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  1. #11
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,168
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Silverquick View Post
    It is better to get the techniques one at a time as they fit together so you understand how they fit together, then you can start experimenting with what works best for you. You need to learn to crawl before you can walk.

    Secondly, you have a better chance of developing bad habits if you don't even know the basics of how to run it and manage to figure it out anyway.
    What I said was:
    Quote Originally Posted by Rongway View Post
    Playing with an incomplete action set for many levels makes it really easy to develop bad habits. Good rotations are easier to learn with a complete action set.
    Obviously nobody expects someone to try to make sense of later actions in the set without understanding the earlier actions; however, if a player spends too long using the early actions without the later ones they may develop an inaccurate understanding of the earlier actions that makes it harder to use the later ones effectively.

    Red Mage for example. If they try to learn it like a Lv1 starter job, by only playing low level stuff until they're used to the basics, without cross referencing the higher level actions periodically, it's really easy to develop two bad habits:
    1. Starting a melee combo at 50|50 or some other balanced value.
    2. Casting Verstone-Verthunder when White is at +1 or Verfire-Veraero when Black is at +1, which leaves them balanced.
    These two mistakes have no negative impact until 68/70, at which point they suddenly become significant mistakes.

    Which also brings me back to my original statement,
    Quote Originally Posted by Rongway View Post
    One of the things the game doesn't do well is explain what the intended or optimal rotation for any job is. They leave that to the players to figure out. This is fine from a game design philosophy perspective, but it does make learning how to do things well almost impossible without reading a player-written guide, for most players. Once you've found a good guide, learning a rotation is mostly just a matter of sitting down at a Lv1 target dummy and pressing buttons until you get used to it.
    Starting at Lv1, the vast majority of learners can't learn how to play a job well unless they have some outside party warning them about possible mistakes like that. Like, "Hey, Rongway, I know the whole job concept alleges that you're meant to keep your Mana balanced, but make sure you keep them not-exactly-equal. Trust me." Without outside advice, if they're just looking at the actions one at a time from Lv1, they're going to learn the job wrong.
    (1)
    Last edited by Rongway; 10-12-2023 at 07:04 PM.
    Error 3102 Club, Order of the 52nd Hour

  2. #12
    Player
    ICountFrom0's Avatar
    Join Date
    Mar 2019
    Posts
    1,526
    Character
    Zedlizvez Mikasch
    World
    Hyperion
    Main Class
    Machinist Lv 100
    Honestly?

    Never be comfortable, never be enough, always try to improve.

    On the other hand.

    Don't let anybody tell you that what you do isn't enough.
    (6)

  3. #13
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ICountFrom0 View Post
    Honestly?

    Never be comfortable, never be enough, always try to improve.

    On the other hand.

    Don't let anybody tell you that what you do isn't enough.
    You know what? You're right, I'm sick of not liking monk because I hate the rotation. Imma dragon kick only p12s right now
    (0)

  4. #14
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    OP: Look up your Job here https://www.thebalanceffxiv.com/

    It tends to have a general overview that explains things. Note that it uses the level 90 abilities, so if some abilities upgrade, you might have to open your Actions and Traits and figure out which ones do. Sometimes it's kind of easy like WHM Stone becoming Glare and just having the spell ranks, but other times it's a bit more confusing, like BRD's Straight Shot becoming Refulgent Arrow (I think...), but if you can manage that, the guides there give you suggested openers, which tell you when to use your party buff (after the first time, you use it on CD unless the boss goes untargetable and you hold it for the "reopener" when they come back), and the guides also will give you some explanation of the nuances of the Jobs.

    Oh, also, if you want a "preview" of Jobs, you can go into PotD and que for the floor 51-60 runs, and you can unlock PotD at level 30, I think? You need your Job stone to see the Job's abilities, but once you have that, going into PotD you can play with the level 60 kit. Which...is a lot less than it used to be, but is something. HoH and Bozja (sorta) and Orthos also all allow you to play around with more of the kit, but if you're low level and trying to see if a Job might be a fit for you, PotD is good for giving you at least a BASIC idea oof what it does and some of its rotation and abilities. Nothing is perfect, but it's not a terrible way to dip a toe in and test the waters of a Job to see if you might like it.

