Results 1 to 9 of 9. Thread: Brd rotation guide? Brd rotation guide? Trying to get a grips with brd is their a 4. You want to make sure they stay consistently on cooldown.
You want to use this immediately on the next GCD with one exception: Barrage is coming off cooldown in 8 seconds or less. For party buffs, Foe Requiem is generally used whenever you have full MP. Just be a bit careful with timing it before pulls—sometimes you can hit the server tick with it and pull aggro since arenas now rarely let you back up enough to get the boss out of range.
Refresh, at an optimized level, is used for Foe Requiem. Generally, though, you want to use it for your healers. It provides 6, MP worth of refresh every 3-minutes. I rotate Invigorate first, and then Tactician. You should usually have one or the other up for just about every pull, and generally not have TP issues unless no one else in your party is AOEing and things are dying way too slow.
Palisade is a free cooldown for physical damage. Toss it on a tank on cooldown in dungeons for trash packs. Troubadour is a bit tricky. Generally, though, you should be safe using it in Minuet, because raidwide damage is always magical. Use it as a free Esuna on yourself or a party member for any debuffs that are cleansable like the Doom in Exdeath normal mode, for example.Last Update:.
All descriptions are based on action attributes and bonuses attained by level For further details on changes to actions, please refer to the patch notes. Repelling Shot Class Quest. Windbite Class Quest. Mage's Ballad Job Quest. The Warden's Paean Job Quest. Army's Paeon Job Quest. Rain of Death Job Quest. Battle Voice Job Quest. The Wanderer's Minuet Job Quest. Empyreal Arrow Job Quest. Iron Jaws Job Quest. Sidewinder Job Quest.
Refulgent Arrow Job Quest. Straight Shot Mastery Job Quest. Upon learning the Mage's Ballad, the Song Gauge will be displayed, which indicates the effect's remaining duration. Singing Army's Paeon will display its corresponding Song Gaugewhich indicates the effect's remaining duration. This effect increases for each stack of Repertoire you accumulate up to a total of four.
Singing the Wanderer's Minuet will display its corresponding Song Gaugewhich indicates the effect's remaining duration. The Repertoire effect can be stacked up to three times.
This gauge increases in tandem with Repertoire, and is depleted when using the action Apex Arrow acquired at level Although they differ depending on your role, additional actions are shared by multiple jobs. These actions are only available during PvP and are unique to each role. Only two can be set at any given time, so be sure to choose abilities which complement your combat strategy!
In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players. The adrenaline rush gauge can be filled through combating enemies and completing other objectives, dependent on the PvP duty. Executing Burst ShotEmpyreal Arrowor Repelling Shot while under the effect of Army's Paeon will grant you Repertoirereducing weaponskill cast time and recast time. Last Update: - All descriptions are based on action attributes and bonuses attained by level Role Actions Role actions are abilities common to classes and jobs with the same role.
Trait Traits Acquired Effect. Last Update: - For further details on changes to actions, please refer to the patch notes. Common Actions Although they differ depending on your role, additional actions are shared by multiple jobs. Adrenaline Rush In PvP duties, adrenaline rush will replace the limit break action and, unlike limit break, can be used by single players.
Heavy Shot. Delivers an attack with a potency of Straight Shot. Can only be executed when Straight Shot Ready.Work in Progress — This is mostly going to start out with the macros I myself use, then go from there. For Bard Macros I tend to use a different style of macro than I usually do. Its in the interest of keeping up dps and always using the most optimal action once its available. In this macro style I list multiple actions in the same macro, but I only expect a single action to go off each time I press it.
Once those are all applied I use a standardized macro that just uses the first skill available. Its kind of odd how I have my hotbar. I have 5 most used macros and skills, then most all of the other actions on the skillbar are set up to show me what action will actually be used by the macro listed above it.
Since 2. On my whitemage, most of my macros have more to do with targeting quickness. Ironically enough, the things I macro most often on whitemage is notifications or offensive spells. I can switch targets if I want. It makes it all very flexible. Sometimes I just want the party to know what is being done. The couple I use most often are the following:. Its positioned in the same spot on all my hotbars that has it as an option.
On my scholar, again my macros are centered around quick targeting, as well as getting my fairy to be a little more useful. Note: My preference is for Selene to be on Sic, but obviously you can adjust this however you want. When removing a debuff, I often have to decide if its better to heal first, or remove the buff.
Thanks to the forum posts, someone there had mentioned that they just have their fairy heal at the same time… Brilliant! Here is a macro that makes that happen If your fairy is set to Obey. I have a macro that gives a little extra healing effort in those cases. For that I have this macro. This could free up some space on your hotbar if you currently had each one listed. This would require you to target the person you want to be brought to first, then click this macro.
Not too much functionality, since this is basically what the skill icon itself would require as well, but I showed it here just to make the next macro thought make sense.Even when I started wandering into machinist territory in Heavensward, and dancer territory with Shadowbringers can you tell what my favourite style is? In general, bards in any kind of game come with, well, a bit of a reputation.
Its strength is almost entirely in its utility and situational abilities. These can do all kinds of things for the entire party; increase damage output, reduce damage taken, reduce cast times, and even heal other players.
