Physical. Both normal and tether charge is physical and the look-away is magic. I always do Manawall just in case when the mines drop after jump.
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Physical. Both normal and tether charge is physical and the look-away is magic. I always do Manawall just in case when the mines drop after jump.
I didn't read all of it but here's my opening rotation.
F3-> Enochain-> LeyLines-> Raging Strikes-> F4 -> Sharp Cast -> fire -> F4 -> F4 -> F4 -> F3 -> convert -> Swiftcast -> F4 -> F4 -> B3 -> B4
I switch out the swift cast depending on the fight, but WITH the swiftcast I get every single F4 off before Raging strikes falls off
I have a question, I am nearing 1.1k spellspeed, is there a point where I have too much? i notice I am pulling a lot more agro now than I was at 900 spellspeed, what spellspeed do the top blms aim for? 1k or 1.1k+ ?
You can never have too much Spell Speed. If you're pulling aggro on trash, is it single target? Are you focusing the same target as the tank? Or are you AoEing? Also check the tanks gear. The most you can do is use Quelling Strikes when available and maybe give a GCD or two after the tank pulls before you start attacking. If you're getting hate after that, then tank is either under-geared or under-skilled.
possible bis i've come up with: http://ffxiv.ariyala.com/TYQC
Having an abundance of spell speed i imagine would be very beneficial when leylines is on cd.
With buffs i sit at around 1100 but want more, hehe
I'm still wondering if the loss of Int from getting a pentameld 220 piece over a 240 piece is worth it.
So far, I've been gearing up towards this: http://ffxiv.ariyala.com/T8K1
If you ignore the secondary shuffle, then yes. That's why it's not a yes or no answer.
If your 240 accessory has a load of SS/Crit/Acc (assuming you're not well over acc cap), then it's not worth using a pentamelded 220 in that slot.
If your 240 accessory has 51 Accuracy you don't need and 36 DET on it, then the 220 pentameld will whoop it's butt.
Visible armor is a much bigger loss of INT for a much smaller gain in secondaries. The secondary shuffle will rarely make up for that.
I've done the Math on it, and it would be a loss. Assuming the stat weights I'm currently using are at least even slightly accurate. My full 240 BiS would put me at 1860.766 Intelligence, not including the weapon. I kept left side the same and went full pentamelded on right side so we keep the Vitality. I stuck everything into SS first, then Crit and Det last. I gained 64 SS, 105 Crit, and 14 Det. I lost 50 Intelligence, putting me at 1852.404. Yes, the stat weights aren't 100%, but they are pretty close. And that was using all Tier Vs. Even if the stat weights are a little higher, it'd only get close and it's not worth Gil you'd spend.
Well this is currently my melds on chest and other gear
I hate math so am not about to calculate, lol
http://ffxiv.ariyala.com/TZL6
I am not 100% fully melded yet and just got new gloves (hailstorm) yesterday but need Quicktongue V materia
Could someone tell me the acc cap for AS8? I've heard numbers ranging from 594-608 but I can't find a definitive answer. :/
It's 594 from what I've been told.
can confirm 593 no misses as well
Any tips for improvement on the A8s SSS-dummy?
https://www.youtube.com/watch?v=r2i913dvhxA
use food and pot lol
Thexos said in this post that this is for SSS.
Therebefore taking food and pot is like cheating your way against the SSS-Dummys, which defeats the whole meaning of killing them in time.
Not much to improve on besides getting more gear, you're doing fine. Just noticed some minor things like not weaving Swiftcast with the Firestarter you got in the opener 1 cast earlier to get 2 Fire IV instead of Flare and Fire IV, using Ley Lines before Blizzard III instead of after, and using a Thundercloud a little early at the end (but maybe that was intentional since it was almost dead).
They don't take food and potions into account when designing anything. At the most it's something like a 1% or 2% hp modifier, because that's about how much impact they have. Also, on SSS your ability to clear relies heavily on procs and the dps required is actually higher than what's required for the fight, as you cannot have party buffs in SSS.
