs are out. This is because of Queen lasting roughly 16 seconds but it takes five seconds before starting its autos.

    Cheatsheet

    • Ensure you have at least 50 Heat going into your even minute burst. With this rotation we run into an issue at the four minute burst window, going into it with only 45 Heat.
    • Weave Checkmate and Double Check as necessary to not overcap their charges. However, try to pool them for all burst windows and especially all pot windows.
    • Attempt to use a Reassemble under raid buffs if you can. Reassemble charges can be held for a pot window at two minutes if applicable.
    • Double Hypercharge windows are only crucial for the first 2-Minute Burst and/or all bursts where you are potting. Despite this, it is highly recommended and advised to double hypercharge for all windows post opener for maximum buff feed and to adjust for the change for all raid buffs being 20 seconds long.

    The most basic description of the level 100 rotation can be broken down by following these rules:

    • Not drifting Air Anchor, Chainsaw, Barrel Stabilizer, and Wildfire.
    • Not overcapping on Drill stacks.
    • Not overcapping resources. This includes Heat, Battery, and Double Check / Checkmate charges.
    • Using your flexible burst inside of raid buffs as much as possible.

    The base rotation for Machinist revolves around two minute windows starting and ending with Wildfire application. Wildfire and Barrel Stabilizer are outliers in our kit as the cooldown does not scale with skill speed. While Heat and Battery will not loop perfectly due to differing Hypercharge windows in these segments, Wildfire can still be used as a landmark in the rotation for tracking other cooldowns in our kit, mechanics or even just used to help reset our rotation in case mistakes were made with some of the more strict timers.

    In between your burst windows, you will default to pressing your combo actions (Heated Split Shot, Heated Slug Shot, and Heated Clean Shot) in order to build resource gauge and maintain uptime on the enemy while also ensuring your Multi-Tool actions (Drill, Air Anchor, and Chain Saw) are used immediately as they are available. With the new addition of Excavator, the combo attack of Chain Saw, we have up to 30 seconds to use before expiration, while in burst windows we want to use it as soon as possible from the initial Chain Saw press, we have extreme flexibility in the odd minute windows. For example, with the surplus of battery gained in Dawntrail, we have windows where we want to send out a 60 battery Queen but currently only have 50 after the Chain Saw press. Instead of following up with Excavator and getting 70, we can delay it for a full main combo or whenever we have Heated Clean Shot to get the 60 without spending Excavator to send that Queen. Giving us extreme flexibility and helping us achieve 100 Queen for the next 2-minute burst.

    Two-Minute Variations

    Previously, we gave an infographic for our Static 2-Minute Burst, but it is actually not needed for the very first two minute burst of the fight (120 seconds). This is because during the 4-Minute burst, we run into a very brand new issue and having the possibility to have our combo expire. With much more buttons in our burst windows, we run the risk of having our combo fall off if not maintained properly. However, for the first 2 minute window, we enter the burst on Heated Clean Shot, allowing us to burst normally without any problem. The ideal window is a 10x Blazing Shot window since without it, regardless of not needing to continue combo, we have a GCD filler after the 5th Blazing Shot. While this is can be fixed with Drill first in the opener (allowing it to a used a GCD earlier in burst), we recommend 10x Blazing Shot windows when able to do so. Although 10x is ideal, it is a little tough to properly do if on high ping to late weave the Hypercharge before Full Metal Field. If you are absolutely unable to do this setup, we still recommend the Heated Combo GCD after the 5th Blazing followed by the Drill into the next HC window.



    Assuming we carry on as usual, our first 2-minute burst will look something like this. If 2-minute potting, we want to use it before the Air Anchor. An extremely important note is that this ONLY works for the very first 2-minute window (120 seconds into the fight), this will be explained later on. We end this window with Drill, and since we have two stacks, it is not drifted but rather delayed in order to give us more Heat Blasts in buffs, and since we used Drill earlier, we never risk overcapping charges of Drill. It can be difficult to late weave Hypercharge before FMF/Chain Saw and still get the full five Blazing Shots, so this is only recommended on low ping/proper ping mitigation tools. 



    This is exactly the same set up as the previous infographic, but to account for non 10x HB. We get rid of the late weave Hypercharge and push it to the next GCD. Since there is a gap in our Hypercharge windows, we now need a filler. This window is not ideal because we have to put our weakest potency GCD in buffs and potentially pot (Heated Split Shot). We want to avoid this at all costs, so while this window does work, we want to try our best to stick to the 10x HB window for the first 2-Minute to avoid the heated split shot in buffs, but we switch to this window for all future bursts for better alignment due to the brand new issue caused by the 4-Minute window and to prevent letting our combo expire. While it is not optimal to put a combo gcd in buffs, if your connection does not allow you to do 10x Blazing Shot, this is sadly the only choice for the first 2-Minute window.

    Why can’t we hold 2/2 Drill charges to remove the combo GCD? While it is possible to be able to Drill immediately if the previous one before the 2-Minute is held, this causes a brand new issue. The 120s burst window only works the way it does because we enter this window combo neutral (ending our combo), this is done with the assumption you’re using Drill off cooldown. Holding the previous usage will simply require us to do an extra combo GCD to replace the Drill we chose to hold, which makes us go into the burst window NOT combo neutral and thus having to combo in burst anyways to not let the combo expire.


    We run into our first Dawntrail specific issue after the first 2-Minute burst. With the reduction in Heat generation per minute compared to now, we enter the 4-Minute burst with only 45 Heat. To resolve this we continue the same thought process from the previous infographics and we want to continue our burst as usual, even if we go into this window combo neutral, it does not matter since we are only entering with 45 Heat. We have to find a way to obtain the extra 5 from a Heated Combo GCD regardless. The previous infographics had us delaying our Drill and shifting Drill after Excavator and thus pushing Full Metal Field a GCD after. While this does work, it is extremely inconsistent with 2.50 GCD speed, which is normally ideal for us, so for the time being we are moving away from it. It can be considered again if we are using anything faster than 2.5 gcd. To continue with this window, after our default burst, we want to Heated Combo GCD to continue the combo timer and follow up with Drill to maximize buffs. The Heated Combo is definitely a loss for buff feed and a slightly weaker pot window, but an efficient way to continue with our rotations and to set up better windows in the future. 

    How to deal with <2.50 GCD

    First of all, never clip your GCD. Keeping your GCD rolling has a huge impact on your overall damage. Since your non-scaling cooldowns like Wildfire and Drill will no longer align with your GCD cycle, you’ll need to rearrange things to keep these actions on CD and aligned with burst as much as possible.

    Wildfire

    WF will come off cooldown slightly later than usual in your GCD cycle. There are a variety of ways of dealing with this, but here’s the easiest and most consistent way to do it:

    • Add GCDs ( Drill and/or any Combo GCD) after Chain Saw and before Excavator/Full Metal Field until WF’s cooldown is ≤ 6s. This ensures that Drill and Chain Saw do not drift and that you can weave WF in the same place every two minutes.
    • When WF’s cooldown is ≤ 6s, proceed as you usually would at 2.50, Excavator > Full Metal Field > (Hypercharge + Wildfire).

    Drill

    In Dawntrail, Drill’s recast no longer scales with SkS. Like WF, it will come off cooldown slightly later than usual relative to your GCD cycle, but since it has stacks it doesn’t matter if you “drift” it as long as you’re never sitting at 2/2 stacks. Drill’s placement in your rotation is no longer rigid, and we can take advantage of this:

    • If Drill is not available where you’d normally use it in your burst, just use any Heated Combo GCD.
    • If Drill is available and you’re about to use a Heated Combo GCD, you can use Drill instead. Make sure you’re at 0 Drill stacks going into your WF sequence.
    • Try to use Drill as late as possible (i.e. the GCD before Excavator and Full Metal Field) to get it to land under buffs.

    Example GCD Sequences at 2:00

    2.50: Air Anchor > Drill > Chain Saw > Excavator > Full Metal Field > (Hypercharge + Wildfire)


    2.47: Air Anchor > Heated Combo GCD > Chain Saw > Drill > Excavator > Hypercharge > Hypercharge + Wildfire


    • Drill is not up after Air Anchor, so we use a Heated Combo GCD instead
    • WF CD is > 6s when we would normally use Excavator, so we add 1 GCD
    • Since we have a Drill charge, we use Drill rather than a Heated Combo GCD
    • We continue as usual with Excavator and Full Metal Field.

    Piecing Together the Multi-Tool and Heat System

    As of 7.0, we are gaining two extra tools every burst window with the extra Drill usage, Excavator, and even Full Metal Field. All these new GCDs are replacing combo filler that we previously had in Endwalker. With the only way to go filler-less to do 10x HB, that is not the case now in Dawntrail. With 2x Hypercharge and our 5 Tools, and Full Metal Field, we have too many gcds to ideally carry a combo into the burst window. While its possible to carry a combo, it is extremely difficult, having to do 10x Blazing Shot to be able to have a chance to follow up the combo action right after the 10th Blazing Shot. Even more difficult and unrealistic if we stick to 5x Blazing Shot > Drill > 5x Blazing Shot, since we lose the combo unless we sacrifice the final Blazing Shot to continue this. As previously mentioned, to fix this and our 45 Heat 4-Minute window, we continue our combo instantly after the Air Anchor to keep the combo to run and not interrupt/end our burst early to continue for it.

    A full segment of Hypercharge is exactly three GCDs worth of time, or 7.5 seconds. Because of this, you should never enter Hypercharge if Chainsaw, Drill or Air Anchor has less than eight seconds on their cooldown timers. Doing so will cause the Chainsaw, Drill or Air Anchor cooldowns to drift, which leads to a loss of DPS and will more than likely cause issues down the line in your rotation when you reach your rotational reset at Wildfire.

    Automaton Queen and Flexible Burst Usage

    The three things that make up Machinist’s flexible burst are the Heat gauge, the Battery gauge, and the charges of Double Check, Checkmate, and Reassemble. The first rule for these resources is to never allow them to overcap if possible. The second rule is to use as many of them as you can before an encounter ends, preferring to end a fight with these gauges as close to zero as possible.

    Automaton Queen is Machinist’s most flexible burst and is also the most powerful of the three. Automaton Queen’s damage scaling is linear to the amount of battery she was summoned at. For every 10 Battery, the summon is worth 266 potency, with Pile Bunker being 68 potency and Crowned Collider being 78 potency per 10 gauge. Regardless of the Battery amount when summoned, Queen will always be active for a total of 12 seconds. At maximum Battery, Automaton Queen is worth 2660 potency, with 680 of that coming from Pile Bunker and another 780 coming from Crowned Collider. Below is a chart listing all Battery levels and their information.

    Battery AmountPotency Per BatteryPile Bunker PotencyCrowned Collider PotencyTotal Normalized Pet Potency
    5026.63403901184
    6026.64084681421
    7026.64765461658
    8026.65446241894
    9026.66127022131
    10026.66807802368

    Queen’s summon should be delayed if scripted downtime is about to happen. Using Overdrive is always a loss and should be avoided unless a fight is ending and you have no other option to get the Pile Bunker and Crowned Collider off. Ultimately, you should be planning your Battery usage in such a way Queen’s finishers go off naturally, and so that you end a fight with as little excess Battery as possible.

    With the addition of Excavator, we are gaining 20 extra battery every one minute, which throws our timings out of order. We are simply given too much battery to stick to a strict 1 Queen per minute cycle. With our odd minute Queen in Endwalker being used at 90/100 Battery, the extra gauge given in Dawntrail puts us at 110/120 per cycle instead. Giving us the only option to break down this one cycle Queens, into two. With a full uptime scenario used as an example, this is a 10-Minute run to show how our new timings will be treated.

    Fight DurationNumber of QueenAmount of BatteryNotes
    00:07:501st Queen (Opener)60Used instantly, 4th GCD
    01:08:252nd Queen90If not early Hypercharging, delay Excavator for Heated Clean Shot to also get the 90 battery.
    02:01:503rd Queen (2 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    02:38:254th Queen50
    03:08:255th Queen60We delay Excavator a single GCD (or whenever the next Heated Clean Shot is available to get the 60 gauge)
    04:00:756th Queen (4 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    04:38:257th Queen50
    05:06:508th Queen70After Chain Saw
    06:00:759th Queen (6 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    06:38:2510th Queen50
    07:10:0011th Queen80We delay Excavator Heated Clean Shot, in order to get the 80 gauge
    08:00:7512th Queen (8 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    08:38:7513th Queen50
    09:08:2514th Queen60We delay Excavator a single GCD (or whenever the next Heated Clean Shot is available to get the 60 gauge)
    10:00:7515th Queen (10 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs

    Something to note is that we follow a somewhat static loop for queen timings. After the 1st odd minute, our odd minute timings is sending the first queen at 50 always, our 3rd minute timing is at 60, then 5th minute at 70, and 7th at 80, and then finally looping back to 60 at 9 minutes. Following this pattern, the 11th minute queen would be at 70, and 13th at 80, and so forth. However, with full uptime fights rarely going to the 10th minute mark, this rule should remain efficient for any uptime fight for savage. In order to build muscle memory for always delaying the odd minute Excavator for the proper gauge, you have the choice to also do that for the first 1-minute by holding the Hypercharge until after Queen is summoned, but if using Hypercharge as soon as we have 50 Heat post opener, you will naturally have Queen at 90 post Excavator.

    While the Heat gauge may not be as flexible as the Battery gauge, there is still some finesse that can be had around its timings to make sure that you get the most out of your Hypercharge windows. Hypercharge windows can be chained together, but require a single GCD in between each window. Not only is this a good way to avoid overcapping heat during certain parts of the rotation, but it is also an excellent way of making the most out of raid buffs that may be lingering longer than a full Hypercharge window.

    Reassemble comes on a charge system, stacking up to two charges. Since Drill, Air Anchor, Chainsaw, and Excavator are all the same potency and Reassemble is no longer on a strict timer, we can place Reassemble on any four of these GCDs depending on our opening alignment, the raid buffs we have in our party, down time, and kill time.

    Double Queen

    Double Queen is a window that was used towards the end of Endwalker that practically gained us an extra Automation Queen for our tincture/pot windows. The setup needed was to send our Queen roughly ~10 seconds before pot, since we needed a full combo (7.5 seconds) to gain 10 extra battery, with the 10 battery gained, after the next Air Anchor and Chain Saw in the burst window, we would have enough battery to send another 50 Queen. Because we sent the 1st Queen earlier than our pot, we have enough time to get most of the 1st in pot as well as the entire duration of the second Queen, ending up to be a sizable potency gain if any pot window allowed it. 

    With the addition of Excavator comboing off of Chain Saw, the extra 20 battery given means that we can effectively go into a Double Queen window for all of our 2-minute windows, including our pot windows if we are doing 2/8 minute pots. While it is still expected to specifically plan for Double Queen windows ahead of time, with the surplus of battery, we can do it with very minimal planning. It is important to note that while Automation Queen lasts roughly 16 seconds from start to finish, we cannot summon the 2nd Queen until ~21 seconds after the very first Automation Queen summoned. This means we can follow the same window that we currently do in 6.5. Send our Queen 10 seconds before our tincture/pot to properly get the entire duration in our window. With all raid buffs being extended to 20 seconds, we can catch some of the 2nd Queen in it, though it pretty much only being limited to 2-3 autos from our second Queen. It is key to note that this is worse feed for raid buffs for an added benefit to our personal pot.

    Multi-Target Rotation and Optimization

    The basic AoE priority is as follows:

    Filler GCD

    • Heated Combo GCD on 1-2
    • Scattergun on 3+

    Hypercharge GCD

    • Blazing Shot on 1-3
    • Auto Crossbow on 4+
    • Note that Blazing Shot and Auto Crossbow are potency neutral on 4 targets if all targets are tightly stacked for the oGCDs from Blazing Shot to cleave.

    Flamethrower

    • Assuming gauge is usable, beats filler on 4+
    • If gauge is not usable, beats filler on 2+
    • Beats Air Anchor (incl. battery) on 6+
    • Never beats Hypercharge, Chain Saw/Excavator, Drill/Bio

    Bioblaster

    • Beats Drill on 3+ (technically tied on 2)
    • Beats Air Anchor (incl. battery) on 4+
    • Beats Chain Saw/Excavator (incl. battery) on 10+

    Auto Crossbow should only be used on four or more enemies since, unlike Blazing Shot, Auto Crossbow does not generate Double Check or Checkmate charges.

    Gearing and Stat Allocation

    As far as stats are concerned, the priority is as follows:

    Weapon Damage > Dexterity > Critical Hit > Determination > Direct Hit > Skill Speed

    The reasoning for determination being higher priority than Direct Hit is how these stats interact with Reassemble and Wildfire. Since Reassemble guarantees a critical/direct hit, it loses any gain from the direct hit stat due to the damage boost of direct hit damage always being 25%. On the opposite end of the spectrum, Wildfire cannot be a critical or direct hit. Both abilities still scale off Determination, which is why Determination is worth more to us.

    Potions: Highest Grade of Dexterity available

    Food: Listed inside gearing pages

    High Ping and What You Can Do About It

    You may have noticed parts of the Machinist rotation feeling somewhat unresponsive to your button pushing. This is a common occurrence that can happen for a multitude of reasons, almost always related to poor connection to the server. What you’re experiencing is referred to as “clipping”, due to prolonged animation lock that happens when your ping exceeds the allotted time the game gives you between GCDs to use your oGCDs. Machinist suffers more than most other jobs simply because of the Hypercharge window forcing a 1.5 second GCD and also requiring you to weave between Heat Blasts. There are a few ways to handle this:

    • If possible, ensure you are using a wired connection. WiFi can be spotty and result in packet loss.
    • If playing on an older computer, lower graphics settings and turn off particle effects to increase your framerate. This only matters when your frame rate is so low that it is visibly affecting your gameplay.
    • Utilize a gaming VPN. Occasionally, ISPs will route your connection inefficiently, and a VPN can correct the issue by lowering packet loss and ping, creating a more stable connection to the server. Listed below are VPN options.
      • Mudfish
      • ExitLag
      • WTFast
      • Pingzapper
      • NoPing
      • BattlePing

    A full explanation on how VPNs work and how to check your ping for FFXIV specifically can be found in this guide. The best VPN for you will differ based on location and ISP. It’s suggested that you try all possible options before deciding on one since they do cost money to use on top of your sub. Most, if not all of these should come with free trials so you can see if they help your connection.

    After attempting to fix these issues with the above suggestions, the only thing you can really do without the use of illegal ToS breaking software, is adjust your rotation in a way that won’t have you doing double Hypercharge windows. This lessens the need to weave between Heat Blasts. As long as you’re capable of getting all six GCDs in Wildfire while also not overcapping on Gauss Round and Ricochet, you should have no issues playing the job. 

    If you’re on a PC, and you’re okay with the morality issues of injection based programs, QuickLauncher has a plug-in called NoClippy that will help your clipping issue. This program will simulate a low ping environment specifically for the animation lock of combat actions. This will not actually lower your ping or make your connection to the servers any more stable than it already is or isn’t. The instructions on how to enable NoClippy are listed on the GitHub page. While I’ve not heard of anyone being punished by Square Enix for using programs like this, the reality of the situation is they could potentially endanger your service account. Please keep this in mind if you decide to use QuickLauncher and any plug-in associated with it.

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  • Machinist Basic Guide
    Guide Info
    Last Updated: 2 Jul, 2024
    Patch Applicable: 7.0

    Basic Machinist Guide

    Welcome to the Basic Machinist Guide! Within this document, you’ll find all the information you’ll need to play the job well. The links below can be used as teleports to other pages if you need the information while learning the job. Any questions can be directed to the Machinist channels in our Discord.

    Openers

    Advanced Guide

    Video Guide

    Gearing and Meld Priority

    Skills Overview

    Frequently Asked Questions

    Job Overview

    Machinist is a fast-paced physical ranged job that excels at quick burst damage and has the added benefit of free movement. While the base rotation for this job is somewhat strict, Machinist excels in dumping burst into raid buffs with flexible use of its gauge system. This guide aims to break down the job’s rotation into something easy to digest while providing good practices to follow for overall gameplay.

    If you’re new to the job and would just like a basic overview of Machinist during the leveling process, click here.

    Machinist Heat & Battery Gauge 

    Machinist comes with two gauges. The Heat Gauge (top) is used to Hypercharge which costs 50 Heat. The Battery Gauge (bottom) is used to summon your Automaton Queen to fight alongside you for a specified amount of time based on the amount of Battery you had at the time of summoning. You must accrue at least 50 Heat or Battery to use their respective abilities, and neither should be allowed to overcap if possible.

    The Two-Minute Loop and Rotational Theory

    While reading this guide, the following images can be referenced to get a better grasp of what’s being talked about. It is extremely important to note that these infographics and text are aimed toward 2.50 Machinist. Anything that is faster than 2.5 will need some adjustments, see “How to deal with <2.50 GCD” section below.

    Generalized Battery Usage

    • The Opener Queen is used immediately upon 60 Battery (After Excavator, as seen in the opener).
    • The one minute Burst Queen is used at 90, this is to help the two minute Queen to be used after Air Anchor to maximize it fully in raid buffs. Subsequent odd minute summons will have to be broken down between two Queens. Compared to Endwalker where our subsequent summons were at 90/100, we are given extra battery every minute via Excavator, so our summons are at 110/120 gauge. Thus forcing us to split it between two summons to prevent overcap. The first odd minute queen is always used at 50 and the second is a loop of 60/70/80, increments of 10 for each odd minute. So the 2nd Queen at the 3 minute is 60 battery, 2nd at the 5th minute is 70, 2nd at the 7th minute is 80, and comes back to a loop at 60 for the 9th minute. In order to gain the specific amount of battery for the 2nd odd minute queen, we add any combo GCD filler needed to obtain it after Chain Saw and before Excavator, since we can safely delay it for up to 30 seconds. If you need the Excavator to gain the battery, then we use it right after Chain Saw.
    • Two minute Queen is summoned at 100 Battery at 2:01 after the Air Anchor. This is to fully maximize buffs, with summoning Queen after the Air Anchor, we synchronize our Queen to start its attack as soon as buffs are out. This is because of Queen lasting roughly 16 seconds but it takes five seconds before starting its autos.

    Cheatsheet

    • Ensure you have at least 50 Heat going into your even minute burst. With this rotation we run into an issue at the four minute burst window, going into it with only 45 Heat.
    • Weave Checkmate and Double Check as necessary to not overcap their charges. However, try to pool them for all burst windows and especially all pot windows.
    • Attempt to use a Reassemble under raid buffs if you can. Reassemble charges can be held for a pot window at two minutes if applicable.
    • Double Hypercharge windows are only crucial for the first 2-Minute Burst and/or all bursts where you are potting. Despite this, it is highly recommended and advised to double hypercharge for all windows post opener for maximum buff feed and to adjust for the change for all raid buffs being 20 seconds long.

    The most basic description of the level 100 rotation can be broken down by following these rules:

    • Not drifting Air Anchor, Chainsaw, Barrel Stabilizer, and Wildfire.
    • Not overcapping on Drill stacks.
    • Not overcapping resources. This includes Heat, Battery, and Double Check / Checkmate charges.
    • Using your flexible burst inside of raid buffs as much as possible.

    The base rotation for Machinist revolves around two minute windows starting and ending with Wildfire application. Wildfire and Barrel Stabilizer are outliers in our kit as the cooldown does not scale with skill speed. While Heat and Battery will not loop perfectly due to differing Hypercharge windows in these segments, Wildfire can still be used as a landmark in the rotation for tracking other cooldowns in our kit, mechanics or even just used to help reset our rotation in case mistakes were made with some of the more strict timers.

    In between your burst windows, you will default to pressing your combo actions (Heated Split Shot, Heated Slug Shot, and Heated Clean Shot) in order to build resource gauge and maintain uptime on the enemy while also ensuring your Multi-Tool actions (Drill, Air Anchor, and Chain Saw) are used immediately as they are available. With the new addition of Excavator, the combo attack of Chain Saw, we have up to 30 seconds to use before expiration, while in burst windows we want to use it as soon as possible from the initial Chain Saw press, we have extreme flexibility in the odd minute windows. For example, with the surplus of battery gained in Dawntrail, we have windows where we want to send out a 60 battery Queen but currently only have 50 after the Chain Saw press. Instead of following up with Excavator and getting 70, we can delay it for a full main combo or whenever we have Heated Clean Shot to get the 60 without spending Excavator to send that Queen. Giving us extreme flexibility and helping us achieve 100 Queen for the next 2-minute burst.

    Two-Minute Variations

    Previously, we gave an infographic for our Static 2-Minute Burst, but it is actually not needed for the very first two minute burst of the fight (120 seconds). This is because during the 4-Minute burst, we run into a very brand new issue and having the possibility to have our combo expire. With much more buttons in our burst windows, we run the risk of having our combo fall off if not maintained properly. However, for the first 2 minute window, we enter the burst on Heated Clean Shot, allowing us to burst normally without any problem. The ideal window is a 10x Blazing Shot window since without it, regardless of not needing to continue combo, we have a GCD filler after the 5th Blazing Shot. While this is can be fixed with Drill first in the opener (allowing it to a used a GCD earlier in burst), we recommend 10x Blazing Shot windows when able to do so. Although 10x is ideal, it is a little tough to properly do if on high ping to late weave the Hypercharge before Full Metal Field. If you are absolutely unable to do this setup, we still recommend the Heated Combo GCD after the 5th Blazing followed by the Drill into the next HC window.



    Assuming we carry on as usual, our first 2-minute burst will look something like this. If 2-minute potting, we want to use it before the Air Anchor. An extremely important note is that this ONLY works for the very first 2-minute window (120 seconds into the fight), this will be explained later on. We end this window with Drill, and since we have two stacks, it is not drifted but rather delayed in order to give us more Heat Blasts in buffs, and since we used Drill earlier, we never risk overcapping charges of Drill. It can be difficult to late weave Hypercharge before FMF/Chain Saw and still get the full five Blazing Shots, so this is only recommended on low ping/proper ping mitigation tools. 



    This is exactly the same set up as the previous infographic, but to account for non 10x HB. We get rid of the late weave Hypercharge and push it to the next GCD. Since there is a gap in our Hypercharge windows, we now need a filler. This window is not ideal because we have to put our weakest potency GCD in buffs and potentially pot (Heated Split Shot). We want to avoid this at all costs, so while this window does work, we want to try our best to stick to the 10x HB window for the first 2-Minute to avoid the heated split shot in buffs, but we switch to this window for all future bursts for better alignment due to the brand new issue caused by the 4-Minute window and to prevent letting our combo expire. While it is not optimal to put a combo gcd in buffs, if your connection does not allow you to do 10x Blazing Shot, this is sadly the only choice for the first 2-Minute window.

    Why can’t we hold 2/2 Drill charges to remove the combo GCD? While it is possible to be able to Drill immediately if the previous one before the 2-Minute is held, this causes a brand new issue. The 120s burst window only works the way it does because we enter this window combo neutral (ending our combo), this is done with the assumption you’re using Drill off cooldown. Holding the previous usage will simply require us to do an extra combo GCD to replace the Drill we chose to hold, which makes us go into the burst window NOT combo neutral and thus having to combo in burst anyways to not let the combo expire.


    We run into our first Dawntrail specific issue after the first 2-Minute burst. With the reduction in Heat generation per minute compared to now, we enter the 4-Minute burst with only 45 Heat. To resolve this we continue the same thought process from the previous infographics and we want to continue our burst as usual, even if we go into this window combo neutral, it does not matter since we are only entering with 45 Heat. We have to find a way to obtain the extra 5 from a Heated Combo GCD regardless. The previous infographics had us delaying our Drill and shifting Drill after Excavator and thus pushing Full Metal Field a GCD after. While this does work, it is extremely inconsistent with 2.50 GCD speed, which is normally ideal for us, so for the time being we are moving away from it. It can be considered again if we are using anything faster than 2.5 gcd. To continue with this window, after our default burst, we want to Heated Combo GCD to continue the combo timer and follow up with Drill to maximize buffs. The Heated Combo is definitely a loss for buff feed and a slightly weaker pot window, but an efficient way to continue with our rotations and to set up better windows in the future. 

    How to deal with <2.50 GCD

    First of all, never clip your GCD. Keeping your GCD rolling has a huge impact on your overall damage. Since your non-scaling cooldowns like Wildfire and Drill will no longer align with your GCD cycle, you’ll need to rearrange things to keep these actions on CD and aligned with burst as much as possible.

    Wildfire

    WF will come off cooldown slightly later than usual in your GCD cycle. There are a variety of ways of dealing with this, but here’s the easiest and most consistent way to do it:

    • Add GCDs ( Drill and/or any Combo GCD) after Chain Saw and before Excavator/Full Metal Field until WF’s cooldown is ≤ 6s. This ensures that Drill and Chain Saw do not drift and that you can weave WF in the same place every two minutes.
    • When WF’s cooldown is ≤ 6s, proceed as you usually would at 2.50, Excavator > Full Metal Field > (Hypercharge + Wildfire).

    Drill

    In Dawntrail, Drill’s recast no longer scales with SkS. Like WF, it will come off cooldown slightly later than usual relative to your GCD cycle, but since it has stacks it doesn’t matter if you “drift” it as long as you’re never sitting at 2/2 stacks. Drill’s placement in your rotation is no longer rigid, and we can take advantage of this:

    • If Drill is not available where you’d normally use it in your burst, just use any Heated Combo GCD.
    • If Drill is available and you’re about to use a Heated Combo GCD, you can use Drill instead. Make sure you’re at 0 Drill stacks going into your WF sequence.
    • Try to use Drill as late as possible (i.e. the GCD before Excavator and Full Metal Field) to get it to land under buffs.

    Example GCD Sequences at 2:00

    2.50: Air Anchor > Drill > Chain Saw > Excavator > Full Metal Field > (Hypercharge + Wildfire)


    2.47: Air Anchor > Heated Combo GCD > Chain Saw > Drill > Excavator > Hypercharge > Hypercharge + Wildfire


    • Drill is not up after Air Anchor, so we use a Heated Combo GCD instead
    • WF CD is > 6s when we would normally use Excavator, so we add 1 GCD
    • Since we have a Drill charge, we use Drill rather than a Heated Combo GCD
    • We continue as usual with Excavator and Full Metal Field.

    Piecing Together the Multi-Tool and Heat System

    As of 7.0, we are gaining two extra tools every burst window with the extra Drill usage, Excavator, and even Full Metal Field. All these new GCDs are replacing combo filler that we previously had in Endwalker. With the only way to go filler-less to do 10x HB, that is not the case now in Dawntrail. With 2x Hypercharge and our 5 Tools, and Full Metal Field, we have too many gcds to ideally carry a combo into the burst window. While its possible to carry a combo, it is extremely difficult, having to do 10x Blazing Shot to be able to have a chance to follow up the combo action right after the 10th Blazing Shot. Even more difficult and unrealistic if we stick to 5x Blazing Shot > Drill > 5x Blazing Shot, since we lose the combo unless we sacrifice the final Blazing Shot to continue this. As previously mentioned, to fix this and our 45 Heat 4-Minute window, we continue our combo instantly after the Air Anchor to keep the combo to run and not interrupt/end our burst early to continue for it.

    A full segment of Hypercharge is exactly three GCDs worth of time, or 7.5 seconds. Because of this, you should never enter Hypercharge if Chainsaw, Drill or Air Anchor has less than eight seconds on their cooldown timers. Doing so will cause the Chainsaw, Drill or Air Anchor cooldowns to drift, which leads to a loss of DPS and will more than likely cause issues down the line in your rotation when you reach your rotational reset at Wildfire.

    Automaton Queen and Flexible Burst Usage

    The three things that make up Machinist’s flexible burst are the Heat gauge, the Battery gauge, and the charges of Double Check, Checkmate, and Reassemble. The first rule for these resources is to never allow them to overcap if possible. The second rule is to use as many of them as you can before an encounter ends, preferring to end a fight with these gauges as close to zero as possible.

    Automaton Queen is Machinist’s most flexible burst and is also the most powerful of the three. Automaton Queen’s damage scaling is linear to the amount of battery she was summoned at. For every 10 Battery, the summon is worth 266 potency, with Pile Bunker being 68 potency and Crowned Collider being 78 potency per 10 gauge. Regardless of the Battery amount when summoned, Queen will always be active for a total of 12 seconds. At maximum Battery, Automaton Queen is worth 2660 potency, with 680 of that coming from Pile Bunker and another 780 coming from Crowned Collider. Below is a chart listing all Battery levels and their information.

    Battery AmountPotency Per BatteryPile Bunker PotencyCrowned Collider PotencyTotal Normalized Pet Potency
    5026.63403901184
    6026.64084681421
    7026.64765461658
    8026.65446241894
    9026.66127022131
    10026.66807802368

    Queen’s summon should be delayed if scripted downtime is about to happen. Using Overdrive is always a loss and should be avoided unless a fight is ending and you have no other option to get the Pile Bunker and Crowned Collider off. Ultimately, you should be planning your Battery usage in such a way Queen’s finishers go off naturally, and so that you end a fight with as little excess Battery as possible.

