you were like me then..finish the first full thrust and think "still got all that time left on bfb..seems a waste using it on heavy thrust"..makes sense to do a couple more buffed high potency moves then reapply heavy thrust and carry on with the normal rot.
I'm all about the opening, and then its the normal rotation, nothing more, nothing less. As I've already said you just need to go on and do something more when HT drop while BfB is up (you should have like 6 seconds left). Depending on when you use bfb it can be that double ID (that work), or more than that.
Yeah its shady to AoE when you can have 3 targets at disposal
1. So if I had 6 seconds left on Blood after HT falls( which I dont cause I use blood right after HT which ensures it already gets used with a ID in opener ) You're saying that using double ID might be a valid option. So let me use a 180 potency move with a 20% buff up( maybe two ID's if you had 6 seconds) or I can use a 170 potency move(reapply HT) with a 15% and 20% buff, really could even use two. Your theory makes no sense.
2. If you have enough tp to use doom spike, more power to you. I prefer my bards to not sing unless its foe. Plus its not often you see Bulb bee and raff at one time.
Last edited by Hakmatic; 08-16-2014 at 04:18 AM.
Player
If you have the time in your initial burst, you can follow up with:
ID -> ID
180 potency/gcd
140 TP
~1.3 Pot/TP
ID -> Dis
200 potency/gcd
130 TP
~1.5 Pot/TP
Phleb -> ID
237.5 or 250 potency/gcd <-depending on server ticks and the initial Phleb is clipped to 220/245 potency.
160 TP
~1.4 or ~1.6 Pot/TP
None of which accommodates BfB boosts.
With Phleb -> ID you'd essentially be getting a 24/27 second long BfB enhanced Phlebotomize, again, depending on server ticks. However that causes some changes in the rotation for a bit but eventually just rights itself by the end. The initial Phleb is clipped to 220/245 potency.
ID -> ID doesn't seem worthwhile, less damage for more 10 TP and an enemy turn during the second ID is always a potential problem.
ID -> Dis is the highest burst.
Phleb -> ID does more overall, I think? but it messes with the rotation for a while and cost and extra 30 TP.
Feel free to figure out whatever you want from this.
Last edited by Tilgung; 08-16-2014 at 09:24 AM. Reason: Math!
I did find a place where this could be useful..in t9 before the double dives in p1..you should get your full burst up again before then..and when it's finished you've still got a few sec left on bfb and time for about 2gcd before she jumps off. Not worth applying heavy thrust or dots there because of the amount of time she's in the air so double id or Id-dis is handy there to shove in a bit of extra damage before she takes off. Maybe but not that significant but every little helps ^^

So I need help maximizing damage on T7. I've been fluctuating between 310-350 DPS with a good round of 390 (wiped at 60%). I'm currently i105 w/ i110 Liberator, i110 Astrum pants, i110 soldiery acc and then i100 soldiery clothes+Weathered gloam ring. I start off with HT->BFB->ID->IR->Dis->Sweep->PS->CT->Jump->Phleb->SSD->TT->VT->LS->FT and then do the rest of the rotation regularly popping cooldowns immediately except for life surge (save for BFB). I save Dragonfire Dive to hit Melusine and any add that pops up (Renaud that spawned next to Melu that liter picked up/Lamia gets close enough to Melu), but after a certain point, it just kinda drops off. I know the fight is RNG dependent and it's never guarenteed, but I just want some tips from experienced DRGs as this is the farthest turn I'm at so far. Always room for improvement haha.
Last edited by Noxotic; 08-17-2014 at 05:54 PM.
Honestly, the last thing you want in t7 is high dps unless everybody else in your party is completely terrible. I have to sheath my weapon and stand around in that fight so much it is boring. That fight is straight Mechanics based.


1. It all depends on how often u got voice and shrieks
2. It also depends if ur OT tank the first 3 adds just besides Melusine, and which spot ur OT decides to tank the last add
3. Try to hit boss when ur OT still hasn't finished positioning
4. Sounds like u saving gap closers for reducing downtimes, and somehow u seemed didn't used reverse elusive?
5. Heavily dependant on SKS, how many seconds left before u turn back from shriek?
The only time you really want to push for DPS is during first add phase, archers phase, and after last add phase.
My raid encounters huge downtimes waiting for voice or shriek to phase properly cause everyone is a DPS chaser, call it DPS pride or smth.
U need to push your DPS to make sure you are able to down each of the three adds comfortably before the next one spawns for the first add phase.
To clear archers ASAP, each archer down reduces the damage taken by party member marked, great service to the healers imho.
Last add is a straight LB3 instagib or LB2 to 30%. If your tank is not able to hold the spot properly for you to LB, wait for the first petrification from the add, then LB, so that you don't get caught casting LB during petrification which can result in the LB missing totally.
After the last add, it's just dealing with voice shriek tail petri, which is a phase where you should be maximising damage to clear.
You're on the right track as far as DPS goes. You'll notice not many people mention T7 as DPS comparison due to a lot of random waiting for mechanics to happen in order to phase properly.
what tool do you parse with?

Static member parses with ACT.
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