Just beat T12 for first time this week. How is 470 DPS + LB3 cast?

Just beat T12 for first time this week. How is 470 DPS + LB3 cast?



Depends on strat, if you have NIN, push timings, etc
I'd say it seems slightly higher than it should be unless you're AoEing Blackfires/Bennus somewhat. My group pushes last phase with only one dodge phase (which results in a tidy overall DPS increase for the group, going to guess for your first clear you had two dodge phases) and our DRG only does 460 but he doesn't do any form of AoE, has no NIN, and he's on Phoenix and the large Bennus at all times.
Last edited by Sleigh; 12-22-2014 at 01:54 PM.

No AoE, I stay on Phoenix the whole time, we handle our own red fires by grabbing our own BLUE and doing it ourselves, I had that twice. We had 5 Bennus, I swap between the large and small Bennus and also I'm one of the fountain soakers. Definitely had 2 dodge phases, I do have a NIN though. I'm i119 with Longinus.
In other news... did 608 DPS on T6 the other day lol. This weeks T10 kill was 500.7 DPS, no food.
Last edited by Daweism; 12-22-2014 at 02:36 PM.
I apologize in advance as this has probably been covered multiple times: Something I've been wondering since launch but never got to the bottom of is whether it's better to save cooldowns to be used together or to use them immediately off cooldown. Assuming no mechanics and you're just poking away at your heart's content. Is it a significant DPS difference? I've always been hesitant to use untraited IR on its own for whatever reason.
And while we're at it, IR or B4B first? The OP explains IR first to avoid the risk of B4B falling off before Full Thrust, but those days are long gone with the amount of SS we tend to have now. I got into a strange habit of B4B > x > IR just have them end at the same time. Again, totally unfounded and pure preference. I figure it's worth investigating as our numbers are getting significantly bigger.
Last edited by HonchoBancho; 12-22-2014 at 04:10 PM.
IR first, this is because IR will drop off after Vorpal Thrust, then you'd Life Surge the Full Thrust, otherwise it'd be a waste of a potential crit.And while we're at it, IR or B4B first? The OP explains IR first to avoid the risk of B4B falling off before Full Thrust, but those days are long gone with the amount of SS we tend to have now. I got into a strange habit of B4B > x > IR just have them end at the same time. Again, totally unfounded and pure preference. I figure it's worth investigating as our numbers are getting significantly bigger.

Using IR on cooldown will apply it to every other Chaos Thrust and one out of every three Phlebotomizes. Because of the snapshotting system, the crit chance for each tick will be locked in even after IR wears off. DoTs give you the most opportunities for IR to work its magic, and so they more reliably make use of it as a buff, rather than depending on luck.
Holding IR given perfect conditions is ultimately not beneficial because (1) it's not a big enough buff to multiply with BfB compared to how much shorter the cooldown is (2) and it throws off this synergy.
It's not obvious it's working (like it is on monk), but it's definitely there.
In a dummy situation, BfB would not be falling off before Full Thrust even with no extra skill speed at all. The rotation in the OP is more "best practices" than it is some theoretical ideal you can't always attain. If you have less than perfect uptime in the first few seconds of a fight for any reason, that slight delay on BfB often proves to have exactly the benefit stated.
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