Heres a Link to our easy to understand guides on how to DPS in FFXIV:
http://shinra-ffxiv.guildwork.com/fo...754-job-guides
- KrietoR
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Heres a Link to our easy to understand guides on how to DPS in FFXIV:
http://shinra-ffxiv.guildwork.com/fo...754-job-guides
- KrietoR
I guess you should atleast put some credits on your "improvised" guides?
Good call on Miasma before Bio II - makes sense - will implement
@ Cons
No, you misunderstand how it work
Most situation (actually all situation) should be Bio 2 -> Miasma not Miasma -> Bio 2, for debuffs time duration wise.
@ KrietoR
First, thank you for your guide but I have thing to against this (about Summoner DPS)
Excuse that Dreadknight need to be slow immediately is make no sense, you have ST to stun it for 6 sec firsthand already.
There no reason to put Miasma up first, You will have Miasma applied to Dreadknight after ST stun anyway.
You bard BiS gearset is way, WAY over acc'ed.
Good effort though.
EDIT: Also, curious to see your testing that proves the stat weights you have for Bard as well. Any links?
Very good basic BLM guide. I would argue Mega INT and Mega Either (players picks one) should be there added to the list, they are both core on BLM (pick one). I would also suggest adding more information on Thunder. II is not always better than III/I.
As for the BiS, while I do agree with it and it is what I use, others would say SS BiS is better. They are not wrong and it should be added as a second option for BiS.
Just to add to this...Miasma adds disease...not slow. Which is Heavy (movement speed slowing, but not the Slow condition) and a Healing Penalty. Soloing I can see a reason to get it up first (more time to get Titan-Egi in position or to kite) but in a party your tank should have aggro and be holding the mob when you start attacking it (yes, I know there are some times that doesn't happen) so Heavy doesn't really matter here...
Only things I can think of that add Slow are Feign (LNC, cross-class BRD and MNK), Haymaker (PGL, cross-class WAR, DRG and BRD) and Lethargy (THM)...if there's another, I can't remember it right now.
How to DPS in 14? That's an easy one to answer.. you drop the mobs hp to zero before yours hits the same number.
Your monk guide has the forms mixed up. Oppo-oppo is bootshine/arms of the destroyer/dragon kick. Raptor is Twin Snake/True Strike/One Ilm Punch. Coeurl is Snap Punch/Demolish/Rockbreaker. It leads to Greased Lightning info being wrong as well, it comes with Coeurl forms. You also don't need to finish the rotation to keep the timer, as long as there is less than 6 seconds of interruption, it'll be kept up. It's a good basic guide to monk but.... sometimes you have to mix it up. Considering... True Strike is 190 potency, I'd spam that instead of Bootshine.
BS has higher potency than TS considering it crits 100% from behind. Now if you crit with TS then yeah it has higher potency, however, how many times do you crit with TS while using PB?
I think this is a nice guide for some people to get comfortable with their class, especially when playing mutiple jobs.
This.
Bootshine will always crit under perfect balance which is a sure 225 potency hit while True Strike hits for 190 potency with a chance to crit.
One thing I find these guidess don't cover for DoM, especially BLM is sprint. It's extremely useful and can add quite a lot of DPS in movement intensive fights. In my opinion Aetherial Manipulation is great and everything but nowhere near as useful as sprint, yet I rarely see DoM using it. It can even be a game changer on fights like Ash, especially if you forget his floor rotation or something.
I alway pop IR, B4B, then PB and spam 4 TS and 1 Demo. my TS usually crit 2-4 time depend on my luck.
well it is a sustained slow which always applies on monsters inside Shadow Flare. The effect "potency" of this slow is 5%. That means a slow from a Dragoon is better but it has diminishing returns, Shadowflare still applies this 5% slow regardless.
To the guide itself, it's a quick and dirty guide indeed, good for a quick rundown. In the end, it's just battle experience that makes you better over the time, to find your own personal and optimal playing style.
I forgot :\ I'm guessing because it doesn't have diminishing returns like most other effects like it, and its always on (and honestly never seems to really do anything...5% off 2.5 seconds really isn't a lot...it doesn't slow oGDC things after all, and that's where the 5% would be really useful on enemies)
Why is Quick Nock the go to AoE skill for BRD?
Edit: Serious question. I am curious as to why this is.
Wide Volley and Quick Nock have the same potency, so the dps is the same. I understand that Wide Volley uses more TP, but it can also proc a free Rain Of Death, which can then proc a free Quick Nock. I always use Wide Volley until a Rain Of Death proc, and use Quick Nock only when Rain Of Death procs it. I'm not saying that I'm right, or my way is better. I am genuinely interested in an explanation, as I am always looking for ways to improve.
Basically, 15% isn't high enough of a chance to statistically outweigh the lower base cost of Quick Knock. Over the course of, say, 10 GCDs, even if you get the 1 proc you can reasonably expect (it's only a 1/7 chance, after all), you're still going to burn more TP with Wide Volley + proc than you would using Quick Knock 10 times. Meanwhile, the proc is less damage, too. It's only if you get lucky with procs that you start actually saving TP.
exactly what viridana said
This is funny