    With the addition of Excavator, we are gaining 20 extra battery every one minute, which throws our timings out of order. We are simply given too much battery to stick to a strict 1 Queen per minute cycle. With our odd minute Queen in Endwalker being used at 90/100 Battery, the extra gauge given in Dawntrail puts us at 110/120 per cycle instead. Giving us the only option to break down this one cycle Queens, into two. With a full uptime scenario used as an example, this is a 10-Minute run to show how our new timings will be treated.

    Fight DurationNumber of QueenAmount of BatteryNotes
    00:07:501st Queen (Opener)60Used instantly, 4th GCD
    01:08:252nd Queen90If not early Hypercharging, delay Excavator for Heated Clean Shot to also get the 90 battery.
    02:01:503rd Queen (2 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    02:38:254th Queen50
    03:08:255th Queen60We delay Excavator a single GCD (or whenever the next Heated Clean Shot is available to get the 60 gauge)
    04:00:756th Queen (4 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    04:38:257th Queen50
    05:06:508th Queen70After Chain Saw
    06:00:759th Queen (6 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    06:38:2510th Queen50
    07:10:0011th Queen80We delay Excavator Heated Clean Shot, in order to get the 80 gauge
    08:00:7512th Queen (8 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs
    08:38:7513th Queen50
    09:08:2514th Queen60We delay Excavator a single GCD (or whenever the next Heated Clean Shot is available to get the 60 gauge)
    10:00:7515th Queen (10 Minute Burst)100Used instantly after Air Anchor to fully align itself with buffs

    Something to note is that we follow a somewhat static loop for queen timings. After the 1st odd minute, our odd minute timings is sending the first queen at 50 always, our 3rd minute timing is at 60, then 5th minute at 70, and 7th at 80, and then finally looping back to 60 at 9 minutes. Following this pattern, the 11th minute queen would be at 70, and 13th at 80, and so forth. However, with full uptime fights rarely going to the 10th minute mark, this rule should remain efficient for any uptime fight for savage. In order to build muscle memory for always delaying the odd minute Excavator for the proper gauge, you have the choice to also do that for the first 1-minute by holding the Hypercharge until after Queen is summoned, but if using Hypercharge as soon as we have 50 Heat post opener, you will naturally have Queen at 90 post Excavator.

    While the Heat gauge may not be as flexible as the Battery gauge, there is still some finesse that can be had around its timings to make sure that you get the most out of your Hypercharge windows. Hypercharge windows can be chained together, but require a single GCD in between each window. Not only is this a good way to avoid overcapping heat during certain parts of the rotation, but it is also an excellent way of making the most out of raid buffs that may be lingering longer than a full Hypercharge window.

    Reassemble comes on a charge system, stacking up to two charges. Since Drill, Air Anchor, Chainsaw, and Excavator are all the same potency and Reassemble is no longer on a strict timer, we can place Reassemble on any four of these GCDs depending on our opening alignment, the raid buffs we have in our party, down time, and kill time.

    Double Queen

    Double Queen is a window that was used towards the end of Endwalker that practically gained us an extra Automation Queen for our tincture/pot windows. The setup needed was to send our Queen roughly ~10 seconds before pot, since we needed a full combo (7.5 seconds) to gain 10 extra battery, with the 10 battery gained, after the next Air Anchor and Chain Saw in the burst window, we would have enough battery to send another 50 Queen. Because we sent the 1st Queen earlier than our pot, we have enough time to get most of the 1st in pot as well as the entire duration of the second Queen, ending up to be a sizable potency gain if any pot window allowed it. 

    With the addition of Excavator comboing off of Chain Saw, the extra 20 battery given means that we can effectively go into a Double Queen window for all of our 2-minute windows, including our pot windows if we are doing 2/8 minute pots. While it is still expected to specifically plan for Double Queen windows ahead of time, with the surplus of battery, we can do it with very minimal planning. It is important to note that while Automation Queen lasts roughly 16 seconds from start to finish, we cannot summon the 2nd Queen until ~21 seconds after the very first Automation Queen summoned. This means we can follow the same window that we currently do in 6.5. Send our Queen 10 seconds before our tincture/pot to properly get the entire duration in our window. With all raid buffs being extended to 20 seconds, we can catch some of the 2nd Queen in it, though it pretty much only being limited to 2-3 autos from our second Queen. It is key to note that this is worse feed for raid buffs for an added benefit to our personal pot.

    Multi-Target Rotation and Optimization

    The basic AoE priority is as follows:

    Filler GCD

    • Heated Combo GCD on 1-2
    • Scattergun on 3+

    Hypercharge GCD

    • Blazing Shot on 1-3
    • Auto Crossbow on 4+
    • Note that Blazing Shot and Auto Crossbow are potency neutral on 4 targets if all targets are tightly stacked for the oGCDs from Blazing Shot to cleave.

    Flamethrower

    • Assuming gauge is usable, beats filler on 4+
    • If gauge is not usable, beats filler on 2+
    • Beats Air Anchor (incl. battery) on 6+
    • Never beats Hypercharge, Chain Saw/Excavator, Drill/Bio

    Bioblaster

    • Beats Drill on 3+ (technically tied on 2)
    • Beats Air Anchor (incl. battery) on 4+
    • Beats Chain Saw/Excavator (incl. battery) on 10+

    Auto Crossbow should only be used on four or more enemies since, unlike Blazing Shot, Auto Crossbow does not generate Double Check or Checkmate charges.

    Gearing and Stat Allocation

    As far as stats are concerned, the priority is as follows:

    Weapon Damage > Dexterity > Critical Hit > Determination > Direct Hit > Skill Speed

    The reasoning for determination being higher priority than Direct Hit is how these stats interact with Reassemble and Wildfire. Since Reassemble guarantees a critical/direct hit, it loses any gain from the direct hit stat due to the damage boost of direct hit damage always being 25%. On the opposite end of the spectrum, Wildfire cannot be a critical or direct hit. Both abilities still scale off Determination, which is why Determination is worth more to us.

    Potions: Highest Grade of Dexterity available

    Food: Listed inside gearing pages

    High Ping and What You Can Do About It

    You may have noticed parts of the Machinist rotation feeling somewhat unresponsive to your button pushing. This is a common occurrence that can happen for a multitude of reasons, almost always related to poor connection to the server. What you’re experiencing is referred to as “clipping”, due to prolonged animation lock that happens when your ping exceeds the allotted time the game gives you between GCDs to use your oGCDs. Machinist suffers more than most other jobs simply because of the Hypercharge window forcing a 1.5 second GCD and also requiring you to weave between Heat Blasts. There are a few ways to handle this:

    • If possible, ensure you are using a wired connection. WiFi can be spotty and result in packet loss.
    • If playing on an older computer, lower graphics settings and turn off particle effects to increase your framerate. This only matters when your frame rate is so low that it is visibly affecting your gameplay.
    • Utilize a gaming VPN. Occasionally, ISPs will route your connection inefficiently, and a VPN can correct the issue by lowering packet loss and ping, creating a more stable connection to the server. Listed below are VPN options.
      • Mudfish
      • ExitLag
      • WTFast
      • Pingzapper
      • NoPing
      • BattlePing

    A full explanation on how VPNs work and how to check your ping for FFXIV specifically can be found in this guide. The best VPN for you will differ based on location and ISP. It’s suggested that you try all possible options before deciding on one since they do cost money to use on top of your sub. Most, if not all of these should come with free trials so you can see if they help your connection.

    After attempting to fix these issues with the above suggestions, the only thing you can really do without the use of illegal ToS breaking software, is adjust your rotation in a way that won’t have you doing double Hypercharge windows. This lessens the need to weave between Heat Blasts. As long as you’re capable of getting all six GCDs in Wildfire while also not overcapping on Gauss Round and Ricochet, you should have no issues playing the job. 

    If you’re on a PC, and you’re okay with the morality issues of injection based programs, QuickLauncher has a plug-in called NoClippy that will help your clipping issue. This program will simulate a low ping environment specifically for the animation lock of combat actions. This will not actually lower your ping or make your connection to the servers any more stable than it already is or isn’t. The instructions on how to enable NoClippy are listed on the GitHub page. While I’ve not heard of anyone being punished by Square Enix for using programs like this, the reality of the situation is they could potentially endanger your service account. Please keep this in mind if you decide to use QuickLauncher and any plug-in associated with it.

    • Have any questions?
      Authors
      Balance MCH Staff
      diff --git a/jobs/ranged/machinist/leveling-guide/index.html b/jobs/ranged/machinist/leveling-guide/index.html index 487802bdff..ffe7f184f9 100644 --- a/jobs/ranged/machinist/leveling-guide/index.html +++ b/jobs/ranged/machinist/leveling-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Machinist Leveling Guide
    Guide Info
    Last Updated: 11 Jan, 2023
    Patch Applicable: 6.3

    Simple Pointers for New Machinists

    Unlocking new jobs can be daunting, so to alleviate some of the stress of all of the new actions, here’s some tips to help the new Machinists understand their rotation while leveling and gain some insight into how everything comes together!  Reference the weaponskills and abilities in the beginner’s guide if you forget exactly what things do. 

    For clarity purposes:

    • GCDs are your weaponskills. They are tied to a timer related to your skill speed. Without skill speed, your GCD recast timer is 2.5 seconds.
    • oGCDs are either tied to a longer cooldown specified in the tooltip or limited by something called animation lock, which is about 0.6s. At most, you can use two oGCDs between GCDs. Sometimes you are limited to only using one oGCD because of faster recast times. For Machinist specifically, this will be during Hypercharge, between your Heat Blasts. This is referred to as weaving.

    Level 30

    • Your highest potency skill is Clean Shot until level 58. Reassemble should always be paired with this in a single target situation.
    • Hypercharge is a flat 20 potency boost to every weapon skill (GCD) used in the next 7.5s. This translates to your next three GCDs if you are actively fighting something.
    • You only have heat right now, but Hot Shot is still 300 potency and a gain over both Split Shot and Slug Shot and should still be used in single target situations.
    • Spread Shot should be used for any encounter where you have two or more mobs. It’s also the priority for using Reassemble if you’re fighting multiple enemies.
    • Gauss Round is an expendable oGCD that should be used as much as possible for extra damage.

    Level 35

    • You will gain access to Heat Blast. This weaponskill is super important. The only time you can use it is during your Hypercharge windows, but the recast time on it is exceptionally low, at only 1.5 seconds. You should never be double weaving between Heat Blast; there’s not enough time to do so. Each Heat Blast reduces the cooldown on Gauss Round, so you should be single weaving a Gauss Round in between your Heat Blast’s when you’re able to. This skill changes what you have been doing for the past five levels; from here on out, you’ll never use other GCDs inside of Hypercharge. Every Hypercharge window you should be getting five Heat Blasts.

    Level 40

    • You will gain access to Rook Auto-Turret. This unlocks a new gauge, Battery. Every time you use Hot Shot or finish a full combo segment with Clean Shot, you will gain Battery which can then be used to summon Rook. If you are preventing the Battery gauge from overcapping, you’re using it correctly. Rook Overdrive does not need to be pressed; it will happen at the end of the summons timer.

    Level 45

    • Unlocking Wildfire is effectively just a DPS gain on what you already have in your kit. Wildfire should always be paired with Hypercharge, but you will need to manually build your heat up to use it rather than being able to open properly. Wildfire can be used on trash packs, but you are better off holding it slightly for boss encounters.

    Level 50

    • Nothing crazy. You will learn Ricochet which should be treated nearly the same as Gauss Round. Use as much as you can, and use it inside of Hypercharge windows, alternating use with Gauss Round.

    Levels 52 - 60

    • The Heated Split Shot and Heated Slug Shot upgrades are a potency upgrade with new animations when used, but otherwise they’re the same as their unheated counterparts.
    • Auto-Crossbow is the AoE equivalent of Heat Blast and should be used as long as there are three or more enemies.
    • Tactician is a mitigative tool that can either be used to reduce damage when the party is about to take damage, or on mob pulls to help the tank in your dungeon take less damage. Use generously and your parties will love you for it.
    • Drill is the big game changer here. From level 58 until level 90, Drill and Reassemble should always be paired together in single-target encounters.

    Level 62

    • Dismantle is added to our arsenal. While it’s less versatile than Tactician, Dismantle can fill in for missing mitigation, more specifically during single-target encounters. Use this to prevent all types of raid-wide damage, or to help a tank out with mitigating tankbusters.

    Level 66

    • Barrel Stabilizer is huge. You can start encounters with 50 heat and get Wildfire on cooldown very early in a fight. This is also useful for mob pulls in dungeons, as it provides on demand heat for longer burst cycles.

    Levels 70 - 80

    • The additions to the job in these levels are almost entirely quality of life upgrades or multi-mob actions. Flamethrower should be used on mob packs, as well as Bioblaster so long as the enemies stay alive for the full duration of the DoT it applies. Hot Shot upgrades to Air Anchor, which aside from aesthetics and more potency with a higher priority on usage, it’s the same action as before. Rook becomes Queen Automaton at level 80. It’s still a set-and-forget type pet, she just does a lot more damage now. Try using her in boss fights if possible while in dungeons.

    Levels 82 - 83

    • Level 82 will give you Scattergun, and until Machinist gets its trait at level 84 that increases our single-target combo actions, Scattergun will be better on two target fights than the main combo. You should still be using Heat Blast with any Heat you have on two.

    Level 70 Rotation Differences

    If you’re doing 4.x Ultimate fights, or just syncing down to min-iLvl for fun on old Savage fights, you will notice slight differences in Machinist’s job kit. The overall feel of the job remains the same, so if you’re familiar with level 80 Machinist, the changes will make little to no difference for you. Listed below are the changes, in order of importance:

    • Gauss Round and Ricochet only hold two charges
    • Air Anchor doesn’t exist; you’re left with Hot Shot
    • Queen Automaton doesn’t exist; you’re left with Rook Auto-Turret
    • Wildfire is dropped down to 750 potency due to missing traits
    • Multi-target priority is different; you don’t have access to Bioblaster. Spread Shot is used at 3+ targets.

    Gauss Round and Ricochet only having two charges can feel very clunky. It is highly recommended using 4th or 5th GCD openers when doing synced content. The setup for the 6th GCD opener delays the rotation slightly and will result in overcapping charges.

    Hot Shot should still be used on cooldown, even with its lowered potency, but it becomes less flexible with reopeners. At 80, in niche situations, you can re-open after downtime with Reassembled Air Anchor -> Drill and due to the 55s cooldown timer, Reassemble would be back up for the 60s Drill. At level 70, Reassemble must be used on Drill or it will result in a massive loss in damage. Hot Shot still generates 20 Battery though, and should be used on cooldown.

    For the most part, Rook functions the same as Automaton Queen. Each ability requires a minimum of 50 Battery to use, and should be summoned inside raid buff windows to achieve maximum potential. The biggest differences here are the amount of potency gained per ten Battery and the lack of wind-up animation on Rook. Rook has a maximum potency of 620 over the course of 9 seconds. Each Volley Fire accounts for a maximum of 75 potency, while Overdrive (Rook’s version of Pilebunker) accounts for a maximum of 320 potency, based on the amount of Battery when summoned. Since Rook has no wind-up animation, you’ll need to summon it a few seconds later than normal to get most of the potency inside buff windows.

    The Wildfire change is straight-forward. The ability functions identical to how it does at 80 where you want six GCDs inside of the damage window. The only difference is each GCD only counts for 150 potency. Lower scaling, but the same priority in the rotation.

    The absence of Bioblaster does not change much. With the only option being Drill, it just means there’s no thought process on two-target and three-target encounters. At four targets, Spread Shot becomes a gain over Drill, but this isn’t something you need to worry about in high-end content. Outside of Drill and Hot Shot, Spread Shot now becomes the go-to for the basic 3+ target rotation. Battery is less valued due to Rook doing less damage overall compared to Queen, which directly correlates to the expected damage of Clean Shot and the combo system as a whole.

    Level 80 Rotation Differences

    This section will mostly be used if you’re attempting The Epic of Alexander or synced Eden Savage fights. The additions from 70 to 80 really don’t make too much of a difference, it’s almost entirely quality of life adjustments. The changes listed below will be the difference from 90, so it assumes you’ve acquainted yourself with the Endwalker version of the job. 

    • Reassemble is brought down to one charge. You’ll want to make sure you’re using it as much as possible, mostly on Drill, occasionally on Air Anchor in single target.
    • Chainsaw has been removed from the rotation. Due to this we generate less Battery, but more Heat.
    • Queen Automaton now deals less damage since she’s missing Crowned Collider. This means Battery is worth less damage for the amount used compared to level 90. Crowned Collider missing also means Queen’s damage duration ends sooner and should be taken into account when summoning her.
    • Heat gain in a two-minute window is slightly higher. After the first usage of Barrel Stabilizer in full uptime situations, you’ll be forced to delay it to after the Hypercharge used for Wildfire or you’ll risk losing Heat that could be used for later Hypercharge windows.

    Bioblaster comes out to about 600 potency at two targets, so while it’s a gain on a normal Drill, Reassembled Drill takes priority with an estimated 1000 potency. 

    Below is the standard opener you’ll want to use at level 80.

    Level 80 Machinist Opener

  • Newsfeed
  • Machinist Leveling Guide
    Guide Info
    Last Updated: 11 Jan, 2023
    Patch Applicable: 6.3

    Simple Pointers for New Machinists

    Unlocking new jobs can be daunting, so to alleviate some of the stress of all of the new actions, here’s some tips to help the new Machinists understand their rotation while leveling and gain some insight into how everything comes together!  Reference the weaponskills and abilities in the beginner’s guide if you forget exactly what things do. 

    For clarity purposes:

    • GCDs are your weaponskills. They are tied to a timer related to your skill speed. Without skill speed, your GCD recast timer is 2.5 seconds.
    • oGCDs are either tied to a longer cooldown specified in the tooltip or limited by something called animation lock, which is about 0.6s. At most, you can use two oGCDs between GCDs. Sometimes you are limited to only using one oGCD because of faster recast times. For Machinist specifically, this will be during Hypercharge, between your Heat Blasts. This is referred to as weaving.

    Level 30

    • Your highest potency skill is Clean Shot until level 58. Reassemble should always be paired with this in a single target situation.
    • Hypercharge is a flat 20 potency boost to every weapon skill (GCD) used in the next 7.5s. This translates to your next three GCDs if you are actively fighting something.
    • You only have heat right now, but Hot Shot is still 300 potency and a gain over both Split Shot and Slug Shot and should still be used in single target situations.
    • Spread Shot should be used for any encounter where you have two or more mobs. It’s also the priority for using Reassemble if you’re fighting multiple enemies.
    • Gauss Round is an expendable oGCD that should be used as much as possible for extra damage.

    Level 35

    • You will gain access to Heat Blast. This weaponskill is super important. The only time you can use it is during your Hypercharge windows, but the recast time on it is exceptionally low, at only 1.5 seconds. You should never be double weaving between Heat Blast; there’s not enough time to do so. Each Heat Blast reduces the cooldown on Gauss Round, so you should be single weaving a Gauss Round in between your Heat Blast’s when you’re able to. This skill changes what you have been doing for the past five levels; from here on out, you’ll never use other GCDs inside of Hypercharge. Every Hypercharge window you should be getting five Heat Blasts.

    Level 40

    • You will gain access to Rook Auto-Turret. This unlocks a new gauge, Battery. Every time you use Hot Shot or finish a full combo segment with Clean Shot, you will gain Battery which can then be used to summon Rook. If you are preventing the Battery gauge from overcapping, you’re using it correctly. Rook Overdrive does not need to be pressed; it will happen at the end of the summons timer.

    Level 45

    • Unlocking Wildfire is effectively just a DPS gain on what you already have in your kit. Wildfire should always be paired with Hypercharge, but you will need to manually build your heat up to use it rather than being able to open properly. Wildfire can be used on trash packs, but you are better off holding it slightly for boss encounters.

    Level 50

    • Nothing crazy. You will learn Ricochet which should be treated nearly the same as Gauss Round. Use as much as you can, and use it inside of Hypercharge windows, alternating use with Gauss Round.

    Levels 52 - 60

    • The Heated Split Shot and Heated Slug Shot upgrades are a potency upgrade with new animations when used, but otherwise they’re the same as their unheated counterparts.
    • Auto-Crossbow is the AoE equivalent of Heat Blast and should be used as long as there are three or more enemies.
    • Tactician is a mitigative tool that can either be used to reduce damage when the party is about to take damage, or on mob pulls to help the tank in your dungeon take less damage. Use generously and your parties will love you for it.
    • Drill is the big game changer here. From level 58 until level 90, Drill and Reassemble should always be paired together in single-target encounters.

    Level 62

    • Dismantle is added to our arsenal. While it’s less versatile than Tactician, Dismantle can fill in for missing mitigation, more specifically during single-target encounters. Use this to prevent all types of raid-wide damage, or to help a tank out with mitigating tankbusters.

    Level 66

    • Barrel Stabilizer is huge. You can start encounters with 50 heat and get Wildfire on cooldown very early in a fight. This is also useful for mob pulls in dungeons, as it provides on demand heat for longer burst cycles.

    Levels 70 - 80

    • The additions to the job in these levels are almost entirely quality of life upgrades or multi-mob actions. Flamethrower should be used on mob packs, as well as Bioblaster so long as the enemies stay alive for the full duration of the DoT it applies. Hot Shot upgrades to Air Anchor, which aside from aesthetics and more potency with a higher priority on usage, it’s the same action as before. Rook becomes Queen Automaton at level 80. It’s still a set-and-forget type pet, she just does a lot more damage now. Try using her in boss fights if possible while in dungeons.

    Levels 82 - 83

    • Level 82 will give you Scattergun, and until Machinist gets its trait at level 84 that increases our single-target combo actions, Scattergun will be better on two target fights than the main combo. You should still be using Heat Blast with any Heat you have on two.

    Level 70 Rotation Differences

    If you’re doing 4.x Ultimate fights, or just syncing down to min-iLvl for fun on old Savage fights, you will notice slight differences in Machinist’s job kit. The overall feel of the job remains the same, so if you’re familiar with level 80 Machinist, the changes will make little to no difference for you. Listed below are the changes, in order of importance:

    • Gauss Round and Ricochet only hold two charges
    • Air Anchor doesn’t exist; you’re left with Hot Shot
    • Queen Automaton doesn’t exist; you’re left with Rook Auto-Turret
    • Wildfire is dropped down to 750 potency due to missing traits
    • Multi-target priority is different; you don’t have access to Bioblaster. Spread Shot is used at 3+ targets.

    Gauss Round and Ricochet only having two charges can feel very clunky. It is highly recommended using 4th or 5th GCD openers when doing synced content. The setup for the 6th GCD opener delays the rotation slightly and will result in overcapping charges.

    Hot Shot should still be used on cooldown, even with its lowered potency, but it becomes less flexible with reopeners. At 80, in niche situations, you can re-open after downtime with Reassembled Air Anchor -> Drill and due to the 55s cooldown timer, Reassemble would be back up for the 60s Drill. At level 70, Reassemble must be used on Drill or it will result in a massive loss in damage. Hot Shot still generates 20 Battery though, and should be used on cooldown.

    For the most part, Rook functions the same as Automaton Queen. Each ability requires a minimum of 50 Battery to use, and should be summoned inside raid buff windows to achieve maximum potential. The biggest differences here are the amount of potency gained per ten Battery and the lack of wind-up animation on Rook. Rook has a maximum potency of 620 over the course of 9 seconds. Each Volley Fire accounts for a maximum of 75 potency, while Overdrive (Rook’s version of Pilebunker) accounts for a maximum of 320 potency, based on the amount of Battery when summoned. Since Rook has no wind-up animation, you’ll need to summon it a few seconds later than normal to get most of the potency inside buff windows.

    The Wildfire change is straight-forward. The ability functions identical to how it does at 80 where you want six GCDs inside of the damage window. The only difference is each GCD only counts for 150 potency. Lower scaling, but the same priority in the rotation.

    The absence of Bioblaster does not change much. With the only option being Drill, it just means there’s no thought process on two-target and three-target encounters. At four targets, Spread Shot becomes a gain over Drill, but this isn’t something you need to worry about in high-end content. Outside of Drill and Hot Shot, Spread Shot now becomes the go-to for the basic 3+ target rotation. Battery is less valued due to Rook doing less damage overall compared to Queen, which directly correlates to the expected damage of Clean Shot and the combo system as a whole.

    Level 80 Rotation Differences

    This section will mostly be used if you’re attempting The Epic of Alexander or synced Eden Savage fights. The additions from 70 to 80 really don’t make too much of a difference, it’s almost entirely quality of life adjustments. The changes listed below will be the difference from 90, so it assumes you’ve acquainted yourself with the Endwalker version of the job. 

    • Reassemble is brought down to one charge. You’ll want to make sure you’re using it as much as possible, mostly on Drill, occasionally on Air Anchor in single target.
    • Chainsaw has been removed from the rotation. Due to this we generate less Battery, but more Heat.
    • Queen Automaton now deals less damage since she’s missing Crowned Collider. This means Battery is worth less damage for the amount used compared to level 90. Crowned Collider missing also means Queen’s damage duration ends sooner and should be taken into account when summoning her.
    • Heat gain in a two-minute window is slightly higher. After the first usage of Barrel Stabilizer in full uptime situations, you’ll be forced to delay it to after the Hypercharge used for Wildfire or you’ll risk losing Heat that could be used for later Hypercharge windows.

    Bioblaster comes out to about 600 potency at two targets, so while it’s a gain on a normal Drill, Reassembled Drill takes priority with an estimated 1000 potency. 

    Below is the standard opener you’ll want to use at level 80.

    Level 80 Machinist Opener

    • Have any questions?
      Authors
      Dook
      diff --git a/jobs/ranged/machinist/openers/index.html b/jobs/ranged/machinist/openers/index.html index a4530df903..8c48831fdf 100644 --- a/jobs/ranged/machinist/openers/index.html +++ b/jobs/ranged/machinist/openers/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Machinist Openers
    Guide Info
    Last Updated: 28 Jun, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Openers 


    With the addition of the extra tools, and despite the fact that we want to optimize as best as we can into buffs, it is still ideal to start off with a prepull Reassemble. It shaves off quite a bit of time to get the cooldown rolling and could possibly net us an extra usage depending on the fight layout in Dawntrail. Depending on the fight, we can transpose Drill and Air Anchor in the opener if we can gain an extra Drill for it.

    For now, Air Anchor remains the priority due to the huge value of 20 battery compared to the relatively small direct potency gain of using a tool over a combo GCD. The order of the oGCDs isn’t super important - we want to place the 2nd Reassemble in buffs, so it can be used on Excavator (second Chainsaw), or the following Drill, as long as it catches buffs. We want Wildfire to be used as early as possible within the buff window, so we weave it before Full Metal Field (second Barrel Stabilizer). We also aim to fit as many Double Check/Checkmate into buffs as possible. While we would much prefer a 2 minute pot if possible, some fights do not allow for this. If we have to use an opener pot, we want to use it two seconds before pulling the boss.


    Here is an alternate version with the added benefit of following the exact setup for our Even Burst Windows. Pushing our 2nd Drill for after our Hypercharge window to emulate every subsequent 2-Minute burst, since we usually will not go into it with 2/2 Drills outside of specific cases. Using Reassemble on Excavator to ensure its in buffs, but you can place it on the 2nd or 3rd Drill. Since we are using Drill immediately after the 5th Blazing Shot, this eliminates the risk of overcapping at all, even if starting the opener with Drill first.

    These are our standard openers for Machinist. For more information on what to do after the opener please refer to the Basic Guide.

  • Newsfeed
  • Machinist Openers
    Guide Info
    Last Updated: 28 Jun, 2024
    Patch Applicable: 7.0
    Table of Contents
     

    Openers 


    With the addition of the extra tools, and despite the fact that we want to optimize as best as we can into buffs, it is still ideal to start off with a prepull Reassemble. It shaves off quite a bit of time to get the cooldown rolling and could possibly net us an extra usage depending on the fight layout in Dawntrail. Depending on the fight, we can transpose Drill and Air Anchor in the opener if we can gain an extra Drill for it.

    For now, Air Anchor remains the priority due to the huge value of 20 battery compared to the relatively small direct potency gain of using a tool over a combo GCD. The order of the oGCDs isn’t super important - we want to place the 2nd Reassemble in buffs, so it can be used on Excavator (second Chainsaw), or the following Drill, as long as it catches buffs. We want Wildfire to be used as early as possible within the buff window, so we weave it before Full Metal Field (second Barrel Stabilizer). We also aim to fit as many Double Check/Checkmate into buffs as possible. While we would much prefer a 2 minute pot if possible, some fights do not allow for this. If we have to use an opener pot, we want to use it two seconds before pulling the boss.


    Here is an alternate version with the added benefit of following the exact setup for our Even Burst Windows. Pushing our 2nd Drill for after our Hypercharge window to emulate every subsequent 2-Minute burst, since we usually will not go into it with 2/2 Drills outside of specific cases. Using Reassemble on Excavator to ensure its in buffs, but you can place it on the 2nd or 3rd Drill. Since we are using Drill immediately after the 5th Blazing Shot, this eliminates the risk of overcapping at all, even if starting the opener with Drill first.

    These are our standard openers for Machinist. For more information on what to do after the opener please refer to the Basic Guide.

    diff --git a/jobs/ranged/machinist/skills-overview/index.html b/jobs/ranged/machinist/skills-overview/index.html index 5b8906c8aa..1968939010 100644 --- a/jobs/ranged/machinist/skills-overview/index.html +++ b/jobs/ranged/machinist/skills-overview/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Machinist Skills Overview
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.01

    Single-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Heated Split ShotHS154Weaponskill2.5 secondsThe first skill in your main combo. Delivers an attack with a potency of 220. Generates 5 Heat. Upgraded from Split Shot.
    Heated Slug ShotHS260Weaponskill2.5 secondsThe second skill in your main combo. Delivers an attack with a combo potency of 320. Generates 5 Heat. Upgraded from Slug Shot.
    Heated Clean ShotHS364Weaponskill2.5 secondsThe third skill in your main combo. Delivers an attack with a combo potency of 400. Generates 5 Heat and 10 Battery. Upgraded from Clean Shot.
    DrillDR58Weaponskill20 secondsDelivers an attack with a potency of 600. Maximum Charges: 2 (Gained at Level 94). Shares a recast timer with Bioblaster
    Air AnchorAA76Weaponskill40 secondsDelivers an attack with a potency of 600. Generates 20 Battery.
    Chain SawCS90Weaponskill60 secondsDelivers an attack with a potency of 600. Generates 20 Battery. Damage fall-off of 65% for all other enemies in a line to the target. Grants Excavator Ready.
    ReassembleREA10Ability55 secondsGuarantees the next weaponskill is a critical direct hit. Can hold up to 2 stacks.
    HyperchargeHC30Ability10 secondsEnables the usage of Blazing Shot. Grants five stacks of Overheat to buff single-target weaponskills for the next 10 seconds. Costs 50 Heat, free use under the effect of Hypercharged.
    Blazing ShotHB68Weaponskill1.5 secondsOnly usable under the effect of Hypercharge. Delivers an attack with a potency of 220. Reduces the cooldown of Double Check and Checkmate by 15 seconds each. Upgraded from Heat Blast
    CheckmateCM92Ability30 secondsDelivers an attack to target and all enemies nearby it with a potency of 160 for the first enemy, and 50% less for all remaining enemies. Upgraded from Ricochet.
    Double CheckDC92Ability30 secondsDelivers an attack to target and all enemies nearby it with a potency of 160 for the first enemy, and 50% less for all remaining enemies. Upgraded from Gauss Round.
    WildfireWF45Ability120 secondsDeals 240 potency for each weaponskill delivered over a duration of 10 seconds. Wildfire deals its damage when the timer ends. Can be manually detonated early by using Detonator.
    Barrel StabilizerBS66Ability120 secondsGrants Hypercharged & Full Metal Machinist for 30 seconds.
    ExcavatorEXC96Weaponskill2.5 secondsDelivers an attack with a potency of 600. Generates 20 Battery. Damage fall-off of 65% for all other enemies in a line to the target. Can only be used under the effect of Excavator Ready.
    Full Metal FieldFMF100Weaponskill2.5 secondsDelivers a critical direct hit to target and all enemies nearby it with a potency of 900 for the first enemy, and 50% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical/direct hit rate. This action is not affected by Reassemble. Can only be used under the effect of Full Metal Machinist.

    Multi-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    BioblasterBB72Weaponskill20 secondsDelivers an attack with a potency of 50 to all enemies in a cone in front of the player. Also places a DoT on all enemies for 15 seconds which ticks for another 50 potency. Full duration of Bioblaster is 300 potency on all enemies. Maximum Charges: 2 (Gained at Level 94). Shares a recast with Drill.
    ScattergunSG82Weaponskill2.5 secondsDelivers an attack with a potency of 160 potency in a cone in front of the player. Generates 10 Heat.
    Auto-CrossbowACB52Weaponskill1.5 secondsOnly usable under the effect of Hypercharge. Delivers an attack with a potency of 160 in a cone in front of the player.
    FlamethrowerFT70Ability60 secondsA channeled ability. Deals 80 potency once per second over 11 seconds. Effect ends upon using another action or moving.

