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  1. #1
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Dreadwyrms have 11 more Acc :P So Dreadwyrm Gloves + 9acc/18crt/13det/18ss earrings

    http://ffxiv.ariyala.com/PAF8

    EDIT: Next week I'm gunna start getting the new topic done. If you have any tips/advice that should be in the front page that currently isn't, tell me and I'll include it. I'm gunna go over all of the maths on the OP as well and update it.
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    Last edited by Dervy; 01-23-2015 at 03:18 AM.

  2. #2
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Dervy View Post
    EDIT: Next week I'm gunna start getting the new topic done. If you have any tips/advice that should be in the front page that currently isn't, tell me and I'll include it. I'm gunna go over all of the maths on the OP as well and update it.
    I'd like a note on how incredibly good DRG is in dungeons. A number of DRGs I've encountered in DF have clearly read the OP and seem to understand the single-target rotation very well, but then they don't quite understand how to make the most of it on multiple targets. (the short version: Against two long-lived mobs, generally best to put DoTs on #2 while throwing everything else at #1. Against three or more mobs, use AoE unless TP is getting low and it doesn't look like you'll make it to Invigorate. You may not be able to AoE every pull, and that's okay; AoE every other pull is still better than sitting on all that TP.)

    The statement "you cannot use more than one off-GCD ability in between two main abilities without sacrificing dps" needs revision. It's long been confirmed that oGCDs that aren't jumps or items are short enough to allow two, especially with DRG GCDs being as slow as they are. And in an AoE rotation you may as well use Life Surge on Dragonfire Dive since you'll run low on TP anyway.

    Some questions that may or may not go well in a new guide:

    "In the event of a mistake or disconnect, should I ever interrupt a combo to get buffs/rotational alignment back or avoid clipping Chaos Thrust?"
    Never start the wrong combo... but always finish it! (any active combo bonus is always the hardest-hitting GCD available either immediately or within 2 GCDs)

    "What is the deal with DRG and Limit Break?"
    Melee Limit Break is very powerful against a single target. Bosses tend to be the most annoying single targets, and most parties would rather remove this roadblock than use a caster Limit Break on trash (even though it technically does more damage if there is more than one target, people don't usually have problems with clearing trash); thus, if a melee DPS is present, it is generally expected that that player will use the party's Limit Break.

    And whereas monks and ninja have a groove that is somewhat uncomfortable to fit the long cast time into, the ways a dragoon can continue the rotation aren't terribly far off from optimal. So it'll be all yours in most instances you go into as a DRG, with very few exceptions.

    "Should I hold out for a higher level of Limit Break, or use the one we have right now?"
    You usually have to eyeball it and know the fight/dungeon well to say for sure. You don't generally want to hold on to it, because it depletes the gauge entirely; and the sooner you use it, the sooner it starts recharging. But sometimes there's a DPS check or a mechanic it will help you skip or push through more easily. In those cases, you'll want to save it for that. You'll also not want to use it at any time that gets you killed.

    At any rate, most bosses except the toughest ones will only last long enough to charge it once, maybe twice. If you're not familiar with a boss, you can usually use its HP as a way of judging whether you'll make it to LB2/3.

    Avoid using LB as a finisher unless that's the only safe time you could find; that's a waste of its full damage potential.

    "What is the optimal time to LB3 if I want my personal DPS to look really cool?"
    Replacing a Full Thrust combo, with all your cooldowns unavailable, so that HT/Disembowel/CT/Phlebotomize stay up. Mechanics always take priority, but it's a good thing to know, yes?

    Perhaps one day I can follow OP's example and show the math behind these, but at least some of these questions should be on a DRG's mind.
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    Last edited by SunnyHirose; 01-23-2015 at 06:03 AM.

  3. #3
    Player
    Tachikiru's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    5
    Character
    Samba De'migo
    World
    Excalibur
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Dervy View Post
    Dreadwyrms have 11 more Acc :P So Dreadwyrm Gloves + 9acc/18crt/13det/18ss earrings

    http://ffxiv.ariyala.com/PAF8

    EDIT: Next week I'm gunna start getting the new topic done. If you have any tips/advice that should be in the front page that currently isn't, tell me and I'll include it. I'm gunna go over all of the maths on the OP as well and update it.
    Haven't caught up with the thread in a few days, are we still looking at this as crafted BiS?

    Finished my mask, belt, and earrings two days ago and already feeling the difference (in TP drain that is)
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