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  1. #1
    Player
    Kanzer's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    185
    Character
    Kanzer Vardel
    World
    Gilgamesh
    Main Class
    Reaper Lv 90
    Quote Originally Posted by ManLet View Post
    I have no idea why people keep saying jump is off gcd. It's not even close to off gcd. Realistically it takes like 2.5 seconds till ou can move or do anything again.
    That's a pretty big exaggeration. I can jump immediately after a fullthrust and land just as the GCD is coming off and go immediately into another combo.

    Dig into the numbers, don't simply assume something is or isn't worth it. In this case I can assure you you are wrong.
    (0)

  2. #2
    Player
    Curcio's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    155
    Character
    Tori Yasa
    World
    Mateus
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Windrunner View Post
    None of the Job skills are overwhelmingly powerful and the Dragoon ones are no exception. Jump is part of the rotation however as it's off the GCD and deals signifigant damage. Having gap closers and an escape are also great for disconnects and melee survivability. However my biggest issue is the cooldown times on everything except Jump.

    My one other gripe is the lack of iframes or damagr reduction during Jumps. They are such prolific abilities in the FF universe and XIV's version is neutered to the point of frustration. Reducing the CDs and adding a reduced damage taken or invincibility frame to them would make them fantastic.
    While I'll admit Jumps are "kind of" lackluster, their damage is hardly a fault. Considering they're off cooldown, I'll take a 900~1000 damage jump any day of the week in between my True Thrust combo.
    (0)
    Last edited by Curcio; 09-26-2013 at 06:41 AM.

  3. #3
    Player
    El_Guapo's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    14
    Character
    El Guapo
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    This is a great thread with tons of good info. I'm definitely going to implement this rotation.
    (0)

  4. #4
    Player
    Alexander_Dragonfang's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,042
    Character
    Alexander Dragonfang
    World
    Zalera
    Main Class
    Lancer Lv 70
    Just for the cool it is, i would trade jump for any archer skill.

    Not minding is a good gap closer and retreat move if the boss has adds you can target, use internal release/blood for blood and do the jump, is just really good damage there.

    Besides, we cannot afford to put even more -not so good- skills in our already half-hellish rotation.
    And Raging Strikes CD is just ridiculous to be on harmony with our other buffs, specially internal release which CD is really fast. It would just mess up our timing.
    (0)
    Last edited by Alexander_Dragonfang; 09-09-2013 at 10:42 PM.

  5. #5
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    That's a lot more what I was looking for. Thanks EasymodeX. You mentioned your SS again. I was going to make one like I did for tera on my next off day (wed), but it sounds like you already have a pretty solid one? Biggest thing I wanted to model was ep value based on class/rotation and current stats. Would I be recreating what we already have? (We as in the theorycrafting community)

    id like to be able to say on paper x class is higher dps than y class, but class scales with gear better.
    (0)

  6. #6
    Player
    Ulathskullsplitter's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    804
    Character
    Ulath Skullsplitter
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    Ok I can't number crunch like some here but after reading through I just want to add some things that popped into my head. For those wondering whether or not it is beneficial to use fracture and phlebotomize, it seems it almost always would be against a boss. In theory its great to string together the absolute highest potency attacks together but in game you rarely get to stand still long enough to do that. So by applying all of your DoTs to the boss you ensure that you are doing some damage even when running from aoe or moving to adds.

    Also Im a controller user and managing all these skills is next to impossible without macros. Had to make a macro for combos. One for TT<VT<FT and one for ID<Dis<CT. And one for fracture<phlebotomize. While the macro is going you can still time your off gcd skills in between.
    (0)

  7. #7
    Player
    Karpola's Avatar
    Join Date
    Aug 2013
    Posts
    3
    Character
    Purrfect Mittens
    World
    Odin
    Main Class
    Lancer Lv 50
    I wouldn't give away my jumps. You can jump at the end of any knockback cast and not get knocked back as the jump leaves you on the jump position till the end of animation.
    (0)

  8. #8
    Player
    RoschVeliess's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Rosch Veliess
    World
    Ultros
    Main Class
    Lancer Lv 32
    I notice I hardly ever use feint, mainly because I just forget it's there cause I'm so use to not using it. Wondering how best to apply this or if/when I even should apply it. Solo I don't usually bother unless it's a somewhat strong mob. In dungeons I don't usually use it either mainly because I'm more focused on maximizing DPS but maybe I should be slapping it on bosses at the start? It also seems to have some weird diminishing return-like effects so you can't just keep it up 100% of the time but I'm not sure how long till the DR wears off.
    (0)

  9. #9
    Player
    Ulathskullsplitter's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    804
    Character
    Ulath Skullsplitter
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RoschVeliess View Post
    I notice I hardly ever use feint, mainly because I just forget it's there cause I'm so use to not using it. Wondering how best to apply this or if/when I even should apply it. Solo I don't usually bother unless it's a somewhat strong mob. In dungeons I don't usually use it either mainly because I'm more focused on maximizing DPS but maybe I should be slapping it on bosses at the start? It also seems to have some weird diminishing return-like effects so you can't just keep it up 100% of the time but I'm not sure how long till the DR wears off.
    Edit. Nevermind. Was thinking of keen flurry not feint.
    (0)
    Last edited by Ulathskullsplitter; 09-10-2013 at 09:57 PM.

  10. #10
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Feint is great to use at the start of the fight while the tank may be mixing some non-threat attacks for various purposes (and before the healer has a rhythm), as well as anytime in the fight when damage to the tank accelerates -- e.g. when a pack of adds spawn and the tank uses an AOE threat on them; Feint the boss.

    Although ... that's only if the tank doesn't pick up Feint. Edit: NVM, I guess the tank jobs don't get access to it. They can get a few other possible slows, but it looks like they don't get easy access to them, so the DRG using Feint is something to keep in mind.


    The slow on Feint is pretty significant. It's fantastic to use when I fight a mob 7 levels higher than me. I imagine it would be highly effective if you have to off-tank an add in a boss fight.
    (0)
    Last edited by EasymodeX; 09-10-2013 at 11:42 PM.

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