    Pet Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Automaton QueenAQ80Ability6 secondsSummons your robot. While active, Queen will deal damage in the form of Arm Punches, Roller Dashes, Pile Bunker, and Crowned Collider. Duration is set to 12 seconds regardless of Battery at which she was summoned. Maximum potency is 2660 at 100 Battery gauge.
    Queen OverdriveQO80Ability15 secondsCommands Queen to perform Pile Bunker and Crowned Collider.
    Arm PunchAP80Weaponskill1.5 secondsMelee distance attack dealing 240 potency at 100 maximum Battery gauge.
    Roller DashRD80Weaponskill3 secondsGap closer dealing 480 potency at maximum Battery gauge.
    Pile BunkerPB80Weaponskill-Queen’s first finisher. Delivers an attack of 680 potency at maximum Battery gauge.
    Crowned ColliderCC90Ability-Queen’s second finisher. Delivers an attack of 780 potency at maximum Battery Gauge.

    Role Abilities/Support

    IconActionAbbreviationLevelTypeRecastDescription
    TacticianTact56Ability90 secondsReduces damage taken by self and nearby party members by 15% for 15 seconds. This can not be stacked with Troubadour or Shield Samba.
    Dismantle-62Ability120 seconds10% damage reduction on a single target for 10 seconds.
    Leg Graze-6Ability30 secondsAfflicts target with a 40% heavy.
    Foot Graze-10Ability30 secondsBinds target for 10 seconds.
    Head Graze-24Ability30 secondsInterrupt.
    Arm’s LengthAL32Ability120 secondsAnti-knockback. Slows the target upon taking physical damage.
    Second WindSW8Ability120 secondsRegenerates HP worth 500 potency.
    Peloton-20Ability5 secondsIncreases movement speed for self and nearby party members.
  • Newsfeed
  • Machinist Skills Overview
    Guide Info
    Last Updated: 28 Jul, 2024
    Patch Applicable: 7.01

    Single-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Heated Split ShotHS154Weaponskill2.5 secondsThe first skill in your main combo. Delivers an attack with a potency of 220. Generates 5 Heat. Upgraded from Split Shot.
    Heated Slug ShotHS260Weaponskill2.5 secondsThe second skill in your main combo. Delivers an attack with a combo potency of 320. Generates 5 Heat. Upgraded from Slug Shot.
    Heated Clean ShotHS364Weaponskill2.5 secondsThe third skill in your main combo. Delivers an attack with a combo potency of 400. Generates 5 Heat and 10 Battery. Upgraded from Clean Shot.
    DrillDR58Weaponskill20 secondsDelivers an attack with a potency of 600. Maximum Charges: 2 (Gained at Level 94). Shares a recast timer with Bioblaster
    Air AnchorAA76Weaponskill40 secondsDelivers an attack with a potency of 600. Generates 20 Battery.
    Chain SawCS90Weaponskill60 secondsDelivers an attack with a potency of 600. Generates 20 Battery. Damage fall-off of 65% for all other enemies in a line to the target. Grants Excavator Ready.
    ReassembleREA10Ability55 secondsGuarantees the next weaponskill is a critical direct hit. Can hold up to 2 stacks.
    HyperchargeHC30Ability10 secondsEnables the usage of Blazing Shot. Grants five stacks of Overheat to buff single-target weaponskills for the next 10 seconds. Costs 50 Heat, free use under the effect of Hypercharged.
    Blazing ShotHB68Weaponskill1.5 secondsOnly usable under the effect of Hypercharge. Delivers an attack with a potency of 220. Reduces the cooldown of Double Check and Checkmate by 15 seconds each. Upgraded from Heat Blast
    CheckmateCM92Ability30 secondsDelivers an attack to target and all enemies nearby it with a potency of 160 for the first enemy, and 50% less for all remaining enemies. Upgraded from Ricochet.
    Double CheckDC92Ability30 secondsDelivers an attack to target and all enemies nearby it with a potency of 160 for the first enemy, and 50% less for all remaining enemies. Upgraded from Gauss Round.
    WildfireWF45Ability120 secondsDeals 240 potency for each weaponskill delivered over a duration of 10 seconds. Wildfire deals its damage when the timer ends. Can be manually detonated early by using Detonator.
    Barrel StabilizerBS66Ability120 secondsGrants Hypercharged & Full Metal Machinist for 30 seconds.
    ExcavatorEXC96Weaponskill2.5 secondsDelivers an attack with a potency of 600. Generates 20 Battery. Damage fall-off of 65% for all other enemies in a line to the target. Can only be used under the effect of Excavator Ready.
    Full Metal FieldFMF100Weaponskill2.5 secondsDelivers a critical direct hit to target and all enemies nearby it with a potency of 900 for the first enemy, and 50% less for all remaining enemies. Damage dealt is increased when under an effect that raises critical/direct hit rate. This action is not affected by Reassemble. Can only be used under the effect of Full Metal Machinist.

    Multi-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    BioblasterBB72Weaponskill20 secondsDelivers an attack with a potency of 50 to all enemies in a cone in front of the player. Also places a DoT on all enemies for 15 seconds which ticks for another 50 potency. Full duration of Bioblaster is 300 potency on all enemies. Maximum Charges: 2 (Gained at Level 94). Shares a recast with Drill.
    ScattergunSG82Weaponskill2.5 secondsDelivers an attack with a potency of 160 potency in a cone in front of the player. Generates 10 Heat.
    Auto-CrossbowACB52Weaponskill1.5 secondsOnly usable under the effect of Hypercharge. Delivers an attack with a potency of 160 in a cone in front of the player.
    FlamethrowerFT70Ability60 secondsA channeled ability. Deals 80 potency once per second over 11 seconds. Effect ends upon using another action or moving.

    Pet Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Automaton QueenAQ80Ability6 secondsSummons your robot. While active, Queen will deal damage in the form of Arm Punches, Roller Dashes, Pile Bunker, and Crowned Collider. Duration is set to 12 seconds regardless of Battery at which she was summoned. Maximum potency is 2660 at 100 Battery gauge.
    Queen OverdriveQO80Ability15 secondsCommands Queen to perform Pile Bunker and Crowned Collider.
    Arm PunchAP80Weaponskill1.5 secondsMelee distance attack dealing 240 potency at 100 maximum Battery gauge.
    Roller DashRD80Weaponskill3 secondsGap closer dealing 480 potency at maximum Battery gauge.
    Pile BunkerPB80Weaponskill-Queen’s first finisher. Delivers an attack of 680 potency at maximum Battery gauge.
    Crowned ColliderCC90Ability-Queen’s second finisher. Delivers an attack of 780 potency at maximum Battery Gauge.

    Role Abilities/Support

    IconActionAbbreviationLevelTypeRecastDescription
    TacticianTact56Ability90 secondsReduces damage taken by self and nearby party members by 15% for 15 seconds. This can not be stacked with Troubadour or Shield Samba.
    Dismantle-62Ability120 seconds10% damage reduction on a single target for 10 seconds.
    Leg Graze-6Ability30 secondsAfflicts target with a 40% heavy.
    Foot Graze-10Ability30 secondsBinds target for 10 seconds.
    Head Graze-24Ability30 secondsInterrupt.
    Arm’s LengthAL32Ability120 secondsAnti-knockback. Slows the target upon taking physical damage.
    Second WindSW8Ability120 secondsRegenerates HP worth 500 potency.
    Peloton-20Ability5 secondsIncreases movement speed for self and nearby party members.
    • Have any questions?
      Authors
      Balance MCH Staff
      diff --git a/jobs/tanks/dark-knight/basic-guide/index.html b/jobs/tanks/dark-knight/basic-guide/index.html index 0492e49c9f..cca21e723d 100644 --- a/jobs/tanks/dark-knight/basic-guide/index.html +++ b/jobs/tanks/dark-knight/basic-guide/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Dark Knight Basic Guide
    Guide Info
    Last Updated: 25 Sep, 2024
    Patch Applicable: 7.0

    Introduction to Dark Knight

    The useless pre-Endwalker guide by nikroulah#1605 (now updated for 6.x and 7.x).


    Introduction

    Dark Knight (DRK) is one of the four tanks available in Final Fantasy XIV: Dawntrail. Its rotation features large bursts of damage, accompanied by spikes in actions per minute (APM) and requires managing both MP and a Blood Gauge, putting many hard-hitting attacks into party raid buff windows. It also has access to one of the most powerful single-target mitigation abilities available in The Blackest Night (TBN).

    The purpose of this guide is to give an overview of Dark Knight’s abilities and to allow you to hit the ground running when picking up Dark Knight, as well as giving a peek into optimization in high-end content.


    Skills and Abilities Overview

    Skills and abilities can be found on the this page.


    Dark Knight Opener

    Goals for DRK openers include:

    • Use as many big hits and spend as much MP as possible inside potion and raid buff windows (which typically come up around the third or fourth GCD). This means that most skills will be delayed until this point.
    • Get Living Shadow out early enough that its attacks fully fit into buffs. Its long spawn animation and the fact that it updates with buffs in real time means that it is best used before buffs come out, unlike skills that apply damage immediately.
    • Use an Edge of Shadow to apply Darkside as early as possible.
    • Avoid overcapping on MP.

    Standard Opener

    7.0 Standard Dark Knight Opener

    Text version:
    Prepull The Blackest Night (-3), Unmend (-1) + Potion,
    Hard Slash + Edge of Shadow + Living Shadow,
    Syphon Strike,
    Souleater + Delirium,
    Disesteem + Salted Earth + Edge of Shadow,
    Scarlet Delirium + Shadowbringer + Edge of Shadow,
    Comeuppance + Carve and Spit + Edge of Shadow,
    Torcleaver + Shadowbringer + Edge of Shadow,
    Bloodspiller + Salt and Darkness

    The potion used is whatever the current tier’s Strength potion is (as of the time of writing, it is the Grade 1 Gemdraught of Strength HQ).

    Opener notes

    • Unmend is used to delay the opener slightly to account for raid buff application time. Use it whether or not you are pulling.
    • Early use of Disesteem (before the Torcleaver combo) avoids some minor MP overcap.
    • At faster speeds (2.47 and faster), weaving the potion late can get an extra Syphon Strike in its window. +Warrior
  • Newsfeed
  • Dark Knight Basic Guide
    Guide Info
    Last Updated: 25 Sep, 2024
    Patch Applicable: 7.0

    Introduction to Dark Knight

    The useless pre-Endwalker guide by nikroulah#1605 (now updated for 6.x and 7.x).


    Introduction

    Dark Knight (DRK) is one of the four tanks available in Final Fantasy XIV: Dawntrail. Its rotation features large bursts of damage, accompanied by spikes in actions per minute (APM) and requires managing both MP and a Blood Gauge, putting many hard-hitting attacks into party raid buff windows. It also has access to one of the most powerful single-target mitigation abilities available in The Blackest Night (TBN).

    The purpose of this guide is to give an overview of Dark Knight’s abilities and to allow you to hit the ground running when picking up Dark Knight, as well as giving a peek into optimization in high-end content.


    Skills and Abilities Overview

    Skills and abilities can be found on the this page.


    Dark Knight Opener

    Goals for DRK openers include:

    • Use as many big hits and spend as much MP as possible inside potion and raid buff windows (which typically come up around the third or fourth GCD). This means that most skills will be delayed until this point.
    • Get Living Shadow out early enough that its attacks fully fit into buffs. Its long spawn animation and the fact that it updates with buffs in real time means that it is best used before buffs come out, unlike skills that apply damage immediately.
    • Use an Edge of Shadow to apply Darkside as early as possible.
    • Avoid overcapping on MP.

    Standard Opener

    7.0 Standard Dark Knight Opener

    Text version:
    Prepull The Blackest Night (-3), Unmend (-1) + Potion,
    Hard Slash + Edge of Shadow + Living Shadow,
    Syphon Strike,
    Souleater + Delirium,
    Disesteem + Salted Earth + Edge of Shadow,
    Scarlet Delirium + Shadowbringer + Edge of Shadow,
    Comeuppance + Carve and Spit + Edge of Shadow,
    Torcleaver + Shadowbringer + Edge of Shadow,
    Bloodspiller + Salt and Darkness

    The potion used is whatever the current tier’s Strength potion is (as of the time of writing, it is the Grade 1 Gemdraught of Strength HQ).

    Opener notes

    • Unmend is used to delay the opener slightly to account for raid buff application time. Use it whether or not you are pulling.
    • Early use of Disesteem (before the Torcleaver combo) avoids some minor MP overcap.
    • At faster speeds (2.47 and faster), weaving the potion late can get an extra Syphon Strike in its window. At slower speeds or higher pings, this may cause clipping or be entirely impossible, and the potion can be used at any point after Unmend (or the equiavalent GCD for later burst windows).

    Optional Modifications

    • If the prepull TBN will not break, it can be left out for a small MP loss. This does not change the rest of the opener substantially, although the last Edge of Shadow may get pushed one GCD further back.
    • Provoke or Shadowstride can be used to pull instead of Unmend, and pulling with Hard Slash is also viable, but each of these options requires adding an extra Hard Slash before Disesteem to ensure that the burst fits into late-applied buffs.
    • Using Hard Slash + Potion + Edge of Shadow, Syphon Strike + Living Shadow for the first two GCDs of the opener can be a tiny gain if you can reliably double weave with a potion.

    Rotation

    Single-Target Rotation

    Dark Knight’s rotation follows a simple priority system after the opener. Burst windows after the opener will look much the same as the opener, except that not all bursts will have Salted Earth.

    For GCDs:

    • Use Disesteem and the Torcleaver combo (Scarlet Delirium, Comeuppance, Torcleaver) when under buffs.
    • Use Bloodspiller under raid buffs, or to prevent overcapping on blood.
    • Use the Souleater Combo (Hard Slash, Syphon Strike, Souleater) otherwise.

    For oGCDs:

    • Use Edge of Shadow under raid buffs, or to prevent overcapping on MP.
    • Hold both charges of Shadowbringer for 2-minute buffs.
    • Use all other damaging/damage-buffing oGCDs (Salted Earth, Delirium, Carve and Spit, etc) on cooldown.

    AoE (Multi-Target Rotation)

    At levels 94 and higher, DRK switches to using its AoE rotation for 3 or more targets. Below level 94, the Stalwart Soul combo is a slight gain over the Souleater combo on 2 or more targets, but other skills are unchanged. The AoE rotation is another simple priority system, replacing each single-target ability with its AoE counterpart.

    For GCDs:

    • Replace the Torcleaver combo with Impalement.
    • Replace Bloodspiller with Quietus
    • Replace Souleater combo GCDs with Stalwart Soul combo GCDs (Unleash, Stalwart Soul)

    For oGCDs:

    • Replace Edge of Shadow with Flood of Shadow
    • Replace Carve and Spit with Abyssal Drain

    Pooling Resources for Raid Buffs

    Edge of Shadow and Bloodspiller can be delayed without loss, as long as MP and Blood Gauge do not overcap. Dark Knight is thus uniquely able to pool a massive amount of potency for use during party raid buff windows, which typically come every 2 minutes.

    Dark Knight generates around 10800 MP per minute, from a combination of Syphon Strike, Carve and Spit, Delirium, and natural MP regen ticks. @@ -100,7 +100,7 @@ They will still generally give reliable results when used to compare gear with large differences, but, especially when comparing gearsets with different speeds, it is good to be aware of the assumptions being made and whether they apply to your use case.

    Highest priority

    • Weapon damage (main-hand weapon only)

      • Significantly affects all damage dealt
      • Proportional to item level
    • Strength

      • Affects all damage dealt
      • Proportional to item level
    • Critical Hit

      • Affects critical chance + critical damage
      • Often naturally capped on BiS gear pieces
      • Priority meld on all gear (unless number turns red when melding)
    • Skill Speed

    • Direct Hit

      • Affects only direct hit chance
      • Meld remaining slots (filler stat)
    • Determination

      • Increases damage dealt
      • Sometimes used in one slot due to stat tiering
    • Tenacity

      • Increases damage dealt and reduces damage taken
      • Rarely melded due to weak scaling and minimal mitigation

    Lowest priority

    Choosing your skill speed

    The Dark Knight rotation is functional at almost all skill speeds, although certain speeds keep oGCD abilities better aligned with your GCD. In particular, 2.40 and 2.50 maintain perfect alignment for 60s cooldown oGCDs.

    Outside of high-end optimization, choice of skill speed has little impact on the Dark Knight rotation, and can be chosen for comfort. At certain speeds, 90-second cooldowns like Salted Earth must be drifted or clipped while the same is true of 60-second cooldowns at other speeds.

    In optimization, each encounter must be considered separately to determine what GCDs are gained or lost by different skill speeds, as well as lining up the GCD with any melee disengages. In general, the slowest speed that doesn’t lose any major GCDs within a phase will be the strongest choice, as much of Dark Knight’s damage does not scale with speed.


    Dungeons

    Keeping Aggro

    Turn on Grit and never turn it off. As long as you keep hitting the mobs, you will have aggro on them. In multi-target situations, use AoE so that you can keep aggro on all mobs.

    Pulling Mobs

    There are a variety of ways to ensure you pull all of the mobs in a pack quickly and reliably, without stopping on your way to the next pack of mobs:

    • Run up to the mobs so they see and run to you and use an AoE combo GCD once they are in range to secure aggro.
    • Tab through the mobs and use Unmend while weaving any damaging oGCDs or Provoke.

    Try to position the mobs so that they are in a tight clump: this lets you, your DPS, and your healers use their AoE damage more effectively. Pull melee enemies onto ranged enemies so that the ranged enemies are also in the clump. Alternatively, drag mobs around a corner so the ranged enemies are forced to run next to you in order to attack.

    Mitigation

    Cycle through your mitigation on trash pulls (they hurt more than bosses). Rather than using it all at once, keeping something up at all times can help your healer keep you alive more easily. More powerful mitigation cooldowns like Rampart, Shadow Wall, and Arm’s Length can be paired with weaker ones like Reprisal or Oblation. The Blackest Night is one of your most powerful mitigation tools and can be used liberally (at least once per mob pack) once unlocked.

    Living Dead can be extremely strong in dungeons, as a single AoE GCD will often heal you to full after Walking Dead is activated. However, an inexperienced healer may heal too much during Living Dead, preventing Walking Dead from activating. It may help to let your healers know ahead of time where you plan to use Living Dead, to avoid this problem.


    Frequently Asked Questions

    Can I use all my MP on The Blackest Night (TBN)?

    Up to 3 (4 with careful timing, by using TBN during a buff window) MP spenders per 2 minutes can be TBN without losing any damage — all three spenders in the odd-numbered minutes, plus one in the even-numbered minute. Note that the damage loss from using TBN more than this is smaller than the damage loss from dying! -It is always better to lose damage in buffs in order to stay alive, and sometimes even to reduce the amount of healing needed.


    Advanced Gameplay

    This section assumes that you are comfortable with the entirety of the Dark Knight kit as well as the basic rotation outlined above. If you blindly try to do these optimizations without grasping the fundamentals, it is likely to be detrimental to your play, rather than improve it.

    Optimizing Raid Buffs Further

    Moving Mana with The Blackest Night:

    The standard rotation allows four Edges of Shadow to be used in each raid buff window without any further adjustments. However, since raid buffs windows happen every two minutes, it is beneficial to use The Blackest Night during odd minutes to get Dark Arts afterwards, which allows five Edges of Shadow to be used in the next even-minute buff window without overcapping MP.

    List of Raid Buffs

    JobIconNameEffectCooldown
    NIN
    icon
    DokumoriTarget takes 5% more damage
    20s duration
    120s
    DRG
    icon
    Battle LitanyCritical rate increased by 10%
    20s duration
    120s
    MNK
    icon
    Brotherhood5% damage increase
    20s duration
    120s
    RPR
    icon
    Arcane Circle3% damage increase
    20s duration
    120s
    DNC
    icon
    Technical Finish5% damage increase
    20s duration
    120s
    BRD
    icon
    Battle VoiceDirect hit rate increased by 20%
    20s duration
    120s
    BRD
    icon
    Radiant Finale6% damage increase (2% in opener)
    20s duration
    120s
    SMN
    icon
    Searing Light3% damage increase
    20s duration
    120s
    RDM
    icon
    Embolden5% damage increase
    20s duration
    120s
    PCT
    icon
    Starry Muse5% damage increase
    20s duration
    120s
    SCH
    icon
    Chain Stratagem+10% critical rate on target
    20s duration
    120s
    AST
    icon
    Divination6% damage increase
    20s duration
    120s
    ASTVariousCardsTarget gets 6% damage increase
    15s duration
    60s

    Breaking a pre-pull The Blackest Night on any boss

    In some fights, the boss’ auto-attacks are too weak to break The Blackest Night (TBN) used at -3s in the opener. In many cases, you can leave TBN out of the opener with no loss, and just delay the last Edge of Shadow in the opener until you have enough MP.

    However, if you want to ensure that you get Dark Arts at the beginning of the fight even for bosses with weak auto-attacks, you can make a separate gear set with lower Vitality to apply your TBN, and switch back to your normal gear set after application. Since TBN’s shield scales with your max HP at the time of cast, this will make the shield smaller, allowing it to break more easily.

    This is a very minor DPS gain on average, and so is only recommended for optimization, not for progression.

    To do this, do the following:

    1. Switch into a gear set with lower Vitality (e.g. your current gear with some of the pieces taken off)
    2. Apply TBN to yourself (at -3s)
    3. Switch your gear back to the gear you intend to do the fight on
    4. Execute your opener like normal

    You can still use this technique if you are not the pulling tank, but will need to coordinate the timing of their gearset swap with your use of TBN on them.

    Macro

    You can use macros to make this gear swap easier. For example, this macro will apply TBN to yourself, and then change gear into gearset 1. This can be used at -3s and presumes you’re already in your lower Vitality gearset.

    /merror off
    +It is always better to lose damage in buffs in order to stay alive, and sometimes even to reduce the amount of healing needed.


    Advanced Gameplay

    This section assumes that you are comfortable with the entirety of the Dark Knight kit as well as the basic rotation outlined above. If you blindly try to do these optimizations without grasping the fundamentals, it is likely to be detrimental to your play, rather than improve it.

    Optimizing Raid Buffs Further

    Moving Mana with The Blackest Night:

    The standard rotation allows four Edges of Shadow to be used in each raid buff window without any further adjustments. However, since raid buffs windows happen every two minutes, it is beneficial to use The Blackest Night during odd minutes to get Dark Arts afterwards, which allows five Edges of Shadow to be used in the next even-minute buff window without overcapping MP.

    List of Raid Buffs

    JobIconNameEffectCooldown
    NIN
    icon
    DokumoriTarget takes 5% more damage
    20s duration
    120s
    DRG
    icon
    Battle LitanyCritical rate increased by 10%
    20s duration
    120s
    MNK
    icon
    Brotherhood5% damage increase
    20s duration
    120s
    RPR
    icon
    Arcane Circle3% damage increase
    20s duration
    120s
    DNC
    icon
    Technical Finish5% damage increase
    20s duration
    120s
    BRD
    icon
    Battle VoiceDirect hit rate increased by 20%
    20s duration
    120s
    BRD
    icon
    Radiant Finale6% damage increase (2% in opener)
    20s duration
    120s
    SMN
    icon
    Searing Light3% damage increase
    20s duration
    120s
    RDM
    icon
    Embolden5% damage increase
    20s duration
    120s
    PCT
    icon
    Starry Muse5% damage increase
    20s duration
    120s
    SCH
    icon
    Chain Stratagem+10% critical rate on target
    20s duration
    120s
    AST
    icon
    Divination6% damage increase
    20s duration
    120s
    ASTVariousCardsTarget gets 6% damage increase
    15s duration
    60s

    Breaking a pre-pull The Blackest Night on any boss

    In some fights, the boss’ auto-attacks are too weak to break The Blackest Night (TBN) used at -3s in the opener. In many cases, you can leave TBN out of the opener with no loss, and just delay the last Edge of Shadow in the opener until you have enough MP.

    However, if you want to ensure that you get Dark Arts at the beginning of the fight even for bosses with weak auto-attacks, you can make a separate gear set with lower Vitality to apply your TBN, and switch back to your normal gear set after application. Since TBN’s shield scales with your max HP at the time of cast, this will make the shield smaller, allowing it to break more easily.

    This is a very minor DPS gain on average, and so is only recommended for optimization, not for progression.

    To do this, do the following:

    1. Switch into a gear set with lower Vitality (e.g. your current gear with some of the pieces taken off)
    2. Apply TBN to yourself (at -3s)
    3. Switch your gear back to the gear you intend to do the fight on
    4. Execute your opener like normal

    You can still use this technique if you are not the pulling tank, but will need to coordinate the timing of their gearset swap with your use of TBN on them.

    Macro

    You can use macros to make this gear swap easier. For example, this macro will apply TBN to yourself, and then change gear into gearset 1. This can be used at -3s and presumes you’re already in your lower Vitality gearset.

    /merror off
     /ac "The Blackest Night"
     /gearset change 1
     /gearset change 1
    diff --git a/jobs/tanks/dark-knight/openers/index.html b/jobs/tanks/dark-knight/openers/index.html
    index 7cd5f34067..62383257cc 100644
    --- a/jobs/tanks/dark-knight/openers/index.html
    +++ b/jobs/tanks/dark-knight/openers/index.html
    @@ -45,7 +45,7 @@
     Paladin
     Warrior
  • Newsfeed
  • Dark Knight Openers
    Guide Info
    Last Updated: 25 Jan, 2024
    Patch Applicable: 7.01

    Dark Knight Openers and Rotation

    Dark Knight Openers

    DRK is a flexible class, and so specific encounters may benefit from alternate openers. Encounter-specific opener information may be found in the drk_encounter channel of the Balance discord, or on fight-specific guides, where applicable. -This section will list general-purpose DRK openers, which work well for most situations, and provide an overview of how openers are chosen.

    Opener Design Goals

    • Use as many big hits and spend as much MP as possible inside potion and raid buff windows (which typically come up around the third or fourth GCD). This means that most skills will be delayed until this point.
    • Get Living Shadow out early enough that its attacks fully fit into buffs. Its long spawn animation and the fact that it updates with buffs in real time means that it is best used before buffs come out, unlike skills that apply damage immediately.
    • Use an Edge of Shadow to apply Darkside as early as possible.
    • Avoid overcapping on MP.

    Tanks currently use Grade 1 Gemdraughts of Strength.
    Note that strength affects both physical and magical skills for tanks.

    Standard Opener

    7.0 Standard Dark Knight Opener

    Text version:
    Prepull The Blackest Night (-3), Unmend (-1) + Potion,
    Hard Slash + Edge of Shadow + Living Shadow,
    Syphon Strike,
    Souleater + Delirium,
    Disesteem + Salted Earth + Edge of Shadow,
    Scarlet Delirium + Shadowbringer + Edge of Shadow,
    Comeuppance + Carve and Spit + Edge of Shadow,
    Torcleaver + Shadowbringer + Edge of Shadow,
    Bloodspiller + Salt and Darkness

    Opener notes

    • Unmend is used to delay the opener slightly to account for raid buff application time. Use it whether or not you are pulling.
    • Early use of Disesteem (before the Torcleaver combo) avoids some minor MP overcap.
    • At faster speeds (2.47 and faster), weaving the potion late can get an extra Syphon Strike in its window. +This section will list general-purpose DRK openers, which work well for most situations, and provide an overview of how openers are chosen.

      Opener Design Goals

      • Use as many big hits and spend as much MP as possible inside potion and raid buff windows (which typically come up around the third or fourth GCD). This means that most skills will be delayed until this point.
      • Get Living Shadow out early enough that its attacks fully fit into buffs. Its long spawn animation and the fact that it updates with buffs in real time means that it is best used before buffs come out, unlike skills that apply damage immediately.
      • Use an Edge of Shadow to apply Darkside as early as possible.
      • Avoid overcapping on MP.

      Tanks currently use Grade 1 Gemdraughts of Strength.
      Note that strength affects both physical and magical skills for tanks.

      Standard Opener

      7.0 Standard Dark Knight Opener

      Text version:
      Prepull The Blackest Night (-3), Unmend (-1) + Potion,
      Hard Slash + Edge of Shadow + Living Shadow,
      Syphon Strike,
      Souleater + Delirium,
      Disesteem + Salted Earth + Edge of Shadow,
      Scarlet Delirium + Shadowbringer + Edge of Shadow,
      Comeuppance + Carve and Spit + Edge of Shadow,
      Torcleaver + Shadowbringer + Edge of Shadow,
      Bloodspiller + Salt and Darkness

      Opener notes

      • Unmend is used to delay the opener slightly to account for raid buff application time. Use it whether or not you are pulling.
      • Early use of Disesteem (before the Torcleaver combo) avoids some minor MP overcap.
      • At faster speeds (2.47 and faster), weaving the potion late can get an extra Syphon Strike in its window. At slower speeds or higher pings, this may cause clipping or be entirely impossible, and the potion can be used at any point after Unmend (or the equiavalent GCD for later burst windows).

      Optional Modifications

      • If the prepull TBN will not break, it can be left out for a small MP loss. This does not change the rest of the opener substantially, although the last Edge of Shadow may get pushed one GCD further back.
      • Provoke or Shadowstride can be used to pull instead of Unmend, and pulling with Hard Slash is also viable, but each of these options requires adding an extra Hard Slash before Disesteem to ensure that the burst fits into late-applied buffs.
      • Using Hard Slash + Potion + Edge of Shadow, Syphon Strike + Living Shadow for the first two GCDs of the opener can be a tiny gain if you can reliably double weave with a potion.

      Rotation

      Single-Target Rotation

      Dark Knight’s rotation follows a simple priority system after the opener. Burst windows after the opener will look much the same as the opener, except that not all bursts will have Salted Earth.

      For GCDs:

      • Use Disesteem and the Torcleaver combo (Scarlet Delirium, Comeuppance, Torcleaver) when under buffs.
      • Use Bloodspiller under raid buffs, or to prevent overcapping on blood.
      • Use the Souleater Combo (Hard Slash, Syphon Strike, Souleater) otherwise.

      For oGCDs:

      • Use Edge of Shadow under raid buffs, or to prevent overcapping on MP.
      • Hold both charges of Shadowbringer for 2-minute buffs.
      • Use all other damaging/damage-buffing oGCDs (Salted Earth, Delirium, Carve and Spit, etc) on cooldown.

      AoE (Multi-Target Rotation)

      At levels 94 and higher, DRK switches to using its AoE rotation for 3 or more targets. Below level 94, the Stalwart Soul combo is a slight gain over the Souleater combo on 2 or more targets, but other skills are unchanged. The AoE rotation is another simple priority system, replacing each single-target ability with its AoE counterpart.

      For GCDs:

      • Replace the Torcleaver combo with Impalement.
      • Replace Bloodspiller with Quietus
      • Replace Souleater combo GCDs with Stalwart Soul combo GCDs (Unleash, Stalwart Soul)

      For oGCDs:

      • Replace Edge of Shadow with Flood of Shadow
      • Replace Carve and Spit with Abyssal Drain

      Pooling Resources for Raid Buffs

      Edge of Shadow and Bloodspiller can be delayed without loss, as long as MP and Blood Gauge do not overcap. Dark Knight is thus uniquely able to pool a massive amount of potency for use during party raid buff windows, which typically come every 2 minutes.

      Dark Knight generates around 10800 MP per minute, from a combination of Syphon Strike, Carve and Spit, Delirium, and natural MP regen ticks. diff --git a/jobs/tanks/dark-knight/skills-overview/index.html b/jobs/tanks/dark-knight/skills-overview/index.html index e0fe4dcc02..2de116a7df 100644 --- a/jobs/tanks/dark-knight/skills-overview/index.html +++ b/jobs/tanks/dark-knight/skills-overview/index.html @@ -43,14 +43,14 @@ Dark Knight Gunbreaker Paladin -Warrior

  • Newsfeed
  • Dark Knight Skills Overview
    Guide Info
    Last Updated: 31 Jul, 2024
    Patch Applicable: 7.05

    Dark Knight Skills Overview

    Abilities will be presented in a tabular format for easy reading.

