FFXIV Dawntrail Normal Raids QUICK GUIDE! Spoiler Free

SPOILER FREE A quick and simple mini-guide on the Dawntrail Normal raids. We’ve all been there, we simply don’t wanna be clueless or want some clarity on mechanics. Here you go!

Hello! It’s me Mahiko San yet again, and here’s a very quick and hopefully funny / enjoyable little SPOILER FREE Dawntrail Normal Raids Guide. This isn’t meant to be comprehensive, but just to serve as a way to prevent confusion and remove uncertainty if you’re first-timing.

How / where to unlock the Dawntrail Raids? The quest starts in Solution Nine, “A New Challenger Appears”. Need to complete Dawntrail MSQ beforehand.

Dawntrail Normal Raids Guide – SCROLL TO:
First Tier | ??? | ???


 

SPOILER SHIELD

 


Dawntrail Normal Raid First Tier:
AAC Light-heavyweight

Dawntrails first raid tier (AAC Light-Heavyweight) is unlocked at Solution Nine, quest name A New Challenger Appears.  The only prerequisite would be completion of Dawntrail MSQ. I suppose this will be abbreviated to M1 to M4.

Black Cat (M1)

One-two paw: The hand that’s lit up will be a half-arena AoE on that side, immediately followed up by the other side. Cross over after first dodge.

Black Cat Crossing: an X AoE then by another X where the safe spots used to be.

Mouser: The red squares. This one is rough. The idea is you shouldn’t be on a square that gets hit twice. Ideally, you want to be on a square that’s never hit at all.  Squares that get hit once are cracked, twice become a hole. Best you can do is either follow others, or focus on one square and avoid if it gets hit twice. Getting a vul up is better than dying.

I’m guessing there’s gonna be a better way to figure this out quickly.

Elevate and Eviscerate: The knock up. Your goal is to land on an uncracked square. It’s OK if you get punched on a cracked one – as long as you land on a fresh one.

Shockwave: Get knockbacked to the side which is “fully intact in the corner”, or better yet use your anti-knockback skill.

Predacious Pounce: A low level “safe” way to resolve this is dodge the first one, then go into the “edge” nearby the initial AoE. This is safe a vast majority of the time.

Leaping One-two paw & Leaping Black Cat Crossing: Same as the original, but she will move to the arrow before performing it. Pre-move to that area ASAP.


 

SPOILER SHIELD

 


Honey B. Lovely (M2)

Tempting Twist: Donut AoE, middle is safe.

Honey Beeline: Straight line AoE in front and behind her. Go to the sides.

Honey B. Live: Activates your “hearts” bar. Basically, do not get hit by any three heart mechanics or you’ll die.

This is followed by a bunch of “dodger mcdodge” mechanics, or the heart towers your must stand on (unavoidable, someones gotta do this). Be careful of Blow Kiss – it’s a wide frontal cone.

Flying bees on the side: Thin line AoE’s wherever they’re facing. This is used a few times in different ways, but the idea is you are aware, and position beforehand” – reacting to it may be too late.

Honey: She later adds another layer to some of her skills, the honey drops. These basically explode in a circular AoE so find open spaces to hide BEFORE they explode. Pre-empt them.


 

SPOILER SHIELD

 


Brute Bomber (M3)

Brutal Impact: Heavy repeated AoE damage. Help your healers.

Knuckle Sandwich: Has to be absorbed by BOTH tanks.

Brutal Lariat: One-sided half arena AoE – but it’s larger than half, go a little further. The side is his raised fiery hand.

Barbarous Barrage: Circles with knockbacks. You have to stand on them, while also getting knock backed diagonally ACROSS the arena – not into the fire.

Fire Spin: Basic rotation dodge. This will evolve later to have a “in and out” AoE. Don’t panic and focus on dodging the in and out as the rotation is much easier to avoid. Stop DPS if you must while getting used to it.

Fuses of Fury: Bombs. Stand on the ones with the long “rope”. Then once the short ones explode, move there.

Lariat Combo: is just Brutal Lariat twice. Can be the same side twice.

Poisonous Mist: WIDE frontal cone with safe spot behind.

Brutal Spin + Ground AoE’s + Lariat Combo: Nothing to say here but try to dodge the best you can. The ground AoE’s can be bad if they’re spread out.

Lariat Combo + Bombs: there’s always a “safe” dodge very near or very far from him. Stand on the near or far long rope bomb, then go to the safe side.

Bombs + Knockback: Simply get knocked back diagonally across, then dodge accordingly. The bombs wont explode asap but you have to imagine what to do beforehand.


 

SPOILER SHIELD

 


Wicked Thunder (M4)

Sidewise Spark: Typical half arena AoE. She also spawns “clones” that do this. Later on, you will have a long sequence of this – stay in the “middle” to minimize movement to dodge these.