    Quote Originally Posted by Silverquick View Post
    It was actually pretty easy with SMN because you had to start from the beginning back then.
    ....
    The wonky one was RDM when it first came out,
    ...
    Then I decided... ok well it looks like the Red Button is the first one you use... so... lets try the AoEs now...
    *casts Scatter*....
    Huh? Why is this taking so damn long to cast!
    *Clicks Verthunder2*
    Are you...remembering things correctly?

    RDM didn't get Verthunder/aero2 until ShB, did it? I think all it had in SB was Impact/Scatter and you just dualcasted it with itself or something:

    https://ffxiv.gamerescape.com/wiki/Verthunder_II

    "Patch 5.0"

    And yeah, as Rongway said, the NPC teaches you this in the starter quests and I thought it was really intuitive. Same with Verflare/Holy as reading it told you exactly what you needed to do.

    The only things not really intuitive about RDM were exactly when to use Manafication (since it gave a variable amount of Mana and you didn't want to overcap) and some optimization around that. This persisted into EW (where they did add Verthunder/aero II and yes, I agree it's backward and that drives me batty and I wish they'd reverse it), Enchanted Reprise, and Scorch, but ALSO removed Verholy/Flare and Scorch as separate buttons, making them Veraero/thunder and Jolt's buttons. EW added to the optimization skillcap with the Manafication to 50/50 change making optimal burst more important to pull off and harder, which kinda scoots RDM out of "beginner friendly" territory (though the overall flow of the Job is still easy to pick up), and made Enchanted Reprise far less useful, but Acceleration more useful, so...kind of a wash there.

    ARR through ShB SMN was horrible to learn. Few people played it optimally because of how convoluted it was and how things changed as you leveled (Bahamut required going into DWT twice...then suddenly only once...then you got FBT which upended your rotation again. SMN before EW was horrible at teaching you the Job, honestly.

    I do agree with you, though, that I think it's good when the game gives you your core rotation relatively early as you level and then adds more of the "extras/side stuff" later, that way you can get a good feel for the core of the Job early. Like RDM gets Dualcast at level 1, even before it gets Jolt (2) and even though you can't actually sync to level 1 anyway (outside of VERY briefly in PotD). I do think it's a good idea to get the core of the Job down by level 50, 60 at the latest, so that players can start getting that muscle memory and just add to that over time from there. WAR is one of the best examples (though I'd give it Storm's Path earlier) because by level 50, you have the full rotation, upkeep buffs, beast gauge spender, filler, and your 1 min burst CD, which basically has you with your full compliment of abilities from that point on for the player to build off of, but they're gained as you level so it's not all thrown on you at level 1, either.
    (0)
    Last edited by Renathras; 10-13-2023 at 02:39 PM. Reason: EDIT for length

  5. #15
    Player
    Tiramu's Avatar
    Join Date
    Sep 2022
    Location
    Limsa, allied to Gridania
    Posts
    287
    Character
    Tira Mu
    World
    Raiden
    Main Class
    White Mage Lv 90
    I think it was about 4 or 5 months before I entered and cleared a savage on BLM. This was while playing the MSQ and other content so would be less actual time I guess. I also think I could have done it sooner than when I started doing high end content.

    Quote Originally Posted by Rychu View Post
    If you want to build good habits, use your raid buff after your third gcd. There is wiggle room for it (Reapers and summoners use their raid buff earlier than the 3 gcd typically), but for every other job its pretty much standard. The only reason for this is that it takes on average 3 gcds for all jobs to really get the momentum going with their rotation so you even if you yourself aren't "amazing", your alignment makes the people in the party who are well practiced, better. I recommend the balance's website. They have a little info chart of how your rotation should go and multiple openers depending on your job, try them out and see which one works best for you!
    ^ This

    BLM for example uses 2 low damage ice spells when entering astral fire, and dots somewhere in there too. So for example: Bliz III > Bliz IV > Fire III > then the main Fire IV / Paradox rotation. I tend to save my first Thunder until buffs are up then refresh during phase changes (whether thats optimal I dont know, Im a casual high end player).