    Actions used in Single Target Rotation

    IconActionAbbreviationLevelTypeRecastDescription
    Hard SlashHS1Weaponskill2.5 secondsThe first action in your main combo. Delivers an attack with a potency of 300.
    Syphon StrikeSS2Weaponskill2.5 secondsThe second action in your main combo. Delivers an attack with a combo potency of 380. Restores 600 MP.
    SouleaterSE26Weaponskill2.5 secondsThe final action in your main combo. Delivers an attack with a combo potency of 480. Restores the users HP by a cure potency of 300. Generates 20 Blood Gauge.
    Unmend15Spell2.5 secondsDeals unaspected damage to the target for 150 potency (counts as 750 potency for enmity purposes). Reduces the timer of Shadowstride by 5 seconds.
    BloodspillerBS62Weaponskill2.5 secondsDelivers an attack with a potency of 580. Costs 50 Blood Gauge.
    Edge of ShadowEdge74Ability1 secondDeals unaspected damage to the target for 460 potency. Grants 30 seconds of Darkside, increasing damage dealt by 10%. Costs 3000 MP.
    Delirium68Ability60 secondsGrants three stacks of Delirium and Blood Weapon, both of which last for 15 seconds. Each stack of Blood Weapon increases Blood Gauge by 10 and restores 600 MP upon landing a weaponskill or spell. While under the effect of any number of stacks of Delirium, Bloodspiller changes into the Torcleaver combo, and Quietus changes into Impalement, both costing no Blood Gauge, but consuming a stack of Delirium when used.
    Scarlet Delirium62Weaponskill2.5 secondsThe first action in the Torcleaver combo. Delivers an attack with a potency of 600 and restores 200 MP. Can only be used while under the effect of Delirium. Bloodspiller will change into Scarlet Delirium when under the effect of Delirium
    Comeuppance62Weaponskill2.5 secondsThe second action in the Torcleaver combo. Delivers an attack with a combo potency of 700 and restores 200 MP. Can only be used while under the effect of Delirium. Scarlet Delirium will change into Comeuppance after being used
    Torcleaver62Weaponskill2.5 secondsThe third action in the Torcleaver combo. Delivers an attack with a combo potency of 800 and restores 200 MP. Can only be used while under the effect of Delirium. Comeuppance will change into Torcleaver after being used.
    Carve and SpitC&S, CaS, CnS60Ability60 secondsDelivers an attack with a potency of 540. Restores 600 MP. Shares a recast timer with Abyssal Drain.
    Living Shadow80Ability120 secondsSummons a simulacrum of your darkside to fight beside you. Living Shadow lasts 20 seconds. After a 6.8 second summoning animation, the simulacrum will execute six actions, going through the following rotation: Abyssal Drain, Shadowstride, Shadowbringer, Edge of Shadow, Bloodspiller, Disesteem. Shadowstride does no damage, Shadowbringer deals 570 potency of damage, Disesteem deals 620 potency worth of damage, and all remaining attacks deal 420 potency worth of damage, for a total of 2450 potency. AoE actions (Abyssal Drain, Shadowbringer, Disesteem) also deal damage in an AoE when executed by the simulacrum, with Shadowbringer and Disesteem doing 25% reduced damage on targets beyond the first. Also grants Scorn, lasting 30 seconds and enabling Disesteem to be used.
    Disesteem62Weaponskill2.5 secondsDeals physical damage ot all enemies in a straight line in front of you with a potency of 1000 for the first enemy and 50% less for all remaining enemies. Can only be executed while Scorn is active, and removes Scorn upon execution.
    Salted Earth52Ability90 secondsPlaces a ground targeted AoE dealing 50 potency per tick. Lasts 15 seconds. One tick is applied immediately when the ability is placed, and then 5 more ticks happen at 3 second intervals, starting at an unpredictable time within the first 3 seconds of placement.
    Salt and Darkness86Ability20 secondsDeals unaspected damage with a potency of 500 to the first target standing in Salted Earth, and 50% less damage to all remaining enemies.
    Shadowbringer90Ability60 secondsDeals unaspected damage to the initial target for 600 potency, and 50% less to all remaining enemies in a straight line before the user. Can hold up to two charges.

    Multi-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Unleash6Spell2.5 secondsDeals unaspected damage with a potency of 120 to all nearby enemies, and generates increased enmity.
    Stalwart Soul72Spell2.5 secondsDeals unaspected damage with a combo potency of 160 to all nearby enemies, and generates increased enmity. Restores 600 MP. Increases Blood Gauge by 20.
    Quietus64Weaponskill2.5 secondsDelivers an attack with a potency of 240 to all nearby enemies. Costs 50 Blood Gauge.
    Impalement62Weaponskill2.5 secondsDelivers an attack with a potency of 320 to all nearby enemies. Restores 500 MP. Can only be used while under the effect of Delirium. Quietus will change into Impalement while under the effect of Delirium.
    Flood of Shadow74Ability1 secondDeals unaspected damage to the target for 160 potency in a straight line before you. Grants 30 seconds of Darkside, increasing damage dealt by 10%. Costs 3000 MP.
    Abyssal DrainAD56Ability60 secondsDeals aspected damage for 240 potency to the target and all surrounding enemies. Restores 600 MP and heals for 200 potency worth of healing. Shares a recast timer with Carve and Spit.

    Mitigative Actions

    IconActionAbbreviationLevelTypeRecastDescription
    RampartRamp8Ability90 secondsReduces damage taken by 20% and increases healing received by 15% for 20 seconds.
    ReprisalRep22Ability60 secondsReduces all damage dealt by nearby enemies by 10% for 15 seconds.
    Arm’s LengthAL32Ability120 secondsApplies a buff that nullifies most draw-in and knockback effects, lasting six seconds. When enemies strike you while this buff is active, they receive a 20% slow debuff for 15s.
    Shadowed Vigil38Ability120 secondsReduces damage taken by 40% for 15 seconds. Also applies Vigilant, which lasts for 20 seconds and heals for 1200 potency when expiring or when your HP drops below 50%, whichever happens first.
    Dark MindDM45Ability60 secondsReduces magic damage taken by 20% for ten seconds.
    Living DeadLD50Ability300 secondsGrants the effect of Living Dead for 10 seconds. If HP drops to 0 while active, status will change to Walking Dead, with a duration of ten seconds. While under the effect of Walking Dead, most attacks will not drop your HP below 1, and you will heal for 1500 potency per target hit with weaponskills or spells. If you are healed for an amount equal to 100% of your maximum HP, Walking Dead is replaced with the Undead Rebirth buff, retaining its duration. Undead Rebirth prevents most attacks from dropping your HP below 1, but does not have the healing effect of Walking Dead. If the Walking Dead debuff expires without being converted into Undead Rebirth, you will be KO’d.
    The Blackest NightTBN70Ability15 secondsPlaces a shield on the target totaling 25% of their HP. If shield is broken, grants the user Dark Arts which allows one free use of Edge of Shadow or Flood of Shadow. Costs 3000 MP.
    Dark Missionary76Ability90 secondsReduces magic damage taken by self and nearby party members by 10% for 15 seconds.
    Oblation82Ability60 secondsReduces damage taken by self or party member by 10% for ten seconds. Can hold up to two stacks.

    Utility Actions

    | | Icon | Action | Abbreviation | Level | Type | Recast | Description | +Warrior

  • Newsfeed
  • Dark Knight Skills Overview
    Guide Info
    Last Updated: 31 Jul, 2024
    Patch Applicable: 7.05

    Dark Knight Skills Overview

    Abilities will be presented in a tabular format for easy reading.

    Actions used in Single Target Rotation

    IconActionAbbreviationLevelTypeRecastDescription
    Hard SlashHS1Weaponskill2.5 secondsThe first action in your main combo. Delivers an attack with a potency of 300.
    Syphon StrikeSS2Weaponskill2.5 secondsThe second action in your main combo. Delivers an attack with a combo potency of 380. Restores 600 MP.
    SouleaterSE26Weaponskill2.5 secondsThe final action in your main combo. Delivers an attack with a combo potency of 480. Restores the users HP by a cure potency of 300. Generates 20 Blood Gauge.
    Unmend15Spell2.5 secondsDeals unaspected damage to the target for 150 potency (counts as 750 potency for enmity purposes). Reduces the timer of Shadowstride by 5 seconds.
    BloodspillerBS62Weaponskill2.5 secondsDelivers an attack with a potency of 580. Costs 50 Blood Gauge.
    Edge of ShadowEdge74Ability1 secondDeals unaspected damage to the target for 460 potency. Grants 30 seconds of Darkside, increasing damage dealt by 10%. Costs 3000 MP.
    Delirium68Ability60 secondsGrants three stacks of Delirium and Blood Weapon, both of which last for 15 seconds. Each stack of Blood Weapon increases Blood Gauge by 10 and restores 600 MP upon landing a weaponskill or spell. While under the effect of any number of stacks of Delirium, Bloodspiller changes into the Torcleaver combo, and Quietus changes into Impalement, both costing no Blood Gauge, but consuming a stack of Delirium when used.
    Scarlet Delirium62Weaponskill2.5 secondsThe first action in the Torcleaver combo. Delivers an attack with a potency of 600 and restores 200 MP. Can only be used while under the effect of Delirium. Bloodspiller will change into Scarlet Delirium when under the effect of Delirium
    Comeuppance62Weaponskill2.5 secondsThe second action in the Torcleaver combo. Delivers an attack with a combo potency of 700 and restores 200 MP. Can only be used while under the effect of Delirium. Scarlet Delirium will change into Comeuppance after being used
    Torcleaver62Weaponskill2.5 secondsThe third action in the Torcleaver combo. Delivers an attack with a combo potency of 800 and restores 200 MP. Can only be used while under the effect of Delirium. Comeuppance will change into Torcleaver after being used.
    Carve and SpitC&S, CaS, CnS60Ability60 secondsDelivers an attack with a potency of 540. Restores 600 MP. Shares a recast timer with Abyssal Drain.
    Living Shadow80Ability120 secondsSummons a simulacrum of your darkside to fight beside you. Living Shadow lasts 20 seconds. After a 6.8 second summoning animation, the simulacrum will execute six actions, going through the following rotation: Abyssal Drain, Shadowstride, Shadowbringer, Edge of Shadow, Bloodspiller, Disesteem. Shadowstride does no damage, Shadowbringer deals 570 potency of damage, Disesteem deals 620 potency worth of damage, and all remaining attacks deal 420 potency worth of damage, for a total of 2450 potency. AoE actions (Abyssal Drain, Shadowbringer, Disesteem) also deal damage in an AoE when executed by the simulacrum, with Shadowbringer and Disesteem doing 25% reduced damage on targets beyond the first. Also grants Scorn, lasting 30 seconds and enabling Disesteem to be used.
    Disesteem62Weaponskill2.5 secondsDeals physical damage ot all enemies in a straight line in front of you with a potency of 1000 for the first enemy and 50% less for all remaining enemies. Can only be executed while Scorn is active, and removes Scorn upon execution.
    Salted Earth52Ability90 secondsPlaces a ground targeted AoE dealing 50 potency per tick. Lasts 15 seconds. One tick is applied immediately when the ability is placed, and then 5 more ticks happen at 3 second intervals, starting at an unpredictable time within the first 3 seconds of placement.
    Salt and Darkness86Ability20 secondsDeals unaspected damage with a potency of 500 to the first target standing in Salted Earth, and 50% less damage to all remaining enemies.
    Shadowbringer90Ability60 secondsDeals unaspected damage to the initial target for 600 potency, and 50% less to all remaining enemies in a straight line before the user. Can hold up to two charges.

    Multi-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Unleash6Spell2.5 secondsDeals unaspected damage with a potency of 120 to all nearby enemies, and generates increased enmity.
    Stalwart Soul72Spell2.5 secondsDeals unaspected damage with a combo potency of 160 to all nearby enemies, and generates increased enmity. Restores 600 MP. Increases Blood Gauge by 20.
    Quietus64Weaponskill2.5 secondsDelivers an attack with a potency of 240 to all nearby enemies. Costs 50 Blood Gauge.
    Impalement62Weaponskill2.5 secondsDelivers an attack with a potency of 320 to all nearby enemies. Restores 500 MP. Can only be used while under the effect of Delirium. Quietus will change into Impalement while under the effect of Delirium.
    Flood of Shadow74Ability1 secondDeals unaspected damage to the target for 160 potency in a straight line before you. Grants 30 seconds of Darkside, increasing damage dealt by 10%. Costs 3000 MP.
    Abyssal DrainAD56Ability60 secondsDeals aspected damage for 240 potency to the target and all surrounding enemies. Restores 600 MP and heals for 200 potency worth of healing. Shares a recast timer with Carve and Spit.

    Mitigative Actions

    IconActionAbbreviationLevelTypeRecastDescription
    RampartRamp8Ability90 secondsReduces damage taken by 20% and increases healing received by 15% for 20 seconds.
    ReprisalRep22Ability60 secondsReduces all damage dealt by nearby enemies by 10% for 15 seconds.
    Arm’s LengthAL32Ability120 secondsApplies a buff that nullifies most draw-in and knockback effects, lasting six seconds. When enemies strike you while this buff is active, they receive a 20% slow debuff for 15s.
    Shadowed Vigil38Ability120 secondsReduces damage taken by 40% for 15 seconds. Also applies Vigilant, which lasts for 20 seconds and heals for 1200 potency when expiring or when your HP drops below 50%, whichever happens first.
    Dark MindDM45Ability60 secondsReduces magic damage taken by 20% for ten seconds.
    Living DeadLD50Ability300 secondsGrants the effect of Living Dead for 10 seconds. If HP drops to 0 while active, status will change to Walking Dead, with a duration of ten seconds. While under the effect of Walking Dead, most attacks will not drop your HP below 1, and you will heal for 1500 potency per target hit with weaponskills or spells. If you are healed for an amount equal to 100% of your maximum HP, Walking Dead is replaced with the Undead Rebirth buff, retaining its duration. Undead Rebirth prevents most attacks from dropping your HP below 1, but does not have the healing effect of Walking Dead. If the Walking Dead debuff expires without being converted into Undead Rebirth, you will be KO’d.
    The Blackest NightTBN70Ability15 secondsPlaces a shield on the target totaling 25% of their HP. If shield is broken, grants the user Dark Arts which allows one free use of Edge of Shadow or Flood of Shadow. Costs 3000 MP.
    Dark Missionary76Ability90 secondsReduces magic damage taken by self and nearby party members by 10% for 15 seconds.
    Oblation82Ability60 secondsReduces damage taken by self or party member by 10% for ten seconds. Can hold up to two stacks.

    Utility Actions

    | | Icon | Action | Abbreviation | Level | Type | Recast | Description | | ———————————————– | ——— | ———— | —– | ——- | ———– | —————————————————————————————- | -|

    | Grit | | 10 | Ability | 2 seconds | Dark Knight’s tank stance. Significantly increases (by a factor of 10) enmity generation. | -|
    | Low Blow | | 12 | Ability | 25 seconds | Stuns the target for five seconds. | -|
    | Provoke | Voke | 15 | Ability | 30 seconds | Places yourself at the top of the target’s enmity list, while gaining additional enmity. | -|
    | Interject | | 18 | Ability | 30 seconds | Effectively a silence. Interrupts certain enemy actions. | -|
    | Shirk | | 48 | Ability | 120 seconds | Diverts 25% of enmity onto the target party member. | -|
    | Shadowstride | | 54 | Ability | 30 seconds | Dark Knight’s dash, also generates enmity on the target. Can hold up to two charges. |

    +|
    | Grit | | 10 | Ability | 2 seconds | Dark Knight’s tank stance. Significantly increases (by a factor of 10) enmity generation. | +|
    | Low Blow | | 12 | Ability | 25 seconds | Stuns the target for five seconds. | +|
    | Provoke | Voke | 15 | Ability | 30 seconds | Places yourself at the top of the target’s enmity list, while gaining additional enmity. | +|
    | Interject | | 18 | Ability | 30 seconds | Effectively a silence. Interrupts certain enemy actions. | +|
    | Shirk | | 48 | Ability | 120 seconds | Diverts 25% of enmity onto the target party member. | +|
    | Shadowstride | | 54 | Ability | 30 seconds | Dark Knight’s dash, also generates enmity on the target. Can hold up to two charges. |

    • Have any questions?
      Authors
      nikroulah
      diff --git a/jobs/tanks/gunbreaker/basic-guide/index.html b/jobs/tanks/gunbreaker/basic-guide/index.html index 5f1c7c0e31..b5f6a50608 100644 --- a/jobs/tanks/gunbreaker/basic-guide/index.html +++ b/jobs/tanks/gunbreaker/basic-guide/index.html @@ -47,7 +47,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Gunbreaker Basic Guide
    Guide Info
    Last Updated: 6 Aug, 2024
    Patch Applicable: 7.05

    Gunbreaker Rotation Guide

    Authors

    Krom Ulus | discord: krom.ulus
    Azazel Raine | discord: azazelraine
    Rin Karigani | discord: rinkarigani


    Intro


    Gunbreaker is a tank job with a focus on continuously building and spending cartridges to deal very high damage inside of strict burst windows. As a basic overview, the rotation is a builder-spender rotation focused on optimizing damage dealt every minute inside No Mercy, which is a 20% damage buff that lasts for 20 seconds after its use.

    In this guide we will discuss a number of subjects, beginning with a simple introduction to the priority system for the rotation and then moving into more scenario specific subjects for particular things that alter the rotation in specific ways.


    CARTRIDGE GAUGE


    The cartridge gauge carries a maximum of 3 cartridges, and is the resource gauge that we manage in order to carry enough cartridges to cast all of our cooldowns within No Mercy.

    The actions that will fill the cartridge gauge are as follows:

    • Solid Barrel and Demon Slaughter both generate one cartridge upon finishing their combo.
    • Bloodfest will completely refill the cartridge gauge.

    The actions that will spend cartridges from the gauge are as follows:

    • Gnashing Fang, Double Down, Burst Strike, and Fated Circle all spend one cartridge.

    NO MERCY AND BUFF PRINCIPLES


    Section TLDR:

    • All damage is calculated on the frame that an action is cast, not when damage hits a target.
    • Use No Mercy off cooldown in accordance with the usage guidelines at the end of this section.
    • Do not attempt to clip the GCD to cast No Mercy off cooldown.

    We need to establish a couple of concepts first regarding both how damage is calculated and how cooldowns align from GCD speeds to understand how and when to use No Mercy.

    Damage Snapshotting

    Damage is calculated by snapshotting all buffs and debuffs at the exact moment the server receives the request to use any action. This means that the damage actually applying to and hitting a target is already calculated before it applies to the target, and that actions are still buffed so long as they are used before the buff falls off, not as the damage lands. Debuff-based damage over time effects work the same way, such as Sonic Break.

    As a result, when playing fast enough GCD speeds this allows us to buff additional GCDs while No Mercy is still active without needing No Mercy to remain active as that damage lands. It also means that as long as damage-over-time effects fully tick and expire without being wasted, they can go anywhere within No Mercy.

    9 GCD No Mercy

    An additional 9th GCD into No Mercy is typically possible on GCD speeds faster than or equal to 2.47. Thanks to damage snapshotting, we only have to care that the action is pressed while No Mercy is active, meaning so as long as the total time to press 9 GCDs is less than 20 seconds, 9 GCDs are possible. Buffing the 9th GCD is very dependent on when No Mercy is used relative to the GCD roll and it requires a specific usage timing.

    In order to buff a 9th GCD inside No Mercy, we must use No Mercy as a “late weave”, or cast it in between the bottom left and top left corner of our GCD icon. This makes it so that No Mercy will activate right as we press the next GCD, letting us maximize our active usage time of the possible 20 seconds.

    No Mercy Usage Guidelines

    Certain GCD speeds are poorly aligned to No Mercy and will cause No Mercy to drift rather excessively when attempting to cast it, which can drift No Mercy away from party buffs. To minimize this as much as possible, there are basic usage guidelines for how and when to cast No Mercy.

    2.50 GCD

    • Use No Mercy as an early weave off cooldown.

    2.45 - 2.47 GCD

    • Use No Mercy as an early weave without Bloodfest.
    • Use No Mercy as a late weave with Bloodfest.

    2.40 - 2.44 GCD

    • Use No Mercy as a late weave off cooldown.

    OPENERS


    Gunbreaker Rotation Graphic


    Gunbreaker Rotation Graphic


    OPENER NOTES

    • The Lightning Shot cast is suggested for pull consistency and raid buff alignment.

      • It does not matter if you are MT or ST, this is always fundamentally true.
    • Sonic Break being moved to the 9th GCD in the 2.4n Opener is not a new technique, but for those unfamiliar:

      • It is the least risky choice to keep Hypervelocity inside of No Mercy. (40p gain)
      • If Sonic Break falls out of No Mercy, move Burst Strike back to the 9th GCD.
      • If Sonic Break falls out of raid buffs worth more than 12.1% overall, move Burst Strike back to the 9th GCD.
      • If Sonic Break is cut off by downtime, move Burst Strike back to the 9th GCD.

    Rotation Fundamentals


    The simplest explanation of the rotation revolves around a filler and burst phase concept. Review the graphic with the text explanation below it.

    Gunbreaker Rotation Graphic


    FILLER PHASE

    The goal of this phase is to prepare the appropriate cartridges for No Mercy.

    • Complete the Solid Barrel combo continuously to fill the gauge.

    • Use Gnashing Fang and Blasting Zone off cooldown ONCE.

    • Use Burst Strike only when the cartridge gauge is about to overcap.

      • This occurs anytime the gauge is full and Solid Barrel is the next action to use.
      • You should Burst Strike into No Mercy when you will also have Bloodfest to avoid drifting the usage for any speed, and to also optimize damage on 2.50.

    Once No Mercy comes back off cooldown, weave it in accordance with the usage guideline above this section.

    BURST PHASE

    The goal of this phase is to fit the maximum amount of potency into No Mercy.

    GCD cooldowns within No Mercy should be used in the following priority:

    • Use Gnashing Fang and Double Down.
    • Use Reign of Beasts after Gnashing Fang.
    • Use Burst Strike if there is room to do so without pushing out any cooldowns from No Mercy.
    • Use Combo Actions when there are no cooldowns available for use.
    • Use Lightning Shot if you will be forced out of melee range.

    Sonic Break should be used in the following priority:

    • Use Sonic Break anywhere necessary to allow better cooldown usage.
    • Use Sonic Break as the 9th GCD on 2.4X GCDs to stop Hypervelocity from falling out of No Mercy.
    • Use Sonic Break earlier if any DOT uptime is lost from downtime or fight killtime.

    OGCD cooldowns within No Mercy should be used in the following priority:

    • Use Blasting Zone and Bow Shock in any order.
    • Use Bloodfest only upon reaching zero cartridges.

    UNIQUE BURST PHASES


    Forced 1-Cartridge No Mercy

    A situation can occur where a Solid Barrel would be next action before No Mercy when Bloodfest is also coming off cooldown, pushing you to 3 cartridges. Since we’d prefer not to drift Bloodfest, what do we do?

    **This graphic is being updated, but the solution is to cast a Burst Strike in place of that Solid Barrel. This will drive you down to 1 cartridge, where then you can cast Sonic Break earlier in your burst window to fill the gap that forms. Gnashing Fang or Double Down (or both) will drift by 1 GCD in the process, but Bloodfest will not.**


    COMBO CONSIDERATIONS



    Certain combo chains cannot be used during other combo chains without breaking one or the other. It is important to understand what you can or cannot press during a combo chain to avoid losing out on significant potency by mistake.

    • Your standard Solid Barrel combo cannot be broken by anything but itself or its AOE counterpart.
    • Gnashing Fang and Lionheart are both broken by the Solid Barrel combo, as well as its AOE counterpart.
    • Gnashing Fang and Lionheart are also their own independent combo chains that cannot be used or mixed together, or they will break the other.

    SKILL SPEED CONSIDERATIONS


    Section TLDR:

    • GCD cooldowns come off cooldown before No Mercy with faster GCDs. Hold them back into No Mercy.
    • 2.40, 2.45, and 2.50 are driftless for party raid buffs and No Mercy.
    • 2.45 requires less than or equal to 25ms ping (or plugins) to not clip/drift No Mercy.
    • Other GCDs cause some amount of buff drift, potentially drifting No Mercy from raid buffs.
    • This does not mean that other speeds are unplayable or bad, but it does add the risk of losing bonus raid buff damage.

    Reverse Drift

    Skill Speed (SKS) modifies GCD cooldowns by reducing their cooldowns by 0.1% per SKS tier. This is done to help GCD cooldowns remain aligned to your GCD and not clip them.

    This benefit is not extended to oGCD cooldowns. This is done intentionally to keep No Mercy aligned to party raid buffs, but it creates misalignment between your GCD cooldowns and No Mercy, as all GCD cooldowns begin coming off cooldown sooner than No Mercy does. This is referred to as “reverse drift”.

    The solution to reverse drift is simple - pretend the cooldown reduction does not exist and hold the GCD cooldowns back into No Mercy.

    Cooldown Drift

    Similarly to how GCD cooldowns do not align to No Mercy with SKS, certain GCDs themselves do not align to oGCD cooldowns either. This causes oGCD cooldowns to occasionally drift into the next GCD because they would otherwise clip the GCD if were you to attempt to use them.

    Determining how much a cooldown will “move” from the last position it came off cooldown per use on any given speed is found by dividing the cooldown length by your GCD.

    • As an example, 60s/2.50 GCD = 24 GCDs per No Mercy or Bow Shock, meaning they come off cooldown exactly every 24 GCD rolls from wherever you last used them. This means that the oGCD cooldown will never come off cooldown at a different place in relation to the GCD roll.
    • On 2.46, it becomes 60/2.46 = 24.39 GCDs, meaning that No Mercy comes off cooldown +0.39 GCDs after the last time it was used. This appears in practice as if it comes off cooldown “later in the GCD roll” from its previous use.

    This observed usage point shift eventually accumulates to the point that the cooldown will come back off cooldown at a point that it cannot be used without clipping the GCD, forcing the cooldown to drift to the next GCD and then be used at the earliest usable point.

    Animation lock plays a significant role in this, because after pressing any GCD action the animation lock must end before any oGCD may be cast. Casting oGCDs right before the next GCD is about to be pressed would also animation lock the GCD, causing a GCD clip. This limits the room that you can weave oGCDs without clipping the GCD, and that room is both ping dependent and FPS dependent.

    • Higher ping results in longer animation lock, reducing the weaving room before GCD clipping occurs.
    • In regards to FPS, a new GCD can only begin on a new frame, so a microscopic clip that you cannot visually see occurs while you wait for a new frame to generate showing the GCD as usable to the game client. Technically speaking, this increases the time you can weave because you would have clipped by that amount regardless.

    What this means for the rotation is that some GCD speeds are just uniquely worse at aligning to oGCDs, and they will cause more drift than other speeds will over the course of a fight. This can be very important for both raid buffs and usages, and due to how loaded the burst window is at level 100, it becomes very unfavorable to drift out of party buffs due to uncontrollable GCD speed-based drift.

    The speeds that do NOT drift No Mercy by any significant amount are as follows:

    • 2.50 GCD (0.00s drift per use)
    • 2.45 GCD (0.05s drift per every other use) (PING DEPENDENT - ≤25MS TO NOT CLIP OR DRIFT)
    • 2.40 GCD (0.00s drift per use)

    Those three speeds in particular are the most favorable for staying aligned with party buffs. Going from 2.40 to 2.42 would increase the drift rate because it would take longer for No Mercy to return to the same ideal usage point, and you can only use the cooldown off cooldown once per drift. In specific, it would cause 2.42 * (1 - (60 / 2.42 - 24) = 0.5s of drift per No Mercy. This drift linearly increases or decreases within the respective speed range of 2.40 - 2.44 as you go slower or faster respectively, and the same holds true of 2.45 - 2.47 which can use No Mercy twice off cooldown in between drifts.

    Keep in mind that this doesn’t necessarily mean 2.40 is always better than 2.42 or something slower, it just means that the risk of losing raid buff damage over extended periods of time where raid buffs never realign to you is increased when running other speeds, which can potentially be a damage loss depending on the fight you’re in.

    AOE Priority


    LEVEL 100

    Use the Demon Slaughter combo at 3 or more targets.

    Use Fated Circle over Burst Strike at 2 or more targets.

    Use Gnashing Fang at up to 3 targets.


    Personal Mitigation


    Great Nebula

    • Reduces damage taken by 40% for 15 seconds.
    • Increases maximum health by 20% and heals you for that amount.

    Rampart

    • Reduces damage taken by 20% for 20 seconds.
    • Increases healing received by self-healing actions by 15%.

    Camouflage

    • Reduces damage taken by 10% for 20 seconds.
    • Provides an additive +50% parry rate (for a total of 60% parry rate) for 20 seconds. Parrying applies a 15% damage reduction to physical attacks only.

    Heart of Corundum

    • Reduces their damage taken by 27.75% for the first 4 seconds it was applied, and 15% for the next 4 seconds after that.
    • Applies a 900 potency heal that will proc upon a player’s maximum HP reaching less than 50%, or when the buff expires 20 seconds later.

    Aurora

    • Targeted 18 second heal over time effect that heals yourself or your target for 200 potency every 3 seconds (1200 total).
    • It has two stacks, which makes it an effective regen effect to apply to any player that requires extra healing over a certain duration.

    Superbolide

    • Reduces HP to 1 and renders you impervious to most attacks for 10 seconds.

    Arm’s Length

    • Provides knockback or draw-in effect immunity for six seconds.
    • Applies a 20% Slow effect to enemies that attack you while Arm’s Length is active (enemies will attack you 20% slower, very useful for dungeons).

    Party Utility


    Heart of Light

    • Reduces magic damage taken by 10% for self and party members in a 30y radius around you for 15 seconds.

    Reprisal

    • Reduces damage dealt by all enemies in a 5y radius around you by 10% for 15 seconds.

    Low Blow

    • Stuns a target for five seconds. Interrupts any cast.
    • Enemies that get stunned repeatedly will slowly develop stun immunity.

    Interject

    • Interrupts any cast (if it is an interruptible cast).

    Provoke

    • Places you at the top of the enmity list and grants 5000 potency worth of additional enmity (50,000 if tank stance is active).

    Shirk

    • Transfers 25% of your current enmity to any targeted party member.

    Mitigation Planning


    All mitigation is multiplicative. As an example with both Rampart and Great Nebula together, the total reduced damage amount is 1 - (1 - 0.2) * (1 - 0.4) = 52% when put together.

    Despite the apparent loss in efficiency, it is optimal in many types of content to stack mitigation together to minimize damage taken during periods of heavy damage or high rates of damage, which typically apply to either tankbuster attacks or dungeon pulls. Efficiency loss is irrelevant in relation to fight-specific mitigation needs.

    Understanding the fight timeline is critical to effective mitigation. Every pull should be a live re-assessment of your usage timing on mitigation such as Reprisal and Heart of Light (or any personal mitigation) to evaluate if you can cover additional instances of damage with the same usage.

    Give yourself appropriate time to weave mitigation during your normal rotation. Utilize the long active timer of your heavy mitigation to your advantage and use it before the cast if necessary. It only needs to be active for the hit preparation.

    The majority of tankbusters can be resolved through a basic strategy of employing either Rampart and Camoflauge tied with Heart of Corundum, or Nebula tied with Heart of Corundum. Some strategies may prefer that you use Superbolide as well.

    Heart of Corundum is also techable in the sense that you can use it and abuse the proc timer of Catharsis of Corundum, the 900 potency heal effect. The proc heal does not go off until 20 seconds expire, or a player drops below 50% HP. This allows niche strategies to be employed that allow you to very precisely time a heal to go off at the correct time long in advance.


    Dungeon Tips


    Attempt to pull wall-to-wall if the healer is capable of handling it.
    Use your cooldowns as follows:

    General Tips

    • Prepull Heart of Corundum early to proc free healing as you are running.
    • Apply Aurora to help buffer into any required healing.
    • Apply Superbolide as needed if healer help is required.

    First Wall to Wall:

    • Rampart and Camoflauge
    • Heart of Corundum (off cooldown)
    • Reprisal
    • Low Blow (off cooldown)

    Second Wall to Wall:

    • Great Nebula and Arm’s Length
    • Heart of Corundum (off cooldown)
    • Reprisal
    • Low Blow (off cooldown)

    This plan works for the majority of dungeon encounters. However, this may not work out due to poor party DPS and you may have to alter cooldown usage. There’s nothing wrong with taking the next few pulls slow if more cooldowns had to be used than normal.

  • Newsfeed
  • Gunbreaker Basic Guide
    Guide Info
    Last Updated: 6 Aug, 2024
    Patch Applicable: 7.05

    Gunbreaker Rotation Guide

    Authors

    Krom Ulus | discord: krom.ulus
    Azazel Raine | discord: azazelraine
    Rin Karigani | discord: rinkarigani


    Intro


    Gunbreaker is a tank job with a focus on continuously building and spending cartridges to deal very high damage inside of strict burst windows. As a basic overview, the rotation is a builder-spender rotation focused on optimizing damage dealt every minute inside No Mercy, which is a 20% damage buff that lasts for 20 seconds after its use.

    In this guide we will discuss a number of subjects, beginning with a simple introduction to the priority system for the rotation and then moving into more scenario specific subjects for particular things that alter the rotation in specific ways.


