
The skill ninja is getting is pretty lackluster based on speculation right now. No one knows for sure. The biggest dps increase for nin is decreasing the number of 3 step mudra casts of huton.
I should be able to fit in the new skills with a few changes, as I too am using G600, with CTRL I can bind 24 buttons for my thumb alone, with Alt, 36, so that shouldn't be too big of a problem...
But if Dragoons didn't have the longest rotation already, boy, will they now.
I don't think it's long.
It's literally H - IDCF - P - TTTW over and over again by the looks of things.
Has anyone been working on an opener?
I'm thinking something along these lines:
HT (IR) ID (BfB+LIT) DS (BotD) CT (X-Pot) WT (GK) PH (PS) TT (LS+Jump) VP (DFD) FT (SSD) FC
or (depending on animations)
HT (IR) ID (BfB+LIT) DS (BotD) CT (X-Pot) WT (GK+PS) PH (Jump) TT (DFD) VP (LS) FT (SSD) FC
It's really hard to tell when things can be pushed back. This is mainly due to not knowing how good some of the new animations are for pairing off gcd skills together. I don't like not having the pot up for CT but putting earlier seems kinda bad.
Also, isn't wheeling thrust the finisher for the chaos thrust combo? (the op says otherwise)
You'd want the X-Pot before CT as that is still our highest damaging ability. You shouldn't worry too much about X-Pot hitting Wheeling Thrust as it's only a 290 Potency Skill compared to FTs 360 and CTs 600.
And I've read so many different sources with different combo finishers. Doesn't matter what their names are anyway, they both give the same effect and deal the same potency.
Last edited by Dervy; 06-18-2015 at 10:35 PM.


I'm struggling to see the point of Geirskogul for AoE. Doom Spike is 170 potency, can use every 2.5 seconds, vs Geirskogul which is 200 potency but use every 10 seconds. You could use Geirskogul continuously during adds or trash but it will require cycling your combos. But i wonder if the 200 potency is even worth while when you can just do back to back doom spikes. You can get in 4 doom spikes in the time it takes to do 2 geirskoguls...and 200 potency on drg isn't much to write home about, it's slightly stronger than Doom spike and doom spikes now, do about 500 on average, which is like 1/15th of a trash mob's HP in an expert dungeon.

One thing Geirskogul has over Doomspike it's TP consumption. Doomspike pretty much nails our TP bar during speedruns, whereas Geirskogul would give us a little respite. I guess.


Unless you consider the 70-60-60 TP you need to spend between geirskogul to keep blood of the dragon up...
What is neat about GK though is it has a wider radius and longer range 15x15 compared to DS, so it's a fatter and longer rectangle, which should make it easier to hit things.
Last edited by Jonnycbad; 06-18-2015 at 10:52 PM.

I'm struggling to see the point of Geirskogul for AoE. Doom Spike is 170 potency, can use every 2.5 seconds, vs Geirskogul which is 200 potency but use every 10 seconds. You could use Geirskogul continuously during adds or trash but it will require cycling your combos. But i wonder if the 200 potency is even worth while when you can just do back to back doom spikes. You can get in 4 doom spikes in the time it takes to do 2 geirskoguls...and 200 potency on drg isn't much to write home about, it's slightly stronger than Doom spike and doom spikes now, do about 500 on average, which is like 1/15th of a trash mob's HP in an expert dungeon.
The point of GK is not for AoE damage, but it is an oGCD that we will use to increase our single target DPS. It just happens to do damage in an AoE, like the Monk's Howling Fist. It's not a move our kit is based around, but a move that supplements our existing kit. You'll still Doomspike adds like normal, but if GK is off cooldown and you can use it without a DPS loss (mechanics, BoTD uptimes etc.), then you just use it. It's that simple.

Geirskogul is off-GCD, so I presume we'll just use our existing AoE rotation, plus one or two Geirskoguls. I think it's safe to assume that Blood of the Dragon wouldn't be worth maintaining in an AoE burn. I don't really see how that's an issue at all--it's literally just adding to our existing group damage output.
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