Cannon: Once she shoots the floor, find the far side without cracks and move there ASAP.

Cannon (pt2): For the multiple blasts, there’s nothing you can do except track it yourself or attempt to follow the others. Just place it in your mind “left/right/left” or whatever.

Wings: It can be a little visually unclear… But these are your usual criss-cross lasers. Later evolves into 2x wings, that leave electric lines that eventually explode.

Witch Hunt: The multiple divebomb. Starts far or near, just walk into the first circle after it gets dived on (or into “one of the” first circles) . If you lost track – then simply choose a spot where youll be hit by ONE./ Better than dying.

Final cannon phase – this is just a healer check. If you’re not a healer do what you can do help out. Avoid the circle AoE’s otherwise the laser will likely kill you.


 

SPOILER SHIELD

 


Dawntrail Normal Raid Second Tier:
AAC Cruiserweight?

Judging by the dialogue, this would be the name…

If he wills it, I’ll be here to update this when the time comes!


 

SPOILER SHIELD

 


Dawntrail Normal Raid Final Tier:
AAC Super Heavyweight?

Just guessing at the names here haha for fun.

If he wills it, I’ll be here to update this when the time comes!

Dawntrail Normal Raids Guide – SCROLL TO:
Tier 1: Light-heavyweight | Tier 2: ??? | Tier 3: ???

Summary, Outro, Related Info

Not much else to say here, but I hope I helped you out! Enjoy the raids, my friend and stay happy, healthy, and blessed out there! Mahiko San out

FFXIV Dawntrail Aether Currents Guide (COMPLETE)

Just a simple guide detailing where to find Aether Currents in Dawntrail, to ease the stress a little! Spoiler FREE, and now complete with all six maps.

Hey there would be flyers! This is my simple Dawntrail Aether Currents Guide. While the DT currents are pretty stress-free, it’s nice to be able to see them all in one place.

July 7 2024 Update: All Aether Current map images complete! Adjusted some table info, etc.

The tables are numbered, corresponding to the “green diamond” in your Aether current tracker. All Aether Current quests have a “blue exclamation point”, but I’ll list down the names either way for each map. These are the yellow markers on your tracker.

Scroll to: (not using names for anti-spoiler)
Map 1 | Map 2 | Map 3 | Map 4 | Map 5 | Map 6

Urqopacha Aether Currents Locations

#XYZAetherytethenNote
129.426.73Worlar's EchoNOn a cliff north of Worlars Echo, approach from the right-ish. (Left of Naryor Gorna)
228.921.32.8Worlar's EchoNEASY FAR. Northern edge of the South half of the map. E of Shades of Grief
322.836.32.2Worlar's EchoWEASY. VERY FAR. At the very south middle of the map, E of Chirwagur Lake.
418.79.81.2WachunpeloWMID. Approach from the left of Ciblu's Coffee Grounds.
529.87.80.8WachunpeloNEASY. At the very top of the Hill in Agave Jaws.
617.417.51.4WachunpeloWEASY. On a rock SW of this "field" in between the town and farm.
75.223.62.7Worlar's EchoWRight before you queue up for trial 1. Far west of the map, Left of Sentinel.
817.520.32.4Worlar's EchoNWEASY. MSQ brings you right here. N of Proof
912.211.51.9WachunpeloWEASY. On a ridge overlooking the "farm".
1017.417.51.4WachunpeloSEASY. Right on top of a rock formation.
1Worlar's EchoThe Flames Burns No More
2Worlar's EchoAn Illuminating Ritual
3WachunpeloA Crisis of Corruption. MSQ direct unlock.
4WachunpeloA Traveler to the Rescue. MSQ direct unlock.
5MSQMSQMSQ
Urqopacha Aether Current Locations Map
Urqopacha Aether Current Locations Map by Mahiko San

You’ll “come back here” in the MSQ – you can’t complete it on your first visit.

Kozamauka Aether Currents Locations

#XYZAetherytethenNote
131.1381.2Many FiresSEASY, FAR. Southeast of Deceiver's Mantel by the river at the edge of the map.
224321.1Many FiresSWEASY. On the island at the south lake.
36.423.91.3EarthenshireNWMID. In a cave northwest of town. West of The Imperious
431.714.60.1Ok'HanuEEASY. North of Stride of the Sun, east of the river from Ok'Hanu.
539.813.40.1Ok'HanuEFAR EASY. A long walk all the way to the eastern edge of the map. NE of Dock Poga
68.611.70Ok'HanuWEASY. Right at the stairs of House of Winds High
722.427.21.4Many FiresWEASY. In between Many Fires and Earthenshire. N of Marsh Ligaka
815.534.21.1EarthenshireSEASY. By the river. You'll see it as you MSQ.
99.4180Ok'HanuSWEASY. It's "downstairs" at the coords. In a cave south of Bopo'ulhih.
1027.47.70Ok'HanuNEEASY. Nearby the stairs to the big tree.
1EarthenshireAll Good Potpacts Must Come to an End, after MSQ The Shape of Peace.
2EarthenshireDivine Inspiration MSQ direct unlock. Shape of Peace
3Ok'HanuRite of Winds Chosen
4Ok'HanuRipe for the Offering
5MSQMSQMSQ
Kozamauka Aether Current Locations Map
Kozamauka Aether Current Locations Map by Mahiko San

You’ll “come back here” in the MSQ – you can’t complete it on your first visit.

