Tanks
Reprisal – A 60s ability that reduces the damage dealt by nearby enemies by 10% – In light party situations this is one of your rotational mitigation abilities, however in boss fights, it is best served to reduce oncoming arena wide damage to the entire party to reduce healing downtime; work with your co-tank to see who will mitigate first with oncoming damage.
At Arm’s Length – While this is also used by all physical jobs, for a tank this is also a mitigation ability to slow down mobs. It is ineffective against bosses, however, it’s ability to prevent knockback is a good protection method if you are unable to align yourself to safely resolve a mechanic.
PLD only – Cover – takes 100% of oncoming damage from the designated player – This ability is great to take damage from a player that is low on health or dying, and with the combo of using divine veil can furnish a shield to the rest of the party after receiving healing, HOWEVER, the damage received through Cover is applied to the PLD without calculating the PLD’s own mitigation. For best use, if a PLD is to choose a Healer for a cover target, the PLD should use Intervention on the target and Cover to mitigate some of the oncoming damage. This ability can be also used to negate a tank swap (provided the tankbuster does not apply a Physical/Magic vulnerability debuff) In the case of a Twin Tankbuster mechanic – This can be used by the PLD to “cheese” through the mechanic. Apply Cover to the Co-Tank, Apply Hallowed Ground and when the attack resolves, only one tank needs to be healed. This will alleviate stress to the healers as only one tank needs to be healed instead of two.
Tank Swap
(Only required during savage fights or certain normal fights, this is a technique that utilizes Tank Stance, Shirk and Provoke)
To effectively tank swap – The MT drops their tank stance to stop generation of enmity, uses the ability Shirk to the OT (now MT). The OT turns on their tank stance and provokes the target. If the target is not fully focused on the new MT, use the tank’s ranged attack until sufficient enmity is generated to flip the enmity to A on the new MT.
In the case of a rapid attack after a Tankbuster – During the cast of the tankbuster, perform the action so that the secondary attack lands on the new MT.
Another way to ease transition from OT to MT is for the OT to turn their tank stance on after the MT has completed a full rotation. During the transition, merely using Provoke will complete the transfer. WARNING: If this method is used, the OT should never use their ranged attack as that will cause a tank swap prematurely.
Some fights require a double Tank Swap (Swap for effect and re-attain to keep fluidity and boss placement
To perform : Same as above but the old MT re-attains through provoke and a ranged attack.
Dungeon Mitigation Vs. Boss Mitigation
In Dungeons, if you are doing the wall to wall pulls (w2w), you always want to start with a Long Cooldown (120s). Since trash mobs are affected by status effects, you do have the ability to use your knockback (At Arms’ Length) to assist with mitigation. At later levels, you want to add more mitigation to your pulls, to alleviate stress on your healers by using a shorter cooldown with your long cooldown. As the fight wears on, you’ll want to cycle through your mitigations, so after Sentinel falls off, put on Reprisal or Rampart. Avoid using a Long Cooldown with a Long Cooldown together. If things are going south rather quickly, don’t be afraid to use your invulnerability slightly early to keep yourself up.
For Example, in a W2W with a PLD, you want to use Sentinel at the onset, then add Holy Sheltron to mitigate damage further to keep your health within manageable range. Moving to use Reprisal next as the battle wears on and your Sentinel falls off.
In Boss Fights, mitigate as needed. Tankbusters, for instances beyond Level 50, should always be taken with a Long Cooldown and a Short Cooldown mitigation ability. Raid wides are mitigated by using either the party mitigation ability or by using Reprisal. As a general rule of thumb, avoid using mitigation unless there is a casted ability or a cleave that will deal heavy damage. With a solid attack rotation, any self healing ability should be left for emergency use or when healers are overwhelmed as you should be doing enough damage to recover from auto attacks and need only some spot healing from the healer. Notable exception is the DRK. As they do not have a self heal ability, they need to use the extra mitigation to recover from attacks and be extra careful with their HP.
