So, I guess this optimal rotation is only a best case scenario where nothing is bothering you to unload all your skill on a target, right?
So, I guess this optimal rotation is only a best case scenario where nothing is bothering you to unload all your skill on a target, right?
Optimal rotation is what you are aiming for. When you cant achieve your optimal rotation most jobs have a priority system that the optimal rotation is based on.
So for example
the optimal is HT-ID-Dis-CT-4th-Phleb-TT-VT-FT-4th repeat this rotation in a real fight would break down into this priority system:
1: heavy thrust
2: Chaos Thrust combo
4: Phleb
5: Full Thrust combo
So if a boss jumps you would look at your buffs and debuffs to see what you need to put back on. For DRG's most of the time its easier than that because if its a short break you can just continue your rotation from where you left off and if its long enough that one of your buffs/DoT's is going to fall before you get back to it you can just start over usually without consequence
Your optimal rotation is what you know to provide the biggest possible DPS on your job when there's nothing to interfere with it. Playing a DD job is all about being able to adapt your optimal rotation to the fight at hand to maximise your damage in that specific battle.
Just don't ever mix up your skills. I see a lot of NINs do this...
http://www.ffxivrotations.com/nx
...and most don't even know why it's wrong.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}
well when I read the part where you said your a drg I stopped there as I have experience as one start
blood bath> internal release> Heavy thrust (Flank) > leg sweep > Phlebotomize > Battle Litany > Impulse drive > Dragonfire Dive > Disenbowl > Blood of the dragon > Chaos Thrust (Rear) > jump > do what ever rng proc came up Fang and Claw (Flank) or Wheeling thrust (Rear) > Geirskogul > True Thrust > Vorpal Thrust > Leg Sweep > Full thrust.
Then repeat but always second time reverse the 3 combo so instead of the impulse drive > Disenbowl > Chaos Thrust go True Thrust > Vorpal Thrust > Full Thrust every second time using all off gcds whenever up and geirskogul whenever your blood of dragon is around 12 seconds then 12 secs before off cd and your re starting rotation then use it again and reactivate blood of the dragon before before 3rd move on combo.
I see all of you have your own favorite rotation for Dragoon. I am talking about the rotation from the "How to Dragoon per Second" thread kind of long. That rotation look like it'll take a whole minute to complete. Do people really use that system at all then?
Yes, that's the main rotation lol
It's not that long really, break it down into like 3 parts: IDC4 and TTT4, and the 2 singles HT and Phleb. The full rotation is HT - IDC4 - Phleb - TTT4, repeat ad infinitum.
The opener is pretty intense because you want to use all your other abilities for big burst damage. Then you'll just use them as they come off cd pretty much.
It seems like a lot at first, though it's actually a bit simpler than our old 2.0 rotation.
As far as when we are talking about different parts of the rotation, the "IDC4" part could be considered the DoT rotation. This is what you put up first, obviously, but also what you'd use in a dungeon if you want to multi-DoT mobs. If you leave off Phlebotomize, you can rotate IDC4 on multiple targets and get an extra GK per min.
The "TTT4" part of the rotation is like Thor's hammer, it lays the smack down. When a low HP add spawns this is the part of the rotation you'd use to burst it down.
So in the end it's just alternating between putting up dots and laying the hammer down xD Easy-peezy
I understand that and I have been doing that while thinking "there is no way I can land the whole rotation on the boss before I have to deal with the adds".
So now we sometimes sacrifice Phlebotomize in favor of Gierskogul?
Do not listen to what rotations people here tell are right, go to the Dragoon thread and pick up the one there. People making their own rotations have no idea what they are doing 99% of the time.
Rotations are meant as a guideline and are something you execute in a vacuum environment. When it comes to actual fights, you'll have to think of your rotation as a priority list, while taking into account other factors that are taking place in the encounter. To do this optimally you have to have a certain degree of encounter knowledge and general awareness. You need to be able to know what the enemy is going to do in the next X seconds and capitalize your DPS based on that information. You can always ask for more experienced Dragoons for specific tips on a fight per fight basis, as general tips only go so far. You need to be aware of things like when it is safe to Geirskogul without your Blood of the Dragon dropping off prematurely, whether or not your DoTs will tick for a long enough duration for them to be worth more damage than your regular combo, whether to use your Spineshatter Dive/Dragonfire Dive/Elusive Jump for movement or damage, what mechanics you can safely ignore, when to use your cooldowns for best uptime (popping Blood for Blood 3 seconds before the boss goes to an invulnerability phase for 10 is probably not a very good thing to do), is it worth continuing your Chaos Thrust combo on a mob that is at 5% health after hitting with it Impulse drive or go straight for the next mob, etc. The list goes on.
Most of this comes with a combination of experience and research.
P.S. This is a little bit of a naughty thing to do, but sometimes when I'm feeling lazy, I do a "full reset" of my rotation where I intentionally clip into DoTs or Heavy Thrust earlier and start the whole sequence over just to make things simple. But you probably shouldn't do that.
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