Yak Tel Aether Currents Locations

#XYZAetherytethenNote
136.435.71.2MamookSEASY. Ridge above the Southest side of the lake S of Mamook Aetheryte.
225.524.61MamookNWEASY. At the lake (downstairs), right north of Cenote Neyozzote.
37.926.21.3MamookWW Far. N of Ankledeep.
433.726.13.1MamookNWBefore descending The Ty'iinbek Traverse, go southeast of it. On the cliff.
517.76.43.2Iq Br'aaxNEEASY. NW of the airstrip above Yak Awak Tsoly
610.418.72.9Iq Br'aaxSIn the path gonig down into the pit E of The Fanged Foundry.
722.221.41.4MamookNWEASY FAR. R of Moxutural Zooj
819.133.90.8MamookWMiddle of the lakebed SE of Cenote Jayunja
929.710.63.1Iq Br'aaxEEASY. On a ridge overlooking the beach N of Village f Ilyon Asoh
1019.110.93Iq Br'aaxEEASY. South of Yak Awayk Tsoly, near the bridge.
1MamookLost and Powerless
2MamookBeast of the Heartlands
3Iq Br'aaxAiming High
4AirstripSecrets in the Cinderfield
5MSQMSQMSQ
YakTel Aether Current Locations Map
YakTel Aether Current Locations Map by Mahiko San

Shaaloani Aether Currents Locations

#XYZAetherytethenNote
134.623.10.9HhusatahwiNEOn the middle eastern most point of the map, in a tiny alcove.
225.120.30.8HhusatahwiNEOn a flat rock in the fields between-ish all the aetherytes.
334.4130.6MehhwatsoanEEast of the lake, right at Otsekairi Shore.
49280.6ShesheneweziSWAt the end of Yowekwa Canyon. DO THIS ALONGSIDE "Meeting of the Spirits"
517.620.41.1ShesheneweziEsEASY. Really near town on the bottom right, on a hill.
69.314.41.1ShesheneweziNWSW of Mount Loazensasaya
72911.30.5MehhwatsoanSSouth of Mehhwatsoan, just near the lakeshore.
82017.90.9ShesheneweziEnEASY. Really near town to the right and a little up.
97.2201.2ShesheneweziWEasy. Near the "bandit town", N of Tonatenyawi.
1027.331.50.7HhusatahwiSWSW part of town, on the second floor of a building.
1ShesheneweziA Bad Case of the Blue Devils
2HhusatahwiWhen the Bill Comes Due
3MehhwatsoanRroneek Seeker
4HhusatahwiMeeting of the Spirits
5MSQMSQ
Shaaloani Aether Current Locations Map
Shaaloani Aether Current Locations Map by Mahiko San

Again, for that distant #4 Aether Current – do it alongside the quests that give currents – one will lead you right to it. Double whammy.

Heritage Found Aether Currents Locations

#XYZAetherytethenNote
112.335.30Electrope StrikeSWIn the middle of "town", E of Submerged Skyline.
220.928.10.8Electrope StrikeSEOn a hilly field SE of town, but you gotta approach from the southish.
315.716.10.7Electrope StrikeNOn the right side of the island north of town.
435.211.11.5Yvasulani S.NOn a ridge East of Electric Potential
533.617.61.4Yvasulani S.NWest of the Thunderyards, near the end of the railway.
62318.61The OutskirtsE"Above", on the left side of the land bridge overlooking the "Farm". South of Yyupye's Halo
79.426.80.1Electrope StrikeWOn a bridge on the west side of "town".
89.712.10.3The OutskirtsWS of the Driftdowns, on a ridge. MSQ brings you here somewhat.
925.57.90.7The OutskirtsECant miss it, MSQ brings you right here at rthen Sky
1029.425.91.6Yvasulani S.WJust a little left of the Aetheryte.
1The OutskirtsAunty Knows Best
2Electrope StikeSHe Who Remembers (far S of town)
3The OutskirtsWPhyt for Survival
4The OutskirtsStressed Testing
5MSQMSQ
Heritage Found Aether Current Locations Map
Heritage Found Aether Current Locations Map by Mahiko San

