How you guys think the full rotation will be in long encounters? taking in mind Marauder and Puguilist skills
How you guys think the full rotation will be in long encounters? taking in mind Marauder and Puguilist skills
Really, without actually writing it out skill for skill, your rotation involves keeping up Heavy Thrust and the entire Chaost Thrust combos up and spamming the Full Thrust combo during this time. Use Blood For Blood and Life Surge on Full Thrust (combod obviously) and just Jump only when Power Surge is up.
Now when it comes to other abilities, atm the only one worth it to maximize dmg is from pug and it is Internal Release. I would recommend using this when spamming your Full Thrust combos to maximize your dmg. Other abilities though are pretty much garbage, I picked up things like second wind to help me out when soloing or just being dumb and standing in fire and mantra etc. Other then Internal Release though, there isn't anything else you can choose atm to help you with your dps.
Make sure to use invigorate whenever you hit 500tp, not just sit on it until you need tp, it will become a waste doing it that way and will also put invig on CD sooner to get more potential out of it since it only restores 500tp
If it helps at all I put a macro with B4B and Life Surge to be used first before Full Thrust, though B4B and Life Surge have a 20s CD difference, you will lose DPS in the long run if you wait 20s to pop B4B instead of just using it whenever it is up. It actually goes /ac "Life Surge" /ac "Blood For Blood" though to get max potential time out of B4B
nice to know i have enough info now to set up what i need with my future dragoon.
Isnt there a statement now that no JOB may borrow abilities from another class that isnt its home class. Lnc can borrow abilities from another class but drg cannot. Leading to the suspition that a sub is no longer required at all, which sorta makes me happy. I dont wanna have to level a sub and not have access to any of the abilities.
Not sure where you read that but it's completely incorrect. Jobs may borrow skills from the sub class and a supporting class (up to 5) while retaining all skills from it's main class and gaining 5 job specific skills.
Anyone know what the best stats to allocate points to are yet? I remember in 1.0 it was pretty much mostly Piety with some Strength (could be remembering wrong though).
Yeah, it did use to be PIE for some strange reason. It's all STR now, however. They've made all the stats make sense since then.
5 job specific skills... acn please explain. Way more than five. I got my info from eorzeapedia.com
Each Job has these skills:
All skills from it's own CLASS e.g. DRG takes ALL skills from LNC
5 JOB specific skills, learned through Job Quests e.g. Jump, Spineshatter Dive
5 SLOTS to be used for taking available skills from it's secondary CLASS and support CLASS, e.g. Skills that allow the class LNC to use it on MRD, can be used on DRG as MRD is a sub-class of the DRG job. However, we cannot use ALL abilities from MRD and PUG, just 5 of our own selection.
I hope that helps clear it up a little?
I could theorycraft this all day, but until I get in game and start doing some real testing, I don't want to make so many guesses.
I played DRG heavily in 1.0, so my mind is still set in that 'Put all your buffs onto a particular ability' mode, and where everything had it's own individual cooldown and I learned how to line the timing of everything up.
My original post here was just pointing out how to maximize the damage of a single Jump, because it's a lot of fun to do that. I wouldn't take it as something that must be used as a rotation or to challenge with 'better rotations'. It's just fun high-damage.
I like the ideas for some rotations thrown around here though. I'll try some in game, but again I won't be settled on something until I've had a chance to actually try it in L50 content.
Last edited by Narctiss; 08-23-2013 at 05:29 PM.
Player
I don't know which one is needed. Already get level cap at P4 for Lancer, Archer, Pugilist, and Marauder. lol
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