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  1. #1
    Player
    The_Last_Dragoon's Avatar
    Join Date
    Aug 2013
    Location
    Gresham, OR
    Posts
    675
    Character
    Renabi Rena
    World
    Shiva
    Main Class
    Bard Lv 70

    Role Actions & range of use

    We've had role actions for a few months now and I felt like organizing all of them in terms of priority and spectrum of use. Thus, I'm gonna post a personal list of them all according to job type groups and color code them for convenience. When something has two colors that means it is a usual mainstay but it can be swapped out if either another player is already providing the bonus, such as the case with Protect, or if the current situation requires a very specific role action.

    blue = wide range of constant use
    green = may be used for specific situations or if you have slots to fill
    red = little to no use in a group setting

    Melee DPS role actions
    1. True North
    2. Invigorate
    3. Second Wind
    4. Goad
    5. Leg Sweep
    6. Diversion
    7. Bloodbath
    8. Feint
    9. Crutch
    10. Arm's Length

    Physical ranged DPS role actions
    1. Invigorate
    2. Refresh
    3. Tactician
    4. Head Graze
    5. Palisade
    6. Second Wind
    7. Arm Graze
    8. Leg Graze
    9. Foot Graze
    10. Peloton

    Caster DPS role actions
    1. Swift Cast
    2. Lucid Dreaming
    3. Mana Shift
    4. Diversion
    5. Apocatastasis
    6. Addle
    7. Erase
    8. Break
    9. Drain
    10. Surecast

    Healer role actions
    1. Esuna
    2. Protect
    3. Swiftcast
    4. Lucid Dreaming
    5. Eye for an eye
    6. Largesse
    7. Cleric Stance
    8. Rescue
    9. Surecast
    10. Break

    Tank role actions
    1. Rampart
    2. Provoke
    3. Shirk
    4. Low Blow
    5. Convalescene
    6. Anticipation
    7. Awareness
    8. Ultimatum
    9. Reprisal
    10. Interject
    (0)

  2. #2
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,060
    Character
    Mira Celeniq
    World
    Zeromus
    Main Class
    Red Mage Lv 70
    I love Erase. There have been times when I cleansed something off a first-timer healer and in effect saved us from a wipe. Probably not so useful in full party content, but plenty useful in dungeons. The heal from Erase is just icing on the cake. I always take Erase over Addle, and Lucid Dream on RMD while BLM takes Apocatastasis.

    As for healer actions, I don't take Cleric Stance outside of full party content. Protect is always swapped in and out at the start of the duty using a macro. So I often get to play with Rescue.

    You also wouldn't ever want to take Shirk in dungeons, and Low Blow can be situational as well.

    I think you shoud further separate dungeon content from raiding content. They are different enough that often a few Role Actions can be swapped out for more effectiveness and fun.
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  3. #3
    Player
    mosaicex's Avatar
    Join Date
    Oct 2014
    Posts
    340
    Character
    Noyoyo Noyo
    World
    Typhon
    Main Class
    Dark Knight Lv 70
    Reprisal in red?
    I don't even.
    Shirk is useless in 4-man, Low Blow is useless in raid setting.
    Ultimatum is garbage all around, and Anticipation, while seems good, actually does crap all.

    Also it's funny how you Feint in red while putting Palisade in Blue.
    Feint is basically physical rampart for tank, which is very useful in group setting.

    Eye for an Eye is also useless in most, if not all SB boss fights.
    (3)
    Last edited by mosaicex; 09-13-2017 at 05:34 PM.

  4. #4
    Player
    Pence's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    1,458
    Character
    Lady Bravo
    World
    Sargatanas
    Main Class
    Arcanist Lv 70
    What is this? Feint and Arms Length are amazing in group settings and our DPS love them. And surecast for exdeath? On baby.

    Are you sure your qualified to write this 'guide'?
    (3)

  5. #5
    Player
    Okamimaru's Avatar
    Join Date
    Jan 2015
    Location
    Ul Dah
    Posts
    439
    Character
    Okami Maru
    World
    Malboro
    Main Class
    Pugilist Lv 50
    id say for melee the ones you really should have are goad, invigorate, diversion, feint and after that they are situational at best... ive never felt the need or desire to take true north, crutch or arms length at all... Second wind and bloodbath are more for solo play than group play... leg sweep as well as most of the time the tank will be stunning enemies... i suppose its also about which class your playing and your skill level... im at least a decent SAM and this has been my experience so far...
    (0)

  6. #6
    Player
    LittleSparrow's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    274
    Character
    Little Sparrow
    World
    Moogle
    Main Class
    Astrologian Lv 70
    Largesse is extremely useful and isn't situational at all. It's useful in every situation.

    Eye for an Eye and Cleric Stance are both very underwhelming and not a must at all.

    I agree on Esuna, Swiftcast and Lucid Dreaming being essential.

    Rescue is not only really fun to use, its also extremely useful no matter what dungeon you're in. Some fights I can think of that you can make use of it a lot are Titan and Leviathan. Its also useful for pulling let's say a heavy'd target out of an AoE that's about to be used which you don't have time to cast Esuna for.
    On top of that, its also very useful to make tanks pay attention to adds you're aggroing. Especially in 4man content it's very useful to make the OT actually notice that you have aggro.