Living Memory Aether Currents Locations

#XYZAetherytethenNote
111.820.40.5Leynode AeroSEWest side of the Blooms of Discovery.
224.815.30.4Leynode AeroWBehind the western benches of the Arena of Valor
327.710.60.6Leynode PyroNWAt the southern tip of Matchlock Menagerie. (Get with Volcanic Disruptions Quest)
434.234.20.2Leynode MnemoWIn "between" the ferris wheels, (Esperance Wheels)
526.132.30.2Leynode MnemoENorth of Starglass under a water tower.
611.135.10.2Leynode MnemoWSouth / middle ish of Canal Town area.
710.211.30.1Leynode AeroWNE of the Museum of the Natural
831.78.40.5Leynode PyroNAt the entrance of the mask room in the volcano. W of Steps of the Speaker.
936.528.30.6Leynode MnemoWOn the castle walls before you go down to the terminal. E of Proto Alexandria.
107.530.90.2Leynode MnemoWSouth of Hydro Terminal
1Blueprint Protocol
2Volcanic Disruptions
3Perplexing Puzzles, Endless Fun
4Well-wishing at the Wishing Well
5MSQ
Living Memory Aether Current Locations Map
Living Memory Aether Current Locations Map by Mahiko San

Dawntrail Aether Current Locations – Scroll to:
Urqopacha Aether Currents | Kozamauka Aether Currents
Yaktel Aether Currents | Shaaloani Aether Currents
Heritage Found Aether Currents | Living Memory Aether Currents

Summary, Outro, Related Info

Well that’s about it for my Dawntrail Aether Currents guide. It’s a lot easier than the old days, ey? Thankfully, I remembered to keep track of my Aether Current getting journey so I could make the maps…

FFXIV Where is Fonjentaine? (Dawntrail MSQ)

You’re at “The Success of Others”, with objective “Search for Fonjeantaine.” I hope to give others success looking for this shy Elezen!

Looking for Fonjentaine? For clarification, this is part of “The Success of Others”, with objective “Search for Fonjeantaine.” Dawntrail MSQ. No BS – answer right here:

You can find Fonjentaine at (11,5), on the left side of the red circle. In between the restaurant and the pier, at the beach. He’s leaning on the wooden poles near the stairs.

Here’s a picture of Fonjeantaine’s Location:

Well, I’m guessing you won’t be looking for Fonjentaine for long after this. Enjoy Dawntrail MSQ! It’s surprisingly difficult to type his name out…

I plan on making a spoiler free walkthrough to answer all of these little questions in the near future. But for now, this is it.

FFXIV Viper STARTER GUIDE: Rotation, Setup, etc

You’re cut out for Viper hmm? Learn about the Viper Rotation, Setup, and other basic info + tips here! Viable? Perhaps!

DAWNTRAIL Guides! Dawntrail L90-100 Miner Leveling, Botanist Leveling
Dawntrail Normal Raid Guide (Quick, Spoiler Free)
See:
Viper STARTER Guide / Rotation | Pictomancer Starter Guide / Rotation


 

Welcome to Mahiko San’s very basic FFXIV Viper (VPR) Starter Guide! Here I aim to teach you the basics of the Viper Rotation, and Job, what’s the Unlocking Viper, Starting Gear, Basic Setup and other tips! 

July 5 2024 Update: Fixed for some clarity, will refine a little but BUT – Viper will be “adjusted” to change to rotation in some way in the next weeks, so… hehe.

The most important part of this guide is:
The basic Viper L80 rotation – with notes up until 100.

This guide is written with those in mind that are about to, or just unlocked the Viper Job, and need some help figuring out how to make sense of it all!

“Man… I didn’t think I would ‘Slice and Dies’.”
Mahiko “Edgelold” San

Viper Starter Guide – Scroll to: Top (Basics, Unlock, Gear)
Rotation summary | 2 Button | Dreadwinder | Reawaken | Utility Skills

Starting out with Viper: Basic Info

Viper Basic Info

What exactly is a Viper?

Genus Vipera is a family of snakes most commonly…  Oh… Viper is a Melee DPS class released in Dawntrail. Pretty much inspired by Zidane from FF9. Has two swords that can become one sword-staff thing.

Aesthetically, and by play, kind of similar to Reaper – if I was forced to make a comparison to a similar job. Also kind of like a Dragoon! Has lots and lots of OGCD weaving so high latency players beware…

Unlocking Viper

How to Unlock Viper

Teleport to Ul’dah – Steps of Nald (It’s near the main Aetheryte), check for quest Enter the Viper.
See: How to Unlock Viper and Pictomancer, or FFXIV All Jobs Unlocking & Requirements

You need another combat class at L80 as a prereq for Viper!

VPR Leveling Gear

Viper leveling gear?

While the free one will serve you “fine”, the Augmented Cryptlurker Set you can buy in Crystarium (or main cities) will last you until L90 easily. If you got old tomestones to spare, go for it (can be used for other scouting leveling 80+ too).

at 90+, again, if you have tomestones go for the Augmented Credendun (Endwalker tier) from Radz-at-han (or Old Sharlayan? Old Main Cities likely have it). This will last till 100.

