Fracture is less damage than Riot Blade, and no one uses Riot Blade for damage unless they're OTing and worried about aggro.
Again, if you're off a target Fracture can then be used while you're trying to catch up/run back/whatever. Hence why I mentioned Demon Wall's Repel. I usually get Circle of Scorn as well Fracture on it a second or two before Repel finishes casting.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
It doesn't work that way, though. Your GCD is worth either 220 potency (Fracture) or 230 potency (Riot Blade). Riot Blade would do more damage before you get knocked back than Fracture will do over the next 18 seconds. And that's sad, because Riot Blade isn't even part of PLD's actual DPS rotation.
Edit: After looking at it a different way, it seems that Fracture is more potency than the average of the RoH combo, unless I'm still screwing up my math somewhere. So I guess for dps considerations, it would actually be worth it. Nevermind my previous post (and the first half of this one). I will, say, though, that appealing to mechanics like repel shouldn't be done when discussing using DOT abilities over normal abilities. A DOT is either a dps increase or it isn't, regardless of uptime on the boss.
Last edited by Viridiana; 12-09-2013 at 05:32 PM.
It's simply an example. I could have said "anything that telegraphs a knockback that can't be stunned would be the prime target for Fracture".
That aside, I never said anything about prioritizing it over your other abilities. I certainly wouldn't. It, like most of our cross-class skills, is dependent on context.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
And I'd still say it's flawed logic, at the risk of irrevocably derailing the thread.
The reason you use one ability over another (barring utility) is because one does more damage than another. Whether it's a DOT or not is immaterial, assuming it lasts the full duration. Think of it this way, if Fracture only did 100 total potency over its duration, you wouldn't even use it for knockbacks.
Use Stoneskin instead.
Then you don't get repelled.
Yup. And Uninterruptable. But with a LONG cooldown.
For PUG runs I tend to Stoneskin for the first two repels (no bees) and then drag the bees to the Top Left and hold them there (Eating their AoEs and rotating cooldowns, can still dodge tarpits) whilst everyone else focuses the wall. That means I keep Tempered Will available for the third repel, whenever I'm more likely to get stunned whilst trying to cast Stoneskin (and keeping the bees away from the center during Repel greatly reduces chaos!)
For the 4th Repel (which occasionally happens with derpy groups) you can "Hallowed Ground".
Last edited by Maelwys; 12-09-2013 at 09:51 PM.
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