FFXIV job guide: How (and why) to bard
Each of those abilities has a specific time and place to be used, and a good bard will end up watching the party almost as much as a healer does. Which really just makes bards that much more valuable. These do eventually upgrade, and they never, ever leave your kit. At lower levels, they deal extra damage on top of your global cooldown abilities, and if used correctly, can put you on par with more intense DPS classes.
As a bard levels up, it gains three song abilities, which form the foundation for its entire rotation. These effects depend entirely on Repertoire stacks, which you gain from damage dealt by your DoT abilities. Each of these songs runs for 30 seconds, and has a second cooldown—which means with the right timing, you can always have one up. Along with the general extra-damage-for-your-whole-party thing, bards have a lot of situational abilities that make them incredibly useful in parties and the class that everyone wants but no one wants to play in raids.
Bad bard. When I wrote this post, I seriously thought about listing this as a situational ability, because it really is. But I thought it was worth a little more explanation than that. Basically, what this does is unlock an additional bar below your song gauge, which goes up by five every time you get a repertoire stack. Then, when you have at least 20 in your additional bar, you can use an ability called Apex Arrow, which deals potency to everything in a limited-range straight line in front of you.
First off — Thank you very much for taking the time to explain how these abilities work together. I started playing right after Christmas in — and yes I do love it a lot. I want to change that so I can actually know what I am doing, why and how. I am not trying to be a perfect Bard, but I want to feel like I have done my best in a dungeon, trial or raid.
Just to point out a small mistake in the guide. This site uses Akismet to reduce spam. Learn how your comment data is processed. Nice to meet you. I'm Erin, an average girl who loves all things geeky, girly, cute, and pretty. I have a lot of random thoughts and crazy ideas. This is where I share them all with you! August 4, BY erin 3 Comments.
Prev Previous Cozy Raffia Quinta reno with basement. Next Beachy blue loft Next.If you feel lost on which is currently the best for daily use, or simply just the best for you this guide is what you need. Our ranking will be based on personal experience from the writer that's me of:.
This tier list will not be based on usage during new raids and savage content as we might write a dedicated endgame tier list in the future! Samurai is a melee dps working around two gauges: the Sen and the Kenki. The Sen is a three-part gauge filled by using specific combos and will allow you to unleash special attacks according to which Sen you have.
Samurai is quite easy to pick-up as the rotation is quite clear and the animations are really great. A very good class to start playing as a dps with a lot of glamour options and a few positionals to keep things interesting. I didn't plan on putting Summoner so high in the Tier List, but there's a significant point: the level of your Summoner and Scholar is sharedmeaning if you level up your scholar to lvl 60 and then want to become a DPS, hey, your Summoner is 60 too.
The rotation of Summoner is quite long and can be difficult to remember or execute correctly while dodging two hundred AOEs and resurrecting your dead Dragoon. The class is rewarding, mobile and deals a lot of damage so it's quite satisfying if you can execute correctly, training makes perfect Iguess! Black Mage is focused on managing your mana the best you can to unleash devastating spells at the cost of mobility.
Perfect class to shout "Healer Adjust" to your party, you'll need to stay put to cast your long spells. Your ice spells will give you mana back while your fire spells will cost a lot of it but will be very effective. Overall Black Mage is a very fun job to play, the explosions are as satisfying as powerful and you have different options to chose from in dungeons and trials. You have access to spells that can buff your party and dances that will provide damage upgrades to your dance partner.
This doesn't mean that you don't deal damage at all, Dancer has two types of rotations, on close-range and one long-range. Your dps is not really in the highest tier, but if get procs you can manage to deals surprising high damage.
Dancer is a very good job to start dpsing and even more if you're used to playing healer as you will have quite a lot of utility spells.
Machinist is a more classic ranged dps. You'll have access to a large number of attacks and even if your first AOEs are acquired after a while the job is just great. The animation looks very fluid, you can shoot and walk at the same time and some hard-hitting spells like the Drill are just way too fun. Once you get your big robot and few last spells the rotation get even better. It's just a very nice and chill job. Bard also is quite a support dps, meaning that on top dealing damage you'll be able to help your team deal more damage.
Bard has three songs that you can use applying differents buffs to your team and granting you access to powerful attacks. You can move while attacking, boost the team speed just like Dancer and Machinist as well as use instruments to play music in capital cities of the game. While Bard damage can feel a bit frustrating it is still a very accessible job that will let you relax and help your team. Dragoon is a job using jumps to deal a lot of damage or reposition during a fight.
The main problem of the job is not its damage at all, as it is quite high it's that you can be killed during a jump. You might as well jump off the arena, directly in an AOE, or just not being able to jump at all. In fact, you obtain your first jump at level 30, and the more you level-up the more jumps you get.
Dragoon really comes online around level 80 meaning that when you get into a low-level dungeon in your roulettes you'll be stuck with a lot less funny class.
On the other hand, when playing lvl 70 and higher dungeons or content in general, Dragoon is a really fun class that deals a lot of damage but needs a bit of practice to get the jumps right. Monk is not that low in the Tier List because of its damage or because it is not a fun job, but because it can be quite hard to start playing it before being used to FFXIV mechanics. Monk deals a lot of damage, feels really good to play when you get to know how the combo works as the class focus on striking fast and hard.