Anything further won’t be covered here in a “starter” guide haha.

Viper Rotation L80 (w/ notes to L100)

First, some assumptions, this is about L80 Viper (the level you unlock at), and I have notes leading up to L100 as well. Let’s cut the whole thing into more manageable pieces – a summary of the Viper rotation you can refer to:

Two button combo – Dreadwinder combo – Reawaken combo
LOTS OF OGCD WEAVING! Many buttons “evolve” into other skills.

2 Button ComboDreadwinder Combo(L90) ReawakenUtility

Button A1 (Steel Fangs) changes to A2,A3.
Button B1 (Dread Fangs) changes to B2,B3.
(Hotbars and gauge light up which is the “right” side to press)

    • A1) Steel Fangs – Higher potency default attack. OR
    • B1) Dread Fangs – Debuff enemy, you deal more damage to the it. Maintain this debuff!
      • then…
    • A2) Hunter’s Sting – Gives you a damage buff. Maintain this buff! OR
    • B2) Swiftskin’s Sting – Gives you a “speed” buff. Maintain this buff!
      • then…
    • A3) Flanksting Strike – Deals bonus damage on targets flank.
    • B3) Hindsting Strike – Deals bonus damage from behind.

Using Flanksting buffs your next Hindsting, and vice versa.

All of this happens in two buttons.

Combo finishers give Serpent’s Offering Gauge, and activates Serpent Sting (an OGCD weave) into Dreadwinder (see next tab)

Dreadwinder is a mini-combo that you do “on cooldown”.

Pre note: Twinfang and Twinblood are your main weaving skills. They evolve into various skills, but are all OGCD weaves. TLDR: Use the one that lights up, only double on “long skills”(?).

    • Dreadwinder whenever you can or want to (it’s cooldown based) to start your next mini combo.
    • Use BOTH Hunter’s Coil, and Swiftskin’s Coil in “any order”. (positionals)

Each Dreadwinder also gives 1 use of Rattling Coil, a ranged nuke. Tracked by the Red Diamonds on your bar. (L82)

This whole chunk is at L90+, ignore for now if you like.

    • Reawaken through Gauge or Serpents Ire.
    • Use First, Second, Third, Fourth Generation in order.
    • L100, interweave First, Second, Third, Fourth Legacy in between.
    • Use the final stack on Ouroboros (same button as Reawaken)

Reawaken itself does point blank AoE damage!

It’s fast, and quite busy, but thankfully you don’t need THAT many buttons thanks to “evolutions”, as well as many buttons “lighting up” for assistance.

For a more detailed explanation, read below. 

The 2 Button Combo

The basic portion of your rotation involves a “2 button, multi-path flexible combo”. These two buttons transform into the next step together. Let me try to explain.

Button A is  Combo A1 > Combo A2 > Combo A3
Button B is Combo B1 > Combo B2 > Combo B3
You can press A,B,A to complete your combo. (AAA,BBB,BAB, etc)

Viper Combo First Stage

A1) Steel Fangs – higher potency default attack.
B1) Dread Fangs – Debuff enemy, you deal more damage to the it. Maintain this debuff!

Viper Combo Second Stage

A2) Hunter’s Sting – Gives you a damage buff. Maintain this buff!
B2) Swiftskin’s Sting – Gives you a “speed” buff.

Viper Combo Third Stage

A3) Flanksting Strike – Deals bonus damage on targets flank.
B3) Hindsting Strike – Deals bonus damage from behind.

These also have additional effects: on both, they give Serpents Offering Gauge. Secondly, they “evolve” their opposite for the next round in your rotation. For example…

Flanksting Strike used! on your next cycle, Hindsting Strike is “buffed”. The reverse also applies. Hindsting will buff your next Flanksting.

These buffs also change the names of the skill to Flanksbane and Hindsbane – but have no implications on your hotbars. This all happens in two buttons.

The AoE version is essentially a mirror of this, except there’s no positionals. You just alternate between A and B finishers.

THE SKILL AND SWORD GAUGE “LIGHT UP” to tell you WHERE TO PRESS.
It “smartly” detects your ideal next combo (supposedly).
It’s actually pretty cool, depending where you slot the skills left or right.

next step – Serpent’s Tail / Dreadwinder

Serpent’s Tail (L55) evolves after you do any combo finisher. “Always use it”. This is the second part of your rather long combo chain…

Dreadwinder (L65). Activates your next “mini combo”

the skill names give much clues on their buff / debuff / purpose.
Notice Dreadwinder gives the same debuff as Dread Fangs.

