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  1. #1
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Yeah, I just tilt my analog stick down for a half second then use it. Problem is it's only 15y instead of Jump/Spineshatter which are 20. I hope one day we'll get a new *real* jump. Like High Jump/Super Jump from FFXI (though High Jump in XI was just a slightly weaker Jump but with Elusive Jump's hate shed property), and Super Jump just kept you in the air for 5 seconds while avoiding all damage/mechanics, would be overpowered for a DPS to have in XIV lol.
    (0)

  2. #2
    Player
    Umbrax's Avatar
    Join Date
    Sep 2014
    Posts
    48
    Character
    Umbra Zephyrius
    World
    Ragnarok
    Main Class
    Monk Lv 70
    Yeah, what @Khel said pretty much, didn't see it "falling" off in any footage sadly as players were activating BotD instantly. In my opinion, at that point, you'll just need to BotD manually (it's 30 seconds CD now) as players were doing in the videos, but who knows :l
    (0)

  3. #3
    Player
    Nathair's Avatar
    Join Date
    Mar 2015
    Posts
    51
    Character
    Saoghal Fuadan
    World
    Raiden
    Main Class
    Dark Knight Lv 100
    For some things, we'll have to wait these two weeks.
    Looks like the rotation didn't change much itself, but we might want to get GK in as soon as we can to have it ready when we can activate LotD, or close to. All in all, "looks" easy.
    (0)
    I gave up on expecting tank/healer balance after SB.

  4. #4
    Player
    KaiSunstrider's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Kai Sunstrider
    World
    Mateus
    Main Class
    Archer Lv 85
    Quote Originally Posted by Nathair View Post
    For some things, we'll have to wait these two weeks.
    Looks like the rotation didn't change much itself, but we might want to get GK in as soon as we can to have it ready when we can activate LotD, or close to. All in all, "looks" easy.
    Certainly, now that FnC can follow a WT and vice versa, I'm sure it's going to throw a kink in things from time to time considering you won't always need to double up or even at all during LoTD unless the 5 combo rotation is an overall potency gain. I'm curious how it will all go to give a cyclic rotation of reapplication of HT (now a 30 sec buff) and CT dot.
    (0)

  5. #5
    Player
    Shamox's Avatar
    Join Date
    Feb 2014
    Location
    Distinguished Ultimate Nova Star Dragon
    Posts
    338
    Character
    Eagle Master
    World
    Moogle
    Main Class
    Ninja Lv 70
    As always you're just gonna clip it.
    (0)

  6. #6
    Player
    Erys's Avatar
    Join Date
    Oct 2015
    Location
    Gridania
    Posts
    191
    Character
    Erys Shir'en
    World
    Zodiark
    Main Class
    Dragoon Lv 70
    Hello, fellow goons.
    I have been wanting to log in for the whole day but couldn't because I haven't logged in 2 months or so. I wanted to log to say that I arrived at the same conclusion as Umbrax with the 3-4 Nastronds yesterday, while working around with the new tooltips. I suck at maths tho xP

    Also I've noted none of you hasn't weighted the possibility of our rotation becoming Ht-IDC4-TTT4-TTT4 with the 6 seconds increase for Heavy Thrust and the pruning of phlebotomize. Sure, 6 seconds + 1 gcd doesn't make 4 gcds, but doubling on TTT4 outweights the loss of phlebotomize and 5% disembowel.
    Our old combo potencies are 710 for Full Thrust combo and 1000 for Chaos (if fully ticking), now we have 830 potency in Full Thrust and 1040 for Chaos.
    We have lost phlebotomize, a total of 410 potency. And Full Thrust has been buffed to 180 from 170.
    Executing Ht-IDC4-TTT4-TTT4-Ht will amount for a total of 3920 potency and the current Ht-IDC4-Phleb-TTT4-IDC4 amounts for a total of 3690 (it's the same amount of gcds, just the last Chaos Thrust is not counting the DoT). With the respective damage buffs you will find out that we need to go the double full thrust rotation to outweight the loss of Phlebotomize. Also this would allow for Chaos Thrust to fully tick, I think I haven't really checked this.
    On top of this we get 3280 potency per minute-90s from our new ogcds plus buffed old ones in comparison to the HW 1466-1666 (this last number comes from whenever you can squeeze that forth/0.5 Geirskogul). I would say it's quite the improvement, we get more sustained damage, yay.