To further illustrate mitigations:
All tanks have will have:
- Rampart (20%)
- Reprisal (10%; best served to mitigate party wide attacks as this will reduce damage coming from the enemy)
- At Arms’ Length (+20%; applies ‘Slow’ to enemies and therefore only applicable to mobs)
- 30% mitigation
- PLD – Sentinel
- WAR – Vengeance
- DRK – Shadow Wall
- GNB – Nebula
- Short CD mitigation technique:
- PLD – Sheltron [Lv.35]/Holy Sheltron [Lv.82] ; Shareable Version – Intervention [Lv.62]
- WAR – Raw Intuition [Lv. 56]/Bloodwhetting [Lv. 82] ; Shareable Version – Nascent Flash [Lv.76]
- DRK – The Blackest Night [Lv. 70]
- GNB – Heart of Stone [Lv.68]/Heart of Corundum [Lv.82])
- Party Mitigations:
- PLD – Passage of Arms (15% for party, Personal Mit %= Block Rate/ Divine Veil (10% of your Max HP as a shield for the party only)
- WAR – Shake It Off (15% of your Max HP as shield, +2% for removing the buff(s): Thill of Battle, Vengeance, Bloodwhetting)
- DRK – Dark Missionary (10% Magic Damage Mitigation)
- GNB – Heart of Light (10% Magic Damage Mitigation)
- Invulnerability (to MOST attacks)
- PLD – Hallowed Ground (100% damage mitigation)
- WAR – Holmgang (HP cannot go below one; locks target and effect ends when target’s HP goes to 0 [therefore it is better to target yourself and use the ability])
- DRK – Living Dead (HP must go to 0 for the effect to activate and will be invulnerable for 10s. Requires HP to be at 100% before expiration of Walking Dead)
- GNB – Superbolide (HP goes to 1 and will be invulnerable for 10s; best used alongside Aurora and any mitigations to increase HP to survivable range)
- Special Mitigations:
- DRK: Dark Mind (20% Magic Mitigation)/Oblation (10%; up to 2 stacks)
- GNB: Camouflage (50% parry rate and 10% mitigation)
DPS
Addle (Caster)/Feint (Melee) – This is a mitigation technique used to prevent damage from a target – in boss fights this should be used prior to an Arena Wide AoE.
Troubadour/Tactician/Shield Samba – Unfortunately, while the end effect is roughly the same, they do not stack. If you have another Ranged DPS within your party, coordinate who should use theirs first to mitigate oncoming damage.
Mantra (MNK)/Nature’s Minne (BRD) – Boosts Healing for the party. This helps your party to recover faster from arena wide attacks. Call out when you use this to prevent overhealing and overlapping of the abilities.
The Warden’s Paean (BRD) – Removes a debuff that can be cleansed typically by Esuna (Grey Bar on top of debuff). Can also be used to Pre-emptively place a shield to protect a player from being afflicted by paralysis or a bleeding debuff.
Limit Break Rescue
Due to the animation lock of limit break, a healer can rescue a party member during the limit break animation. Once the cast timer for limit break has been completed, the healer can rescue the party member. This is to make sure the party member can resolve an ongoing/upcoming mechanic that may have started during the attack or cast.
Note: After being rescued, the member that casted the Limit Break can not perform any actions until after the animation sequence has been completed.
Transcendent Buff
This buff is applied for 5s after being revived from being KO’d during a fight. The buff is an invulnerability buff that prevents the player from taking ANY damage for 5s (any status debuffs will still be applied but no damage will be applied to the player). The player that has been recently revived should quickly run to the healer (if they moved due to mechanics and the action sprint does count as an ability and will remove the buff) and receive a heal before committing to any actions. Note: This does not apply to those revived via the Healer’s LB3.