After Dreadwinder you gain access to a pair of attacks Hunter’s Coil (L65), and Swiftskin’s Coil (L65). A flank and back attack.  Use them both in any order you like. They also give the damage and speed buff. The next time you use this, the “opposite”

FURTHERMORE There’s Twinfang (L75) and Twinblood (L75). These evolve into your OGCF weaved follow-ups to certain attacks. There is a correct order to press them, but I’m pretty sure they light up anyway. Only double weave on “long” attacks.

At L82 Dreadwinder also gives Rattling Coil (L82), which allows you to use Uncoiled Fury. It’s a long range powerful nuke, so you can save this for movement. These are the red diamonds on your gauge.

Serpent’s Offering Gauge / Reawaken

(This is L90+ stuff, but worth talking about)

After gaining enough gauge, or using Serpent’s Ire (L86) you can Reawaken (L90). Giving you 5 Stacks of Anguine Tribute. Reawaken itself does damage to nearby enemies, notably.

Basically, you need to use the first four of these stacks on these skills – First Generation, Second Generation, Third Generation, Fourth Generation. These aren’t new buttons – your old skills evolve into them. There’s an order to this, so to simplify it – follow the lights, haha.

At L100, Serpent’s Sting (the button for Dreadwinder) becomes yet another weaved OGCD to be used after every generation. Namely First Legacy, Second Legacy, Third Legacy, Fourth Legacy.

The final attack, the 5th stack, should always be used on Ouroboros (it’s the same button as Reawaken).

Viper Utility Skills

Finally, the odds and ends – Viper Utility, Defensive, and Mobility skills.

Writing Snap (L10) – essentially useless desperation ranged attack,

Slither (L40) – Rush to an enemy, or allies location. Multiple charges, good range.

Serpent’s Ire (L86) – Gives one use of Uncoiled Fury (L82 ranged nuke).Tt L90 grants Ready to Reawaken , which… readies you to Reawaken…

Viper uses Melee DPS Role Actions.

Summary, Closing, Other Info

“Typing late night dried out my wit. It’s a double edged sword.”
– Mahiko “Couerl Hand” San

OUTRO. Well, I hope my Viper Starter Guide helped you out somehow. If you cut through the BS, The rotation’s pretty sharp right!

After studying the skills and rotation, I’m actually super impressed with the “design” of it. It’s really snake-like, haha. Long, with left or right cycles, quick strikes in between, ending in “two fangs”. The Dawntrail classes knock it out of the park.

If you’re here you might wanna check out the Pictomancer Starter Guide. Seriously I’m proud of the puns there. I’m NOT proud of how long the Starry Sky explanation is…

FFXIV Pictomancer STARTER GUIDE: Rotation, Setup, etc

Your first strokes starting as Pictomancer ey? Learn about the Pictomancer Rotation, and other basic info and tips here! Go from meme-tier to Masterpiece!

DAWNTRAIL Guides! Dawntrail L90-100 Miner Leveling, Botanist Leveling
Dawntrail Normal Raid Guide (Quick, Spoiler Free)
See:
Viper STARTER Guide / Rotation | Pictomancer Starter Guide / Rotation


 

Welcome to my very basic FFXIV Pictomancer (PCT) Starter Guide! Here I aim to teach you the basics of the Pictomancer Rotation, what’s the best gear for Pictomancers starting out, plus other basic setup and tips!

The most important part of this guide is:
The basic Pictomancer rotation at 80 – with notes up until 100.

This guide is meant for those just about to, or just unlocked the Pictomancer Job, and needs some help making sense of it all! Let’s go!

“The part on Starry Muse is exactly 269 words. It’s one skill.”
Mahiko “-dak” San

Pictomancer Starter Guide – Scroll to: Top (Basics, Unlock, Gear)
Rotation summary | Palette + Paint | Motif + Muse | Utility Skills


Starting out with Pictomancer: Basic Info

Picto Basic Info

What exactly is a Pictomancer?

I’m glad you asked. It mances enemies via Pictures. No, seriously, they paint pictures. Pictomancer is a “ranged” magical DPS class released in Dawntrail. Their job aesthetic is, pretty much, a painter. Inspired by Relm from FF6 I’m guessing. Has very cool animations IMO – “Colorful and Splashy”, even.

Their rotation and playstyle somewhat reminds be of black mage if I really had to stretch to answer that question. I find their rotation unique in that it has “two halves”.

Unlocking Pictomancer

How to Unlock Pictomancer 

Teleport to New Gridania -> Conjurer’s Guild, check for quest The Joy of Pictomancy.
See: How to Unlock Pictomancer and Viper, or FFXIV All Jobs Unlocking & Requirements

You need another combat class at L80 as a prereq for Picto!

PCT Leveling Gear

Pictomancer leveling gear?

While the free one will serve you “fine”, the Augmented Cryptlurker Set you can buy in Crystarium (or main cities) will last you until L90 easily. If you got old tomestones to spare, go for it (can be used for other casters leveling 80+ too.

at 90+, again, if you have tomestones go for the Augmented Credendum (Endwalker tier) from Radz-at-han (or Old Sharlayan? Old Main Cities likely have it). This will last till 100.

