The fourth teir combo better have a potency of 420 and the aoe 500 >.>



It'll be interesting for a lot of classes, especially DRG from what it sounds like, for mode management. You guys might get screwed like us BLMs in a phase change situations a la T9/T13 etc and will have to decide between using half a mode's duration and losing it during a phase change, but putting it on CD sooner, vs saving it for after a period of forced inactivity and just using 2.0 rotations until then. Will probably be a large factor between good DRGs and shitty ones.
Strange how MNK is getting a lot to mitigate phase change negatives and other classes will now fear them ;_; Especially DRG, one of the kings of not getting negatively impacted by downtime.
Well, maybe it's a little presumptuous to assume it'll be very susceptible to phase changes. It might be a CD where you use it at the start of the fight and then pretty much don't use it unless you specifically want to AoE spam extra or if you screw up/die/phase change.
Last edited by Sleigh; 06-09-2015 at 12:14 PM.


How long do combos last? I ballparked 15 seconds but it might be closer to 10.
If you have a decent connection and manage to weave in oGCD skills between GCD skills, a 4 skill combo shouldn't take more than 10 seconds, and even less depending on your skill speed.
If you mean the full Dragoon rotation as it is nowdays, then it would take around 20 seconds to get all my DoTs on the target, after which I re-apply HT and Phleb.


No I mean, the combo itself, as in, you True Thrust then stop, how long will Vorpal Thrust glow?
It's 10 seconds.
Also, I'm not sure if Monks are going to be -that- terrifying, they will just have something to dump their GL on before no touch periods, but they still take pretty long to build up and get back to GL3 and to full DPS, unless they get a skill similar to Perfect Balance and I just forgot.


Did someone have a link to the "better" rotation? I was going to simulate it over the naive rotation.
HT -(Internal Release)-> ID -( X-POT)-> Dis -(Power Surge + Blood for Blood)-> CT -(Jump)-> Phleb -(Dragonfire Dive)-> TT -(Spineshatter Dive)-> VT -(Life Surge)-> FT -(Leg sweep) —>
Then just use cooldowns once they're available, pretty much. Something like that.
I always go: HT > (BfB) > Phleb >(IR) > ID > (Sweep) > Dis > (Power Surge) > CT > (Dragonfire Dive) > TT > (Jump) > VT > (Life Surge) > FT > (Spineshatter if available) > HT...
So far has won me the first place in DPS in T13 every time as far as I can remember... I still don't understand why I should use CT combo after HT, Phleb's initial potency is quite high and those DoT ticks should count for something, as it's also boosted by HT and BfB, right?
I'm not sure if IR affects DoT crits, and if it does, has it been confirmed that I need to use IR before Phelb in order for it to affect the DoT damage?
Also, I'm playing with ~125ms latency (with WTFast), so double weaving might be too much for me.
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