The SSS dummies are designed knowing that you're fighting it solo and they don't take pots/food into account. Like. That's how it works and how it was designed. If you can beat the dummy straight up with no food or pots, then you are at the level you should be to challenge the content. If you need food or potions to clear it, you're too weak. Plain and simple.
The checks are exceedingly low for the actual requirements of the fight, due to the fact that the fights are primarily a mechanics check, not a dps check, so if you can't meet the baseline provided by SSS without using mods from outside the realm of your Job, you're simply not ready for the fight. The dummy is designed to check how much damage you can deal sustained while standing still and not doing mechanics. It tests your knowledge of the rotation and ability to execute it properly. It provides a platform to practice and enhance your rotation in a controlled environment. Cheesing it with potions and food doesn't prove anything, not least because the effects of food/potions fall within margin of error in that short a parse.
Hi all, i'm a returning BLM from long ago. I'm searching info about the new BLM here and there. I found this video that used B3 and F3 when he needed to refresh the first time astral fire during opener to get a mana tik. Is this a new rotation that came up with 3.25 or is just a second rate rotation? The info in first page are still up to date with current patch?
Sorry for the trouble and tanks for help
B3 opener is more or less a relic of the past. It might be useful in some fights, but I haven't come across any. Give this a read: https://docs.google.com/document/d/1...MC8EiyGLI/edit
Eh I always goes with B3 first anyway so I can get my 7 F4's off and when you hit the initial F3 you'll be starting with over 10k MP and still hit 2k on that 4th Fire 4 and then convert for 3 more and have just enough for for B3 with an immediate tick to cast T1 > B4 or just B4. Then again my Piety is sitting at 318 with no buffs. Haven't had any problems with any fights and I don't do Savage raid stuff or extremes so it generally isn't going to matter.
In the end though it just comes down to preference.
B3 opener is situationally fine. I use B3 > T1 > F3 on a lot of dungeon bosses. It will shift when your AF/UI phases happen, and how that works with fight mechanics is much more important than doing slightly more dps on a dummy most of the time. Things to consider with your rotation:
- Boss jumps, either timed or based on HP, you don't want them to happen when you're at full MP
- Adds, you don't want them popping while you are casting your last F4
- Party buffs, especially in 8-man content, a delayed start on your burst is bad if it happens halfway through Trick/Litany/etc
It's not really a bad opening rotation, just a sub-par one for most raiding situations, and good on some dungeon bosses.
The dps requirements for the SSS dummies are unrealistically high compared to the actual fight, especially for BLM's, who are extremely reliant on thundercloud to proc in order to make the initial cast of thunder worthwhile. I probably use thunder a bit more than is recommended, but when I had trouble beating the SSS dummies consistently I tried several runs of either casting no thunder, or casting thunder only during the opener where a filler is absolutely required in order to get your full mana ticks. My dps was higher than a run if I had no procs, but was never enough to push a clear on the dummy. If I even got one proc in the 3 minute window then it would at the very least break even with the minimal thunder runs.
You seem to be aware that the dps requirements are vastly different, yet still hold to the thought that if you don't meet the dps check handily you will fail in the fight to enrage, regardless of mechanics. Assuming a party comp of DRK, WAR, SCH, AST, BLM, BRD, NIN, DRG, the total dps required for a5s SSS dummies is around 9500. This is nearly 1.5 times what's actually required, and if you factor out party buffs the "personal" dps required is much much lower. There's another thing SSS doesn't account for, is party buffs like AST cards and NIN trick attack, though the way it's not accounted for isn't in the "not needed" category, it's in the "oops we forgot to factor that out" category. It's also possible, though unlikely, that in translation the statement of "potions and food are not accounted for in SSS" came from "the additional damage from potions and food was not subtracted from the hp of dummies in the SSS." I'm also willing to bet that the dummies also don't account for the gear you get from savage, but that doesn't mean you shouldn't wear it.
