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  1. #11
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by LiquidSwordz View Post
    Most of the gear seems pretty straight forward as to what's BiS. We have a lot of crit/direct hit pieces out there. I've seen the savage pants over the lost allagan ones which baffle me unless the SS is a must. I'm using the omega chest till I beat OS4(currently on Neo). Left side tome piece for me are the head and legs, right side are choke, bracelet and ring
    Some people will always think SS is that important. Let them believe that; they're not wrong, it's actually quite subjective--in the sense of "it is not the same for everyone", not "it is an opinion". If you cannot pull off something important without it (e.g. BotD maintenance, extra Jump), then it is important.

    A12S was the "oh no" moment for me, had poor framerate (literally can't register the inputs quickly enough) + low SS + SCH switched to Eos to laugh at the raidbusters, so I had the tiniest margin on BotD usually... but I also raided with a MNK, so I was always gonna be one of the upstairs DPS, and if that's the case you can kiss a high Logs percentile goodbye. Decided not to worry about it, at that point I knew I didn't want to stick around longer than it'd take my group to try out a replacement.

    Quote Originally Posted by TheKingSlayer View Post
    From my experience is that openers change slightly with each fight in savage. Some times its Jump first, sometimes its SSD first. It all depends on the fight, when the boss goes invulnerable, what aoes are used when.
    i.e. in Neo I like using jump first, since you can get a 2nd jump in before neo goes into his first alpha cross. However in O3S, I like SSD first because if you use jump first may have to hold your 2nd jump as she's doing her first spellblade holy, so you don't get animation locked in a potential blizzard aoe.

    TLDR; Basically, everyone is right. Sunny's opener is great, but tweaking may be appropriate depending on fight.
    Don't get me wrong, I am not calling diss on anyone or their golden baby opener. Adaptability is so important, even if your raid strategy is inflexible. And this year I will be quite dependent on others for the deets on serious raids. Now, I never really ended up adjusting openers for Alex (except on really bad days with Quickthinx, and Living Liquid / Manipulator tended to force issues), but I was always considering it.

    Quote Originally Posted by Kacho_Nacho View Post
    I love your guide, Sunny.

    One thing of note is due to the dragoon's fixed rotation, the job is more accessible to us players than it would appear at first glance. The abilities allow the player to break things down to easy to follow blocks. So this is truly a case where the job is more complicated on paper than in play. At least, it's been that way up to level 60.
    I'm glad you like it. I hope I can make it much better, of course.

    You've got it right on the nose. DRG actions are heavily biased towards immediate rewards, which was SE's old justification for our lower damage. Geirskogul in HW broke this trend a little. Mirage Dive feels a little off, but it's a lot like Power Surge got inverted, so no biggie; at this point, career DRGs are used to a little bit of "no seriously don't mess this up" with jumps no matter whether we care for that aspect.

    It's the Lv70 Nastrond system that breaks this trend harshly. It does too much damage to ignore, but I'd just as soon SE found a more satisfying way to accomplish whatever they were hoping to accomplish with it, which I cannot figure out for the life of me.

    Quote Originally Posted by Tetsuya View Post
    After some dummy testing and getting used to two sort of different rotations the dps result was almost the same, the only difference that I've noticed is really that the rotation from here doesn't buff the 2nd CT by the Potion.
    It wasn't the easiest call to make. Basically what tipped the scales is that infusions aren't very bursty (HQ infusion = +137 STR -> 6.25% buff at i309, 5.35% at i340). After tallying up the damage for two rotations, I found it was a minor improvement to put the pot early because of the excellent gains on Lance Mastery. The game also seems to be a little reluctant giving you a reliably-timed first oGCD directly after engaging (I had previously assumed my fingers were just flubbing it), so a single-weave there at a weak part of the rotation suits me just fine.
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    Last edited by SunnyHirose; 08-15-2017 at 07:51 AM.
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