Swapping pets tanks your mana, ifrit seems better for anything except extremely spread out target swaps (due to travel times), and possibly AoE contagion bane.
Swapping pets tanks your mana, ifrit seems better for anything except extremely spread out target swaps (due to travel times), and possibly AoE contagion bane.
Haha, I'm going to get to that part in the guide but whoever said phase by phase is in fact correct. There are special exceptions though.im reading through the guide. its very nice and well written ty.
i didnt complete my reading. sigh. ;_;
as a new smn the first thing im asking myself. should i use garuda or ifrit!
my friend keeps telling me if you have a single target boss/instance without transitions use Ifrit. (prime example t8). otherwise the default is Garuda. some friends confuse me even more and say that good smn will swap pets depending on the phase.
i assume something like t13 p1 and 2 use ifrit, adds phase use garuda. ;_;
again. which pet. and when to use them?
However, you want to minimalize this to 2 swaps only in boss fight instances if you will do it..
So lets use T13 for example.
P1 and P2 you would use Ifrit.
P3 - You will use both. Garuda is the better for AoE here BUT there are limits of when to actually make the switch to Garuda. Lets say we have a few mobs next to each other. If you were to apply a set of DoTs onto one mob and bane them onto nearby mobs, If those mobs will survive for less then 18 seconds (a full duration of Bio, still use Ifrit. However if they will survive for longer then 18 seconds but closer to 33 seconds in total, use Garuda to maximize the effect on Contagion.
P4 - Ifrit again.
Using what I said for P3, the actual time to switch to Garuda would be slightly before when the Storm of Meracydia finally becomes targetable.
In terms of Dungeons, Garuda will be more useful for mob pulls on average (unless the 18 second rule applies), while Ifrit for bosses.
There's another case like T11, where the add phase requires a magic attack vs a melee on one node, so that's another way a switch will need to be made.
Another case is based off of my last example. In your party composition, if you have other magical DPS in your party who would DPS as well (SCH or BLM) and will beat the DPS of Garuda, still use Ifrit.
Again in T11 for example, If a SMN does not need help to kill the magic node in time because either a SCH or BLM is helping them or the melee is slow enough, Ifrit will still be better here.
*Super special case. T10. So while I said in my second case that the 18 second rule should determine the use of Garuda vs Ifrit, something like T10 actually disobeys this rule. In the case where there are SOLELY two mobs that a pet can hit while there are also multiple mobs more then two on the map, even should Contagion be a thing, Ifrit can STILL beat Garuda due to the 532MP to swap. The add phase but more specifically the given adds, do not last long enough as a whole to warrant the use of Garuda and 532MP, ontop of the fact that Gaurda cannot target more then 2 mobs at the same time. You can infact save the 532 MP to use for your own DPS later and win out here. The special exception to this case would be when Raging Strikes / INT potion DoTs can be baned onto the second target AND it won't take forever to die but at least long enough to take advantage of Contagion.
So basically those are the four exceptions roughly where even should Garuda technically be better in the enviorment, Ifrit will win out.
Last edited by Havenchild; 05-05-2015 at 11:58 PM.
This reminds me that Pets need special attention as far as being able to help soak mechanics. (Repelling Shot, Fireball in T5)
Like your example of using Ifrit on T11. Even if SMN is the only mage for the Cube, using Ifrit for the melee damage on the Sphere doubles to help soak Repelling Cannons making the healing requirement trivial. Thus both healers could Clerics/Dot up the Cube for more potential damage on the Cube, where Ifrit has higher potential damage on the Sphere.
After considering the various cases, there is still the case when Ifrit can reliably die due to soaking, in which case you lose more DPS from having to resummon the Pet again. That would depend mainly on your healers AoE game.This reminds me that Pets need special attention as far as being able to help soak mechanics. (Repelling Shot, Fireball in T5)
Like your example of using Ifrit on T11. Even if SMN is the only mage for the Cube, using Ifrit for the melee damage on the Sphere doubles to help soak Repelling Cannons making the healing requirement trivial. Thus both healers could Clerics/Dot up the Cube for more potential damage on the Cube, where Ifrit has higher potential damage on the Sphere.