    CARTRIDGE GAUGE


    The cartridge gauge carries a maximum of 3 cartridges, and is the resource gauge that we manage in order to carry enough cartridges to cast all of our cooldowns within No Mercy.

    The actions that will fill the cartridge gauge are as follows:

    • Solid Barrel and Demon Slaughter both generate one cartridge upon finishing their combo.
    • Bloodfest will completely refill the cartridge gauge.

    The actions that will spend cartridges from the gauge are as follows:

    • Gnashing Fang, Double Down, Burst Strike, and Fated Circle all spend one cartridge.

    NO MERCY AND BUFF PRINCIPLES


    Section TLDR:

    • All damage is calculated on the frame that an action is cast, not when damage hits a target.
    • Use No Mercy off cooldown in accordance with the usage guidelines at the end of this section.
    • Do not attempt to clip the GCD to cast No Mercy off cooldown.

    We need to establish a couple of concepts first regarding both how damage is calculated and how cooldowns align from GCD speeds to understand how and when to use No Mercy.

    Damage Snapshotting

    Damage is calculated by snapshotting all buffs and debuffs at the exact moment the server receives the request to use any action. This means that the damage actually applying to and hitting a target is already calculated before it applies to the target, and that actions are still buffed so long as they are used before the buff falls off, not as the damage lands. Debuff-based damage over time effects work the same way, such as Sonic Break.

    As a result, when playing fast enough GCD speeds this allows us to buff additional GCDs while No Mercy is still active without needing No Mercy to remain active as that damage lands. It also means that as long as damage-over-time effects fully tick and expire without being wasted, they can go anywhere within No Mercy.

    9 GCD No Mercy

    An additional 9th GCD into No Mercy is typically possible on GCD speeds faster than or equal to 2.47. Thanks to damage snapshotting, we only have to care that the action is pressed while No Mercy is active, meaning so as long as the total time to press 9 GCDs is less than 20 seconds, 9 GCDs are possible. Buffing the 9th GCD is very dependent on when No Mercy is used relative to the GCD roll and it requires a specific usage timing.

    In order to buff a 9th GCD inside No Mercy, we must use No Mercy as a “late weave”, or cast it in between the bottom left and top left corner of our GCD icon. This makes it so that No Mercy will activate right as we press the next GCD, letting us maximize our active usage time of the possible 20 seconds.

    No Mercy Usage Guidelines

    Certain GCD speeds are poorly aligned to No Mercy and will cause No Mercy to drift rather excessively when attempting to cast it, which can drift No Mercy away from party buffs. To minimize this as much as possible, there are basic usage guidelines for how and when to cast No Mercy.

    2.50 GCD

    • Use No Mercy as an early weave off cooldown.

    2.45 - 2.47 GCD

    • Use No Mercy as an early weave without Bloodfest.
    • Use No Mercy as a late weave with Bloodfest.

    2.40 - 2.44 GCD

    • Use No Mercy as a late weave off cooldown.

    OPENERS


    Gunbreaker Rotation Graphic


    Gunbreaker Rotation Graphic


    OPENER NOTES

    • The Lightning Shot cast is suggested for pull consistency and raid buff alignment.

      • It does not matter if you are MT or ST, this is always fundamentally true.
    • Sonic Break being moved to the 9th GCD in the 2.4n Opener is not a new technique, but for those unfamiliar:

      • It is the least risky choice to keep Hypervelocity inside of No Mercy. (40p gain)
      • If Sonic Break falls out of No Mercy, move Burst Strike back to the 9th GCD.
      • If Sonic Break falls out of raid buffs worth more than 12.1% overall, move Burst Strike back to the 9th GCD.
      • If Sonic Break is cut off by downtime, move Burst Strike back to the 9th GCD.

    Rotation Fundamentals


    The simplest explanation of the rotation revolves around a filler and burst phase concept. Review the graphic with the text explanation below it.

    Gunbreaker Rotation Graphic


    FILLER PHASE

    The goal of this phase is to prepare the appropriate cartridges for No Mercy.

    • Complete the Solid Barrel combo continuously to fill the gauge.

    • Use Gnashing Fang and Blasting Zone off cooldown ONCE.

    • Use Burst Strike only when the cartridge gauge is about to overcap.

      • This occurs anytime the gauge is full and Solid Barrel is the next action to use.
      • You should Burst Strike into No Mercy when you will also have Bloodfest to avoid drifting the usage for any speed, and to also optimize damage on 2.50.

    Once No Mercy comes back off cooldown, weave it in accordance with the usage guideline above this section.

    BURST PHASE

    The goal of this phase is to fit the maximum amount of potency into No Mercy.

    GCD cooldowns within No Mercy should be used in the following priority:

    • Use Gnashing Fang and Double Down.
    • Use Reign of Beasts after Gnashing Fang.
    • Use Burst Strike if there is room to do so without pushing out any cooldowns from No Mercy.
    • Use Combo Actions when there are no cooldowns available for use.
    • Use Lightning Shot if you will be forced out of melee range.

    Sonic Break should be used in the following priority:

    • Use Sonic Break anywhere necessary to allow better cooldown usage.
    • Use Sonic Break as the 9th GCD on 2.4X GCDs to stop Hypervelocity from falling out of No Mercy.
    • Use Sonic Break earlier if any DOT uptime is lost from downtime or fight killtime.

    OGCD cooldowns within No Mercy should be used in the following priority:

    • Use Blasting Zone and Bow Shock in any order.
    • Use Bloodfest only upon reaching zero cartridges.

    UNIQUE BURST PHASES


    Forced 1-Cartridge No Mercy

    A situation can occur where a Solid Barrel would be next action before No Mercy when Bloodfest is also coming off cooldown, pushing you to 3 cartridges. Since we’d prefer not to drift Bloodfest, what do we do?

    **This graphic is being updated, but the solution is to cast a Burst Strike in place of that Solid Barrel. This will drive you down to 1 cartridge, where then you can cast Sonic Break earlier in your burst window to fill the gap that forms. Gnashing Fang or Double Down (or both) will drift by 1 GCD in the process, but Bloodfest will not.**


    COMBO CONSIDERATIONS



    Certain combo chains cannot be used during other combo chains without breaking one or the other. It is important to understand what you can or cannot press during a combo chain to avoid losing out on significant potency by mistake.

    • Your standard Solid Barrel combo cannot be broken by anything but itself or its AOE counterpart.
    • Gnashing Fang and Lionheart are both broken by the Solid Barrel combo, as well as its AOE counterpart.
    • Gnashing Fang and Lionheart are also their own independent combo chains that cannot be used or mixed together, or they will break the other.

    SKILL SPEED CONSIDERATIONS


    Section TLDR:

    • GCD cooldowns come off cooldown before No Mercy with faster GCDs. Hold them back into No Mercy.
    • 2.40, 2.45, and 2.50 are driftless for party raid buffs and No Mercy.
    • 2.45 requires less than or equal to 25ms ping (or plugins) to not clip/drift No Mercy.
    • Other GCDs cause some amount of buff drift, potentially drifting No Mercy from raid buffs.
    • This does not mean that other speeds are unplayable or bad, but it does add the risk of losing bonus raid buff damage.

    Reverse Drift

    Skill Speed (SKS) modifies GCD cooldowns by reducing their cooldowns by 0.1% per SKS tier. This is done to help GCD cooldowns remain aligned to your GCD and not clip them.

    This benefit is not extended to oGCD cooldowns. This is done intentionally to keep No Mercy aligned to party raid buffs, but it creates misalignment between your GCD cooldowns and No Mercy, as all GCD cooldowns begin coming off cooldown sooner than No Mercy does. This is referred to as “reverse drift”.

    The solution to reverse drift is simple - pretend the cooldown reduction does not exist and hold the GCD cooldowns back into No Mercy.

    Cooldown Drift

    Similarly to how GCD cooldowns do not align to No Mercy with SKS, certain GCDs themselves do not align to oGCD cooldowns either. This causes oGCD cooldowns to occasionally drift into the next GCD because they would otherwise clip the GCD if were you to attempt to use them.

    Determining how much a cooldown will “move” from the last position it came off cooldown per use on any given speed is found by dividing the cooldown length by your GCD.

    • As an example, 60s/2.50 GCD = 24 GCDs per No Mercy or Bow Shock, meaning they come off cooldown exactly every 24 GCD rolls from wherever you last used them. This means that the oGCD cooldown will never come off cooldown at a different place in relation to the GCD roll.
    • On 2.46, it becomes 60/2.46 = 24.39 GCDs, meaning that No Mercy comes off cooldown +0.39 GCDs after the last time it was used. This appears in practice as if it comes off cooldown “later in the GCD roll” from its previous use.

    This observed usage point shift eventually accumulates to the point that the cooldown will come back off cooldown at a point that it cannot be used without clipping the GCD, forcing the cooldown to drift to the next GCD and then be used at the earliest usable point.

    Animation lock plays a significant role in this, because after pressing any GCD action the animation lock must end before any oGCD may be cast. Casting oGCDs right before the next GCD is about to be pressed would also animation lock the GCD, causing a GCD clip. This limits the room that you can weave oGCDs without clipping the GCD, and that room is both ping dependent and FPS dependent.

    • Higher ping results in longer animation lock, reducing the weaving room before GCD clipping occurs.
    • In regards to FPS, a new GCD can only begin on a new frame, so a microscopic clip that you cannot visually see occurs while you wait for a new frame to generate showing the GCD as usable to the game client. Technically speaking, this increases the time you can weave because you would have clipped by that amount regardless.

    What this means for the rotation is that some GCD speeds are just uniquely worse at aligning to oGCDs, and they will cause more drift than other speeds will over the course of a fight. This can be very important for both raid buffs and usages, and due to how loaded the burst window is at level 100, it becomes very unfavorable to drift out of party buffs due to uncontrollable GCD speed-based drift.

    The speeds that do NOT drift No Mercy by any significant amount are as follows:

    • 2.50 GCD (0.00s drift per use)
    • 2.45 GCD (0.05s drift per every other use) (PING DEPENDENT - ≤25MS TO NOT CLIP OR DRIFT)
    • 2.40 GCD (0.00s drift per use)

    Those three speeds in particular are the most favorable for staying aligned with party buffs. Going from 2.40 to 2.42 would increase the drift rate because it would take longer for No Mercy to return to the same ideal usage point, and you can only use the cooldown off cooldown once per drift. In specific, it would cause 2.42 * (1 - (60 / 2.42 - 24) = 0.5s of drift per No Mercy. This drift linearly increases or decreases within the respective speed range of 2.40 - 2.44 as you go slower or faster respectively, and the same holds true of 2.45 - 2.47 which can use No Mercy twice off cooldown in between drifts.

    Keep in mind that this doesn’t necessarily mean 2.40 is always better than 2.42 or something slower, it just means that the risk of losing raid buff damage over extended periods of time where raid buffs never realign to you is increased when running other speeds, which can potentially be a damage loss depending on the fight you’re in.

    AOE Priority


    LEVEL 100

    Use the Demon Slaughter combo at 3 or more targets.

    Use Fated Circle over Burst Strike at 2 or more targets.

    Use Gnashing Fang at up to 3 targets.


    Personal Mitigation


    Great Nebula

    • Reduces damage taken by 40% for 15 seconds.
    • Increases maximum health by 20% and heals you for that amount.

    Rampart

    • Reduces damage taken by 20% for 20 seconds.
    • Increases healing received by self-healing actions by 15%.

    Camouflage

    • Reduces damage taken by 10% for 20 seconds.
    • Provides an additive +50% parry rate (for a total of 60% parry rate) for 20 seconds. Parrying applies a 15% damage reduction to physical attacks only.

    Heart of Corundum

    • Reduces their damage taken by 27.75% for the first 4 seconds it was applied, and 15% for the next 4 seconds after that.
    • Applies a 900 potency heal that will proc upon a player’s maximum HP reaching less than 50%, or when the buff expires 20 seconds later.

    Aurora

    • Targeted 18 second heal over time effect that heals yourself or your target for 200 potency every 3 seconds (1200 total).
    • It has two stacks, which makes it an effective regen effect to apply to any player that requires extra healing over a certain duration.

    Superbolide

    • Reduces HP to 1 and renders you impervious to most attacks for 10 seconds.

    Arm’s Length

    • Provides knockback or draw-in effect immunity for six seconds.
    • Applies a 20% Slow effect to enemies that attack you while Arm’s Length is active (enemies will attack you 20% slower, very useful for dungeons).

    Party Utility


    Heart of Light

    • Reduces magic damage taken by 10% for self and party members in a 30y radius around you for 15 seconds.

    Reprisal

    • Reduces damage dealt by all enemies in a 5y radius around you by 10% for 15 seconds.

    Low Blow

    • Stuns a target for five seconds. Interrupts any cast.
    • Enemies that get stunned repeatedly will slowly develop stun immunity.

    Interject

    • Interrupts any cast (if it is an interruptible cast).

    Provoke

    • Places you at the top of the enmity list and grants 5000 potency worth of additional enmity (50,000 if tank stance is active).

    Shirk

    • Transfers 25% of your current enmity to any targeted party member.

    Mitigation Planning


    All mitigation is multiplicative. As an example with both Rampart and Great Nebula together, the total reduced damage amount is 1 - (1 - 0.2) * (1 - 0.4) = 52% when put together.

    Despite the apparent loss in efficiency, it is optimal in many types of content to stack mitigation together to minimize damage taken during periods of heavy damage or high rates of damage, which typically apply to either tankbuster attacks or dungeon pulls. Efficiency loss is irrelevant in relation to fight-specific mitigation needs.

    Understanding the fight timeline is critical to effective mitigation. Every pull should be a live re-assessment of your usage timing on mitigation such as Reprisal and Heart of Light (or any personal mitigation) to evaluate if you can cover additional instances of damage with the same usage.

    Give yourself appropriate time to weave mitigation during your normal rotation. Utilize the long active timer of your heavy mitigation to your advantage and use it before the cast if necessary. It only needs to be active for the hit preparation.

    The majority of tankbusters can be resolved through a basic strategy of employing either Rampart and Camoflauge tied with Heart of Corundum, or Nebula tied with Heart of Corundum. Some strategies may prefer that you use Superbolide as well.

    Heart of Corundum is also techable in the sense that you can use it and abuse the proc timer of Catharsis of Corundum, the 900 potency heal effect. The proc heal does not go off until 20 seconds expire, or a player drops below 50% HP. This allows niche strategies to be employed that allow you to very precisely time a heal to go off at the correct time long in advance.


    Dungeon Tips


    Attempt to pull wall-to-wall if the healer is capable of handling it.
    Use your cooldowns as follows:

    General Tips

    • Prepull Heart of Corundum early to proc free healing as you are running.
    • Apply Aurora to help buffer into any required healing.
    • Apply Superbolide as needed if healer help is required.

    First Wall to Wall:

    • Rampart and Camoflauge
    • Heart of Corundum (off cooldown)
    • Reprisal
    • Low Blow (off cooldown)

    Second Wall to Wall:

    • Great Nebula and Arm’s Length
    • Heart of Corundum (off cooldown)
    • Reprisal
    • Low Blow (off cooldown)

    This plan works for the majority of dungeon encounters. However, this may not work out due to poor party DPS and you may have to alter cooldown usage. There’s nothing wrong with taking the next few pulls slow if more cooldowns had to be used than normal.

    • Have any questions?
      Authors
      Balance GNB Staff
      diff --git a/jobs/tanks/gunbreaker/openers/index.html b/jobs/tanks/gunbreaker/openers/index.html index 848365361a..d20f053174 100644 --- a/jobs/tanks/gunbreaker/openers/index.html +++ b/jobs/tanks/gunbreaker/openers/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Gunbreaker Openers
    Guide Info
    Last Updated: 6 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Openers

    Your opener is flexible and No Mercy can be used earlier or later than what is listed in either of these openers if necessary to allow for additional uses to be used before phases or mechanics, or alignment to your party’s buffs.

    PULLING TECHNIQUES

    • Lightning Shot is heavily suggested for raid buff alignment and pull consistency.
    • You may opt to use Trajectory at -0.22s on the pull timer for an accurate pull at 0.00s.
    • Do not facepull unless the boss is already within melee range. It is a waste of GCD uptime in comparison to the other two options.

    OPENERS

    2.50 Opener


    2.50 Opener


    2.50 Opener

  • Newsfeed
  • Gunbreaker Openers
    Guide Info
    Last Updated: 6 Aug, 2024
    Patch Applicable: 7.05
    Table of Contents
     

    Openers

    Your opener is flexible and No Mercy can be used earlier or later than what is listed in either of these openers if necessary to allow for additional uses to be used before phases or mechanics, or alignment to your party’s buffs.

    PULLING TECHNIQUES

    • Lightning Shot is heavily suggested for raid buff alignment and pull consistency.
    • You may opt to use Trajectory at -0.22s on the pull timer for an accurate pull at 0.00s.
    • Do not facepull unless the boss is already within melee range. It is a waste of GCD uptime in comparison to the other two options.

    OPENERS

    2.50 Opener


    2.50 Opener


    2.50 Opener

    • Have any questions?
      Authors
      Balance GNB Staff
      diff --git a/jobs/tanks/gunbreaker/skills-overview/index.html b/jobs/tanks/gunbreaker/skills-overview/index.html index e428ad1817..3d7f318459 100644 --- a/jobs/tanks/gunbreaker/skills-overview/index.html +++ b/jobs/tanks/gunbreaker/skills-overview/index.html @@ -41,7 +41,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Gunbreaker Skills Overview
    Guide Info
    Last Updated: 25 May, 2023
    Patch Applicable: 7.05

    Gunbreaker Skills Overview

    Offensive On Global Cool Down Abilities

    KeenEdge
    Keen EdgeDeals 300 potency to a single target.
    BrutalShell
    Brutal ShellUsed after Keen Edge. Deals 380 potency to a single target and applies Brutal Shell, a 200p cure and shield equivalent to the heal.
    SolidBarrel
    Solid BarrelUsed after Brutal Shell. Deals 460 potency to a single target and generates one cartridge.
    BurstStrike
    Burst StrikeDeals 460 potency to a single target. Requires one cartridge and grants Ready to Blast at level 86.
    GnashingFang
    Gnashing FangDeals 500 potency to a single target and grants Ready to Rip.
    SavageClaw
    Savage ClawDeals 560 potency to a single target and grants Ready to Tear.
    WickedTalon
    Wicked TalonDeals 620 potency to a single target and grants Ready to Gouge.
    Reign of Beasts
    Reign of BeastsDeals 800 potency to the first target hit and 60% less for all remaining enemies within 5y.
    Noble Blood
    Noble BloodDeals 1000 potency to the first target hit and 60% less for all remaining enemies within 5y.
    Lion Heart
    LionheartDeals 1200 potency to the first target hit and 60% less for all remaining enemies within 5y.
    SonicBreak
    Sonic BreakDeals 300 potency to a single target and applies a damage-over-time effect dealing 60 potency every 3 seconds for a duration of 30 seconds. This totals 900 potency, including the initial hit.
    LightingShot
    Lightning ShotRanged attack with a potency of 150 and a range of 20y.
    DemonSlice
    Demon SliceDeals 100 potency to all targets in a 5y circle centered around you.
    DemonSlaughter
    Demon SlaughterUsed after Demon Slice. Deals 160 potency to all targets in a 5y circle around you and generates one cartridge.
    FatedCircle
    Fated CircleDeals 300 potency to all targets in a 5y circle around you and grants Ready to Raze at level 96.
    Double Down
    Double DownDeals 1200 potency to the first target hit and 15% less for all other targets within 5y. Requires one cartridge.

    Offensive Off Global Cooldown Abilities

    NoMercy
    No MercyGrants a 20% damage increase for 20 seconds. 60 second cooldown.
    Bloodfest
    BloodfestCompletely refills the powder gauge. 120 second cooldown.
    Continuation
    ContinuationTurns into Jugular Rip, Abdomen Tear, or Eye Gouge when under the effect of Ready To Rip, Ready To Tear, or Ready To Gouge respectively. Also allows you to use Hypervelocity/Fated Brand after Burst Strike/Fated Circle.
    JugularRip
    Jugular RipDeals 240 potency to a single target, cast after Gnashing Fang.
    AbdomenTear
    Abdomen TearDeals 280 potency to a single target, cast after Savage Claw.
    EyeGouge
    Eye GougeDeals 320 potency to a single target, cast after Wicked Talon.
    Hypervelocity
    HypervelocityDeals 200 potency to a single target, cast after Burst Strike.
    RoughDivide
    Fated BrandDeals 120 potency to all enemies within 5y, cast after Fated Circle.
    DangerZone
    Danger ZoneDeals 250 potency to a single target with a 30 second cooldown. Becomes Blasting Zone at level 80.
    BlastingZone
    Blasting ZoneDeals 800 potency to a single target with a 30 second cooldown.
    BowShock
    Bow ShockDeals 150 potency to all targets in a 5y circle around you, and applies a damage-over-time effect dealing 60 potency every 3 seconds for 15 seconds total to all targets hit by the initial attack (for a total of 450 potency per target).

    Defensive Off Global Cool Down Abilities

    Aurora
    Aurora200 potency Heal over Time (HoT) for 18 seconds. 1200 potency heal total. 60 second cooldown. Can be used on self or a target party member in a 30y range. Can hold two charges.
    Camouflage
    CamouflageReduces damage taken by 10% for 20 seconds. Gives +50% parry rate (for a total of 60% parry rate) for 20 seconds. Parry only works on physical damage and reduces damage by 15% when it applies. [The 10% damage reduction applies regardless of if the attack is physical or magical.]
    Nebula
    Great NebulaReduces damage taken by 40% for 15 seconds and increases maximum HP by 20%, also healing you for the amount of max HP gained. 120 second cooldown.
    Superbolide
    SuperbolideReduces HP to 1 and renders you impervious to most attacks. Duration: 10s. Cooldown: 360s / 6m
    HeartOfStone
    Heart of StoneReduces damage taken by 15% for seven seconds. Can be used on self or a target party member in a 30y range. If used on a party member, any existing Brutal Shell shield will be copied onto them. (i.e. if you have 4000 shield from Brutal Shell when you use it on them, they now have 4000 shield as well.)
    Heart of Corundum
    Heart of CorundumReduces the damage taken from self or party member by 15%, lasting for eight seconds. Target party member also gains the effect of Brutal Shell. Grants Clarity of Corundrum to the target, which reduces damage taken by 15% for 4s, and also grants Catharsis of Corundrum, which restores HP when it falls below 50% (or when the timer runs out) for a heal of 900 potency. Catharis of Corundrum lasts for 20 seconds.
    ArmsLength
    Arm’s LengthRole action. Makes you immune to most knockback or draw-in effects for 6 seconds. Applies a 20% slow to enemies that attack you while Arm’s Length is active (This means enemies will attack you 20% slower, very useful for dungeons!). 120s cooldown.
    Rampart
    RampartRole action. Reduces damage taken by 20% for 20 seconds. 90 second cooldown.

    Utility Off Global Cool Down Abilities

    HeartOfLight
    Heart of LightReduces magic damage taken by 10% for self and party members in a 30y radius around you for 15 seconds. 90 second cooldown.
    Reprisal
    ReprisalRole action. Reduces damage dealt by all enemies in a 5y circle around you by 10% for 10 seconds. 60 second cooldown.
    LowBlow
    Low BlowRole action. Stuns a target for five seconds. Enemies that get stunned repeatedly will develop stun immunity. 25s cooldown.
    Interject
    InterjectRole action. Cancels a target’s cast (if it is an interruptible cast). 30 second cooldown.
    RoyalGuard
    Royal GuardTank stance. While toggled on, applies a 10x enmity modifier to all abilities.
    Provoke
    ProvokeRole action. Puts you at the top of the enmity list and gives 2000 potency worth of additional enmity (20,000 if Royal Guard is active).
    Shirk
    ShirkRole action. Transfers 25% of your enmity to a target party member. This effect applies to all enemies on your aggro table.
  • Newsfeed
  • Gunbreaker Skills Overview
    Guide Info
    Last Updated: 25 May, 2023
    Patch Applicable: 7.05

    Gunbreaker Skills Overview

    Offensive On Global Cool Down Abilities

    KeenEdge
    Keen EdgeDeals 300 potency to a single target.
    BrutalShell
    Brutal ShellUsed after Keen Edge. Deals 380 potency to a single target and applies Brutal Shell, a 200p cure and shield equivalent to the heal.
    SolidBarrel
    Solid BarrelUsed after Brutal Shell. Deals 460 potency to a single target and generates one cartridge.
    BurstStrike
    Burst StrikeDeals 460 potency to a single target. Requires one cartridge and grants Ready to Blast at level 86.
    GnashingFang
    Gnashing FangDeals 500 potency to a single target and grants Ready to Rip.
    SavageClaw
    Savage ClawDeals 560 potency to a single target and grants Ready to Tear.
    WickedTalon
    Wicked TalonDeals 620 potency to a single target and grants Ready to Gouge.
    Reign of Beasts
    Reign of BeastsDeals 800 potency to the first target hit and 60% less for all remaining enemies within 5y.
    Noble Blood
    Noble BloodDeals 1000 potency to the first target hit and 60% less for all remaining enemies within 5y.
    Lion Heart
    LionheartDeals 1200 potency to the first target hit and 60% less for all remaining enemies within 5y.
    SonicBreak
    Sonic BreakDeals 300 potency to a single target and applies a damage-over-time effect dealing 60 potency every 3 seconds for a duration of 30 seconds. This totals 900 potency, including the initial hit.
    LightingShot
    Lightning ShotRanged attack with a potency of 150 and a range of 20y.
    DemonSlice
    Demon SliceDeals 100 potency to all targets in a 5y circle centered around you.
    DemonSlaughter
    Demon SlaughterUsed after Demon Slice. Deals 160 potency to all targets in a 5y circle around you and generates one cartridge.
    FatedCircle
    Fated CircleDeals 300 potency to all targets in a 5y circle around you and grants Ready to Raze at level 96.
    Double Down
    Double DownDeals 1200 potency to the first target hit and 15% less for all other targets within 5y. Requires one cartridge.

    Offensive Off Global Cooldown Abilities

    NoMercy
    No MercyGrants a 20% damage increase for 20 seconds. 60 second cooldown.
    Bloodfest
    BloodfestCompletely refills the powder gauge. 120 second cooldown.
    Continuation
    ContinuationTurns into Jugular Rip, Abdomen Tear, or Eye Gouge when under the effect of Ready To Rip, Ready To Tear, or Ready To Gouge respectively. Also allows you to use Hypervelocity/Fated Brand after Burst Strike/Fated Circle.
    JugularRip
    Jugular RipDeals 240 potency to a single target, cast after Gnashing Fang.
    AbdomenTear
    Abdomen TearDeals 280 potency to a single target, cast after Savage Claw.
    EyeGouge
    Eye GougeDeals 320 potency to a single target, cast after Wicked Talon.
    Hypervelocity
    HypervelocityDeals 200 potency to a single target, cast after Burst Strike.
    RoughDivide
    Fated BrandDeals 120 potency to all enemies within 5y, cast after Fated Circle.
    DangerZone
    Danger ZoneDeals 250 potency to a single target with a 30 second cooldown. Becomes Blasting Zone at level 80.
    BlastingZone
    Blasting ZoneDeals 800 potency to a single target with a 30 second cooldown.
    BowShock
    Bow ShockDeals 150 potency to all targets in a 5y circle around you, and applies a damage-over-time effect dealing 60 potency every 3 seconds for 15 seconds total to all targets hit by the initial attack (for a total of 450 potency per target).

    Defensive Off Global Cool Down Abilities

    Aurora
    Aurora200 potency Heal over Time (HoT) for 18 seconds. 1200 potency heal total. 60 second cooldown. Can be used on self or a target party member in a 30y range. Can hold two charges.
    Camouflage
    CamouflageReduces damage taken by 10% for 20 seconds. Gives +50% parry rate (for a total of 60% parry rate) for 20 seconds. Parry only works on physical damage and reduces damage by 15% when it applies. [The 10% damage reduction applies regardless of if the attack is physical or magical.]
    Nebula
    Great NebulaReduces damage taken by 40% for 15 seconds and increases maximum HP by 20%, also healing you for the amount of max HP gained. 120 second cooldown.
    Superbolide
    SuperbolideReduces HP to 1 and renders you impervious to most attacks. Duration: 10s. Cooldown: 360s / 6m
    HeartOfStone
    Heart of StoneReduces damage taken by 15% for seven seconds. Can be used on self or a target party member in a 30y range. If used on a party member, any existing Brutal Shell shield will be copied onto them. (i.e. if you have 4000 shield from Brutal Shell when you use it on them, they now have 4000 shield as well.)
    Heart of Corundum
    Heart of CorundumReduces the damage taken from self or party member by 15%, lasting for eight seconds. Target party member also gains the effect of Brutal Shell. Grants Clarity of Corundrum to the target, which reduces damage taken by 15% for 4s, and also grants Catharsis of Corundrum, which restores HP when it falls below 50% (or when the timer runs out) for a heal of 900 potency. Catharis of Corundrum lasts for 20 seconds.
    ArmsLength
    Arm’s LengthRole action. Makes you immune to most knockback or draw-in effects for 6 seconds. Applies a 20% slow to enemies that attack you while Arm’s Length is active (This means enemies will attack you 20% slower, very useful for dungeons!). 120s cooldown.
    Rampart
    RampartRole action. Reduces damage taken by 20% for 20 seconds. 90 second cooldown.

    Utility Off Global Cool Down Abilities

    HeartOfLight
    Heart of LightReduces magic damage taken by 10% for self and party members in a 30y radius around you for 15 seconds. 90 second cooldown.
    Reprisal
    ReprisalRole action. Reduces damage dealt by all enemies in a 5y circle around you by 10% for 10 seconds. 60 second cooldown.
    LowBlow
    Low BlowRole action. Stuns a target for five seconds. Enemies that get stunned repeatedly will develop stun immunity. 25s cooldown.
    Interject
    InterjectRole action. Cancels a target’s cast (if it is an interruptible cast). 30 second cooldown.
    RoyalGuard
    Royal GuardTank stance. While toggled on, applies a 10x enmity modifier to all abilities.
    Provoke
    ProvokeRole action. Puts you at the top of the enmity list and gives 2000 potency worth of additional enmity (20,000 if Royal Guard is active).
    Shirk
    ShirkRole action. Transfers 25% of your enmity to a target party member. This effect applies to all enemies on your aggro table.
    • Have any questions?
      Authors
      Balance GNB Staff
      diff --git a/jobs/tanks/paladin/basic-guide/index.html b/jobs/tanks/paladin/basic-guide/index.html index 6e614cc28f..78308df8bf 100644 --- a/jobs/tanks/paladin/basic-guide/index.html +++ b/jobs/tanks/paladin/basic-guide/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
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  • Paladin Basics Guide
    Guide Info
    Last Updated: 10 Jul, 2024
    Patch Applicable: 7.05

    Welcome to the Basics Guide for Paladin! Whether you are a fresh level 100, a returning player, or just need a refresher, this guide will get you started and allow you to hit the ground running.

    Since this is a basic introduction to level 100 Paladin, this guide will not go into many nuances and topics that are tied to high-end optimization. If you are looking for such information, you may find it in one of the dedicated guides below, or in discussion channels on the Balance discord:


    Paladin Playstyle

    The Paladin rotation revolves around its main buffs: Fight or Flight, which heavily buffs all damage dealt, and Requiescat, which enables the use of powerful spells. Defensively, Paladin has strong party mitigation as well as targeted mitigation for your co-tank or party members.

    Core Concepts

    There are a few key concepts that are fundamental to the game and carry over between jobs.

    • Keeping your Global Cooldown (GCD) on cooldown is one of the most important parts of playing any job. Pressing something wrong is almost always better than pressing nothing at all.
    • As a primarily melee job, it is important to know how to keep melee uptime on the boss. This includes knowing when mechanics snapshot and where you can greed for extra GCDs before and after disengaging for mechanics.
    • Keep off-Global Cooldowns (oGCDs) on cooldown. Damaging oGCDs should be used roughly as they come off cooldown, as long as using them does not delay your next GCD due to animation lock.

    The Rotation

    Paladin Opener

    7.0 Paladin Standard Opener

    The potion used is whatever the current tier’s Strength potion is (as of patch 7.0, it is the Grade 1 Gemdraught of Strength).

    After the opener, we cycle between a filler phase and a burst phase (explained below).

    Paladin Rotation

    Burst Phase

    7.0 Paladin Example Burst window

    Always use Fight or Flight on cooldown, this begins your burst phase and is a large portion your damage. Your Fight or Flight buff window should contain the following GCDs:

    • Confiteor
    • Blade of Faith
    • Blade of Truth
    • Blade of Valor
    • Goring Blade
    • 3 “extra” GCDs

    The exact GCD order is flexible. Since the Confiteor combo actions and Goring Blade do not break combo, it is recommended to use them first in the Fight or Flight window to avoid losing uses.

    The three extra GCDs consist of whatever are the strongest “filler” GCDs available, i.e. some combination of Royal Authority, Atonement, Supplication, Sepulchre, or Divine Might-buffed Holy Spirit.