Server Ticks and HoTs/DoTs
Server Tick is 3 seconds in the game. Any buffs/debuffs will be applied every server tick. For instance, if a bleed debuff is placed for 30s for a potency of 100, the resulting damage will be 1000 potency applied to the player. In PvP, points applied from any captured nodes will align with server tick. This is also why every over time buff/debuff in the game is divisible by 3.
HoTs or Healing over Time is the residual regen effect placed on a player. To calculate the total potency, it will be 18s/3s * 250 resulting in 1,500 potency over the duration of 18s.
DoTs or Damage over Time is a useful debuff placed on the enemy to drain their health over time. A very important thing to remember is that DoTs are the same as attacks and will be buffed by Critical Hits, Direct Hits and Damage Up buffs. DoTs will continue with the buffed stats through its entire duration even when the buff itself has worn off which is why it is important not to “clip” the DoT by reapplying the DoT with a non buffed version.
Example: A buffed Demolish from a Monk with all their buffs will be a 70 potency attack plus 20% damage bonus (Brotherhood + Riddle of Fire) for the entire duration of 18 seconds. Reapplying the buff too early and the DoT will only carry the 70 potency for 18s. Mathematically, it is a difference of 504 potency vs. 420 potency.
When should I reup? Usually within <5s left of the buff.
Weaving Vs Threading
Weaving is the act of using an oGCD while the GCD is “rolling” (or finishing it’s recast time). The important part of weaving is to NOT to clip your GCDs. What that means is never use an oGCD when your GCD is up. For example, with the BRD, you want to use Venomous Bite and while the GCD rolling, use a Bloodletter, and then a Windbite. In a standard 2.5 recast time with a BRD, you can double weave two Bloodletters but you can run into the issue of clipping your GCD if your latency causes you issues or if you are unfamiliar with the practice.
Threading is the act of using a casted ability and immediately following the attack with an instant cast ability. For those with high latency, this can be a boon to output, but is not a good practice for those with low latency.
Damage Buffs
In the case of Melee DPS or jobs with a rotational buff (meaning within their GCD chain), this should always be on 100% of the time. With other jobs, they can be activated within a combo or through an oGCD ability.
- When planning out your rotation for jobs that have an “external” buff ability (or a buff that is on an oGCD), keep in mind that you want to activate the skill when it does the most benefit
- Using the PLD as an example, you want to weave “Fight or Flight” right before “Riot Blade” to fit two “Goring Blades” (Paladin’s DoT; Once at the beginning of the window and right before it falls off) and maximize the GCD attacks that will benefit from Fight or Flight
- Jobs like SMN where the Damage Buff is a party wide buff, you want to time the buff closer to when everyone is starting their “burst” (or when people are about to send out a crap ton of damage in a short span of time). Typically, this will be around the 2nd or 3rd GCD window. This allows for maximum use of the buff to be applied to the party
- If your job does not have a oGCD buff. Then you want to time your attacks with the party wide buffs. For example, with the Black Mage, you want to fire off your Xenoglossy as often as you can within the one minute and two minute windows (preferably the two minute mark but don’t hold and overcap), as your party will have their two minute buffs active again to ensure maximum DPS
Optimising Rotations
While the Balance is wonderful for theory building rotations and openers, a lot of the instances and fights still require the player to know when to winddown or switch up attacks to keep DPS going when it is impractical to do a standard rotation. There will also be times when the boss will start a downtime phase and will be untargetable. Before this sequence starts, it is best to hold onto any buffs or DoTs (as DoTs don’t do any damage during this phase) and continue with a standard attack pattern without buffs. That way when the boss comes out of the downtime phase, you can start with a full opener again to do more damage as the boss comes out of it. Knowing when to hold buffs to get the best mileage out of them is the key to victory.
