If you are looking for THE FASTEST WAY to reach the level cap with any class or job, this FFXIV Leveling Guide by Killer Guides is a definite must have! There is nothing that comes even close in regards to level of detail and overall quality.
|Slot||Best||Next Tier||Third Tier|
|Main Hand||Longinus Zeta
|Augmented Ironworks Magitek Spear
|Head||Augmented Ironworks Visor of Maiming
Dreadwyrm Barbut of Maiming
|Ironworks Visor of Maiming
Demon Circlet of Maiming
High Allagan Headgear of Maiming
|Body||Augmented Ironworks Cuirass of Maiming
Dreadwyrm Mail of Maiming
|Ironworks Cuirass of Maiming
Demon Mail of Maiming
|Snakeliege Scale Mail|
Suit of Astrum Mail
High Allagan Cuirass of Maiming
|Hands||Augmented Ironworks Armguards of Maiming
Dreadwyrm Vambraces of Maiming
|Ironworks Armguards of Maiming
Demon Gauntlets of Maiming
High Allagan Gauntlets of Maiming
|Legs||Augmented Ironworks Hose of Maiming
Dreadwyrm Breeches of Maiming
|Ironworks Hose of Maiming
Demon Breeches of Maiming
High Allagan Trousers of Maiming
Kirimu Breeches of Maiming
|Feet||Augmented Ironworks Sollerets of Maiming
Dreadwyrm Greaves of Maiming
|Ironworks Sollerets of Maiming
Demon Greaves of Maiming
High Allagan Sabatons of Maiming
|Waist||Dreadwyrm Tassets of Maiming
Augmented Ironworks Belt of Maiming
|Ironworks Belt of Maiming
Demon Tassets of Maiming
|High Allagan Belt of Maiming|
Kirimu Belt of Maiming
|Neck||Dreadwyrm Choker of Slaying
Augmented Ironworks Choker of Slaying
|Ironworks Choker of Slaying
||High Allagan Choker of Slaying|
Werewolf Choker of Slaying
|Ear||Augmented Ironworks Earrings of Slaying
Dreadwyrm Earring of Slaying
|Ironworks Earrings of Slaying
Werewolf Earrings of Slaying
High Allagan Earrings of Slaying
|Rings||Augmented Ironworks Ring of Slaying
Dreadwyrm Ring of Slaying
|Ironworks Ring of Slaying
||Werewolf Ring of Slaying|
High Allagan Ring of Slaying
Judgment Ring of Slaying
|Wrist||Augmented Ironworks Bracelet of Slaying
Dreadwyrm Bracelet of Slaying
|True Ice Bracelet of Slaying
Ironworks Bracelet of Slaying
|High Allagan Bracelets of Slaying|
Werewolf Bracelet of Slaying
||Feb 06, 2015 - 17:58:52 | Location: Nowhere, In a Box|
I also use the same rotation provided by Yunalesca. It definitely helps. Depending on boss mechanics and your need to move around the map quickly, you can use spineshatter drive/dragonfire dive either to move quickly, or as part of the rotation (I use them during cool downs when I don't need to apply any other buffs).
My typical rotation on a boss who doesn't need me to jump out of the way constantly (is: Twintania) is:
Heavy Thrust-Impulse drive-blood for bloody disembowels jumps chaos thrust-internal release-phlebotomize-power surge-true thrust-spineshatter drive-vorpal thrust-life surge-full thrust-dragonfire dive-heavy thrust-true thrust-vorpal thrust-full thrusts phlebotomizs- impulse drive-disembowel-jump (with new 40sec cooldown it should be active by here,unless bard has swift song up maybe)-chaos thrust-heavy thrust-true thrust-vorpal thrust-full thrust mph lens true thrust-vorpal thrust-full thrust
At that point,and with this rotation you let your DoT run almost till out (you may miss 1 sec now and then depending on circumstances), and keeping up with your harder hitting abilities.
It is long and can take awhile to fully engrain, but it works. This has never given me an issue. For those fights where you break away from the boss,you'll have to use judgement to find which buff/debufd will run out first and start there,and make the rest of the rotation from there.
It helps to think and prioritizes this way:
#1: If heavy thrust is about to run out,get that up first.