    Since Sepulchre is stronger than Holy Spirit and Supplication (which are in turn stronger than Royal Authority and Atonement), prioritize putting Sepulchre in Fight or Flight when possible (this will not be possible when Royal Authority is used inside Fight or Flight). This will sometimes push Holy Spirit outside of the Fight or Flight buff window but is still an overall gain.

    Each Fight or Flight should also include the following actions:

    • Imperator (this can be weaved immediately after Fight or Flight, and must precede Confiteor)
    • Blade of Honor (use this immediately after Blade of Valor)
    • Circle of Scorn
    • Expiacion
    • 2 Intervenes (these should be held for Fight or Flight when possible — use them outside of Fight or Flight if needed to keep melee uptime)

    Filler Phase

    Outside of Fight or Flight, repeat the Royal Authority combo (Fast Blade, Riot Blade, Royal Authority) and spend the procs it gives you (Atonement, Supplication, Sepulchre, and Divine Might). Make sure to spend all remaining procs before finishing the next Royal Authority combo.

    For stronger Fight or Flight windows, you can bank the resources generated by your Royal Authority combo by not spending them until your next Royal Authority is ready. For example, by following Royal Authority with Atonement, Fast Blade, Riot Blade, Supplication, Holy Spirit, Sepulchre, then Royal Authority outside of Fight or Flight, you will always have the strongest three filler GCDs available for use during burst, no matter where Fight or Flight comes off cooldown.

    Additionally, use Circle of Scorn and Expiacion on cooldown, so they are available for your next burst.

    Fight or Flight may come up at any point during your filler — that is okay, and you should use it immediately regardless of what point during your combo you are. Since Goring Blade and the Blade of Valor combo do not break combo, you can easily pick up your filler combo afterwards.

    Multiple Targets

    • At three or more targets, replace single target melee combos with Total Eclipse and Prominence and Holy Spirit with Holy Circle

    Notable Utility

    Divine Veil

    Divine Veil provides a party-wide shield and heal. Use during dungeon trash pulls as self-mitigation or during trials and raids as party mitigation.

    Passage of Arms

    Passage of Arms applies a buff to all party members behind you, granting them a 15% reduction in damage taken. The buff lingers for five seconds after you cancel it, so the most common use case is flashing it onto the party before high raid-wide damage.

    In a pinch this can also be used for a hard-hitting tankbuster, but needs to be channeled since the guaranteed block buff ends as soon as the skill is canceled. This is not recommended because the cooldown is very long and is often more valuable as raid mitigation.

    Intervention

    Intervention gives your target a buff that reduces damage taken, as well as provides a small regen effect. The damage reduction buff can be buffed by having either Rampart or Sentinel active when casting Intervention. Having both Rampart and Sentinel active does not provide an additional buff.

    Reprisal

    Reprisal reduces the damage dealt by all enemies around you. Most of the time, use this on raid-wide damage.

    Holy Sheltron
    Rampart
    Guardian
    Hallowed Ground

    Use your other defensive cooldowns to reduce incoming damage and make life easier for your healers.

    Clemency
    Cover

    These skills are very niche and infrequently used but have their time and place to shine. Clemency is a significant DPS loss but enables soloing dungeon bosses when the healer is dead, or saving runs when progging raids and trials. Cover can be used in niche optimization strategies or for saving a party member from otherwise lethal damage. Covered damage ignores Hallowed Ground.


    Helpful Macros

    Co-tank macros assume your co-tank is in party slot two (default party sorting).

    Intervention on Co-Tank

    /merror off 
    +Warrior
  • Newsfeed
  • Paladin Basics Guide
    Guide Info
    Last Updated: 10 Jul, 2024
    Patch Applicable: 7.05

    Welcome to the Basics Guide for Paladin! Whether you are a fresh level 100, a returning player, or just need a refresher, this guide will get you started and allow you to hit the ground running.

    Since this is a basic introduction to level 100 Paladin, this guide will not go into many nuances and topics that are tied to high-end optimization. If you are looking for such information, you may find it in one of the dedicated guides below, or in discussion channels on the Balance discord:


    Paladin Playstyle

    The Paladin rotation revolves around its main buffs: Fight or Flight, which heavily buffs all damage dealt, and Requiescat, which enables the use of powerful spells. Defensively, Paladin has strong party mitigation as well as targeted mitigation for your co-tank or party members.

    Core Concepts

    There are a few key concepts that are fundamental to the game and carry over between jobs.

    • Keeping your Global Cooldown (GCD) on cooldown is one of the most important parts of playing any job. Pressing something wrong is almost always better than pressing nothing at all.
    • As a primarily melee job, it is important to know how to keep melee uptime on the boss. This includes knowing when mechanics snapshot and where you can greed for extra GCDs before and after disengaging for mechanics.
    • Keep off-Global Cooldowns (oGCDs) on cooldown. Damaging oGCDs should be used roughly as they come off cooldown, as long as using them does not delay your next GCD due to animation lock.

    The Rotation

    Paladin Opener

    7.0 Paladin Standard Opener

    The potion used is whatever the current tier’s Strength potion is (as of patch 7.0, it is the Grade 1 Gemdraught of Strength).

    After the opener, we cycle between a filler phase and a burst phase (explained below).

    Paladin Rotation

    Burst Phase

    7.0 Paladin Example Burst window

    Always use Fight or Flight on cooldown, this begins your burst phase and is a large portion your damage. Your Fight or Flight buff window should contain the following GCDs:

    • Confiteor
    • Blade of Faith
    • Blade of Truth
    • Blade of Valor
    • Goring Blade
    • 3 “extra” GCDs

    The exact GCD order is flexible. Since the Confiteor combo actions and Goring Blade do not break combo, it is recommended to use them first in the Fight or Flight window to avoid losing uses.

    The three extra GCDs consist of whatever are the strongest “filler” GCDs available, i.e. some combination of Royal Authority, Atonement, Supplication, Sepulchre, or Divine Might-buffed Holy Spirit.

    Since Sepulchre is stronger than Holy Spirit and Supplication (which are in turn stronger than Royal Authority and Atonement), prioritize putting Sepulchre in Fight or Flight when possible (this will not be possible when Royal Authority is used inside Fight or Flight). This will sometimes push Holy Spirit outside of the Fight or Flight buff window but is still an overall gain.

    Each Fight or Flight should also include the following actions:

    • Imperator (this can be weaved immediately after Fight or Flight, and must precede Confiteor)
    • Blade of Honor (use this immediately after Blade of Valor)
    • Circle of Scorn
    • Expiacion
    • 2 Intervenes (these should be held for Fight or Flight when possible — use them outside of Fight or Flight if needed to keep melee uptime)

    Filler Phase

    Outside of Fight or Flight, repeat the Royal Authority combo (Fast Blade, Riot Blade, Royal Authority) and spend the procs it gives you (Atonement, Supplication, Sepulchre, and Divine Might). Make sure to spend all remaining procs before finishing the next Royal Authority combo.

    For stronger Fight or Flight windows, you can bank the resources generated by your Royal Authority combo by not spending them until your next Royal Authority is ready. For example, by following Royal Authority with Atonement, Fast Blade, Riot Blade, Supplication, Holy Spirit, Sepulchre, then Royal Authority outside of Fight or Flight, you will always have the strongest three filler GCDs available for use during burst, no matter where Fight or Flight comes off cooldown.

    Additionally, use Circle of Scorn and Expiacion on cooldown, so they are available for your next burst.

    Fight or Flight may come up at any point during your filler — that is okay, and you should use it immediately regardless of what point during your combo you are. Since Goring Blade and the Blade of Valor combo do not break combo, you can easily pick up your filler combo afterwards.

    Multiple Targets

    • At three or more targets, replace single target melee combos with Total Eclipse and Prominence and Holy Spirit with Holy Circle

    Notable Utility

    Divine Veil

    Divine Veil provides a party-wide shield and heal. Use during dungeon trash pulls as self-mitigation or during trials and raids as party mitigation.

    Passage of Arms

    Passage of Arms applies a buff to all party members behind you, granting them a 15% reduction in damage taken. The buff lingers for five seconds after you cancel it, so the most common use case is flashing it onto the party before high raid-wide damage.

    In a pinch this can also be used for a hard-hitting tankbuster, but needs to be channeled since the guaranteed block buff ends as soon as the skill is canceled. This is not recommended because the cooldown is very long and is often more valuable as raid mitigation.

    Intervention

    Intervention gives your target a buff that reduces damage taken, as well as provides a small regen effect. The damage reduction buff can be buffed by having either Rampart or Sentinel active when casting Intervention. Having both Rampart and Sentinel active does not provide an additional buff.

    Reprisal

    Reprisal reduces the damage dealt by all enemies around you. Most of the time, use this on raid-wide damage.

    Holy Sheltron
    Rampart
    Guardian
    Hallowed Ground

    Use your other defensive cooldowns to reduce incoming damage and make life easier for your healers.

    Clemency
    Cover

    These skills are very niche and infrequently used but have their time and place to shine. Clemency is a significant DPS loss but enables soloing dungeon bosses when the healer is dead, or saving runs when progging raids and trials. Cover can be used in niche optimization strategies or for saving a party member from otherwise lethal damage. Covered damage ignores Hallowed Ground.


    Helpful Macros

    Co-tank macros assume your co-tank is in party slot two (default party sorting).

    Intervention on Co-Tank

    /merror off 
     /ac Intervention <2>
     /ac Intervention <2>
     /ac Intervention <2>
    diff --git a/jobs/tanks/paladin/openers/index.html b/jobs/tanks/paladin/openers/index.html
    index 3ca3a47db3..d7f06fdb37 100644
    --- a/jobs/tanks/paladin/openers/index.html
    +++ b/jobs/tanks/paladin/openers/index.html
    @@ -44,7 +44,7 @@
     Gunbreaker
     Paladin
     Warrior
  • Newsfeed
  • Paladin Openers
    Guide Info
    Last Updated: 10 Jul, 2024
    Patch Applicable: 7.0

    Paladin Openers

    Tanks currently use Grade 1 Gemdraught of Strength -(Strength also affects tank magic potency, including healing).

    Opener

    Paladin Opener graphic

    Burst

    Paladin example burst window

    • Use Fight or Flight on cooldown, this begins your burst phase.
      • At 2.50 GCD and following the standard opener, double weave Imperator after Fight or Flight (see FAQ for bursting at other speeds)
    • Similar to the opener, use your high potency skills (Confiteor + Blades, Goring Blade) and oGCDs (Circle of Scorn, Expiacion, Intervene, Blade of Honor) as they become available
    • For the remaining duration of Fight or Flight, prioritize your high potency filler GCDs (Royal Authority, Atonement/Supplication/Sepulchre, Holy Spirit with Divine Might buff)
      • Since Sepulchre is stronger than Holy Spirit with Divine Might (which is stronger than Royal Authority, Atonement, and Supplication), prioritize putting Sepulchre in Fight or Flight if able (this will not be possible if Royal Authority falls inside Fight or Flight). This will sometimes push Holy Spirit out of Fight or Flight but is still a gain.

    Filler

    • Outside of Fight or Flight, repeat the Royal Authority combo and spend the procs it gives you (Atonement, Supplication, Sepulchre, Holy Spirit)
    • Spend your procs — avoid completing another Royal Authority combo before using all the procs from the previous one
    • Bank resources for your next burst by not spending them until your next Royal Authority is ready
      • For example, by repeatedly following Royal Authority with Atonement, Fast Blade, Riot Blade, Supplication, Holy Spirit, Sepulchre, then Royal Authority outside of Fight or Flight, you will always have strong filler GCDs available for burst, no matter where Fight or Flight comes off cooldown
    • Use Circle of Scorn and Expiacion on cooldown so they are available for your next burst
    +(Strength also affects tank magic potency, including healing).

    Opener

    Paladin Opener graphic

    Burst

    Paladin example burst window

    • Use Fight or Flight on cooldown, this begins your burst phase.
      • At 2.50 GCD and following the standard opener, double weave Imperator after Fight or Flight (see FAQ for bursting at other speeds)
    • Similar to the opener, use your high potency skills (Confiteor + Blades, Goring Blade) and oGCDs (Circle of Scorn, Expiacion, Intervene, Blade of Honor) as they become available
    • For the remaining duration of Fight or Flight, prioritize your high potency filler GCDs (Royal Authority, Atonement/Supplication/Sepulchre, Holy Spirit with Divine Might buff)
      • Since Sepulchre is stronger than Holy Spirit with Divine Might (which is stronger than Royal Authority, Atonement, and Supplication), prioritize putting Sepulchre in Fight or Flight if able (this will not be possible if Royal Authority falls inside Fight or Flight). This will sometimes push Holy Spirit out of Fight or Flight but is still a gain.

    Filler

    • Outside of Fight or Flight, repeat the Royal Authority combo and spend the procs it gives you (Atonement, Supplication, Sepulchre, Holy Spirit)
    • Spend your procs — avoid completing another Royal Authority combo before using all the procs from the previous one
    • Bank resources for your next burst by not spending them until your next Royal Authority is ready
      • For example, by repeatedly following Royal Authority with Atonement, Fast Blade, Riot Blade, Supplication, Holy Spirit, Sepulchre, then Royal Authority outside of Fight or Flight, you will always have strong filler GCDs available for burst, no matter where Fight or Flight comes off cooldown
    • Use Circle of Scorn and Expiacion on cooldown so they are available for your next burst
    • Have any questions?
      Authors
      Balance PLD Staff
      nikroulah
      diff --git a/jobs/tanks/paladin/skills-overview/index.html b/jobs/tanks/paladin/skills-overview/index.html index ec965027da..c9dd98a787 100644 --- a/jobs/tanks/paladin/skills-overview/index.html +++ b/jobs/tanks/paladin/skills-overview/index.html @@ -55,7 +55,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Paladin Skills Overview
    Guide Info
    Last Updated: 10 Jul, 2024
    Patch Applicable: 7.05

    Buffs

    Iron Will

    Toggle | 3s cooldown after toggling on. | 1s cooldown after toggling off.

    Increases enmity generation by 10x (Enmity is also known as aggro, hate, etc.).

    Keep this on in dungeons or as the main tank (in content with more than one tank).

    Fight or Flight

    60s cooldown.

    +25% damage dealt for 20 seconds.

    Imperator

    60s cooldown.

    580 potency.

    Provides 4 stacks of Requiescat, granting instant casts and increasing the potency of Holy Spirit, Holy Circle, Confiteor, and the Blade of Valor combo actions. Stacks are consumed by casting any spell. Also grants Confiteor Ready, enabling the use of Confiteor.

    Single Target GCDs

    Goring Blade

    700 potency

    Does not interrupt combos.

    Royal Authority Combo

    Fast Blade >Riot Blade >Royal Authority

    220 > 330 > 460 potency

    Grants Divine Might and Atonement Ready

    +1000 MP from Riot Blade

    (Upgrades from Rage of Halone).

    Atonement

    460 potency

    Grants Supplication ready

    +400 MP

    Supplication

    500 potency

    Grants Sepulchre ready

    +400 MP

    Sepulchre

    540 potency

    +400 MP

    Holy Spirit

    400 potency | 1.5s cast time | Does not break combo

    500 potency and instant with Divine Might (consumes Divine Might)

    700 potency and instant with Requiescat (consumes 1 stack of Requiescat)

    Heals self for 400 potency.

    Costs 1000 MP.

    Blade of Valor Combo

    Confiteor >Blade of Faith >Blade of Truth >Blade of Valor

    1000 > 760 > 880 > 1000 potency

    Each combo action consumes a stack of Requiescat, does very little damage unless buffed by Requiescat.

    Blade of Valor grants Blade of Honor ready.

    400 potency heal per hit.

    Costs 1000 MP per hit.

    Does not Interrupt Royal Authority combo.

    Offensive Abilities (oGCDs)

    Expiacion

    450 potency | 30s cooldown.

    AoE around target, 50% less damage on secondary targets.

    +500 MP

    Circle of Scorn

    140 potency + 30 potency DoT over 15 seconds (150 potency total from DoT). | 30s cooldown.

    AoE centered on self.

    Intervene

    150 potency. | 2 charges.

    30s charge time.

    Blade of Honor

    1000 potency

    Requires Blade of Honor ready (granted by Blade of Valor)

    Defensive and Utility Abilities

    Rampart

    20% damage reduction. Increases incoming healing by 15%.

    20s duration | 90s cooldown

    Guardian

    40% damage reduction. Gives a 1000 potency shield.

    15s duration | 120s cooldown

    Bulwark

    Guaranteed block (20% damage reduction at level 100, on average about 15% damage reduction if accounting for random blocks).

    10s duration | 90s cooldown

    Holy Sheltron

    Costs 50 Oath Gauge (generated at a rate of 50 per ~23s) | 5s cooldown.

    • 15% damage reduction | 8s duration
    • 15% additional damage reduction | 4s duration
    • 1000 potency regen over 12s

    Passage of Arms

    Channel for up to 18 seconds.

    Guarantees blocks.

    120s cooldown

    Provides 15% damage reduction to party members behind you.

    Canceled by taking any action (including turning your character).

    Divine Veil

    Shields you and party members near you for 10% of your maximum HP, as well as heals for 400 potency.

    Shield duration: 30s | 90s cooldown

    Reprisal

    10% damage down to nearby enemies

    15s duration | 60s cooldown

    Intervention

    Costs 50 Oath Gauge | 10s cooldown.

    • 10% damage reduction (20% instead if at least one of Rampart or Sentinel is active on you) | 8s duration
    • 10% damage reduction | 4s duration
    • 1000 potency regen over 12s

    Cover

    Costs 50 Oath Gauge | 12s duration | 120s cooldown

    Tether to target party member as long as they are within 10y.

    Redirect most damage and knockbacks on the covered target to you (exceptions exist).

    Uses your buffs/debuffs (except Hallowed Ground) to calculate damage and ignores the covered target’s.

    Provoke

    Instantly gives you top enmity on the target with a significant enmity lead (this enmity lead is affected by Iron Will)

    Shirk

    120s cooldown

    Takes 25% of your enmity and gives it to target party member.

    Affects everything on the enemy list.

    Arm’s Length

    6s duration | 120s cooldown

    Become immune to most knockback and pull in effects.

    Applies a 20% auto-attack and cast time slow for 15s to enemies that attack you (resisted by most bosses).

    AoE GCDs

    Prominence Combo

    Total Eclipse >Prominence

    100 > 170 potency (physical damage).

    Grants Divine Might

    +500 MP

    Circle AoE centered on self.

    Replaces single target combos at 3+ enemies.

    Holy Circle

    100 potency (magical) | 1.5s cast time

    200 potency and instant under Divine Might (also consumes Divine Might).

    300 potency and instant under Requiescat (also consumes a stack of Requiescat).

    Heals self for 400 potency.

    Costs 1000 MP.

    Circle AoE centered on self.

    Replaces Holy Spirit at 3+ enemies.

    Other Actions (Infrequently Used)

    GCDs

    Clemency

    1000 potency heal on target.

    Costs 2000 MP | 1.5s cast time | Does not break combo.

    When used on another target, also heals you for half as much.

    Shield Lob

    100 potency (physical damage) | Does not break combo.

    • 7x Enmity multiplier
    • Ranged attack

    Shield Bash

    100 potency (physical damage)

    6s stun

    oGCDs

    Low Blow

    25s cooldown | 5s stun

    Interject

    30s cooldown

    Interrupts target’s action.

    Interruptible actions are denoted by red flashing castbars:

    Normal castbar:

    Interruptible castbar:

  • Newsfeed
  • Paladin Skills Overview
    Guide Info
    Last Updated: 10 Jul, 2024
    Patch Applicable: 7.05

    Buffs

    Iron Will

    Toggle | 3s cooldown after toggling on. | 1s cooldown after toggling off.

    Increases enmity generation by 10x (Enmity is also known as aggro, hate, etc.).

    Keep this on in dungeons or as the main tank (in content with more than one tank).

    Fight or Flight

    60s cooldown.

    +25% damage dealt for 20 seconds.

    Imperator

    60s cooldown.

    580 potency.

    Provides 4 stacks of Requiescat, granting instant casts and increasing the potency of Holy Spirit, Holy Circle, Confiteor, and the Blade of Valor combo actions. Stacks are consumed by casting any spell. Also grants Confiteor Ready, enabling the use of Confiteor.

    Single Target GCDs

    Goring Blade

    700 potency

    Does not interrupt combos.

    Royal Authority Combo

    Fast Blade >Riot Blade >Royal Authority

    220 > 330 > 460 potency

    Grants Divine Might and Atonement Ready

    +1000 MP from Riot Blade

    (Upgrades from Rage of Halone).

    Atonement

    460 potency

    Grants Supplication ready

    +400 MP

    Supplication

    500 potency

    Grants Sepulchre ready

    +400 MP

    Sepulchre

    540 potency

    +400 MP

    Holy Spirit

    400 potency | 1.5s cast time | Does not break combo

    500 potency and instant with Divine Might (consumes Divine Might)

    700 potency and instant with Requiescat (consumes 1 stack of Requiescat)

    Heals self for 400 potency.

    Costs 1000 MP.

    Blade of Valor Combo

    Confiteor >Blade of Faith >Blade of Truth >Blade of Valor

    1000 > 760 > 880 > 1000 potency

    Each combo action consumes a stack of Requiescat, does very little damage unless buffed by Requiescat.

    Blade of Valor grants Blade of Honor ready.

    400 potency heal per hit.

    Costs 1000 MP per hit.

    Does not Interrupt Royal Authority combo.

    Offensive Abilities (oGCDs)

    Expiacion

    450 potency | 30s cooldown.

    AoE around target, 50% less damage on secondary targets.

    +500 MP

    Circle of Scorn

    140 potency + 30 potency DoT over 15 seconds (150 potency total from DoT). | 30s cooldown.

    AoE centered on self.

    Intervene

    150 potency. | 2 charges.

    30s charge time.

    Blade of Honor

    1000 potency

    Requires Blade of Honor ready (granted by Blade of Valor)

    Defensive and Utility Abilities

    Rampart

    20% damage reduction. Increases incoming healing by 15%.

    20s duration | 90s cooldown

    Guardian

    40% damage reduction. Gives a 1000 potency shield.

    15s duration | 120s cooldown

    Bulwark

    Guaranteed block (20% damage reduction at level 100, on average about 15% damage reduction if accounting for random blocks).

    10s duration | 90s cooldown

    Holy Sheltron

    Costs 50 Oath Gauge (generated at a rate of 50 per ~23s) | 5s cooldown.

    • 15% damage reduction | 8s duration
    • 15% additional damage reduction | 4s duration
    • 1000 potency regen over 12s

    Passage of Arms

    Channel for up to 18 seconds.

    Guarantees blocks.

    120s cooldown

    Provides 15% damage reduction to party members behind you.

    Canceled by taking any action (including turning your character).

    Divine Veil

    Shields you and party members near you for 10% of your maximum HP, as well as heals for 400 potency.

    Shield duration: 30s | 90s cooldown

    Reprisal

    10% damage down to nearby enemies

    15s duration | 60s cooldown

    Intervention

    Costs 50 Oath Gauge | 10s cooldown.

    • 10% damage reduction (20% instead if at least one of Rampart or Sentinel is active on you) | 8s duration
    • 10% damage reduction | 4s duration
    • 1000 potency regen over 12s

    Cover

    Costs 50 Oath Gauge | 12s duration | 120s cooldown

    Tether to target party member as long as they are within 10y.

    Redirect most damage and knockbacks on the covered target to you (exceptions exist).

    Uses your buffs/debuffs (except Hallowed Ground) to calculate damage and ignores the covered target’s.

    Provoke

    Instantly gives you top enmity on the target with a significant enmity lead (this enmity lead is affected by Iron Will)

    Shirk

    120s cooldown

    Takes 25% of your enmity and gives it to target party member.

    Affects everything on the enemy list.

    Arm’s Length

    6s duration | 120s cooldown

    Become immune to most knockback and pull in effects.

    Applies a 20% auto-attack and cast time slow for 15s to enemies that attack you (resisted by most bosses).

    AoE GCDs

    Prominence Combo

    Total Eclipse >Prominence

    100 > 170 potency (physical damage).

    Grants Divine Might

    +500 MP

    Circle AoE centered on self.

    Replaces single target combos at 3+ enemies.

    Holy Circle

    100 potency (magical) | 1.5s cast time

    200 potency and instant under Divine Might (also consumes Divine Might).

    300 potency and instant under Requiescat (also consumes a stack of Requiescat).

    Heals self for 400 potency.

    Costs 1000 MP.

    Circle AoE centered on self.

    Replaces Holy Spirit at 3+ enemies.

    Other Actions (Infrequently Used)

    GCDs

    Clemency

    1000 potency heal on target.

    Costs 2000 MP | 1.5s cast time | Does not break combo.

    When used on another target, also heals you for half as much.

    Shield Lob

    100 potency (physical damage) | Does not break combo.

    • 7x Enmity multiplier
    • Ranged attack

    Shield Bash

    100 potency (physical damage)

    6s stun

    oGCDs

    Low Blow

    25s cooldown | 5s stun

    Interject

    30s cooldown

    Interrupts target’s action.

    Interruptible actions are denoted by red flashing castbars:

    Normal castbar:

    Interruptible castbar:

    • Have any questions?
      Authors
      nikroulah
      diff --git a/jobs/tanks/warrior/advanced-guide/index.html b/jobs/tanks/warrior/advanced-guide/index.html index a16d23cd1b..028fcac54e 100644 --- a/jobs/tanks/warrior/advanced-guide/index.html +++ b/jobs/tanks/warrior/advanced-guide/index.html @@ -45,10 +45,10 @@ Paladin Warrior
  • Newsfeed
  • Warrior Advanced Guide
    Guide Info
    Last Updated: 25 Jul, 2024
    Patch Applicable: 7.01

    The Optimization

    Warrior Optimization focuses on manipulating the Surging Tempest buff refreshes, and “Carrying buffs” such as Nascent Chaos, Primal Rend Ready and Primal Ruination Ready.

    There’s the case of pushing out “3 IC Pot” and “2 Ruin Pot” windows and other rotational niches, but also disrespecting various mechanics by zeroing out the damage, or canceling a knockback with our Onslaught. Also, if you want a high percentile in FFLogs, you’re at the mercy of a good kill time and Crit RNG. Bosses dying right after an entire Inner Release + resource burn window? That’s a nice percentile.

    Surging Tempest

    Using Storm’s Eye or Mythril Tempest in a combo grants us 30 seconds of the Surging Tempest, buffing all of our damage by 10%. This buff can be stacked up to 60s, giving us some breathing room for various optimization reasons.

    While Warriors often aim to refresh the buff between seven and 15 seconds, there are moments when it’s desirable to refresh right after the buff hits 30 seconds. These moments include Fight Downtime, and manipulating our gauge in a very minor way. For example, using Storm’s Eye combo twice in a row grants us 40 gauge, but also risks overcapping the buff itself.

    In the situation that we would have 50 gauge, or use Infuriate, the total sum of gauge would be at 90.

    This lets us push Fell Cleave / Inner Chaos further:

    • Heavy Swing (90g)
    • Maim (100g)
    • Fell Cleave / Inner Chaos (50g)

    For comparison, using Storm’s Eye and Storm’s Path combo grants us 50 gauge. This would change the situation above slightly, as we would hit 100 gauge earlier, forcing us to use Fell Cleave or Inner Chaos.

    Some fights also favor stacking up 30+ seconds of Surging Tempest right before any downtime occurs. This would let us skip getting the buff back up once the boss reappears, giving us the option of using Inner Release right off the bat. -The gauge gained from Storm’s Path is quickly outvalued by being able to use Inner Release faster, making it possible to gain an extra use before the fight ends, or before yet another downtime.

    Or you know, having our burst right inside the party buffs, instead of being delayed by the GCDs you’d use to put up the Surging Tempest.

    Carrying Buffs

    This works best with a very slow GCD, and the images shown here are taken from runs with a 2.50 GCD. Your mileage may vary.

    With Inner Release’d Fell Cleaves being less impactful than Primal Rend and Inner Chaos, it may sometimes be worth it to carry these big hitters into a later moment.

    Using Inner Release unlocks Primal Rend for 30 seconds. If the fight favors using Inner Release early, but Party buffs are coming up later, you may want to carry that Rend into the buffs. A moment like this would be when the fight makes us use Prepull IR openers, but the party buffs still came up at the usual time.

    Emptying the Beast Gauge and using Infuriate puts us anywhere between 50 and 90 beast gauge. This lets us carry Inner Chaos into a slightly later moment, when party buffs would be up.

    Be mindful about the gauge, as you don’t want to overcap unless you know what you’re doing, in which case why are you reading this?

    Regarding Inner Chaos and Infuriate, it is possible to hit the following rotational milestones:

    • Infuriate has one stack, and ~15 seconds until the second stack
    • We have 100 gauge
    • Even-minute buffs are coming up

    These milestones would let us empty our beast gauge, hit Infuriate, and carry it until party buffs.

    • Empty the gauge (0g), Infuriate hits close to 0s
    • Hit Infuriate (50g - 90g), Inner Chaos is unlocked
    • Gather more gauge with Storm’s Path, or refresh the Tempest buff
    • Keep gathering gauge while carrying the Inner Chaos
    • Make sure to take advantage of Heavy Swing not giving any gauge
    • Spend the Inner Chaos, hopefully inside Party buffs

    Congratulations, you just carried Inner Chaos for multiple GCDs.

    As for how this would look like in FFLogs, here’s a handy image.
    To replicate this view, go to Character > Buffs > Drop-down menu: Nascent Chaos

    Carried Inner Chaos

    Potions

    Warriors have a couple of tricks up their sleeve when it comes to potions. Three is more than two, but there are things to consider. For example, never use NQ potions as they have a lesser effect and a longer recast time, and in a normal scenario our Inner Release starts only after 00:10’ish.

    Depending on the kill time and fight downtimes, Warriors aim for the following Potions:

    Three Potion Windows:

    If the fight lasts for well over nine minutes, we opt for a three potion fight. Note that the potion lasts for 30 seconds, and if the kill time is right on 09:05, the third potion was nearly useless.

    Prepull Window:

    • -00:02 Potion
    • 00:00 Pull
    • 04:30 Potion
    • 09:00 Potion

    Standard Window:

    • 00:00 Pull
    • 00:05 Potion
    • 04:35 Potion
    • 09:05 Potion

    Two Potion Windows:

    What if the fight lasts for less than nine minutes plus some odd seconds? We go for two impactful potions.
    With most of the party buffs being ready in six minute cycles, most parties aim to sync everything for that specific “6-min window”. This means that we’re deliberately delaying our second potion all the way until the six minute mark of the fight.

    Prepull into Six Min:

    • -00:02 Potion
    • 00:00 Pull
    • 06:00 Potion

    Standard into Six Min:

    • 00:00 Pull
    • 00:05 Potion
    • 06:00 Potion

    The two potion windows can be extended to three potion windows by using the third one at 10:30 or 11:00.

    Note: +The gauge gained from Storm’s Path is quickly outvalued by being able to use Inner Release faster, making it possible to gain an extra use before the fight ends, or before yet another downtime.

    Or you know, having our burst right inside the party buffs, instead of being delayed by the GCDs you’d use to put up the Surging Tempest.

    Carrying Buffs

    This works best with a very slow GCD, and the images shown here are taken from runs with a 2.50 GCD. Your mileage may vary.

    With Inner Release’d Fell Cleaves being less impactful than Primal Rend and Inner Chaos, it may sometimes be worth it to carry these big hitters into a later moment.

    Using Inner Release unlocks Primal Rend for 30 seconds. If the fight favors using Inner Release early, but Party buffs are coming up later, you may want to carry that Rend into the buffs. A moment like this would be when the fight makes us use Prepull IR openers, but the party buffs still came up at the usual time.

    Emptying the Beast Gauge and using Infuriate puts us anywhere between 50 and 90 beast gauge. This lets us carry Inner Chaos into a slightly later moment, when party buffs would be up.

    Be mindful about the gauge, as you don’t want to overcap unless you know what you’re doing, in which case why are you reading this?

    Regarding Inner Chaos and Infuriate, it is possible to hit the following rotational milestones:

    • Infuriate has one stack, and ~15 seconds until the second stack
    • We have 100 gauge
    • Even-minute buffs are coming up

    These milestones would let us empty our beast gauge, hit Infuriate, and carry it until party buffs.

    • Empty the gauge (0g), Infuriate hits close to 0s
    • Hit Infuriate (50g - 90g), Inner Chaos is unlocked
    • Gather more gauge with Storm’s Path, or refresh the Tempest buff
    • Keep gathering gauge while carrying the Inner Chaos
    • Make sure to take advantage of Heavy Swing not giving any gauge
    • Spend the Inner Chaos, hopefully inside Party buffs

    Congratulations, you just carried Inner Chaos for multiple GCDs.