    True North is only really useful if you have trouble with positionals. Whereas Ninja only have 2 positions and Dragoon as far as I know less or none, they don't have to have it at all. On top of that, Monks might use it more but again it isn't a must at all. You're much better off using Diversion or Leg Sweep.

    I forgot what Shirk does but Awareness is pretty good.
    (1)
    Last edited by LittleSparrow; 09-13-2017 at 10:25 PM.

  7. #7
    Player
    Jollyy5's Avatar
    Join Date
    Jan 2014
    Posts
    137
    Character
    Raul Prower
    World
    Exodus
    Main Class
    Monk Lv 70
    The damage mitigation from combined Feint + Reprisal ain't no joke, can make Susano wonder if he ever Stormsplitted or not.

    Alternatively, Addle + Reprisal for AoE.
    (0)

  8. #8
    Player
    silverlunarfox's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    539
    Character
    Loki Laufeypurr
    World
    Lamia
    Main Class
    Warrior Lv 70
    The issue is you can't make a general for role actions since each job classifies things differently than other jobs. even within the same grouping. like, i would never equip true north on a melee....maybe as a monk, but thats a stretch at best. There are better actions that can fill that spot.
    (0)
    ~I am Loki, goddess of chaos and cupcakes~

  9. #9
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Kugane: the Forever Home
    Posts
    1,467
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Bard Lv 70
    Quote Originally Posted by The_Last_Dragoon View Post
    We've had role actions for a few months now and I felt like organizing all of them in terms of priority and spectrum of use. Thus, I'm gonna post a personal list of them all according to job type groups and color code them for convenience. When something has two colors that means it is a usual mainstay but it can be swapped out if either another player is already providing the bonus, such as the case with Protect, or if the current situation requires a very specific role action.

    blue = wide range of constant use
    green = may be used for specific situations or if you have slots to fill
    red = little to no use in a group setting

    Physical ranged DPS role actions
    1. Invigorate
    2. Refresh
    3. Tactician
    4. Head Graze
    5. Palisade
    6. Second Wind
    7. Arm Graze
    8. Leg Graze
    9. Foot Graze
    10. Peloton
    Adding in my two cents on this list, since I main bard, and raid with it. I disagree with the priority listed here, and it should honestly be something more like this:

    Refresh
    Tactician
    Palisade
    Second Wind
    Invigorate

    Peloton (**4-man dungeon content only**)
    Head
    Graze
    Arm Graze
    Leg Graze
    Foot Graze


    Refresh and Tactician, from a support standpoint, are completely mandatory, and not at all optional. That much is certain. Refresh for your healers, and Tactician for DPS/tanks AND/OR as an aggro dump, since Ranged Physical DPS do not have access to Diversion (and since they removed Quelling Strikes). If you have a NIN, it helps to have them Smokescreen you when they can, but still, having Tactician as a back-up aggro dump is still useful. (Plus, can't always guarantee you'll have a NIN in your group outside of a fixed raid group setting where there will almost always be a NIN.)

    Palisade is also a good choice, however, its use in the current raid-tier is pretty limited--since most of the tankbusters/major damage are magical (Palisade only protects against physical damage, not magical), it really only has use in V3S for Halicarnassus' Critical Hit (every 150 seconds). Useful in Susano Ex for Stormsplitter.

    Second Wind is something I always keep on me, no matter what. You can't really go wrong with self-heals. Invigorate I keep for if I go down or for heavy AOE situations in 4-man content, since you can't expect Melee to Goad you 95% of the time.

    Any of the other skills are more or less useless in the majority of content where they would matter. The silence only has real use in V3S for the Iron Giant if you need an LB bar to reach LB3 for caster LB (but you shouldn't need that if you do Animal Farm successfully). The other Graze skills would have only been useful in PvP settings, or in very select instances (off the top of my head, the mini-boss before the last boss in Sirensong--stunning the seductive scream he does). Other than that, they aren't so important to take up a permanent cross-role slot. If they're needed, I would sub out Invigorate, personally, since you have Tactician to fall back on for TP issues (like if you die). I would definitely not carry any of the Graze skills around with me permanently.

    Those are just my two-cents.
    (0)
    Last edited by HyoMinPark; 09-14-2017 at 06:21 AM.

    Bard | Astrologian | Scholar | Red Mage
    Disciple of the Hand | Disciple of the Land


    Feel free to add me on Discord if you want a friend or just someone to talk to: Hyomin Park #0055
    Signature was made using: http://ff14card.tank.jp ; Credits to the creator!

  10. #10
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,060
    Character
    Mira Celeniq
    World
    Zeromus
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by LittleSparrow View Post
    I forgot what Shirk does but Awareness is pretty good.
    Shirk gives some of your enmity to a party member, so the only time when it's even reasonable to take it is in content with tank swaps. So in 4-man dungeons or alliance content, taking shirk is just about as good as leaving the slot empty.
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

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