    If the raid buffs were applied immediately then its wasted on the first 3 GCD's.
    (2)
    WHM / BLM / SMN / NIN/ DNC / Omnicrafter and Gatherer

  6. #16
    Player
    Palladiamors's Avatar
    Join Date
    Feb 2017
    Posts
    309
    Character
    Ishimar Furial
    World
    Cactuar
    Main Class
    Summoner Lv 93
    Maybe an hour after hitting level cap. Now optimizing it while dancing around mechanics? Still working on that one.
    (2)

  7. #17
    Player
    Local_Custard's Avatar
    Join Date
    Mar 2023
    Location
    Ul'dah
    Posts
    379
    Character
    Rhel'a Tayuun
    World
    Sargatanas
    Main Class
    Culinarian Lv 83
    Quote Originally Posted by Post View Post
    Generally, if your buff or debuff lasts 20 seconds, use it immediately after your first GCD during the fight (not whatever you pull the boss with). If it's 15 seconds, weave in after 2 more GCDs (the third). DNC is a special case because Technical Finish'll take time to deploy, so start it immediately after the fight starts and it'll buff everyone at the right time (after those 4 dance steps, and you weave Devilment in right after the buff so both it and Tech are on your partner for 20 sec simultaneously); remember to pull the boss with a readied Standard Finish so you and your partner are stronger immediately and because it's a big hit you want on cooldown asap. They kinda design most jobs around fitting everything in every 2 min within that period of 15 to 20 seconds.

    If you're playing something more out of the loop like AST, try and keep an eye on any job in your party that has a more defined rotation, like DNC, as Technical Finish'll buff everyone in your party every 2 min. Knowledge of other job buffs can help.

    As you get deeper, sometimes it helps to hold buffs, like during an add phase where the boss isn't attackable (if the boss will return before your buffs come back again) because extra damage on the add phase doesn't usually help your group beat the boss faster unless it's struggling with the adds themselves. Another case is when you have multiple of the same job. Since jobs get cooldowns usually every 60,90 or 120 seconds, if you're the second DNC in a party try to use your 2 min every odd minute while the other DNC hits every even minute of a fight. This goes for debuffs on a target too, like SCH's Chain Strategem or NIN's Mug, as these effects cannot stack but everyone in the alliance raid benefits while they're active.

    Also, this isn't as much of a thing anymore, but be mindful to watch to see if your buff actually hits everyone. For example, sometimes boss hitboxes are huge and the tank insists on standing waaaay at the far end of it for no reason so you might not reach them, or your buff might return right after the group spread out for an attack.
    oh I did not know the buff doesn't help with the add phase! I tended to use it because I though killing the adds faster may help- tho maybe the buff doesn't speed things along feasibly enough?

    Ah, it is very much a thing, I think! Sometimes I use divination and it doesn't hit everyone in alliance raids. Getting to know other people's buffs hmm... So when using divination, what kinda buffs should I want out for with each class to know when to press it?

    Quote Originally Posted by Rychu View Post
    If you want to build good habits, use your raid buff after your third gcd. There is wiggle room for it (Reapers and summoners use their raid buff earlier than the 3 gcd typically), but for every other job its pretty much standard. The only reason for this is that it takes on average 3 gcds for all jobs to really get the momentum going with their rotation so you even if you yourself aren't "amazing", your alignment makes the people in the party who are well practiced, better. I recommend the balance's website. They have a little info chart of how your rotation should go and multiple openers depending on your job, try them out and see which one works best for you!
    Can you remind me what a third GCD is? I sometime forget words/acronyms. What would an astro's third GCD be for example? I shall give that website a good look!

    Quote Originally Posted by Renathras View Post
    OP: Look up your Job here https://www.thebalanceffxiv.com/

    It tends to have a general overview that explains things. Note that it uses the level 90 abilities, so if some abilities upgrade, you might have to open your Actions and Traits and figure out which ones do. Sometimes it's kind of easy like WHM Stone becoming Glare and just having the spell ranks, but other times it's a bit more confusing, like BRD's Straight Shot becoming Refulgent Arrow (I think...), but if you can manage that, the guides there give you suggested openers, which tell you when to use your party buff (after the first time, you use it on CD unless the boss goes untargetable and you hold it for the "reopener" when they come back), and the guides also will give you some explanation of the nuances of the Jobs.