    As for how this would look like in FFLogs, here’s a handy image.
    To replicate this view, go to Character > Buffs > Drop-down menu: Nascent Chaos

    Carried Inner Chaos

    Potions

    Warriors have a couple of tricks up their sleeve when it comes to potions. Three is more than two, but there are things to consider. For example, never use NQ potions as they have a lesser effect and a longer recast time, and in a normal scenario our Inner Release starts only after 00:10’ish.

    Depending on the kill time and fight downtimes, Warriors aim for the following Potions:

    Three Potion Windows:

    If the fight lasts for well over nine minutes, we opt for a three potion fight. Note that the potion lasts for 30 seconds, and if the kill time is right on 09:05, the third potion was nearly useless.

    Prepull Window:

    • -00:02 Potion
    • 00:00 Pull
    • 04:30 Potion
    • 09:00 Potion

    Standard Window:

    • 00:00 Pull
    • 00:05 Potion
    • 04:35 Potion
    • 09:05 Potion

    Two Potion Windows:

    What if the fight lasts for less than nine minutes plus some odd seconds? We go for two impactful potions.
    With most of the party buffs being ready in six minute cycles, most parties aim to sync everything for that specific “6-min window”. This means that we’re deliberately delaying our second potion all the way until the six minute mark of the fight.

    Prepull into Six Min:

    • -00:02 Potion
    • 00:00 Pull
    • 06:00 Potion

    Standard into Six Min:

    • 00:00 Pull
    • 00:05 Potion
    • 06:00 Potion

    The two potion windows can be extended to three potion windows by using the third one at 10:30 or 11:00.

    Note: Talk with your party regarding your potion timings. Some jobs and fights favor different timings.

    3 IC Potions

    This section requires more research.

    Disrespecting mechanics

    Since the beginning of FFXIV, the game has worked on simple boolean logic checks.

    • Player One took damage?
    • Give them a debuff / deal a follow-up action.

    Not all fights work like this, but a good handful of them do. This lets us disrespect some mechanics that would force us to disengage from the boss.

    The main check that the game uses is “Loss of Health”, or “Mechanic’s Damage Done was > 0”. This means that mitigating a hit by 100% often works wonders, and results in dodging debuffs and knockbacks.

    Shame that Warriors don’t have Superbolide or Hallowed Ground. So what are our options then? Shields.

    Shake It Off and Bloodwhetting both offer shields to Warriors. If we were to mitigate a hit enough so that it only scratched our shields, we would “Zero Out” the entire mechanic, and most likely any debuffs that come from it. Endwalker’s first raid tier, Pandaemonium, comes with a fight that lets us do just that. There have been similar opportunities before, but we’ll use a more relevant example here.

    Toward the midway point of the fight, the entire party gets to handle a mechanic where everybody has to sit tight inside a tiny safe square, while also managing a Stack Hit, and two Knockback Hits. The two Knockback Hits are always on a Tank, and a DPS. The usual way to handle this is to have the entire party right next to the boss, while the DPS player hides in the corner of the arena, and the tank hides in another corner of the safe area.

    Not being in the safe area means getting hit by the Cataract mechanic, which gives a Damage Down debuff if the player takes damage from it. If the player takes damage from it…

    Zero Out the P2S Cataract

    Doing the math for NOT taking any damage from Cataract, with the following assumptions:

    • Cataract hits for 42000 damage
    • Warrior has 80000 Max HP
    • All cooldowns are available

    Cataract hits for 42000

    • Rampart mitigates the hit to 33600
    • Vengeance mitigates that to 23520
    • Bloodwhetting mitigates it even further, to 19051

    WAR has 80000 HP

    • WAR uses Thrill, increasing their Max HP (80000 x 1.20 = 96000 HP)
    • Shake it Off gives a Shield of 16320 (15% +2% of Max HP)

    Bloodwhetting gives us a ~5k Shield

    • Total shield increases to a Shield of 21320 (16320 + 5000)

    Moment of Hit

    • Cataract (3 CD) reduced to 19051 damage
    • Shake it Off (Thrill’d) gives a Shield of 16320
    • Bloodwhetting’s shield increases the total Shields to a total of 21320

    Leftovers

    • (Shield - Damage) must be >0 to avoid the debuff:
    • = 21320 - 19051
    • = 2269

    You just spent four CDs to disrespect a mechanic, gaining a GCD or two. On the other hand, you didn’t risk wiping the raid for uptime. Now take the following Tank Buster solo with Holmgang, because you have nothing else available.

    This is something that is actually used in weekly re-clears and speedruns, as it leaves more room for the rest of the party while also letting us stay in and hit the boss. -Just don’t get hit by two Cataracts.

    Knockback Cancels

    There’s not much to this tech; Use Onslaught whenever you’re pushed back, while out of the target’s hitbox. The knockback cancel works when Onslaught changes your character’s direction of movement. The most satisfying thing is to cancel the knockback on the first “frame”.

    Shar&rsquo;s Warrior imagery

    Wanted: Party Buffs

    Thanks to Patch 6.2, Warriors kind of like everything when it comes to party buffs and debuffs. Now Critical Hit rate% buffs and Direct Hit rate% buffs affect our biggest skills:

    Inner Chaos? 100% Direct Crit.
    Primal Rend? 100% Direct Crit.
    Inner Release’d Fell Cleaves? 100% Direct Crit.

    The effects of DH / Crit buffs are now more or less known:

    Bonus damage from DH buffs
    1 + (Σdh%_from_status_effects) x 0.25

    Bonus damage from Crit buffs
    1 + (Σcrit_rate%_from_status_effects) x crit_dmg_bonus

    +Just don’t get hit by two Cataracts.

    Knockback Cancels

    There’s not much to this tech; Use Onslaught whenever you’re pushed back, while out of the target’s hitbox. The knockback cancel works when Onslaught changes your character’s direction of movement. The most satisfying thing is to cancel the knockback on the first “frame”.

    Shar&rsquo;s Warrior imagery

    Wanted: Party Buffs

    Thanks to Patch 6.2, Warriors kind of like everything when it comes to party buffs and debuffs. Now Critical Hit rate% buffs and Direct Hit rate% buffs affect our biggest skills:

    Inner Chaos? 100% Direct Crit.
    Primal Rend? 100% Direct Crit.
    Inner Release’d Fell Cleaves? 100% Direct Crit.

    The effects of DH / Crit buffs are now more or less known:

    Bonus damage from DH buffs
    1 + (Σdh%_from_status_effects) x 0.25

    Bonus damage from Crit buffs
    1 + (Σcrit_rate%_from_status_effects) x crit_dmg_bonus

    • Have any questions?
      Authors
      Balance WAR Staff
      diff --git a/jobs/tanks/warrior/basic-guide/index.html b/jobs/tanks/warrior/basic-guide/index.html index 405f79cbd4..55dff8208c 100644 --- a/jobs/tanks/warrior/basic-guide/index.html +++ b/jobs/tanks/warrior/basic-guide/index.html @@ -50,9 +50,9 @@ Gunbreaker Paladin Warrior
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  • Warrior Basic Guide
    Guide Info
    Last Updated: 25 Jul, 2024
    Patch Applicable: 7.01

    Final Fantasy 14: Endwalker guide for Warrior

    By Mox Xinmagar & The Happy Team of Warriors
    @Balance Discord

    Intro

    Hello team! -There should be an intro here, but I am bad at writing those.
    Therefore I shall skip the funny talks about the Angriest Healer of FFXIV and let the rest of the guide do the talking.
    This intro is focused on Lvl90 Endwalker Warrior. Please get to level 90 soon.

    Skills

    The order of skills is pretty straight forward. Here is an image to visualize it all:

    Long image is looooong

    Traits on the left, damaging skills in the middle-ish, and cooldowns/buffs on the right.

    Some of the skills are used often enough that we might abbreviate them later on in the guide.
    For ease of reading, the following list entries have their abbreviations first, then the skill name, with special mentions in parentheses.
    Abbreviation, skill name (special mentions)

    GCDs (Global-Cooldowns)

    Single-target Combo pieces:

    • HS, Heavy Swing (combo 1)
    • Maim (combo 2)
    • Eye/Path, Storm’s Eye/Storm’s Path (combo 3)

    Multi-target Combo pieces:

    • OP, Overpower
    • MT, Mythril Tempest

    Single-target Gauge Spenders:

    • IB, Inner Beast (Lvl 35)
    • FC, Fell Cleave (Lvl 54, trait upgrades Inner Beast)
    • IC, Inner Chaos (Lvl 80, Infuriate unlocks Inner Chaos)
    • These are all on a single button

    Multi-target Gauge Spenders:

    • Steel Cyclone (Lvl 50)
    • Decimate (Lvl 60, trait upgrades Steel Cyclone)
    • Chaotic Cyclone (Lvl 72, Infuriate unlocks Chaotic Cyclone)
    • These are all on a single button

    Special mention:

    • Rend, Primal Rend (Lvl 90)
    • Has an animation lock, cannot be double-weaved with
    • Ruin, Primal Ruination (Lvl 100)
    • Follow-up on Rend, can be used within 20s of using Rend.
    • These are all on a single button

    oGCDs (Off-Global Cooldowns)

    Single-target oGCDs:

    • Uph, Upheaval (Lvl 64)
    • Ons, Onslaught (Lvl 62)

    Multi-target oGCDs:

    • Orogeny (Lvl 86)

    Special mention oGCDs:

    • Wrath, Primal Wrath (lv 96)
    • Shares a button with Inner Release

    Damage Buffs

    • Zerk, Berserk (Lvl 6)
    • IR, Inner Release (Lvl 70, trait upgrades Berserk)

    Defensive Cooldowns

    Warrior-specific

    • Thrill, Thrill of Battle (Lvl 30)
    • Veng, Vengeance (Lvl 38)
    • Damn, Damnation (lv 92, upgrades Vengeance)
    • Holm, Holmgang (Lvl 42)
    • RI, Raw Intuition (Lvl 56)
    • SIO, Shake It Off (Lvl 68)
    • NF, Nascent Flash (Lvl 76)
    • BW, Bloodwhetting (Lvl 82, trait upgrades Raw Intuition)

    Role-specific Actions

    Mitigation:

    • Ramp, Rampart (Lvl 8)
    • Reprisal (Lvl 22)
    • Arm’s Length (Lvl 32)

    Interruptions:

    • Low Blow (Lvl 12)
    • Interject (Lvl 18)

    Aggro Management:

    • Provoke (Lvl 15)
    • Shirk (Lvl 48)

    NishYou&rsquo;s WAR imagery

    Warrior Gameplay

    Warrior gameplay focuses on gathering resources and maximizing the effectiveness of those resources.
    These resources are Beast Gauge, and with some imagination, our buffs and oGCD stacks.

    First off, the important parts to get your gameplay flowing.

    Openers

    Warrior openers are all about catching the party buffs and maximizing potential amount of uses per skill. There is some flexibility, mainly in Potion timings and the use of Primal Rend, but also when IR is used. This means that we are delaying some skills until after all the party buffs are up, while also making sure to get them all on cooldown as soon as possible.
    While exact timings are not often important to 99% of the player base, we will still follow them as Best Practices™.

    Assumptions:

    • Tomahawk starts the pull at 0.00s. This means that the actual use of Tomahawk is at around -0.7s, right before the pull timer hits 0.
    • Skill Speed is at around 532, which translates to 2.47 GCD. Faster skill speed is fine, but the openers listed will be slightly different in practice due to some skills having flat timers (Upheaval at 30s) and our GCD speed being flexible (2.50 to 2.30).
    • Potion covers 12 GCDs. It is definitely possible for Potion to cover 13 GCDs, but due to Endwalker Warrior being such a slow-paced job in general, and players having wildly different internet connections, we will show openers with 12 GCD Potions.
    • All of the important Party buffs are up after 7.8s into the pull.

    Syntax

    • GCDs are on the lower part of the image.
    • oGCDs and potions are on the upper part of the image.
    • Going forward, all the skills will be listed as GCD +oGCD1 +oGCD2.

    All-Around Opener

    Catches party buffs, burns all our resources as soon as possible.

    There is nothing special about this. This is your usual opener. The IR stacks last right until the 3rd Fell Cleave at 2.50 GCD.

    All-Around Opener

    The order of actions is:

    • Tomahawk +Infuriate
    • Heavy Swing
    • Maim
    • Storm’s Eye +Inner Release +Potion
    • Inner Chaos +Upheaval +Onslaught
    • Primal Rend +Onslaught
    • Primal Ruination +Onslaught
    • Fell Cleave
    • Fell Cleave
    • Fell Cleave +Primal Wrath +Infuriate
    • Inner Chaos
    • Heavy Swing
    • Maim
    • Storm’s Path
    • Fell Cleave +Infuriate
    • Inner Chaos
    • Heavy Swing
    • Maim +Upheaval
    • Storm’s Eye

    Other Opener options

    We have opted to do a bigger write-up in a separate document as to not overwhelm people that are looking for the simple opener. Please see this google doc for various advanced openers.

    We expect you to do your own adjustments for any fight-specific needs. There is no support for these openers.

    Rotation

    The Endwalker Warrior rotation is mostly a priority system with some flexibility baked in. The short version can be summarized as follows:

    • Keep hitting things
    • Keep the buff up
    • Don’t overcap on buff
    • Storm’s Path to gain more gauge
    • Don’t overcap gauge
    • Keep Upheaval on cooldown
    • Keep Inner Release on cooldown
    • Keep Onslaughts ticking (below three stacks)
    • Keep Infuriate ticking (below two stacks)
    • Burn gauge/stacks inside party buffs
    • Don’t drop Primal Wrath (3x IR FC)
    • Don’t drop Primal Rend or Primal Ruination

    That is a lot of things that you might not know about, so we will break them down into their own sections.

    Combos and breaking them

    • Thanks to Endwalker, dropping a combo is really difficult now.
    • Combo actions last 30 seconds before dropping.
    • You can use Tomahawk and Gauge spenders between combo pieces.
    • The only way to break the combo is to use a GCD from another combo, or to use the same combo GCD twice, or to use an earlier combo piece.

    Surging Tempest - The Buff

    • +10% damage buff that we keep up.
    • Granted by Storm’s Eye combo or Mythril Tempest combo.
    • Aim to refresh between 7-15 seconds.
    • Stacks up to 60s. Use this to your advantage in fights with forced downtime.
    • Inner Release gives +10s to the buff. Keep this in mind when refreshing your buff.

    Storm’s Path and Storm’s Eye

    • Use Storm’s Eye combo to get the buff up.
    • Use Storm’s Path combo to get more gauge.

    Beast Gauge

    • Used for Fell Cleaves and Inner Chaoses.
    • Don’t throw the gauge away, try to spend it inside party buffs.
    • Don’t overcap. Using Storm’s Path at 90 gauge gets you to 100 gauge. You can’t have 110 gauge.
    • Spend all of your gauge inside party buffs. Gather gauge between party buffs.

    Onslaught

    • Very useful as a gap closer, meaning that we can stick to the boss even when knocked back.
    • We can stack up to three of them. They are on a 30s timer.
    • We can do some fancy optimization around party buffs!
    • With the current party buffs being mostly 120s, we aim to do 3-1 cycles of Onslaughts.
    • Three Onslaughts into the opener, One Onslaught while waiting for the buffs to come up again.
    • Repeat 3-1, 3-1. Three inside even minute buffs, one inside odd minute buffs if available.
    • Do not let them sit on full stacks for long. That is a DPS loss.

    Infuriate

    • We get two stacks, on a 60s timer.
    • Unlocks Inner Chaos for 30 seconds.
    • Spend them in party buffs. That’s what they’re for.
    • It is possible to carry the Inner Chaos for 30 seconds. Do not drop it.

    Upheaval

    • Should be used on cooldown. It is on a 30s timer, meaning that it should hit every party buff.
    • As long as those buffs are up every 60/120 seconds, that is.
    • Does not matter if it is inside Inner Release or not, as IR only affects Fell Cleave and Decimate now.

    Inner Release

    • Our “Free Fell Cleaves” button.
    • Each Fell Cleave / Decimate grants a “Burgeoning Fury” buff. Collect three of these to unlock Primal Wrath.
    • Stacks last for 15 seconds. This is is 5-6 GCDs depending on your skill speed.
    • Grants Inner Strength, negating some effects such as knockback for 15 seconds.
    • Inner Release stacks are used only by Fell Cleave or Decimate.
    • Be mindful of using combo GCDs, Rend and ICs during the stacks, as it is easy to drop the third stack.
    • Be mindful about the amount of gauge you enter IR with. If you have 60g, you cannot get rid of any gauge until the IR stacks end.
    • Using Infuriate during IR lets us use Inner Chaos instead of an IR Fell Cleave. Remember to avoid overcapping gauge.
    • Use IR on cooldown. Unless the fight downtime would waste it.

    Primal Wrath

    • Unlocked after using three Inner Release Fell Cleave/Decimates.
    • Follow-up on Inner Release.

    Area of Effect

    Area of Effect refers to using skills that hit multiple targets in one go. The AoE skills themselves have a lower potency than single target skills. So what is the big deal?

    For Endwalker Warriors, the options are pretty clear cut. At level 100, the AoE rotation for Warriors is more effective than single target rotation if there are three or more targets to hit.

    Here is a nice table comparing various skills and combos and their effective potency at different situations. -Do note that Fell Cleave wins in potency when fighting 3 targets or less.

    AoE effectiveness

    That is a bunch of numbers, and Warriors are known to be bad at reading, so let us summarize:

    Target count: 4

    • Overpower + Mythril Tempest
    • Decimate or Chaotic Cyclone
    • Orogeny

    Target count: 3

    • Overpower + Mythril Tempest
    • Fell Cleave or Chaotic Cyclone
    • Orogeny

    Target count: 2 or less

    • Storm’s Eye / Storm’s Path
    • Inner Beast
    • Upheaval

    Greg&rsquo;s Warrior imagery

    Getting Advanced

    That is it for the very basics. Now, you might feel like Warriors do not have a lot of optimization going on, and you would be right. However, there are some tricks in our sleeves that can be used.

    Beast Gauge

    Warrior’s gauge should not be spent willy-nilly. There must be a reason for using the gauge.

    A couple of rules to mention first:

    • We cannot reach >=110 gauge. This will be referred to as “overcapping.”
    • Maim gives +10 gauge.
    • Storm’s Path gives +20 gauge.
    • Storm’s Eye gives +10 gauge.
    • Surging Tempest cannot reach >60 seconds. This, too, will be “overcapping.”
    • Infuriate gives +50 gauge.

    With those rules in mind, we want to maximize our Beast Gauge generation, as our main sources of damage are locked behind Beast Gauge.

    Avoiding Overcapping:

    • Do not use Storm’s Path at 90-100 gauge. Fell Cleave first.
    • Do not use Infuriate at 60-100 gauge. Fell Cleave first.
    • Do not use Storm’s Eye at >31 buff timer. Use other GCDs first.

    Some exceptions exist, but if you are reading these notes, you might not know any yet. These are often fight-specific.

    You may want to consider emptying your gauge as much as possible, before using Infuriate.
    This will let you use Infuriate and carry the Inner Chaos into a later moment. More about this slightly later in this same section under “Carrying Buffs.”

    Using Beast Gauge

    Beast Gauge does not expire. This means that we can stock up for party buffs and empty it all once there are buffs to take advantage of. You may feel compelled to use that 50 gauge on a Fell Cleave as soon as possible. As mentioned above, there is no reason to do so. You often lose out on free damage that could have been gained by saving that Fell Cleave for buff windows.

    You should avoid overcapping as much as possible. This is achieved by using single Fell Cleaves every time your next GCD would make you overcap on your gauge.

    Sitting at 100 gauge and the next combo GCD is Maim/Path/Eye? Better Fell Cleave first.

    Inner Release and Infuriate timer

    It is beneficial to avoid hitting two full stacks of Infuriate, as to gain the full advantage of the timer ticking. Therefore, we may run into moments where our Infuriate would hit two stacks during Inner Release.

    To avoid hitting two stacks of Infuriate, we aim to do the following:

    • Enter Inner Release with <=50 gauge, or
    • Enter Inner Release and the next Infuriate is >30 seconds away, or
    • Burn gauge before Inner Release, as this gives us free reign over our Infuriates, making it possible to hit 2IC 1Rend 3IRFC inside party buffs.

    Setting up the last option takes a bit of planning and depends on the fight and skill speed.

    Larxy Couteau&rsquo;s Warrior imagery

    Staying Alive

    Warriors excel at staying alive. We are the outlier in survivability.

    Stacking Cooldowns

    Most of the game can be solved by stacking cooldowns in such a way that our “survivability” increases by ~35%.

    Consider the following situation:

    • Tank buster will hit for 100% of our HP.
    • Warrior has all their cooldowns available.
    • Thrill of Battle is used. Warrior’s Max HP is now 120%.
    • Rampart is used. Tank buster now hits for 80% of the original.

    The gap between the new max HP and the new tank buster is now “40%.”

    While math does not work this way exactly, it is good enough to paint a mental image of the survivability increase.

    Cooldowns vs Buster

    As another example, consider Bloodwhetting + Rampart.

    • Tank buster for 100% of Max HP.
    • Rampart reduces it down to 80%.
    • Bloodwhetting reduces that down to 64.8%
    • 100 x (1 - 0.2) x (1 - 0.19)
    • = 100 x 0.8 x 0.81
    • = 80 x 0.81
    • = 64.8

    The original tank buster of 100% now hits for 64.8% – a reduction of 35.2%.

    Usual Sets of Cooldowns

    As for practical uses, we assume a good use of the Bloodwhetting, granting us a total of 19% mitigation for four seconds.

    The 20s

    Reprisal (15%)
    Thrill of Battle (20%)
    Rampart (20%)
    Bloodwhetting (19%)

    The 40s

    Damnation (40%)
    Rampart + Bloodwhetting (20% + 19%)
    Thrill + Bloodwhetting (20% + 19%)

    The 60s

    Damnation + Bloodwhetting (40% + 19%)
    Damnation + Rampart (40% + 20%)
    Damnation + Thrill (40% + 20%)
    Damnation + Reprisal (40% + 15%)
    Rampart + Thrill + Bloodwhetting (20% + 20% + 19%)

    The 80s

    Damnation + Bloodwhetting + Reprisal (40% + 19% + 15%)
    Damnation + Rampart + Thrill (40% + 20% + 20%)
    Rampart + Thrill + Bloodwhetting + Reprisal (20% + 20% + 20% + 15%)

    The Kitchen Sink

    Damnation + Rampart + Thrill + Bloodwhetting + Reprisal
    (40% + 20% + 20% + 19% + 15%)

    It Still Kills Me

    Holmgang (invulnerability)
    Tank Swap (mechanical requirement)

    Anything with a Reprisal in them is considered very situational and should be used with care.
    If you are using Reprisal to survive a tank buster, remember that it might be down for the next raid-wide damage.
    Other sources of 10% mitigation exist, such as Exaltation on Astrologians.

    Kitchen Sink comes from the idiom “Everything but the kitchen sink”.
    What does “Everything but the Kitchen Sink” mean?
    We are throwing everything at the problem.

    Healing

    Warrior is the third healer of the party. With Bloodwhetting, Equilibrium, Nascent Flash and Shake It Off, we are blessed with the responsibilities of saving people who stand in stupid.

    In this section, we will go over the very basics of Warrior Heals.

    Thrill of Battle

    • Affects incoming heals
    • Affects Storm’s Path’s healing.
    • Affects Shake it Off’s healing.
    • Affects Equilibrium’s main heal and the HoT.
    • Does affect the Bloodwhetting’s shield.
    • Does NOT affect Bloodwhetting heals.
    • Weird like that.

    Shake It Off

    • Grants 15% of Party Member’s MaxHP as a Shield.
    • Also +2% for each buff eaten (Thrill, Vengeance, Bloodwhetting), resulting in a maximum of 21% MaxHP Shield.
    • Also heals Party Members for 300 Potency.
    • Gives a regen!
    • Snapshots Thrill’d WAR’s HP, before eating the buff. Big Value™️ for Warriors.

    Bloodwhetting

    • Get four GCDs in by popping this in the second oGCD slot.
    • Heals per hit, very powerful in dungeons.
    • May Crit a heal randomly. Luck!
    • Primal Rend, Chaotic Cyclone, Inner Chaos and Primal Ruination always force a Crit heal.
    • Inner Release’d Fell Cleaves do NOT force a Crit heal.
    • Thrill of Battle does NOT increase the healing from these.
    • Initial mitigation is 19% due to diminishing returns (100 x 0.9 x 0.9 = 81).

    Nascent Flash

    • Goes on a friend.
    • Initial mitigation is 19% due to diminishing returns (100 x 0.9 x 0.9 = 81).
    • Gives them the mitigation, much like Bloodwhetting would give to us.
    • Save a friend with this!

    Damnation

    • Trait upgrades Vengeance into Damnation
    • Taking damage, or having the buff “Primeval impulse” expire, procs a Regen effect that lasts for 15 seconds.
    • In patch 7.0, the regen on a BIS Warrior is about 10k to 11k per tick.

    Rampart

    • Affects incoming heals (lv94 trait), much like Thrill of Battle
    • Increases HP recovery via healing actions on self by 15%

    Equilibrium

    • A decent heal button, with a Regen effect tied to it.
    • Great when used with Thrill of Battle, Rampart or both.

    Forcing Crits

    • Inner Chaos, Chaotic Cyclone, Primal Rend and Primal Ruination force a Crit heal.
    • This may save a life.
    • Be the healer of the party.
    • Inner Release’d skills do not force a Crit heal.

    Lars&rsquo; Warrior imagery

    Stats and Gear

    Welcome to Endwalker Warrior stats and gearing! -Soon you will have all sorts of confusion and question various things you have heard in various parts of the Internet!

    First things first:

    • Warriors are strength-based. Vitality is nice, but it always walks hand in hand with strength upgrades.
    • Since Patch 6.2, having Direct Hit melds increases the damage of our 100% DCrit skills.
    • Since Patch 6.2, party buffs affecting Crit and DHit rates also boost the damage of our 100% DCrit skills.

    Universal Stat Priorities

    Weapon Damage »> Main Stat »» Substats.

    Very few exceptions have existed before Endwalker.

    Warrior Substat Priority

    Crit > comfy SkS > DH >= Det > Tnc
    Also applies to Materia Melds.

    What happened with Direct Hit not being desirable?

    Patch 6.2 made DHit provide bonus damage to skills that have 100% Direct Hit and 100% Critical Hit rates.
    After two full expansions, DHit is good for us again.

    Skill Speed

    We do not deliberately avoid Skill Speed, but we do not prioritize it at all.
    Maybe only for comfy reasons such as fight phasing or oGCD lineups etc.
    oGCD lineups referring to situations where our GCD and oGCDs come up at the same time, forcing us to delay one or the other.

    A rule of thumb is to delay the oGCD in most situations.

    Why Tenacity?

    Tenacity increases all damage dealt, much like Determination.
    We’re usually melding very little of this due to the game being designed around damage.

    Sunless&rsquo;s Warrior imagery

    Macros

    Macros are weird. They are fired off one line per one in-game frame. 15 lines of Macro, 15 FPS in-game? That macro is gone in a single second. +There should be an intro here, but I am bad at writing those.
    Therefore I shall skip the funny talks about the Angriest Healer of FFXIV and let the rest of the guide do the talking.
    This intro is focused on Lvl90 Endwalker Warrior. Please get to level 90 soon.

    Skills

    The order of skills is pretty straight forward. Here is an image to visualize it all:

    Long image is looooong

    Traits on the left, damaging skills in the middle-ish, and cooldowns/buffs on the right.

    Some of the skills are used often enough that we might abbreviate them later on in the guide.
    For ease of reading, the following list entries have their abbreviations first, then the skill name, with special mentions in parentheses.
    Abbreviation, skill name (special mentions)

    GCDs (Global-Cooldowns)

    Single-target Combo pieces:

    • HS, Heavy Swing (combo 1)
    • Maim (combo 2)
    • Eye/Path, Storm’s Eye/Storm’s Path (combo 3)

    Multi-target Combo pieces:

    • OP, Overpower
    • MT, Mythril Tempest

    Single-target Gauge Spenders:

    • IB, Inner Beast (Lvl 35)
    • FC, Fell Cleave (Lvl 54, trait upgrades Inner Beast)
    • IC, Inner Chaos (Lvl 80, Infuriate unlocks Inner Chaos)
    • These are all on a single button

    Multi-target Gauge Spenders:

    • Steel Cyclone (Lvl 50)
    • Decimate (Lvl 60, trait upgrades Steel Cyclone)
    • Chaotic Cyclone (Lvl 72, Infuriate unlocks Chaotic Cyclone)
    • These are all on a single button

    Special mention:

    • Rend, Primal Rend (Lvl 90)
    • Has an animation lock, cannot be double-weaved with
    • Ruin, Primal Ruination (Lvl 100)
    • Follow-up on Rend, can be used within 20s of using Rend.
    • These are all on a single button

    oGCDs (Off-Global Cooldowns)

    Single-target oGCDs:

    • Uph, Upheaval (Lvl 64)
    • Ons, Onslaught (Lvl 62)

    Multi-target oGCDs:

    • Orogeny (Lvl 86)

    Special mention oGCDs:

    • Wrath, Primal Wrath (lv 96)
    • Shares a button with Inner Release

    Damage Buffs

    • Zerk, Berserk (Lvl 6)
    • IR, Inner Release (Lvl 70, trait upgrades Berserk)

    Defensive Cooldowns

    Warrior-specific

    • Thrill, Thrill of Battle (Lvl 30)
    • Veng, Vengeance (Lvl 38)
    • Damn, Damnation (lv 92, upgrades Vengeance)
    • Holm, Holmgang (Lvl 42)
    • RI, Raw Intuition (Lvl 56)
    • SIO, Shake It Off (Lvl 68)
    • NF, Nascent Flash (Lvl 76)
    • BW, Bloodwhetting (Lvl 82, trait upgrades Raw Intuition)

    Role-specific Actions

    Mitigation:

    • Ramp, Rampart (Lvl 8)
    • Reprisal (Lvl 22)
    • Arm’s Length (Lvl 32)

    Interruptions:

    • Low Blow (Lvl 12)
    • Interject (Lvl 18)

    Aggro Management:

    • Provoke (Lvl 15)
    • Shirk (Lvl 48)

    NishYou&rsquo;s WAR imagery

    Warrior Gameplay

    Warrior gameplay focuses on gathering resources and maximizing the effectiveness of those resources.
    These resources are Beast Gauge, and with some imagination, our buffs and oGCD stacks.

    First off, the important parts to get your gameplay flowing.

    Openers

    Warrior openers are all about catching the party buffs and maximizing potential amount of uses per skill. There is some flexibility, mainly in Potion timings and the use of Primal Rend, but also when IR is used. This means that we are delaying some skills until after all the party buffs are up, while also making sure to get them all on cooldown as soon as possible.
    While exact timings are not often important to 99% of the player base, we will still follow them as Best Practices™.

    Assumptions:

    • Tomahawk starts the pull at 0.00s. This means that the actual use of Tomahawk is at around -0.7s, right before the pull timer hits 0.
    • Skill Speed is at around 532, which translates to 2.47 GCD. Faster skill speed is fine, but the openers listed will be slightly different in practice due to some skills having flat timers (Upheaval at 30s) and our GCD speed being flexible (2.50 to 2.30).
    • Potion covers 12 GCDs. It is definitely possible for Potion to cover 13 GCDs, but due to Endwalker Warrior being such a slow-paced job in general, and players having wildly different internet connections, we will show openers with 12 GCD Potions.
    • All of the important Party buffs are up after 7.8s into the pull.

    Syntax

    • GCDs are on the lower part of the image.
    • oGCDs and potions are on the upper part of the image.
    • Going forward, all the skills will be listed as GCD +oGCD1 +oGCD2.

    All-Around Opener

    Catches party buffs, burns all our resources as soon as possible.

    There is nothing special about this. This is your usual opener. The IR stacks last right until the 3rd Fell Cleave at 2.50 GCD.

    All-Around Opener

    The order of actions is:

    • Tomahawk +Infuriate
    • Heavy Swing
    • Maim
    • Storm’s Eye +Inner Release +Potion
    • Inner Chaos +Upheaval +Onslaught
    • Primal Rend +Onslaught
    • Primal Ruination +Onslaught
    • Fell Cleave
    • Fell Cleave
    • Fell Cleave +Primal Wrath +Infuriate
    • Inner Chaos
    • Heavy Swing
    • Maim
    • Storm’s Path
    • Fell Cleave +Infuriate
    • Inner Chaos
    • Heavy Swing
    • Maim +Upheaval
    • Storm’s Eye

    Other Opener options

    We have opted to do a bigger write-up in a separate document as to not overwhelm people that are looking for the simple opener. Please see this google doc for various advanced openers.

    We expect you to do your own adjustments for any fight-specific needs. There is no support for these openers.