I realize optimal time usage to using pets is a nasty grey area to describe.
Last edited by Havenchild; 05-06-2015 at 12:38 AM.
Oh for sure there is that possibility. I just don't think a lot of SMN know they can use their pet as an extra body for things like that though. Most fights where it is an option, it seems like SE has balanced the fight around it being an option, so players should be looking be looking for those opportunities.After considering the various cases, there is still the case when Ifrit can reliably Die due to soaking, in which case you lose more DPS from having to resummon the Pet again. That would depend mainly on your healers AoE game.
I realize optimal time usage to using pets is a nasty grey area to describe.
But yeah, in the case of T11 if Ifrit keeps dieing and your healers aren't taking the opportunity to DPS the Cube....then get new healers. ;p
"I don't always drink beer, but when I do, it's often."
Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community
OP are you sure about Shadow Flare being separate from the server? My current testing is showing it's like any other DoT and is completely tied to the universal 3s timer. There aren't double ticks available with good refreshing timing as you suggest, unless I'm missing something.
It is a separate DoT tick from B2/M/B but it's just delayed on the display and as far as I can tell it's still at the same rate in practice.
Edit: I'm not sure what's going on with it, been watching it the last few minutes.
Seems to have its own duration independent of universal DoTs, this is true. It won't mold down or up to the latest DoT upon cast, as standard DoTs actively do. But, the DoT timer is not related to its duration (IE you can get a tick at any second of the duration unlike Bio which will always give a tick at 15s, 12s, 9s, etc of the timer remaining), and unlike B2/M/B it follows its own timer you can't tinker with by casting it or not, it's either related to the universal tick just delayed slightly or it's its own separate tick, still universal in a sense.
Regardless I've never gotten a double tick.
Last edited by Sleigh; 05-06-2015 at 11:40 AM.
I will admit you can't reliably replicate it but like you said, it's separate entirely and procs randomly according to it's own timer. If I'm not mistaken, the maker of ACT stated it's NOT on a universal clock even on it's own timer but possibly adjusting per ShadowFlare cast.OP are you sure about Shadow Flare being separate from the server? My current testing is showing it's like any other DoT and is completely tied to the universal 3s timer. There aren't double ticks available with good refreshing timing as you suggest, unless I'm missing something.
It is a separate DoT tick from B2/M/B but it's just delayed on the display and as far as I can tell it's still at the same rate in practice.
Edit: I'm not sure what's going on with it, been watching it the last few minutes.
Seems to have its own duration independent of universal DoTs, this is true. It won't mold down or up to the latest DoT upon cast, as standard DoTs actively do. But, the DoT timer is not related to its duration (IE you can get a tick at any second of the duration unlike Bio which will always give a tick at 15s, 12s, 9s, etc of the timer remaining), and unlike B2/M/B it follows its own timer you can't tinker with by casting it or not, it's either related to the universal tick just delayed slightly or it's its own separate tick, still universal in a sense.
Regardless I've never gotten a double tick.
So more like the last tick of the previous one procd, then after you recasted it, it procd immediately again within the same second.
Various reddit posts explored the fact that ShadowFlare in particular is quite a unique skill.
http://www.reddit.com/r/ffxiv/commen...parser_plugin/
http://www.reddit.com/r/ffxiv/commen...w_discoveries/
http://www.reddit.com/r/ffxiv/commen...ming_research/
Last edited by Havenchild; 05-06-2015 at 12:38 PM.
If there is any known timing to replicate this, even at low reliability, please LMK. I've been trying both at the end of my Shadow Flare and just trying to reapply right before, during, and after the tick.
The common belief amongst those who repeatedly tested it was that the ability to replicate it fell with a personal timer from the user that was determined at the moment of loading into an instance.
Try reloading into your location to see if the timer adjusts correctly. Thats the only advice I could give here. I'll update the wording on that detail.
That is so dumb lol.
So its still a static 3 sec timer whose offset is predetermined, and not dependent on when you cast it?
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.