Great, just what I needed. So next release you'll be able to test for p1.aura.enhanced_wheeling_thrust and p1.aura.sharper_fang_and_claw
I can't help but wonder how exactly SE's combat development team tested out these rotation creations of theirs. Even taking into account the theoretical potential damage of this ability set, the practical application falls far short, none of the proposed set ups i have read so far would really work in endgame which have, historically, always been very mechanic heavy, and i find it unlikely to change. The issue i take isn't so much the numbers being put out, but the actually feasibility of using them.
Any ability set where you are punished because of things out of your control is flawed design, should a player make a mistake in the rotation that's one thing, but dropping potency to a third because of say, ground persistent AoE like in turn 10 or titan EX for example, where its not only dangerous but downright suicidal, is bad design.
Randomized positionals, where we have no idea in advance where we even need to be at the end of a combo is asinine. If positionals MUST be used, and i fail to see why in the first place as no ranged, caster, or tank job has to deal with them, at least make it predictable, such as say, wheeling thrust is proc'd after chaos, and fang and claw is proc'd after full thrust.
I have to say though the biggest flaw is in how Geirskogul is designed, for something SE claimed would be our big finisher, we got a 200 potency leg sweep? It's absurdly weak for all of the build up and maintenance it requires to even use. And if you are using the rotation as many i have read advised, blood will always be on cooldown so heaven help you in any fight where the boss becomes untargetable for more than a few seconds, which most bosses i can think of do at some point or another.
I have seen a few make comments on the solution to that is to just not use geir, and that alone adds further proof of how absolutely broken this entire ability set is. Blood exists to unlock our new attacks, fang and wheeling exist for a 4th step in our combo, but mainly to extend blood's duration, and all so we can pop geir. So the proposed solution is to not use the very attack that all this build up is meant for? Especially considering how weak that attack is? Rather than be a 'decreases duration' ability that can be used every 30 seconds, increase the potency and have it consume blood, that way it can really only be used once per minute and actually BE the big hitter we were promised.
Updated Damage Models + Preliminary Stat-Weights on OP.
Just waiting for Critical Hit Damage scaling factor and they'll be around 85-90% accurate.
It's about being situationally aware. There are some bosses where high uptime is possible and you can throw out 3 Geirs a minute. There are a lot of fights where you can't. It's up to the player to learn the patterns and know when it is safe to blow it. The difference between the post-50 content and pre-50 content is that there are quite a few more mechanics-heavy fights compared to 1-50, all in the name of preparing people for EX Primals/Raid content (which I greatly appreciate).
Also, being a line AOE actually means that it can overperform quite a bit in anything that involves adds as it becomes 200*# of mobs worth of potency which is a big gain.
This. Due to the sheer amount of time spent in each of the coil turns, I know exactly where I'll be in my rotation when each mechanic pops and I've worked good ways of maintaining DPS uptime during add phases in places like T9, T10 and T13. Practice makes perfect, not just for doing a rotation but for knowing how best to plan ten seconds ahead in each fight. Part of what makes raiding fun I reckon.
I can't get in-game at the moment, could anyone tell me what DPS difference we are talking about when holding off on using Geirskogul?
Everyone goes on about DRGs high DPS, but while I do understand what others have said about learning the fights and using Geirskogul carefully, that high DPS doesn't mean anything if you can't get up to that level in any fight.
There's a ton of fights in FCoB for example, where you could theoretically go on using Geirskogul 3 times a minute, but only if you're extremely lucky and don't get targeted by any mechanics at all... And I'm guessing it's normally a DPS gain to just trying to hold on to BoTD rather than risk losing it on mechanics.
NIN doesn't have things like this to worry about, and while MNK falls behind some on DPS, they have an advantage when there's dodging mechanics like that now.
So, to build on my question earlier(I hope I'm not offending anyone, cause I'm very thankful for insight and rotations people have submitted), in a raid like fight which isn't perfect for this tight DRG rotation, where do DRG sit in terms of DPS compared to other jobs?
I can't speak too much about NIN cause I haven't played them at that level, but while MNK have lower potential DPS, they can just pump out full DPS like they always have, and now they don't get as punished with mechanics as before. It's kinda how BLM has higher DPS than SMN, but in most scenarios SMN will be ahead.
I could be completely wrong, and that 200 potency attack might not do too much, I'm sorry then. Didn't really test it out myself.
Over the course of 2 minutes (one full BotD cycle/ rotation reset), 1 GK is 0.3 PPS. There's 6 GK's in that time frame.
And thats where we hit the issue. i cannot imagine any sane player using geirskogul with all its build up and maintenance as a lane AoE, when doomspike does the same thing, with only 40 less potency per hit, and hits immediately at a much faster rate. 1 geirskogul= 200 times X number of mobs, every 20-30 seconds. doomspike = 160 times same number of mobs, 5-8 times in the same time frame,it doesnt even compare. the Lane AoE factor is a handicap that holds geirskogul down in order to give it a place in a situation where there is no worth in using it.
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