#2: if disembowel/chaos thrust is about to expire, start at the impulse drive/disembowel/chaos thrust rotation (is:the rotation as normal). If chaos thrust still has >10 seconds, skip
#3: if phlebotomize has
|Yunalesca O [Anon]
||Jun 03, 2014 - 12:58:20 | Location: Nowhere, In a Box|
Well I took some advice from the dragoon which is our top ranking dragoon in our FC and he said there is no need to use Fracture anymore. He gave the me a new rotation which has been working fine for me ever since.
Heavy Thrust - Impulsive Drive/Disembowel/Chaos Thrust - Phlebotomize - True Thrust/Vorpal Thrust/Full Thrust
Heavy Thrust - True Thrust/Vorpal Thrust/Full Thrust - Phlebotomize - Impulsive Drive/Disembowel/Chaos Thrust
Heavy Thrust - True Thrust/Vorpal Thrust/Full Thrust - Phlebotomize - True Thrust/Vorpal Thrust/Full Thrust
It also helps is you use blood for blood just after Impulsive drive before you hit disembowel and life surge is also useful as it gives you a crit hit and is best use before Full Thrust. These two abilities should be used whenever they are available.
Also it helps if you use your specified Dragoon jumps where possible.
I know this seems a little messy but I promise it works! I've had no trouble from this what so ever!
||Feb 10, 2014 - 03:06:34 | Location: Nowhere, In a Box|
I was doing a little bit of an experiment but I feel that following this rotation you might be losing some overall damage. I have found that if you using your set here follow this setup you might increase your damage. Putting Fracture > Plabotimize after Combo #7 their initial damages will be improved by not only the Heavy Thrust Buff but also the Disembowel Debuff.
Heavy Thrust > Combo #7 > Fracture > Plabotimize
Heavy Thrust > Fracture > Phlebotomize
Heavy Thrust > Fracture > Phlebotomize
||Dec 16, 2013 - 22:02:58 | Location: Nowhere, In a Box|
Against single target:
Heavy Thrust, (Ring of thorns if there's a grp);
Impulse Drive, (Then during cooldown "Internal Release-MNK cross class), Disembowel, Blood for Blood (During cooldown), Chaos Thrust, Phlebotomize, Power Surge (During cool down),
True thrust, vorpal Thrust, Life surge (during cooldown), Full thrust, then ending it with "Jump" or Spineshatter Dive (W/e ever does more).
I end it with "Jump" because of my skill set. I do not have Fracture equipped at the moment (though I should) but you could probably sneak it in there by replacing "Ring of Thorns" attack.
Then after Heavy Thrust, Impulse drive, disembowel, Chaos thrust, Phlebotomize, facture, 3 hit combo (TT, VT, FT)
Against a group:
Heavy thrust, Internal release (during cool down), Ring of Thorns, Blood for Blood, Doom spike, Life surge (During cool down), Dragon fire Dive
After that I use Doom Spike till Blood for blood is over (or TP is empty) then use Invigorate to recover TP. Then just focus on a single target.
|Rayne North [Anon]
||Sep 04, 2013 - 09:06:12 | Location: Nowhere, In a Box|
Hi, Rayne North of Exodus here. Currently, the top dps rotation is much different than what you have.
It is: HT, Fr, Ph, ID, Dis, CT, TT,VT, FT, HT, Fr, Ph, TT, VT, FT, ID, Dis, CT, HT, Fr, Ph, TT, VT, FT, TT, VT, FT; from there you start at the beginning.
Inside of the rotation, depending on mechanics and such, you will use your cooldowns. DFD and SSD should be used to get to adds and get back to the boss as quickly as possible. Slows are provided by other classes, so no need for us to use them.
||Aug 21, 2013 - 03:31:47 | Location: Unknown, United States|
KazumiAmano: thanks, useful info - although the following calculations are done with PPGCD instead of PPS to reduce headaches when finding the effectiveness of an entire rotation.
Xenor: Think I came up with a solution. By my math, it's only ~4% more effective than the one listed on this page, but it's not any more complex (and arguably easier to remember), so I figured it might be worth posting.
Combo 7 (Impulse, Disembowel, Chaos)
Combo 6 (True, Vorpal, Full)
Repeat from top.
