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  1. #1
    Player
    kyrios91's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    160
    Character
    Dux Dragunity
    World
    Midgardsormr
    Main Class
    Lancer Lv 70
    Quote Originally Posted by whiskeybravo View Post
    I know the potency of the CT is strong, but it also takes time to tick out.. How many more TTT's can fit into that timeframe.
    If you open with the HT > I-D-CT > Ph rotation, it will last for a set of TT > VT > FT > HT > TT > VT > FT > Ph > ID > Dis with CT exactly ends at 0. (With around 367-410 SSpd)
    (0)

  2. #2
    Player
    whiskeybravo's Avatar
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    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Nope... According to my maths, after 48 moves the standard combo puts out about 800 or so more potency. (11950 vs 11100)

    Case solved

    I guess it works well for Monks because of the crit Bootshine?
    (0)
    Last edited by whiskeybravo; 07-17-2014 at 03:35 AM.

  3. #3
    Player
    Lewena's Avatar
    Join Date
    Dec 2013
    Posts
    186
    Character
    Lewena Yaeger
    World
    Moogle
    Main Class
    Summoner Lv 50
    I think I will not have any constructive answer in the other thread I posted first.

    Quote Originally Posted by Lewena View Post
    I have a 48 dragon, hopefully soon 50 and I have a really naive question. It is not for flame at all or anything alike. Why Dragon says that the 24 moves rotation is complex ? I mean sure if you want to memorize the full rotation, it would be a long one but if you think more in terms of priorities, it doesn't seem that much complex to me. Keep in mind that I still don't have CT so I cannot check the following statements.

    So the full rotation would be (from Dragoons: A Rotation Reborn thread) : HT-ID-Dis-CT-Ph-TT-VT-FT-HT-TT-VT-FT-Ph-ID-Dis-CT-HT-TT-VT-FT-Ph-TT-VT-FT
    As I see it, you would have two combos and two isolated skills :
    1. ID - Dis - CT
    2. TT - VT - FT
    3. HT
    4. Ph
    You have a kind of opener : HT-ID-Dis-CT-Ph. After that it seems quite straighforward to me, but I may miss something. The priorites would be :
    1. keep buff (HT) and debuff (Dis) up
    2. keep DoTs (only Ph as the other one is part of a combo)
    3. fill in with TT - VT - FT combo
    Doing this, you would have
    • the opener: HT-ID-Dis-CT-Ph
    • then the filler combo: TT - VT - FT
    • Here HT would fall off if you were to add another combo filler, so just reapply HT before it fades: HT
    • Normally nothing would be near to fade so filler combo: TT - VT - FT
    • At that time Ph should be nearly finished: Ph
    • Then Dis would fade if you apply a filler combo so Dis combo: ID-Dis-CT
    • ...

    Am I missing something? By the way, it seems even easier to me if you would just sitck with 3 'combos':
    1. HT - Ph
    2. ID-Dis-CT
    3. TT - VT - FT
    Am I missing something here also?
    Just to complement: the rotation would be in terms of above 'combos'
    1 > 2 > 3 > 1 > 3 > 2 > 1 > 3 > 3
    And if you are thinking in terms of priorities, you don't need to memorize any rotation.

    If you were to memorize a rotation for Monk (yeah I hope, this will nope end up in the fight between Dragoons and Monks XD), it would lead to something also quite long. And I think even longer than the 24 moves of Dragoons. Indeed, if you are performing a rotation (it is bad for Monks to think in terms of rotation of course but this is only for some kind of comparison) with Demo every 3 stance cycle, you would obtain a 19 moves rotation without Touch of Death. If you are inserting Touch of Death, it is really really long. And it is why Monks needs to think more in terms of priorities than rotation. Why isn't it the case for Dragoons?
    (0)
    Last edited by Lewena; 07-17-2014 at 07:59 PM.

  4. #4
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lewena View Post
    And it is why Monks needs to think more in terms of priorities than rotation. Why isn't it the case for Dragoons?
    The Dragoon rotation to me is mathematical finesse rather than priorities. Obviously there are priorities, such as keeping HT and Dis and the dots, it's really just crazy how, by following the generally accepted rotation, everything just lines up perfectly. And it's consistent. By simply following the rotation you keep up with priorities, this feels different than adjusting the "rotation" in respect to priorities.
    (0)
    Last edited by whiskeybravo; 07-17-2014 at 11:12 PM.