Edit: I actually just learned that my latency has skyrocketed since I had to move my computer farther away from my router; the ~.5s that normally exists between casts on fflogs parses turned to .7-.8s for me after the move. This might be a contributing factor to why I was having trouble consistently clearing the SSS dummies before. I also forgot to mention that while food and pots aren't considered in the requirements for SSS, gear gotten from previous floors is considered. So if you're like my group and got 0 caster drops, then you have 2 or 3 pieces by now (i think?) which puts you a bit behind the expected gear for a6 SSS and way behind on the a7 and a8 ones.
I undertood that B3 middle rotation. I try to explain so you can give me a opinion. We are NOT talking about opening. We are talking about the following eno30sec rotation
Guide say this
F3 > F4 > F4 > F1 > F4 > F4 > B3
What he does is this
F3 > F4 > F4 > F4 > B3 > F3 > F4 > F4 (not sure if you can fit in one more F4 for SS) > B3
basically he use B3 > F3 instead of F1 to have the same effect of "convert" when it's on CD
I didn't do the math but the idea doesn't seem bad if you can turret
Quick math from F3 to B3 with base SS puts the normal at 142.15 PPS and the second one at 135.36 PPS or 138.86 PPS with one extra F4. This also assumes you get instant mana tick to be able to even do it. 5xF4 like that is also 25 seconds long (base SS) without counting the time needed for B4.
Can't remember if I ever tried B3, but pretty sure protean would screw you over there.
it's clearly a rotation with much more SS. If you saw the video it does 6 FIV with 8 sec left of enochian without lay or other buffs (eno activated after F3). For sure he don't have 600 spell speed but i find hard to beleave that 6 FIV in 22 sec will give a PPS that low
My 923 SS puts F3 to B3 at 178.04 PPS for normal (15.03s) and 144.94 PPS for 6xF4 (25.5s). The thing is that the F3 + B3 you're adding deals combined about 66% of one F4 worth of damage, and you also need to get almost instant mana tick for it to even remotely work. I also totally remembered the damage of B3 and F3 wrong (way too high) before I went to check my cast speeds.
Are you adding up the ice phase? You should add up until you are ready to start next rotation otherwise swiftcast flare then B3 whould be the best rotation ever. The longher you can stay active in Astral fire the better. Refresh enochian after 15 secs doesn't seem to be this good
DPS is the factor in all of this. Let me stress: Damage Per Second. Opening with Blizz III is flat out lower DPS. The timer, meaning the "seconds" in DPS, is started the exact moment the boss is engaged. You're getting a 240 Potent Blizz III, 270 Potent Thunder, and 168 Potent Fire III (with potential procs). Thats 678 potency in the first 8 seconds. In the same 8 seconds, you could have dealt 1238.4 potency. Anyway you swing it, there really isn't a comparison. You also have to factor in, Fey Wind is cast immediately, as well as Balance. Battle Litany on drgs 2nd GCD, and Trick Attack shortly after. You're wasting valuable time on small potencies and your potion isn't even up yet.
The point is to kill the boss as quickly as possible. Thats your job. You might be able to add an extra Fire IV or whatnot, but your actual DPS will be lower because its taking you way more time to "ramp up." Plus your missing out on party buffs as well.
Calculating damage purely based on time is plain useless. That's not how rotations work. Sure, you might say that you could have dealt double the potency in the first 8 seconds, but in the next 8 seconds, the Blizzard opener will deal much more damage because you're in a fresh Fire cycle. You also forgot that we're pre-casting the first spell, so the potency loss isn't that severe either.
About Blizzard opener in A3S: I haven't encountered any problems at all. If you B3 > T1 > Sharp > F3 > F1 > Fire cycle, you can easily time your Firestarter for the Protean Wave.