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Ffxiv the obvious solution
Ffxiv the obvious solution






* Acceleration guarantees a Verstone / Verfire cast, without which we'd be forced to use Jolt II. When trying to consume the acceleration buff through Verflare / Verholy, it is safe to use acceleration right before Enchanted Riposte, the first spell of the melee combo. If your mana gauge is not balanced properly and the next cast of Verholy / Verflare would only have a 20% chance of proccing Verstone Ready / Verfire Ready, the acceleration buff will be consumed and Verstone Ready / Verfire Ready will get procced.

ffxiv the obvious solution

Please note that if the mana gauge is balanced properly such that the next cast of Verholy / Verflare has a 100% chance to proc Verstone Ready / Verfire Ready, the acceleration buff will NOT be consumed and will be available for the next Veraero / Verthunder. This allows saving 7-8 seconds of its cooldown compared to waiting till the melee combo is over. Since the acceleration buff lasts for 10 seconds, it should be safe to use it after Zwerchhau, the second spell in the melee combo. The only time where acceleration needs to be timed is when it comes off cooldown during the melee combo. If you decide to use them on cooldown to maximize dps, keep in mind that their cooldowns are reset when casting Manafication. Even though Displacement has a lower cooldown than Corps-a-Corps, practically you might end up using it just as often since using Displacement at the wrong time could lead to death or a party wipe.Īcceleration is a bit overrated since it constitutes ~0.27% of your overall damage* even if used on cooldown, but every bit of damage still counts.ĭon't hesitate to use Acceleration when casting Verstone / Verfire even if you have both Verstone Ready / Verfire Ready. If you’re keeping Corps-a-Corps / Displacement exclusively for mobility you might be missing out on 3% of your damage, so be aware of this trade-off.

ffxiv the obvious solution

If used on cooldown, Contre-Sixe would account for ~4% of a your total damage. Those calculations were done at iLvl 330 with direct hit focused melds.Įverything that was said about Fleche can be said about Contre Sixe with some tweaks to the numbers. Since 22 casts can constitute up to 11% of the total damage, 20 casts could constitute up to 20 / 22 * 11% = 10%, which is 1% less damage.

ffxiv the obvious solution

Even if practically we can use it 22 times, a delay of 2-3 seconds between uses could add up to a total of 40-60 seconds where the spell is unused, which is enough time to cast it up to 2 more times in a fight. * In a 600 seconds fight, Fleche can theoretically be used up to 600 / 25 = 24 times. Fleche (and other oGCDs) can be weaved into your melee combo without causing a loss of the combo proc. Due to its high potency, Fleche accounts for up to 11% of your total damage when used on cooldown, so keeping it off cooldown even for 1 global cooldown repeatedly could cause an overall 1% dps loss*. Always use Fleche as soon as it is off cooldown.








Ffxiv the obvious solution