    Rotation

    The Endwalker Warrior rotation is mostly a priority system with some flexibility baked in. The short version can be summarized as follows:

    • Keep hitting things
    • Keep the buff up
    • Don’t overcap on buff
    • Storm’s Path to gain more gauge
    • Don’t overcap gauge
    • Keep Upheaval on cooldown
    • Keep Inner Release on cooldown
    • Keep Onslaughts ticking (below three stacks)
    • Keep Infuriate ticking (below two stacks)
    • Burn gauge/stacks inside party buffs
    • Don’t drop Primal Wrath (3x IR FC)
    • Don’t drop Primal Rend or Primal Ruination

    That is a lot of things that you might not know about, so we will break them down into their own sections.

    Combos and breaking them

    • Thanks to Endwalker, dropping a combo is really difficult now.
    • Combo actions last 30 seconds before dropping.
    • You can use Tomahawk and Gauge spenders between combo pieces.
    • The only way to break the combo is to use a GCD from another combo, or to use the same combo GCD twice, or to use an earlier combo piece.

    Surging Tempest - The Buff

    • +10% damage buff that we keep up.
    • Granted by Storm’s Eye combo or Mythril Tempest combo.
    • Aim to refresh between 7-15 seconds.
    • Stacks up to 60s. Use this to your advantage in fights with forced downtime.
    • Inner Release gives +10s to the buff. Keep this in mind when refreshing your buff.

    Storm’s Path and Storm’s Eye

    • Use Storm’s Eye combo to get the buff up.
    • Use Storm’s Path combo to get more gauge.

    Beast Gauge

    • Used for Fell Cleaves and Inner Chaoses.
    • Don’t throw the gauge away, try to spend it inside party buffs.
    • Don’t overcap. Using Storm’s Path at 90 gauge gets you to 100 gauge. You can’t have 110 gauge.
    • Spend all of your gauge inside party buffs. Gather gauge between party buffs.

    Onslaught

    • Very useful as a gap closer, meaning that we can stick to the boss even when knocked back.
    • We can stack up to three of them. They are on a 30s timer.
    • We can do some fancy optimization around party buffs!
    • With the current party buffs being mostly 120s, we aim to do 3-1 cycles of Onslaughts.
    • Three Onslaughts into the opener, One Onslaught while waiting for the buffs to come up again.
    • Repeat 3-1, 3-1. Three inside even minute buffs, one inside odd minute buffs if available.
    • Do not let them sit on full stacks for long. That is a DPS loss.

    Infuriate

    • We get two stacks, on a 60s timer.
    • Unlocks Inner Chaos for 30 seconds.
    • Spend them in party buffs. That’s what they’re for.
    • It is possible to carry the Inner Chaos for 30 seconds. Do not drop it.

    Upheaval

    • Should be used on cooldown. It is on a 30s timer, meaning that it should hit every party buff.
    • As long as those buffs are up every 60/120 seconds, that is.
    • Does not matter if it is inside Inner Release or not, as IR only affects Fell Cleave and Decimate now.

    Inner Release

    • Our “Free Fell Cleaves” button.
    • Each Fell Cleave / Decimate grants a “Burgeoning Fury” buff. Collect three of these to unlock Primal Wrath.
    • Stacks last for 15 seconds. This is is 5-6 GCDs depending on your skill speed.
    • Grants Inner Strength, negating some effects such as knockback for 15 seconds.
    • Inner Release stacks are used only by Fell Cleave or Decimate.
    • Be mindful of using combo GCDs, Rend and ICs during the stacks, as it is easy to drop the third stack.
    • Be mindful about the amount of gauge you enter IR with. If you have 60g, you cannot get rid of any gauge until the IR stacks end.
    • Using Infuriate during IR lets us use Inner Chaos instead of an IR Fell Cleave. Remember to avoid overcapping gauge.
    • Use IR on cooldown. Unless the fight downtime would waste it.

    Primal Wrath

    • Unlocked after using three Inner Release Fell Cleave/Decimates.
    • Follow-up on Inner Release.

    Area of Effect

    Area of Effect refers to using skills that hit multiple targets in one go. The AoE skills themselves have a lower potency than single target skills. So what is the big deal?

    For Endwalker Warriors, the options are pretty clear cut. At level 100, the AoE rotation for Warriors is more effective than single target rotation if there are three or more targets to hit.

    Here is a nice table comparing various skills and combos and their effective potency at different situations. +Do note that Fell Cleave wins in potency when fighting 3 targets or less.

    AoE effectiveness

    That is a bunch of numbers, and Warriors are known to be bad at reading, so let us summarize:

    Target count: 4

    • Overpower + Mythril Tempest
    • Decimate or Chaotic Cyclone
    • Orogeny

    Target count: 3

    • Overpower + Mythril Tempest
    • Fell Cleave or Chaotic Cyclone
    • Orogeny

    Target count: 2 or less

    • Storm’s Eye / Storm’s Path
    • Inner Beast
    • Upheaval

    Greg&rsquo;s Warrior imagery

    Getting Advanced

    That is it for the very basics. Now, you might feel like Warriors do not have a lot of optimization going on, and you would be right. However, there are some tricks in our sleeves that can be used.

    Beast Gauge

    Warrior’s gauge should not be spent willy-nilly. There must be a reason for using the gauge.

    A couple of rules to mention first:

    • We cannot reach >=110 gauge. This will be referred to as “overcapping.”
    • Maim gives +10 gauge.
    • Storm’s Path gives +20 gauge.
    • Storm’s Eye gives +10 gauge.
    • Surging Tempest cannot reach >60 seconds. This, too, will be “overcapping.”
    • Infuriate gives +50 gauge.

    With those rules in mind, we want to maximize our Beast Gauge generation, as our main sources of damage are locked behind Beast Gauge.

    Avoiding Overcapping:

    • Do not use Storm’s Path at 90-100 gauge. Fell Cleave first.
    • Do not use Infuriate at 60-100 gauge. Fell Cleave first.
    • Do not use Storm’s Eye at >31 buff timer. Use other GCDs first.

    Some exceptions exist, but if you are reading these notes, you might not know any yet. These are often fight-specific.

    You may want to consider emptying your gauge as much as possible, before using Infuriate.
    This will let you use Infuriate and carry the Inner Chaos into a later moment. More about this slightly later in this same section under “Carrying Buffs.”

    Using Beast Gauge

    Beast Gauge does not expire. This means that we can stock up for party buffs and empty it all once there are buffs to take advantage of. You may feel compelled to use that 50 gauge on a Fell Cleave as soon as possible. As mentioned above, there is no reason to do so. You often lose out on free damage that could have been gained by saving that Fell Cleave for buff windows.

    You should avoid overcapping as much as possible. This is achieved by using single Fell Cleaves every time your next GCD would make you overcap on your gauge.

    Sitting at 100 gauge and the next combo GCD is Maim/Path/Eye? Better Fell Cleave first.

    Inner Release and Infuriate timer

    It is beneficial to avoid hitting two full stacks of Infuriate, as to gain the full advantage of the timer ticking. Therefore, we may run into moments where our Infuriate would hit two stacks during Inner Release.

    To avoid hitting two stacks of Infuriate, we aim to do the following:

    • Enter Inner Release with <=50 gauge, or
    • Enter Inner Release and the next Infuriate is >30 seconds away, or
    • Burn gauge before Inner Release, as this gives us free reign over our Infuriates, making it possible to hit 2IC 1Rend 3IRFC inside party buffs.

    Setting up the last option takes a bit of planning and depends on the fight and skill speed.

    Larxy Couteau&rsquo;s Warrior imagery

    Staying Alive

    Warriors excel at staying alive. We are the outlier in survivability.

    Stacking Cooldowns

    Most of the game can be solved by stacking cooldowns in such a way that our “survivability” increases by ~35%.

    Consider the following situation:

    • Tank buster will hit for 100% of our HP.
    • Warrior has all their cooldowns available.
    • Thrill of Battle is used. Warrior’s Max HP is now 120%.
    • Rampart is used. Tank buster now hits for 80% of the original.

    The gap between the new max HP and the new tank buster is now “40%.”

    While math does not work this way exactly, it is good enough to paint a mental image of the survivability increase.

    Cooldowns vs Buster

    As another example, consider Bloodwhetting + Rampart.

    • Tank buster for 100% of Max HP.
    • Rampart reduces it down to 80%.
    • Bloodwhetting reduces that down to 64.8%
    • 100 x (1 - 0.2) x (1 - 0.19)
    • = 100 x 0.8 x 0.81
    • = 80 x 0.81
    • = 64.8

    The original tank buster of 100% now hits for 64.8% – a reduction of 35.2%.

    Usual Sets of Cooldowns

    As for practical uses, we assume a good use of the Bloodwhetting, granting us a total of 19% mitigation for four seconds.

    The 20s

    Reprisal (15%)
    Thrill of Battle (20%)
    Rampart (20%)
    Bloodwhetting (19%)

    The 40s

    Damnation (40%)
    Rampart + Bloodwhetting (20% + 19%)
    Thrill + Bloodwhetting (20% + 19%)

    The 60s

    Damnation + Bloodwhetting (40% + 19%)
    Damnation + Rampart (40% + 20%)
    Damnation + Thrill (40% + 20%)
    Damnation + Reprisal (40% + 15%)
    Rampart + Thrill + Bloodwhetting (20% + 20% + 19%)

    The 80s

    Damnation + Bloodwhetting + Reprisal (40% + 19% + 15%)
    Damnation + Rampart + Thrill (40% + 20% + 20%)
    Rampart + Thrill + Bloodwhetting + Reprisal (20% + 20% + 20% + 15%)

    The Kitchen Sink

    Damnation + Rampart + Thrill + Bloodwhetting + Reprisal
    (40% + 20% + 20% + 19% + 15%)

    It Still Kills Me

    Holmgang (invulnerability)
    Tank Swap (mechanical requirement)

    Anything with a Reprisal in them is considered very situational and should be used with care.
    If you are using Reprisal to survive a tank buster, remember that it might be down for the next raid-wide damage.
    Other sources of 10% mitigation exist, such as Exaltation on Astrologians.

    Kitchen Sink comes from the idiom “Everything but the kitchen sink”.
    What does “Everything but the Kitchen Sink” mean?
    We are throwing everything at the problem.

    Healing

    Warrior is the third healer of the party. With Bloodwhetting, Equilibrium, Nascent Flash and Shake It Off, we are blessed with the responsibilities of saving people who stand in stupid.

    In this section, we will go over the very basics of Warrior Heals.

    Thrill of Battle

    • Affects incoming heals
    • Affects Storm’s Path’s healing.
    • Affects Shake it Off’s healing.
    • Affects Equilibrium’s main heal and the HoT.
    • Does affect the Bloodwhetting’s shield.
    • Does NOT affect Bloodwhetting heals.
    • Weird like that.

    Shake It Off

    • Grants 15% of Party Member’s MaxHP as a Shield.
    • Also +2% for each buff eaten (Thrill, Vengeance, Bloodwhetting), resulting in a maximum of 21% MaxHP Shield.
    • Also heals Party Members for 300 Potency.
    • Gives a regen!
    • Snapshots Thrill’d WAR’s HP, before eating the buff. Big Value™️ for Warriors.

    Bloodwhetting

    • Get four GCDs in by popping this in the second oGCD slot.
    • Heals per hit, very powerful in dungeons.
    • May Crit a heal randomly. Luck!
    • Primal Rend, Chaotic Cyclone, Inner Chaos and Primal Ruination always force a Crit heal.
    • Inner Release’d Fell Cleaves do NOT force a Crit heal.
    • Thrill of Battle does NOT increase the healing from these.
    • Initial mitigation is 19% due to diminishing returns (100 x 0.9 x 0.9 = 81).

    Nascent Flash

    • Goes on a friend.
    • Initial mitigation is 19% due to diminishing returns (100 x 0.9 x 0.9 = 81).
    • Gives them the mitigation, much like Bloodwhetting would give to us.
    • Save a friend with this!

    Damnation

    • Trait upgrades Vengeance into Damnation
    • Taking damage, or having the buff “Primeval impulse” expire, procs a Regen effect that lasts for 15 seconds.
    • In patch 7.0, the regen on a BIS Warrior is about 10k to 11k per tick.

    Rampart

    • Affects incoming heals (lv94 trait), much like Thrill of Battle
    • Increases HP recovery via healing actions on self by 15%

    Equilibrium

    • A decent heal button, with a Regen effect tied to it.
    • Great when used with Thrill of Battle, Rampart or both.

    Forcing Crits

    • Inner Chaos, Chaotic Cyclone, Primal Rend and Primal Ruination force a Crit heal.
    • This may save a life.
    • Be the healer of the party.
    • Inner Release’d skills do not force a Crit heal.

    Lars&rsquo; Warrior imagery

    Stats and Gear

    Welcome to Endwalker Warrior stats and gearing! +Soon you will have all sorts of confusion and question various things you have heard in various parts of the Internet!

    First things first:

    • Warriors are strength-based. Vitality is nice, but it always walks hand in hand with strength upgrades.
    • Since Patch 6.2, having Direct Hit melds increases the damage of our 100% DCrit skills.
    • Since Patch 6.2, party buffs affecting Crit and DHit rates also boost the damage of our 100% DCrit skills.

    Universal Stat Priorities

    Weapon Damage »> Main Stat »» Substats.

    Very few exceptions have existed before Endwalker.

    Warrior Substat Priority

    Crit > comfy SkS > DH >= Det > Tnc
    Also applies to Materia Melds.

    What happened with Direct Hit not being desirable?

    Patch 6.2 made DHit provide bonus damage to skills that have 100% Direct Hit and 100% Critical Hit rates.
    After two full expansions, DHit is good for us again.

    Skill Speed

    We do not deliberately avoid Skill Speed, but we do not prioritize it at all.
    Maybe only for comfy reasons such as fight phasing or oGCD lineups etc.
    oGCD lineups referring to situations where our GCD and oGCDs come up at the same time, forcing us to delay one or the other.

    A rule of thumb is to delay the oGCD in most situations.

    Why Tenacity?

    Tenacity increases all damage dealt, much like Determination.
    We’re usually melding very little of this due to the game being designed around damage.

    Sunless&rsquo;s Warrior imagery

    Macros

    Macros are weird. They are fired off one line per one in-game frame. 15 lines of Macro, 15 FPS in-game? That macro is gone in a single second. Macros also don’t queue like normal skills do.

    Filling up all the slots with repeating lines sort of simulates queuing. The real reasoning is that macros read one line per each in-game frame. If the macro tries to execute an action while in animation lock (from another action, for example), it has no effect.

    	Frame 1: /merror off
     	Frame 2: /ac "Nascent Flash" <2>
     	Frame 3: /ac "Nascent Flash" <2>
    diff --git a/jobs/tanks/warrior/openers/index.html b/jobs/tanks/warrior/openers/index.html
    index 12670be1c1..9dee49a5ed 100644
    --- a/jobs/tanks/warrior/openers/index.html
    +++ b/jobs/tanks/warrior/openers/index.html
    @@ -47,7 +47,7 @@
     Dark Knight
     Gunbreaker
     Paladin
    -Warrior
  • Newsfeed
  • Warrior Openers
    Guide Info
    Last Updated: 25 Jul, 2024
    Patch Applicable: 7.01

    Warrior Openers and Rotation

    Warriors prepare their burst while waiting for the party buffs to appear.
    After the buffs are up, the skills are used more or less in order of importance, as to gain potential re-uses towards the end of the fight.

    Opener Optimization

    Assumed Timings:

    • Tomahawk starts at -0.70s and the pull starts at 0.00s
    • Party buffs are expected to be up at around 7.80s, right when the first Inner Chaos goes out.

    Skill Speed requirements

    • >=2.47 or slower for skill-for-skill copy.
    • <=2.45 and faster may move oGCDs slightly.

    Potion

    • Potion is expected to cover 12 GCDs at these Skill Speeds, from the first Inner Chaos right until the last Inner Chaos.
    • Potion can cover 13 GCDs on a faster GCD speed. It is possible to use a Late Potion after Maim in these cases.

    oGCDs

    • Upheaval and Onslaughts are used late to catch Party buffs.
    • The expected timing for all buffs to be up is approximately 7.80s after Tomahawk lands.

    All-Around Opener

    All-Around Opener

    The IR stacks last right until the 3rd Fell Cleave at 2.50 GCD. There’s nothing special about this. This is your usual opener, probably.

    More on various openers

    There are more “Early IR” openers, and they all have various niche use cases. For a short documentation on these, please see this Google doc

    Rotation Optimization

    The basic rotation in a 100% uptime scenario is, generously put, a priority list:

    • Keep the buff up. Generally refresh between seven and 15 seconds
    • Don’t overcap on buff
    • Storm’s Path to gain more gauge
    • Don’t overcap gauge
    • Keep Upheaval on cooldown
    • Keep Inner Release on cooldown
    • Keep Onslaughts ticking (below three stacks)
    • Keep Infuriate ticking (below two stacks)
    • Burn gauge/stacks inside party buffs

    The main goal for your rotation should be to maximize Storm’s Path casts and Storm’s Eye uptime, while pushing most of the available resources inside party buffs.

    Further Reading

    For more help regarding Warrior rotations; please check out the Warrior Guide here

  • Newsfeed
  • Warrior Openers
    Guide Info
    Last Updated: 25 Jul, 2024
    Patch Applicable: 7.01

    Warrior Openers and Rotation

    Warriors prepare their burst while waiting for the party buffs to appear.
    After the buffs are up, the skills are used more or less in order of importance, as to gain potential re-uses towards the end of the fight.

    Opener Optimization

    Assumed Timings:

    • Tomahawk starts at -0.70s and the pull starts at 0.00s
    • Party buffs are expected to be up at around 7.80s, right when the first Inner Chaos goes out.

    Skill Speed requirements

    • >=2.47 or slower for skill-for-skill copy.
    • <=2.45 and faster may move oGCDs slightly.

    Potion

    • Potion is expected to cover 12 GCDs at these Skill Speeds, from the first Inner Chaos right until the last Inner Chaos.
    • Potion can cover 13 GCDs on a faster GCD speed. It is possible to use a Late Potion after Maim in these cases.

    oGCDs

    • Upheaval and Onslaughts are used late to catch Party buffs.
    • The expected timing for all buffs to be up is approximately 7.80s after Tomahawk lands.

    All-Around Opener

    All-Around Opener

    The IR stacks last right until the 3rd Fell Cleave at 2.50 GCD. There’s nothing special about this. This is your usual opener, probably.

    More on various openers

    There are more “Early IR” openers, and they all have various niche use cases. For a short documentation on these, please see this Google doc

    Rotation Optimization

    The basic rotation in a 100% uptime scenario is, generously put, a priority list:

    • Keep the buff up. Generally refresh between seven and 15 seconds
    • Don’t overcap on buff
    • Storm’s Path to gain more gauge
    • Don’t overcap gauge
    • Keep Upheaval on cooldown
    • Keep Inner Release on cooldown
    • Keep Onslaughts ticking (below three stacks)
    • Keep Infuriate ticking (below two stacks)
    • Burn gauge/stacks inside party buffs

    The main goal for your rotation should be to maximize Storm’s Path casts and Storm’s Eye uptime, while pushing most of the available resources inside party buffs.

    Further Reading

    For more help regarding Warrior rotations; please check out the Warrior Guide here

    • Have any questions?
      Authors
      Balance WAR Staff
      diff --git a/jobs/tanks/warrior/skills-overview/index.html b/jobs/tanks/warrior/skills-overview/index.html index c96bd0df46..e9c1b3a344 100644 --- a/jobs/tanks/warrior/skills-overview/index.html +++ b/jobs/tanks/warrior/skills-overview/index.html @@ -43,7 +43,7 @@ Dark Knight Gunbreaker Paladin -Warrior
  • Newsfeed
  • Warrior Skills Overview
    Guide Info
    Last Updated: 18 Jul, 2024
    Patch Applicable: 7.01

    Warrior Skills Overview

    Abilities will be presented in a tabular format for easy reading.

    Single Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Heavy SwingHS1Weaponskill2.5 secondsThe first action in your main combo. Delivers an attack with a potency of 220.
    Maim4Weaponskill2.5 secondsThe second action in your main combo. Delivers an attack with a combo potency of 340. Increases Beast Gauge by 10.
    Defiance10Ability10 secondsWarrior’s tank stance. Significantly increases enmity generation.
    Tomahawk15Weaponskill2.5 secondsDelivers a ranged attack with increased enmity with a potency of 150.
    Storm’s PathPath26Weaponskill2.5 secondsOne of two combo finishers. Delivers an attack with a combo potency of 480. Increases Beast Gauge by 20. Restores own HP with a cure potency of 250.
    Storm’s EyeEye50Weaponskill2.5 secondsOne of two combo finishers. Delivers an attack with a combo potency of 480. Increases Beast Gauge by 10. Grants 30 seconds of the buff Surging Tempest, increasing damage by 10%.
    InfuriateInf50Ability60 secondsIncreases Beast Gauge by 50. Grants the user Nascent Chaos, enabling usage of either Inner Chaos or Chaotic Cyclone. Can hold up to two charges.
    Fell CleaveFC54Weaponskill2.5 secondsDelivers an attack with a potency of 580. Costs 50 Beast Gauge. Reduces the timer on Infuriate by 5 seconds upon use.
    OnslaughtOns62Ability30 secondsWarrior’s dash, also delivers a potency of 150. Can hold up to three charges.
    UpheavalUph64Ability30 secondsDelivers an attack with a potency of 400. Shares a recast timer with Orogeny.
    Inner ReleaseIR70Ability60 secondsGrants three stacks of Inner Release, with each stack nullifying Beast Gauge cost on each action used, and ensuring all actions are critical direct hits. Extends Surging Tempest buff by 10 seconds. Grants Primal Rend Ready for 30 seconds. Nullifies Stun, Sleep, Bind, Heavy, and most knockback and draw-in effects. Lasts 15 seconds.
    Inner ChaosIC80Weaponskill2.5 secondsDelivers a critical direct hit with a potency of 660.
    Primal RendRend90Weaponskill2.5 secondsDelivers a critical direct hit to target with a potency of 700. Deals 70% less damage to all enemies near the initial target. Can only be executed under the effect of Primal Rend Ready.
    Primal WrathWrath96Ability2.5 secondsDelivers an attack to all nearby enemies with a potency of 700 for the first enemy, and 70% less for all remaining enemies. Can only be executed when Wrathful.
    Primal RuinationRuin100Weaponskill2.5 secondsDelivers a critical direct hit to target with a potency of 780. Deals 70% less damage to all enemies near the initial target. Can only be executed while under the effect of Primal Ruination Ready.

    Multi-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    OverpowerOP10Weaponskill2.5 secondsDelivers an attack with a potency of 110 to all enemies in a cone before the player.
    Mythril TempestMT40Weaponskill2.5 secondsDelivers an attack with a combo potency of 140 to all nearby enemies. Increases Beast Gauge by 30 seconds. Grants 30 seconds of Surging Tempest.
    DecimateDeci60Weaponskill2.5 secondsDelivers an attack with a potency of 180 to all nearby enemies. Reduces the timer on Infuriate by 5 seconds. Costs 50 Beast Gauge.
    Chaotic CycloneCCyc72Weaponskill2.5 secondsDelivers a critical direct hit with a potency of 300 to all nearby enemies. Reduces the timer on Infuriate by 5 seconds. Costs 50 Beast Gauge. Can only be executed under the effect of Nascent Chaos.
    OrogenyOro86Ability30 secondsDelievers an attack with a potency of 150 to all nearby enemies. Shares a recast timer with Upheaval.

    Mitigative Actions

    IconActionAbbreviationLevelTypeRecastDescription
    RampartRamp8Ability90 secondsReduces damage taken by 20% for 20 seconds.
    ReprisalRep22Ability60 secondsReduces all damage dealt by nearby enemies by 10% for 10 seconds.
    Arm’s LengthAL32Ability120 secondsPlaces a 20% slow on enemies when struck for 15 seconds. Nullifies most draw-in and knockback effects for 6 seconds.
    Thrill of BattleThrill30Ability90 secondsIncreases maximum HP by 20% and restores the amount increased. Increases HP recovery via healing actions on self by 20%.
    VengeanceVeng38Ability120 secondsReduces damage taken by 30% and delivers an attack worth 55 potency every time you’re hit with physical damage.
    HolmgangHolm42Ability240 secondsWarrior’s invuln. Prevents most attacks from lowering your HP below 1 for 10 seconds.
    EquilibriumEQ58Ability60 secondsRestores the users HP for 1,200 potency. Gradually restores HP for 200 potency over 15 seconds, totaling 1000 potency.
    Shake It OffSIO68Ability90 secondsPlaces a shield on self and all nearby party members totaling 15% of party member’s maximum HP for up to 30 seconds. Dispels Thrill of Battle, Vengeance, and Bloodwhetting, increasing the shield by 2% for each effect dispelled. Heals self and all nearby party members for 300 potency. Gradually restores HP over time for 15 seconds.
    Nascent FlashNF76Ability25 secondsGrants Nascent Flash to self, restoring HP for each weaponskill delivered for eight seconds. Grants Nascent Glint to target, restoring 100% HP of that recovered by the Nascent Flash target. Reduces damage taken by target by 10% for eight seconds. Grants Stem the Tide to target, shielding the target and absorbing damage worth a 400 potency heal. Grants Stem the Flow to target, reducing damage taken by an additional 10% for four seconds. Shares a recast timer with Bloodwhetting.
    BloodwhettingBW82Ability25 secondsReduces damage taken by 10% and restores HP for each weaponskill delivered for 8 seconds. Grants Stem the Tide, shields the user and absorbs damage worth a 400 potency heal. Grants Stem the Flow, reduces damage taken by an additional 10% for four seconds. Shares a recast timer with Nascent Flash.
    DamnationDamn92Ability120 secondsReduces damage taken by 40% and delivers an attack worth 55 potency every time you’re hit with physical damage. Upgrades Vengeance.

    Tank Role Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Low Blow12Ability25 secondsStuns the target for five seconds.
    ProvokeVoke15Ability30 secondsPlaces yourself at the top of the enmity list, while gaining additional enmity.
    Interject18Ability30 secondsEffectively a silence. Interrupts certain enemy actions.
    Shirk48Ability120 secondsDiverts 25% of enmity onto the target party member.
  • Newsfeed
  • Warrior Skills Overview
    Guide Info
    Last Updated: 18 Jul, 2024
    Patch Applicable: 7.01

    Warrior Skills Overview

    Abilities will be presented in a tabular format for easy reading.

    Single Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Heavy SwingHS1Weaponskill2.5 secondsThe first action in your main combo. Delivers an attack with a potency of 220.
    Maim4Weaponskill2.5 secondsThe second action in your main combo. Delivers an attack with a combo potency of 340. Increases Beast Gauge by 10.
    Defiance10Ability10 secondsWarrior’s tank stance. Significantly increases enmity generation.
    Tomahawk15Weaponskill2.5 secondsDelivers a ranged attack with increased enmity with a potency of 150.
    Storm’s PathPath26Weaponskill2.5 secondsOne of two combo finishers. Delivers an attack with a combo potency of 480. Increases Beast Gauge by 20. Restores own HP with a cure potency of 250.
    Storm’s EyeEye50Weaponskill2.5 secondsOne of two combo finishers. Delivers an attack with a combo potency of 480. Increases Beast Gauge by 10. Grants 30 seconds of the buff Surging Tempest, increasing damage by 10%.
    InfuriateInf50Ability60 secondsIncreases Beast Gauge by 50. Grants the user Nascent Chaos, enabling usage of either Inner Chaos or Chaotic Cyclone. Can hold up to two charges.
    Fell CleaveFC54Weaponskill2.5 secondsDelivers an attack with a potency of 580. Costs 50 Beast Gauge. Reduces the timer on Infuriate by 5 seconds upon use.
    OnslaughtOns62Ability30 secondsWarrior’s dash, also delivers a potency of 150. Can hold up to three charges.
    UpheavalUph64Ability30 secondsDelivers an attack with a potency of 400. Shares a recast timer with Orogeny.
    Inner ReleaseIR70Ability60 secondsGrants three stacks of Inner Release, with each stack nullifying Beast Gauge cost on each action used, and ensuring all actions are critical direct hits. Extends Surging Tempest buff by 10 seconds. Grants Primal Rend Ready for 30 seconds. Nullifies Stun, Sleep, Bind, Heavy, and most knockback and draw-in effects. Lasts 15 seconds.
    Inner ChaosIC80Weaponskill2.5 secondsDelivers a critical direct hit with a potency of 660.
    Primal RendRend90Weaponskill2.5 secondsDelivers a critical direct hit to target with a potency of 700. Deals 70% less damage to all enemies near the initial target. Can only be executed under the effect of Primal Rend Ready.
    Primal WrathWrath96Ability2.5 secondsDelivers an attack to all nearby enemies with a potency of 700 for the first enemy, and 70% less for all remaining enemies. Can only be executed when Wrathful.
    Primal RuinationRuin100Weaponskill2.5 secondsDelivers a critical direct hit to target with a potency of 780. Deals 70% less damage to all enemies near the initial target. Can only be executed while under the effect of Primal Ruination Ready.

    Multi-Target Actions

    IconActionAbbreviationLevelTypeRecastDescription
    OverpowerOP10Weaponskill2.5 secondsDelivers an attack with a potency of 110 to all enemies in a cone before the player.
    Mythril TempestMT40Weaponskill2.5 secondsDelivers an attack with a combo potency of 140 to all nearby enemies. Increases Beast Gauge by 30 seconds. Grants 30 seconds of Surging Tempest.
    DecimateDeci60Weaponskill2.5 secondsDelivers an attack with a potency of 180 to all nearby enemies. Reduces the timer on Infuriate by 5 seconds. Costs 50 Beast Gauge.
    Chaotic CycloneCCyc72Weaponskill2.5 secondsDelivers a critical direct hit with a potency of 300 to all nearby enemies. Reduces the timer on Infuriate by 5 seconds. Costs 50 Beast Gauge. Can only be executed under the effect of Nascent Chaos.
    OrogenyOro86Ability30 secondsDelievers an attack with a potency of 150 to all nearby enemies. Shares a recast timer with Upheaval.

    Mitigative Actions

    IconActionAbbreviationLevelTypeRecastDescription
    RampartRamp8Ability90 secondsReduces damage taken by 20% for 20 seconds.
    ReprisalRep22Ability60 secondsReduces all damage dealt by nearby enemies by 10% for 10 seconds.
    Arm’s LengthAL32Ability120 secondsPlaces a 20% slow on enemies when struck for 15 seconds. Nullifies most draw-in and knockback effects for 6 seconds.
    Thrill of BattleThrill30Ability90 secondsIncreases maximum HP by 20% and restores the amount increased. Increases HP recovery via healing actions on self by 20%.
    VengeanceVeng38Ability120 secondsReduces damage taken by 30% and delivers an attack worth 55 potency every time you’re hit with physical damage.
    HolmgangHolm42Ability240 secondsWarrior’s invuln. Prevents most attacks from lowering your HP below 1 for 10 seconds.
    EquilibriumEQ58Ability60 secondsRestores the users HP for 1,200 potency. Gradually restores HP for 200 potency over 15 seconds, totaling 1000 potency.
    Shake It OffSIO68Ability90 secondsPlaces a shield on self and all nearby party members totaling 15% of party member’s maximum HP for up to 30 seconds. Dispels Thrill of Battle, Vengeance, and Bloodwhetting, increasing the shield by 2% for each effect dispelled. Heals self and all nearby party members for 300 potency. Gradually restores HP over time for 15 seconds.
    Nascent FlashNF76Ability25 secondsGrants Nascent Flash to self, restoring HP for each weaponskill delivered for eight seconds. Grants Nascent Glint to target, restoring 100% HP of that recovered by the Nascent Flash target. Reduces damage taken by target by 10% for eight seconds. Grants Stem the Tide to target, shielding the target and absorbing damage worth a 400 potency heal. Grants Stem the Flow to target, reducing damage taken by an additional 10% for four seconds. Shares a recast timer with Bloodwhetting.
    BloodwhettingBW82Ability25 secondsReduces damage taken by 10% and restores HP for each weaponskill delivered for 8 seconds. Grants Stem the Tide, shields the user and absorbs damage worth a 400 potency heal. Grants Stem the Flow, reduces damage taken by an additional 10% for four seconds. Shares a recast timer with Nascent Flash.
    DamnationDamn92Ability120 secondsReduces damage taken by 40% and delivers an attack worth 55 potency every time you’re hit with physical damage. Upgrades Vengeance.

    Tank Role Actions

    IconActionAbbreviationLevelTypeRecastDescription
    Low Blow12Ability25 secondsStuns the target for five seconds.
    ProvokeVoke15Ability30 secondsPlaces yourself at the top of the enmity list, while gaining additional enmity.
    Interject18Ability30 secondsEffectively a silence. Interrupts certain enemy actions.
    Shirk48Ability120 secondsDiverts 25% of enmity onto the target party member.
    • Have any questions?
      Authors
      Balance WAR Staff
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