    The opener I arrived to, based on current opener and new skills and alignment, is as follows:
    HT-[BL+BotD]-Impulse Drive-[Dragon Sight(new party buff)+BfB]-Disembowel-[Potion]-Chaos Thrust-[Jump]-Wheeling Thrust-[Geirskogul+Mirage Dive (procs from Jump)]-True Thrust-[Spineshatter Dive]-Vorpal Thrust-[Life Surge+Mirage (procs from SSD)]-Full Thrust-[Dragonfire Dive or save for aoe]-Fang and Claw-TrueVorpalFull-Fang&claw
    As you can see it's basically the same with the inclusion of the Mirage Dives and Dragon Sight. The 2 mirages in the opener count as almost 2 of our old Geirskogul, with our buffed geirskogul that's a total of 420 extra potency we are including in our opener (Diversion much?). As for Dragon Sight it's placed so it reaches Full Thrust, buffing it "further" (with 5% disembowel and 15%bfb certainly amounts for around the same as before).

    With BotD before Impulse Drive makes it so after the first 4th hit we end up with 17.8s in our timer, and each combo we perform will increase that by 0.4 seconds. By the time we reach the 70-80s mark in which we enter Life of the Dragon we would have around 24s in our counter needing only 1 refresh to hit 30 seconds and go nuts with Nastrond. During the Nastrond dump we should get a last Jump that we will have to hold the mirage proc for after we run out of life to get an eye stack right after we end our burst.
    Also this phase ends at around 90s with battle litany being 180s cooldown, we are getting a really huge burst in damage for our second litany, provided mechanics allow for a hefty uptime. The odd ball will be Dragon Sight with its 120s cooldown it will be contributing heavily in our opener and in our 6 minutes opener which will be a Nastrond dump.

    I will edit more once I stop being all over the place and get my thoughts a bit more straight forward.
    Nonetheless, please tear this apart, I'm pretty excited on drg for 4.0 after losing hope with the last patches and participating in the figuring out of rotation and opener is a experience I didn't have for Heavensward.
    Have fun guys.

    PS: any tips on formatting and proper deliver of info would be appreciated, I'm bad at communicating.
    (0)
    Last edited by Erys; 06-02-2017 at 01:21 PM. Reason: character limit

  7. #7
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Erys View Post
    Hello, fellow goons.
    the only thing I see missing is considering that Wheeling thrust and Fang n Claw now combo off each other, making our combo's 5 GCDs long.
    (0)

  8. #8
    Player
    KaiSunstrider's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Kai Sunstrider
    World
    Mateus
    Main Class
    Archer Lv 85
    Quote Originally Posted by Nora_of_Mira View Post
    the only thing I see missing is considering that Wheeling thrust and Fang n Claw now combo off each other, making our combo's 5 GCDs long.
    This is correct, FnC and WT can now be used instantly after the other. With the change of these abilites only adding 10 secs to the BotD timer, the 20 sec addition for 2 GCDs will come in handy. Although, we may run into cases where the extra FnC/WT would give over cap durations which means unless the extra 290 potency outweighs starting over a TTT combo, we may have to adjust when and where we double up. At 290 potency Im going to assume atm that we will almost always use the 5 combo rotation regardless of timer.
    (0)

  9. #9
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    I don't think dragon sight can be double weaved reliably since you need to either macro it or manually target your party member.
    (0)

  10. #10
    Player
    Umbrax's Avatar
    Join Date
    Sep 2014
    Posts
    48
    Character
    Umbra Zephyrius
    World
    Ragnarok
    Main Class
    Monk Lv 70
    Thank you Erys, that's actually pretty interesting info, I already like the opener you wrote.

    About Dragon Sight being double-weaved, it's going to be tricky in someway but it's totally doable imo. If you macro it to a designated party member, I don't think you can double weave it but, if you set a keybind for the desired player, let's say your melee partner, it's just a key press more before you use Dragon Sight. It can take some practice to some players tho.

    I don't think half a second without the boss being targeted affects auto-attacks? maybe it does, I'm not an expert in that matter sadly so if anyone is, please don't hesitate to correct me!

    About the rotation itself, I rather wait and see the potencies on live servers before claiming an optimal rotation, we could be missing something (most likely because a lot of tooltips are conflicting with the Japanese version of themselves). Don't take me wrong tho, I really appreciate the effort.

    Also I quote @patefoisgras on reddit
    Dropping a 4th/5th tier in favor of a full Full Thrust combo is a tiny bit of a DPS loss, but the reward is that there's no positionals. Basically it's a moment-to-moment choice, if you can get 4th/5th tier positional off, go for it, if not, skip it and redo Full Thrust.
    Sounds interesting even tho we have True North now.
    (1)
    Last edited by Umbrax; 06-02-2017 at 07:19 PM. Reason: Character limitation

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