You'll be able to fill a gauge that augments your attack speed making you go lightning fast before you can start firing energy beams.Picking the right role from all the different FFXIV classes which subsequently become jobs is a crucial choice. The difference in playstyle for each is vast and finding the job that resonates with you is really important.
Luckily you're able to change your job at any point in the game if you've reached the appropriate level, so you can try all of them out eventually. This means you can play more than one, but not everyone has the time to hit level cap in all of them.
With this handy guide, you can get a feel for each of the FFXIV classes and jobs, and whether they are better suited to beginners or those with several hours under their belt. Here's an overview of each job listed in order of appearance, role, and ease of use. Monk is all about a constant flow of attacks to sustain a high level of DPS. With the ability to unleash rapid flurries of kicks and punches, the Monk's at their best when flowing effortlessly through their rotation.
Once you master that, you'll feel like a damage-dealing god. Focused more on supporting the other members of your group.
The Bard uses a mix of ballads to rally the team to victory. Unlock this role and glide around the perimeter of the battlefield flinging arrows at anything naive enough to drift within range.FFXIV - 5.21 Bard/BRD Power Test - Ilvl 480 (1/2/3 targets)
Ninja is one of the more exciting jobs in XIV. Weaving the hand-signs of Ten, Chi, and Jin, you can pull off devastating attacks. The myriad combat combos the Ninja has at their disposal means will prepare you for any situation.
Even among the game's heaviest of hitters, few can match Black Mage. Transform yourself into a veritable turret that spits damaging destruction to anything in its path. MP management is critical in keeping your damage above all others, but learning the rotation isn't too tricky.
The challenge comes when you're moving and not casting spells: this is a real hindrance to your overall damage dealing, and can make you pretty vulnerable. Like being the star? Dragoons are the flashy job in FFXIV as they roam the battlefield with their lance in hand and make quick work of enemies with assertive attacks. Dragoon skills slowly introduce you to the rotation and the importance of positioning.
With Primals as battle pets, the Summoner commands them to sow chaos amid enemy ranks. Master the placement and management of your pet fully while also slinging spells is challenging, but rewarding. Fancy dipping your toe in the world of healing? Then White Mage is for you. Primarily employing HP-restoring spells, White Mage is there to keep everyone in the fight. Quick responses to incoming damage from your opponents is essential in keeping your party in the land of the living.
Cross Summoner with a healer, and you'd get Scholar. This is a pet job summons healing fairies to help keep your friends alive with shields and heals. There's a steeper learning curve with the Scholar—since you must manage your pet and yourself—but an experienced Scholar is indispensable to any team. The classic 'board and sword' tank job, the Paladin is the holy shield of your party. With a wide array of defensive tools, Paladin is a great introduction to tanking.
Keep the enemy focused on you and prepare yourself appropriately, and you'll your squad's knight in shining armour. Fuel your strength from the damage you take, focus, and burst with rage to keep yourself alive; that's the Warrior way.
Smashing up the place with a massive axe and keeping all eyes on you is the name of the game here. Cooldown management is essential to being a capable Warrior: they're the perfect role if you're looking to progress from physical DPS to tanking.
The Machinist obliterates targets with their impressive, but quirky arsenal. Planning your attacks is vital: get the most out of this role by efficiently filling your heat and battery gauges to lay waste to enemies.Final Fantasy XIV 's black mages known as BLM saw some heavy changes with the Shadowbringers expansion in mid, and even now moving into many black mage players are still lost on their optimal single target and multiple target rotations at level A BLM has two distinct rotations for either situation.
Like many other classes, the AoE multiple target rotation is more simple than its single target counterpart. You must have an in-depth knowledge of the class's mechanics to make the best used of a black mage at endgame. We'll be starting with the AoE rotation first, since more often than not in a dungeon or raid you'll be building off this rotation to go into your single target rotation. Some black mages think you should start off the same as your single target rotation.
But those BLM are wrong. To start off with, you'll be targeting the beefiest target in the pack of mobs your tank has pulled and cast Freeze. It's also an AoE spell, so you'll do a bit of damage to everything in the pack.
Next, slap that Enochian. This is the most important part of both BLM rotations, and you will be casting around the idea of keeping this spell up at all times. To top off this half of the rotation, you'll be casting Thunder IV. This will hit every single mob in the pack with lightening damage and put a Lightning DoT on them as well.
Cast Fire III. This will damage your target, remove your stacks of Umbral Ice, and grant you full stacks of Umbral Fire. This empowers all your Fire spells while increasing their MP cost.
Definitive Final Fantasy XIV BLM Rotations for Level 80
Then cast Flareand brace your eyeballs for the bright explosion of fiery goodness hitting every mob in range. Normally Flare completely depletes your MP. If you have a Polyglot from your Enochian upkeep, cast Foul.
This is Flare's bad ass older brother, and essentially does the same thing but is much more powerful. If you can't cast Foul yet, then you'll go back to the start of the rotation and cast Freeze again.