Been luckier in coil than I have, still waiting on my t4 helm and t5 drops
Awesome to see someone fully geared though![]()
Been luckier in coil than I have, still waiting on my t4 helm and t5 drops
Awesome to see someone fully geared though![]()
I wouldn't call it part of my rotation, but I do use it in the fight. I use it on Garuda right away before starting my rotation, and then I hit her and the sisters with it as soon as they appear before the tanks have them settled. Does it help? Hell if I know.
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.
Last edited by JetBrooks; 01-03-2014 at 06:04 AM.
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?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.
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.
Yap our utility moves aren't very useful. I use them until I get yelled at XD
I also revised that post a bit (as I usually do), if ya wanna take a look.
Is there a final BiS list?
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