Anything further won’t be covered here in a “starter” guide haha.

Pictomancer Rotation L80 (w/ notes to L100)

First, some assumptions, this part speaks about an L80 Pictomancer (the level you unlock at), and I have notes leading up to L100 as well. Let’s start the party with a summary (outline, draft?) of the Picto rotation you can refer to.

“Do Paint / Palette if you don’t have any Motif / Muse goin’ on”

Paint / PaletteCreature / LivingHammer / SteelStarryUtility
    •  “One Button Basic Combo” Fire – Aero – Water. +Palette Gauge, +White Paint.
    • Subtractive Palette uses the gauge, allows use of “powerful combo”.
    • “One Button Powerful Combo” Blizzard – Stone – Thunder. +White Paint.
    • Holy in White to use White Paint Stacks

This is it for L80. Future evolutions:

    • Subtractive also converts 1 White Paint into 1 Black Paint.
    • Comet in Black to use Black Paint Stacks.

Picto AoE Rotation? Use Fire II in Red, and Blizzard II in Cyan instead, but is pretty much identical to single target either way.

Creature cycles between Pom, Wing (L80), Fang, and Claw (96)

    • Creature Motif 1 – Pom – use Pom Muse.
    • Creature Motif 2 – Wing – use Winged Muse.
    • After Pom and Wing, you can use nuke Mog of the Ages.

This is it for L80. Future evolutions:

    • Creature Motif 3 – Claw – use Clawed Muse.
    • Creature Motif 4 – Maw – use Fanged Muse.
    • After all four, slam Retribution of the Madeen (L96).
    • The cycle repeats again at “Creature Motif 1 – Pom”.
    • Hammer Motif activates Striking Muse which in turn sets up…
    • Hammer Stamp. Instant cast nukes.

This is it for L80. Future evolutions:

    • combo extends into Hammer Brush > Polishing Hammer.
    • ALL HAMMER ACTIONS ARE IN ONE BUTTON!

These hammer skills are auto CRITICAL DIRECT HITS.

There’s alot to unpack here… Basically, it’s youre ultra two minute cooldown. And I MEAN ULTRA.

    • Starry Sky Motif activates Starry Muse.
    • Leylines-like area buff to party damage.
    • Subtractive Spectrum, basically 1 free Subtractive Palette.

This is it for L80. Future evolutions:

    • 5 Hyperphantasia stacks (L82 trait), reduces cast time on many skills. Use these up to gain…
    •  Rainbow Bright (L92). Makes Rainbow Drip (L92) instant. +White Paint.
    • Note: Rainbow Drip should only be used here (Swiftcast in niche scenario).
    • On initial use, grants Starstruck, allows use of Star Prism (L100).

Tempera Coat – Self shield, refreshes if shield used up.

Smudge – Forward dash

Tempera Grassa – Spreads your self shield to all friends. Your personal shield must be up to use it.

Role Actions: Magical / Caster DPS.

In an attempt to summarize: Picto’s rotation has two halves. The paint / palette (infinite cycle), and the motif / muse (cooldown based). These two are for the most part independent of each other. Within the motif / muses, they three too are all “isolated” from each other.

For a more detailed explanation, read below. 


The Palette / Paint half of PCT Rotation

This is your basic bulk actions. Your broad strokes, so to speak. Do this if you don’t have any motifs going on (more on this later).

Basic Cycle

Fire in Red (L1) is your “basic combo” all in one button. This automatically  turns into Aero in Green (L5), and finally Water in Blue (L15). Finishing this combo with Water in Blue grants you PALETTE GAUGE, as well as WHITE PAINT. We’ll call this chain the “BASIC COMBO”.

Palette Gauge?

What to do with Palette Gauge?

Subtractive Palette (L60) uses Palette Gauge to (in simple terms) unlock the use of your other “POWERFUL COMBO” – Blizzard in Cyan (L60), into Stone in Yellow (L60), into Thunder in Magenta (L60). Again this is all in one button. This also generates White Paint.

For now, don’t think about it so much. Once you have the Palette Gauge for Subtractive, use it, then do your powerful combo.

How about Paint Stacks?

What to do with Paint Stacks? (White Paint)

White Paint stacks can be used with OGCD Holy in White (L80). At L80, this is all you need to know.

At L90 in the near future, Subtractive Palette also converts 1 stack of White Paint into Black Paint, which basically upgrades Holy in White to Comet in Black (L90). While not relevant right now, get used to the idea of holding at least 1 White Paint.

Use White Paint “freely” on Holy in White whenever you can, but it’s better practice to use them up before you overflow, rather than always running on 0/1 stacks.