This gives you 100% uptime for all debuffs, though this rotation clips the final tick from Fracture/Phlebotomize. You can scrape out a little more DPS if you add Power Charge+Jump or Dragonfire Dive after the first Heavy Thrust (although a few debuffs will very briefly fall off, it should still be worth it). Alternatively, if no one else is providing Slow/you need to stun/whatever, you can throw in an extra action just before a Heavy Thrust, though this will of course hurt your deeps.
Not counting cooldowns or the piercing damage debuff, and discounting the very start of a fight (before you have Heavy Thrust up), this gives 239.25 PPGCD or 98.6 PPS. The rotation here gives somewhere around 236.7/94.7 under the same conditions with Feint removed. (if anyone tries to verify this, make sure you take into account the Heavy Thrust buff being on/off)
/wall of nerdtext
||Aug 21, 2013 - 01:10:41 | Location: Unknown, United States|
Kataiser: yeah, you're correct. I think because to get this particular PPS I just added (60 + 80 + 120)/3 mentally, and got 240/3, rather than 260/3, like a dumbass. Here's what I have for Dragoon PPS -
True Thrust 60PPS
Feint 48PPS + Slow debuff
Vorpal Thrust 40PPS/80PPS in combo
Impulse Drive 40PPS/72PPS from behind
Heavy Thrust 40PPS/68PPS + 10% buff from behind
Piercing Talon 48PPS ranged
Full Thrust 40PPS/120PPS in combo
Phlebotomize 116PPS DoT
Fracture 120PPS DoT
Disembowel 40PPS/88PPS + 10% debuff in combo
Doom Spike 64PPS AoE
Ring of Thorns 40PPS/60PPS AoE in combo
Chaos Thrust 40PPS/144PPS in combo
Heavy Thrust > Ring of Thorns 52PPS/64PPS from behind + 10% buff
True Thrust > Vorpal Thrust > Full Thrust 86.66PPS
Vorpal Thrust > Full Thrust 80PPS
Impulse Drive > Disembowel > Chaos Thrust 90.66PPS/101.33 from behind, DoT
Disembowel > Chaos Thrust 92PPS, but the debuff loss makes it almost never worth it over Impulse Drive > etc
Non-GCD (unsure which if any can be used freely between GCD attacks without dipping into time loss)
Leg Sweep 130P
Spineshatter Dive 170P
Dragonfire Dive 250P AoE
||Aug 20, 2013 - 23:06:29 | Location: Durham, United Kingdom|
I've added Fracture and Phlebotomize to the rotation for their DoT capabilities. The rotation feels very long now though but it still seems like the best way to maximise DPS to me. Problem is the DoT buffs will expire before the rotation ends. You can't recast them mid rotation because your damage buffs will end up running out during your second combo if you do. Tricky one.
||Aug 20, 2013 - 20:07:42 | Location: Nowhere, In a Box|
KazumiAmano: isn't True > Vorpal > Full slightly better PPS? By my calculations, the 3-step combo is 86.7 PPS, while the 2-step is only 80. Not a huge difference, of course, but neither is 10 PP. So it would probably be worth doing the full combo any time you're trying to squeeze out some extra damage, unless your buffs/debuffs are about to fall off and you need to reapply them quickly. Just a thought.
||Aug 20, 2013 - 19:49:49 | Location: Unknown, United States|
Frozenheart: definitely you should. Fracture has 300 total potency for a total of 120PPS, Phlebotomize has 290 total potency for a total of 116PPS. Those should virtually always be up unless the enemy will die before the duration of the DoT, as with any DoT.
Something to note is that Vorpal Thrust > Full Thrust has the same PPS as True Thrust > Vorpal Thrust > Full Thrust, but Vorpal Thrust and Full Thrust are cheaper than True Thrust and it's easy to maintain two in a combo than three.
||Aug 20, 2013 - 15:49:51 | Location: Nowhere, In a Box|
Any idea do we add dots skills in rotation? Sth like Phlebotomize and Fracture.And we also can cast Internal Release after blood of blood.
||Aug 10, 2013 - 07:19:23 | Location: Durham, United Kingdom|
Yeah I'm having to hold off adding phase 4 info until phase 4 begins because it's technically leaking info. Though it would be relatively minor compared to some phase 4 leaks I've seen!
||Aug 10, 2013 - 04:21:32 | Location: Nowhere, In a Box|
"DRG can take cross class skills from the ARC and MRD classes and at level 50 you can equip up to 5."
That has been changed it is now PUG and MRD
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