Still haven't seen an AoE rotation yet, just wondering on the use of Geirskogul?
I use Heavy>Ring of Thorns, then Doom Spike spam, but do I only get one shot of Geir per minute?
I've tried to incorporate Geirskogul but unless you have a combo started up, it just ends up not being worth it. I usually end up doing the old HT -> RoT, Doomspike spam until I'm out of Invigorate and I'm at about ~200 TP, then switch to single target with BotD/Geirskoguls from then on. Usually if you are doing your AoE rotation though it tends not to be worth it as the weakened mobs will probably die too quickly and might not have BotD for the next (possibly non-AOE) pull.
I think that spelley's AOE approach is on-target, except that it's probably better (ideally) to flip those two stages. Start with some single-target multi-DoTing, throwing in Geirskogul when you can, and then switch over to Doom Spike spam when it seems like you have just enough TP to kill the enemies. That way, you'll get the benefit of Disembowel on some of your opponents while AOEing with Doom Spike later on, plus, your DoTs will have more time to run their course.
Seems to me that this would especially be good for 4 or 5 mobs with very large amounts of health.
Also, I'm thinking that we might drop Phlebotomize from the multi-DoTing phase in favor of combo'd Ring of Thorns, which is going to be marginally stronger and cost very little TP. So that would give us something like:
(target 1) HT - RoT - ID - Dis - CT - 4th -[GK]- ID
(target 2) Dis - CT - 4th - HT - RoT - ID
(target 3) Dis - CT - 4th -[GK]- ID
(target 4) Dis - CT - 4th - HT - RoT
...followed by Doom Spike spam and another Geirskogul or two.
That said, if the enemies are weak sauce, then we should just favor our old-school HT-RoT-DS-DS-DS-DS with one Geirskogul mixed in--particularly if we're attacking a cluster of, say, 5 enemies or more.
Last edited by Thendiel; 07-11-2015 at 05:56 AM.
Sounds good, thanks Thendiel, Spelley.![]()
Just read about the WT/FC stuff. Meh, skillcap QQ. Was expected really. Most probably going to be a 100 potency hit instead for not hitting positionals. Any other changes?
They technically already are like HT/CT. Doesn't matter if you hit from the wrong side you still get your hit.
I just hope they don't add an "animation delay onto those skills...
Has any testing been done into how DoTs now work with the changes to skill speed? Just wondering, since I keep seeing a lot of concerns with the timing on DoT clipping.
I did quite a bit of testing pre patch on how DoT timing actually worked but I was just wondering if anyones tested how much of an impact skill speed/spell speed has on the ticks now.
I posted it on the OP, for Dragoons. Well, the actual value is closer to 1+(SS-354)*0.00009 per point of skillspeed. I need to update the OP but I don't have access to my PC. That's for damage.
It doesn't affect the rate of ticks. Actually! If I remember correctly, the actual rate of ticks has never been 3s, but 2.9something.
I didn't notice that in the OP, I swear I looked, must have had a blind day D:I posted it on the OP, for Dragoons. Well, the actual value is closer to 1+(SS-354)*0.00009 per point of skillspeed. I need to update the OP but I don't have access to my PC. That's for damage.
It doesn't affect the rate of ticks. Actually! If I remember correctly, the actual rate of ticks has never been 3s, but 2.9something.
So how does it work if it doesn't affect the rate of ticks, is just a damage modifier?
Make sense really, would hammer the server to hell if they had to somehow speed up the processing of the DoTs. They already work weirdly enough as it is.
It's literally a multiplier from my observations so far. Works similarly to determination, or any other buff such as BFB/GL3 etc.
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