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  1. #1
    Player
    RoseyRed's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    6
    Character
    Sarah Fiora
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Hello all, have something that i need some advice on.

    For adds with medium sized HP like the first T7 adds, should i apply Disembowel and Chaos Thrust even though the CT dot won't run it's full course, or just stick with True Thrust combo + burst buffs and phlebotomize?

    I'm just not sure whether the piercing debuff is worth it or not if CT won't get all of the damage, assuming there is only 1 Bard and 1 DRG in the group. I know that having dots up in case i get shriek might be good, but it's a 1 in 6 chance and i find myself rarely getting shrieked for that phase.
    (0)

  2. #2
    Player
    Taleon's Avatar
    Join Date
    Aug 2013
    Posts
    80
    Character
    Taleon Silverwing
    World
    Adamantoise
    Main Class
    Lancer Lv 50
    Mainly depends on how LONG the adds are staying up.
    You are saying you know already they are not staying up for a full Chaos Dot tick cycle, but how long into that cycle are they staying ?
    Can always clip Chaos off the end if you really choose to and start in with your TT line. But yes, Dis should ALWAYS still go up, there is simply no reason not to be applying it. Even if it is only making it through one rotation of TT.

    Dervy worked out for me at one point, the complete break down of when Chaos is worth it, and when it is not. You would be doing some searching some 50-75 some pages back though.
    I believe it was 3 ticks or 9 secs is the break point for applying Chaos, so less then the 9 secs ( third tick of Chaos ) you leave it at Dis and move to TT, or more then 9 secs you apply it.
    Personally, with the amount of break up in the later of turns, I have broken just into the habit of a full Chaos rotation on most everything

    Okay looked it up
    Doing DI -> CT -> TTT -> TrueT = 1441 potency

    At the time of CT application, that's 10 seconds, so 3 ticks (90 Potency (290 in total).
    DI = 220
    (-10% piercing)
    CT -> TTT -> True T = 1110*1.1 = 1221
    =1441
    (0)
    Last edited by Taleon; 05-30-2014 at 09:04 PM.

  3. #3
    Player
    RoseyRed's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    6
    Character
    Sarah Fiora
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Our adds seem to stay up rougly 22-28 seconds iirc, depending on how fast our off tank grabs them, so it seems CT dot is definately worth it on them then, as well as the added piercing bonus from Disembowel for me and the friendly neighbourhood bard.

    Very frustrating when the add acts like a yoyo though with our OT and BLM, so that i can't land an ID and lose precious seconds of dps, but i guess thats a tank problem and i can sometimes solve that if i time the adds spawn and use ID on melusine then apply Dis and Ct to adds as soon as they appear.

    Anyway thanks for the detailed anwser Taleon, pretty much all i needed to know!, i will certainly apply Disembowel on all adds in the future for sure.
    (0)

  4. #4
    Player
    Taleon's Avatar
    Join Date
    Aug 2013
    Posts
    80
    Character
    Taleon Silverwing
    World
    Adamantoise
    Main Class
    Lancer Lv 50
    Another thing to keep in mind, is the voice debuff.
    It should be coming out, at/near the spawn of all adds depending on dps levels.
    One of each class will get that debuff. So One healer, one DPS, and YES.. one TANK !!!!!!
    The more geared my static has gotten, the more careful we are with this. ( we only have three DPS doing DPS now, Bard will not even touch boss till after last phase )
    It is important for ranged to watch who has the voice from the tanks. More then not, if your OT is losing aggro to a BLM or SMN then that tank had Voice and could not complete rotations.
    If your ranged learns to watch, they will know when they can burst and when they will have to hold back a little, until Voice has fired off.
    Result of this, is no more Yo Yo action with the adds, and a solid burn ( even if less bursty, you will be surprise how much quicker they fall )

    Preloading ID on the boss, is a great move and start for this. HT>ID spineshatter or move to add, DIS>CT>Phl>TT rotation add dies or about to ( less then 2% ) Boss, Phl>HT>ID again, repeat.

    Ofc that can all change depending on teams dps levels, just how I normally have it running. Our adds are dead before next spawn in the three set so I have a bit of time
    (0)
    Last edited by Taleon; 05-31-2014 at 12:41 AM.

  5. #5
    Player
    RoseyRed's Avatar
    Join Date
    Dec 2013
    Location
    Gridania
    Posts
    6
    Character
    Sarah Fiora
    World
    Tonberry
    Main Class
    Thaumaturge Lv 50
    Yeah mostly if our OT picks up the adds instantly with our dps we can get the first down just as the next spawns, just a matter of OT mastering the pickup, we have 2 BLMs so it's been kinda hard for him to grab hate when he gets voice, other than me the rest of the team are all new to t7 and still learning. I actually forgot to ask them if they are using quelling strikes or not...

    As i gear up i imagane those adds should be dying much faster which will make the phase easier and easier, i'm only ilvl 90(late to the party i know) but they tell me i'm already doing amazing dps, and i'm getting my weathered Liberator next week so that should help a ton
    (0)

  6. #6
    Player
    Taleon's Avatar
    Join Date
    Aug 2013
    Posts
    80
    Character
    Taleon Silverwing
    World
    Adamantoise
    Main Class
    Lancer Lv 50
    The weathered Lib and upgraded one is a sure bonus, just make sure you have the accuracy prior to :P
    (0)

  7. #7
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    Oh wow, well that stinks. Thanks
    (0)

  8. #8
    Player
    Git's Avatar
    Join Date
    Sep 2013
    Posts
    4
    Character
    Jinja Jiang
    World
    Cactuar
    Main Class
    Pugilist Lv 24
    So, I've been playing Dragoon for a while now, I have pretty decent gear, iLvl 93. I have the accuracy required for SCOB T1 AKA T6. I am really struggling on high mobility fights maintaining a high DPS. I am wondering if I am missing something or if this is just the weakness of dragoon? do later fights work better for Dragoon? Both T5 and T6 have been a struggle and I've had to switch to my less geared bard. I have a much easier time doing more dps on Bard with these high mobility fights even when my dragoon can consistently out parse my bard on standing targets. I've tried adjusting my rotation but nothing seems to work. Other Dragoons in my FC have the same issue, but for some reason monks don't, I would assume they both suffer? Anyway, any insight would be great, thanks all.
    (0)

  9. #9
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Been hitting t6 on dragoon as well.. I definitely feel like my rotation is sloppy while learning the new mechanics, however our groups damage is where it needs to be (amazingly) so it should only get better as the fight becomes more familiar.
    (0)
    Last edited by whiskeybravo; 06-04-2014 at 03:08 AM.

  10. #10
    Player
    Syrus_Draco's Avatar
    Join Date
    Aug 2013
    Posts
    179
    Character
    Syrus Hyena
    World
    Excalibur
    Main Class
    Lancer Lv 100
    Quote Originally Posted by Git View Post
    I am really struggling on high mobility fights maintaining a high DPS. I am wondering if I am missing something or if this is just the weakness of dragoon? do later fights work better for Dragoon? Both T5 and T6 have been a struggle and I've had to switch to my less geared bard. I've tried adjusting my rotation but nothing seems to work. Other Dragoons in my FC have the same issue, but for some reason monks don't, I would assume they both suffer?
    T6 isn't a high mobility fight for melee DPS as you may think.

    1) If you are chosen for Thorn Whip, move around the boss while the other person moves away. You're still moving and creating distance, and the other person needs to move regardless.
    2) So long as you don't have a yellow marker during Thorn Whip you can continue to dps the boss. If you have the yellow marker you can use your Jumps to get back into the fray without much loss.
    (0)

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