    Oh, also, if you want a "preview" of Jobs, you can go into PotD and que for the floor 51-60 runs, and you can unlock PotD at level 30, I think? You need your Job stone to see the Job's abilities, but once you have that, going into PotD you can play with the level 60 kit. Which...is a lot less than it used to be, but is something. HoH and Bozja (sorta) and Orthos also all allow you to play around with more of the kit, but if you're low level and trying to see if a Job might be a fit for you, PotD is good for giving you at least a BASIC idea oof what it does and some of its rotation and abilities. Nothing is perfect, but it's not a terrible way to dip a toe in and test the waters of a Job to see if you might like it.[...]
    oh yeah, another vote for looking at the website for me! I have some homework it seems ^^
    Yeah, but sometimes when reading guides my brain doesn't soak everything in. I understand that for me, I may learn better in steps- like for example I am trying to better understand dragoon positionals. I think I have a general grasp on astro- tho I may need to read more and brush up over information. I think for me, it is the complicated layer of understanding other buffs so that I can better plan. Well- I do happen to favor jobs that take longer to master so no harm in brushing over basics just in case. I do have PoTD unlocked- if I remember correctly 51-60 shouldn't be too difficult to solo and better learn the class. Though, would you recommend later deep dungeons for later levels (like HoH?)

    Quote Originally Posted by Tiramu View Post
    I think it was about 4 or 5 months before I entered and cleared a savage on BLM. This was while playing the MSQ and other content so would be less actual time I guess. I also think I could have done it sooner than when I started doing high end content.



    ^ This

    BLM for example uses 2 low damage ice spells when entering astral fire, and dots somewhere in there too. So for example: Bliz III > Bliz IV > Fire III > then the main Fire IV / Paradox rotation. I tend to save my first Thunder until buffs are up then refresh during phase changes (whether thats optimal I dont know, Im a casual high end player).

    If the raid buffs were applied immediately then its wasted on the first 3 GCD's.
    I think my brain is getting overwhelmed but I will be sure to note this for later! (I play BLM)
    (0)
    I love the men in this game

    I finally return to the game! Current goal: getting all my jobs to 90

  8. #18
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Local_Custard View Post
    Can you remind me what a third GCD is? I sometime forget words/acronyms. What would an astro's third GCD be for example? I shall give that website a good look!
    A GCD is a community made term which is short for (Global Cooldown). A GCD refers to any spell or skill that takes a recast before you can press another GCD. Spells like Fall Malefic, Combust III, and Gravity II are all GCDs for Astro. They require 2.5 seconds before you can press another GCD. There is also OGCDs which is an Off Global Cooldown or an ability that can be pressed while you wait for your recast to come off. This would be pressing Draw inbetween casting Fall Malefic. You get to keep pressing the ability that does damage while also using the rest of your kit. As a general rule of thumb you always want to keep your Global Cooldown rolling, if you are doing that then that means you are at worst, mediocre. which is a lot better than some people you meet tbh.

    I don't play astro but it seems like you start with Fall Malefic, then combust III, then Fall Malefic spam until combust III needs to be refreshed. Ill add the balance opener visual guide below for help but tbh, astro is one of the hardest openers so I wouldn't pay too much attention to the nitty gritty of this. It is going to be revamped in Dawntrail and probably have an easier opener if I had to bet money on it.

    (0)

  9. #19
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Renathras View Post
    Are you...remembering things correctly?

    RDM didn't get Verthunder/aero2 until ShB, did it? I think all it had in SB was Impact/Scatter and you just dualcasted it with itself or something:

    https://ffxiv.gamerescape.com/wiki/Verthunder_II

    "Patch 5.0"

    And yeah, as Rongway said, the NPC teaches you this in the starter quests and I thought it was really intuitive. Same with Verflare/Holy as reading it told you exactly what you needed to do
    You know you might actually be right about that,

    I seem to remember back then double casting Scatter at points, but at the same time I remember using Verthunder 2 while working it up to 60th for Stormblood in PoTD. I know we had Moulinet because I recall using that in AoE dungeon scenarios. That was a while ago. But it may have been when I came back into the game during ShB and got those and was shocked that it was backwards for the AoEs. But I definitely remember having to experiment which to use first, Jolt or Verthunder due to the fact the Questline only said cast short spells first not which spells to use first so you had to experiment.

    The weapon skills into Verholy and Verflare were pretty easy since they all lit up in order on your bar, but things like Acceleration were kinda... what is this for?

    That said I do agree with you that the job flows really well and is very rhythmic once you figure it out.
    (0)

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