For example, with the MNK, it is impractical to continue doing damage when a close range mechanic around the boss will happen. Take that time to rebuild the Chakra gauge and come back in with a charged Forbidden Chakra again
The Hitbox
BiS (Best in Slot)
Best in Slot typically refers to gear that enables your job to execute the highest levels of DPS/HPS. When you are arrive at the endgame, you’ll want to work on getting the highest item level gear possible. However, late game gearing is heavily dependent on your playstyle, your latency, your job and skill. For those with high latency, you’ll typically want to run a higher than normal GCD speed due to buffs falling off before you can utilize them. Certain classes need more power vs. SkS/SpS (Skill Speed / Spell Speed). I.e. a RDM will want to run a standard 2.50 GCD recast vs. a PLD that can benefit from a 2.40 GCD speed (2.45 also works well with PLD). Etro.gg is a useful tool to play around with your gear and materia to see the best benefits for your class. As always, no amount of gear will cover over a bad rotation/playstyle. A strong understanding of your job, mechanics and 1 & 2 minute windows is true BiS.
For ideal gearing (especially below current max level cap): Players will want to upgrade their gear MH/OH>>>Chest>Legs>Head/Gloves/Feet>Accessories. Aim for the highest gear and even if it isn’t ideal, a -10 item level from max will always be better than -20 and more.
Windows
More specifically, One and Two minute windows, are the points in the battle where the most amount of party wide buffs are available to execute the most amount of damage to the boss. One minute windows (or odd windows) are typically your standard 60s cooldowns coming back up to do damage. The most important window will always be the two minute (or even windows). 120s buffs will be back up and executed by your party at this time. If you are in the middle of a fight and mess up your rotation, ideally, you will want to correct as much as you can (without sacrificing DPS to the best extent possible) during the odd windows to be ready for the even windows to try and execute the best amount of damage your job can provide.
To further illustrate, the battle will always start on the even window, after completion of everyone’s openers, buff should be aligned for the next even window. It is imperative that between the opener and the next even window, one minute buffs and attacks are being utilized at the correct time so they do not get pushed out of the top of the even window. When you do hit your even window, you should aim to be redoing your opener to push out damage as everyone’s party buffs will be contributing to that portion.
Other Fun Ways to Improve
If you find you are always consulting guides and have trouble with different areas of the game, consider playing other games/activities to improve that part of your play.
- Mechanics – Memory Games
- Rotations – Rhythm/Music Games, Fighting Games and Action Games
- Strategy – Real Time Strategy Games, Chess, Card Games
- Reaction Time – Rhythm/Music Games
The goal is to be the best you can be and try as hard as you can. You’ll find the persistence and work will pay off in spades.
Client-side and Server-side Latency
Latency and its effects
The general latency between client-side and server-side is about roughly .5 seconds (this number is highly dependent on latency). That means anything casted or any marked damage zones will be considered resolved at the .5 second mark before you see its completion. This leads to two phenomena to occur, Snapshot and Slidecast, to be part of FFXIV.
Snapshot
All AoEs in the game uses a “camera” like feature to take a picture of everyone’s positions when the AoE timer is completed. Due to the discrepancy of client-side and server-side data, what you see on your screen isn’t entirely correct. The lag between both systems will not report the most up-to-date location of where you are relative to the AoE. Therefore, you must endeavor to move out of the zone, at a minimum, of .5 seconds before the AoE marker is resolved. The reverse is also true, that means that danger zones can be considered safe zones .5 seconds earlier as well. Although the animation is not showing the area as being resolved, players can move into a dangerous zone .5 seconds earlier as the area has already been considered resolved by the server-side computer.
Slidecasting
Another side effect of the latency issue is Slidecasting. Using a casted ability, Players can move while casting if they are < .5 seconds from the completion of the cast. This is also a good measuring tool to see what your exact number is to account for your personal latency. Normally, it will only be the hundredths digit affected but, the tenth digit can vary as well.
Example: The average latency is .5, using a casting ability try to move during the cast around the .5 mark to see where it interrupts to determine your client and server latency time.
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