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  1. #1
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    I only recently started working on Lancer and I popped in here to get some info. I notice a lot of references to Lancer based rotations, but I don't see much mention of the Jumps since 2.1 launched, is there a rule of thumb on them?
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  2. #2
    Player
    JetBrooks's Avatar
    Join Date
    Dec 2013
    Posts
    292
    Character
    Jet Brooks
    World
    Malboro
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Tzain View Post
    I only recently started working on Lancer and I popped in here to get some info. I notice a lot of references to Lancer based rotations, but I don't see much mention of the Jumps since 2.1 launched, is there a rule of thumb on them?
    Unless you want to save Spineshatter/Dragonfire for mechanics, you should burn everything between your GCD moves as they become available. It's free DPS, so you should use it. You always want to use Power Surge before Jump, as Jump is your hardest-hitting single-target jump/dive attack.

    Here's my complete rotation, including oGCDs.

    H > BloodForBlood > I > InternalRelease > D > LegSweep > C > SpineshatterDive > P > PowerSurge > T > Jump > V > LifeSurge > F > DragonfireDive > H > TTT > P > IDC > H > TTT > P > TTT

    You reuse leg sweep whenever it becomes available again, I forget when exactly that is.

    If you don't have perfect timing (due to mechanics or whatever), you may not have time to get your last dive in before Heavy Thrust wears off. So just wait until after your second Heavy Thrust to do your last dive.

    Also, in some fights you simply lose time due to mechanics, and can't get everything in before Heavy Thrust wears off. In these instances, I usually sacrifice Phlebotomize in favor of completing a combo with Heavy Thrust up. Stuff goes up in the air due to mechanics sometimes, but that is one case that you may have to anticipate.
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    Last edited by JetBrooks; 01-03-2014 at 06:04 AM.

  3. #3
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by JetBrooks View Post
    Unless you want to save Spineshatter/Dragonfire for mechanics, you should burn everything between your GCD moves as they become available. You always want to use Power Surge before Jump, as Jump is your hardest-hitting single-target jump.

    Here's my complete rotation, including oGCDs.

    H > BfB > I > IR > D > LS > C > SD > P > PS > T > J > V > LS > F > H > TTT > P > IDC > H > TTT > P > TTT

    You reuse leg sweep whenever it becomes available again, I forget when exactly that is.

    I have found that for some reason I tend to do more Jump damage if I Jump immediately after Full Thrust, as opposed to before it; but that may just be (probably is) coincidence. I think I get luckier with crits that way, but I dunno why, haha.
    That's a lot of stuns being tossed about, don't you run into problems with diminishing returns or do you just keep your stuns away when in a situation where interrupts are needed?
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  4. #4
    Player PArcher's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    2,580
    Character
    Kytre Ashaer
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Tzain View Post
    That's a lot of stuns being tossed about, don't you run into problems with diminishing returns or do you just keep your stuns away when in a situation where interrupts are needed?
    On most enemies, bosses especially, stun resistance is negligible. There's only a few places where it can be an issue, like Ifrit, which then you just don't use those moves during the fight.

    But for most fights...go ahead and stun like mad. It doesn't matter.
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