  5. #5
    Player
    Lewena's Avatar
    Join Date
    Dec 2013
    Posts
    186
    Character
    Lewena Yaeger
    World
    Moogle
    Main Class
    Summoner Lv 50
    Reading the OP, I believe the rotation is contructed via priorities. Well it does not matter in fact. At the end of the day, you have a rotation be it constructed by mathematical finesse or whatever. For execution purpose, it does not forbid you to create tips to 'memorize' it more easily than a sequence of 24 moves long. Well, you may have already memorize it so it may not matter for you but for new dragoons it can matter.
    (0)

  6. #6
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lewena View Post
    Reading the OP, I believe the rotation is contructed via priorities. Well it does not matter in fact. At the end of the day, you have a rotation be it constructed by mathematical finesse or whatever. For execution purpose, it does not forbid you to create tips to 'memorize' it more easily than a sequence of 24 moves long. Well, you may have already memorize it so it may not matter for you but for new dragoons it can matter.
    That' just the way it feels to me after playing DRG for so long. The rotation is constructed around the priorities, but what I mean by mathematical finesse is, once you get going, the timers on everything line up just so, HT gets refreshed exactly when it needs to, Dis and CT get refreshed exactly when they need to. Off-GCDs come up at exactly the same point in the rotation with a scary consistency. Of course, the rotation of priorities was designed as such, I'm sure. But it gives DRG a much different feel than MNK.

    For simplicity's sake, breaking it down to 2 combos and 2 independent abilities is perfectly fine, and of course every fight is different so you won't always be using the full rotation, examples being multi-dotting mobs or things like t5 conflags/t6 adds/t8 dreads where you separate parts of the combo (like a preemptive ID on #1, Dis-CT on #2)
    (0)
    Last edited by whiskeybravo; 07-18-2014 at 01:43 AM.

  7. #7
    Player
    Butcherboy's Avatar
    Join Date
    Feb 2014
    Posts
    527
    Character
    Commodore Butcherboy
    World
    Cactuar
    Main Class
    Pugilist Lv 60
    That's pretty much what I do for multi dotting. HT ID then switch mob apply CT Phl
    (0)

  8. #8
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,849
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Butcherboy View Post
    That's pretty much what I do for multi dotting. HT ID then switch mob apply CT Phl
    Yea, I've actually started doing that in dungeon runs recently if it's not an AoE-type pull. Not sure if it's more effective, but at least it doesn't feel like the dots are being wasted.
    (0)

  9. #9
    Player
    Orlandeu's Avatar
    Join Date
    Sep 2013
    Posts
    196
    Character
    Reis Heiral
    World
    Excalibur
    Main Class
    Lancer Lv 70
    To alleviate the tension between who has a bigger epeen, I come forth bearing great news!

    My raid group has beaten SCoB Turn 4 last night! It was a struggle DPSing during the last phase but I, the Dragoon, pulled through! My overall DPS was so low I dare not even post it here lulz. I feel like I just need to get familiar with the fight to realize my potential to reach numbers of above 350.
    I had trouble doing my IDC combo during the last phase which ended up not having my Chaos Thrust and Disembowel up at about 90% of the time during that last phase. Tips would be appreciated.
    (2)

  10. #10
    Quote Originally Posted by Orlandeu View Post
    I had trouble doing my IDC combo during the last phase which ended up not having my Chaos Thrust and Disembowel up at about 90% of the time during that last phase. Tips would be appreciated.
    Its a game of "where my main tank will actually orientate Nael".

    Dont be too hasty, watch where Nael is lookin at.

    You can do the last phase by beein like 90% of the time on her flank and refreshin IDC in time (granted your party members dont go in her back when they got Thunder).

    If you got fire out or thunder just watch your HT or IDC timer and move accordingly. Aoes of both Thunder and Fire are pretty small so you can do your stuff while dpsin without havin to worry about your mates (still, be a bit away from them huh )

    Also, at the 2nd set of divebombs you can stay on the boss all the time, your tank gonna move Nael and you just follow and dps meanwhile, just watch out for Chariot
    (0)

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