Palette + Paint Summary

Summary of Palette / Paint basics

    • Basic Combo (Fire – Aero – Water), gain White Paint and Palette Gauge. All in one button.
    • Use Palette Gauge w/ Subtractive Palette, allowing use of your “Powerful Combo”.
    • Powerful Combo (1 combo usage per Subtractive) Blizzard – Stone – Thunder. All in one button.
    • Use Holy in White to get rid of excess White Paint.
    • Rinse Repeat

At L80, this is it. In the future…

    • Subtractive Palette converts 1 White Paint into Black Paint.
    • Use Black Paint for Comet in Black.

=== Picto AoE Rotation? ===

Fire II in Red (L25) Is the AoE version of the “basic combo”. Leading into Aero II in Green, then finally Water II in Blue. Again, all in one button. The same goes for your AoE version of the “powerful combo”, Blizzard II -> Stone II, Thunder II.

It’s pretty much the same exact thing except
pressing the AoE version of Fire and Blizzard.

The Muse / Motif half of PCT Rotation

Oh boy. This one is hard to get a grasp on when reading / writing / explaining, but I’ll try my best. This does not really interact with the whole Pallete / Paint system above.

You have three canvases – Animal, Weapon, and Landscape. These are essentially separate from each other, just knowing they don’t interact with each other kind of gives you peace right?

In an attempt so summarize and simplify it:
using a MOTIF “paints” on the “canvas”, allowing you to use the corresponding MUSE spell.

  • Painting Creature Motif (paintings cycle) allows the use of Living Muse. (more on this later…)
  • Painting Weapon Motif (always hammer)  allows the use of Steel Muse. (Hammers)
  • Painting Landscape Motif (always Starry Sky) allows the use of Starry Muse (huge cooldown)

Annoyingly, these Motif Skills in the skill book change name once placed onto the hotbar. And in the case of Creature Motif, changes further.

Here, I explain each pair:

Creature / LivingHammer / SteelStarry

Creature Motif (Pom, Wing, Claw, Maw) and Living Muse

Each time you do Creature Motif (L30), you will get a corresponding painting that cycles through Pom, Wing, Fang, and Claw. Then, your Living Muse (L30) transforms its corresponding skill depending on which painting you have (and some special cases). At L80, this cycle stops at Wing.

Placing Creature Motif into your Hotbar turns it into Pom Motif (initially).

    • Creature Motif 1 – Pom – Living Muse becomes Pom Muse.
    • Creature Motif 2 – Wing – Living Muse becomes Winged Muse.
    • After Pom and Wing, you gain a special buff “Moogle Portrait”.
    • Moogle Portrait allows you to use Mog of the Ages (can save a few charges)

It stops here at L80, but just to illustrate the higher levels…

    • Creature Motif 3 – Claw – Living Muse becomes Clawed Muse (L96).
    • Creature Motif 4 – Maw – Living Muse becomes Fanged Muse (L96).
    • After all 4 cycle, they all get wiped off and you get “Retribution of the Madeen”.
    • this allows you to cast Retribution of the Madeen (L96).
    • The cycle begins anew at “Creature Motif 1 – Pom”.

Makes more sense when you lay it out like this ey…

Weapon / Hammer Motif and Steel Muse

Thankfully much simpler than the Creature one. Placing Weapon Motif (L50) into your Hotbar turns it into Hammer Motif.

    • Hammer Motif (L50) turns Steel Muse into Striking Muse (L50). Grants “Hammer Time”
    • Hammer Stamp (L50) can now be used, always a critical direct hit.

This is it al L80, but to give you a preview of higher levels…

    • Hammer Brush (L86) is the next combo step from Hammer Stamp.
    • Polishing Hemmer (L86) is the combo finisher.
    • All of these are Critical Direct Hits! and are ALL IN ONE BUTTON!

Basically, press Hammer Motif and “Go Ham”, more.

THIS IS JUST A VERY ROUNDABOUT WAY OF SAYING:
“This is my 2 minute ultra giga cooldown!”
(It’s impractical, but admittedly pretty cool)

Landscape / Starry Sky Motif and Scenic Muse

Placing Landscape Motif (L70) into your hotbar turns it into Starry Sky Motif (L70).

    • Using Starry Sky Motif turns Scenic Muse (L70) into Starry Muse (L70).
    • Starry Muse has many effects… I’m not joking either. *inhales*
    • In a large area, the party deals increased damage for a moderate duration.
    • Gives Subtractive Spectrum, which is basically 1 free Subtractive Palette.

This is it until L80. But wait, theres more…

    • Grants Inspiration, and 5 Stacks Hyperphantasia… (L82 addition effect)
    • Inspiration reduces cast time of “various” spells as long as you’re in the Starry Muse area. Each time you use this reduction, it’s -1 stack. Using all 5 stacks removes Inspiration. (WHY HAVE 2 STACK TYPES? Why not 5x Inspiration!?)
    • Once you lose Inspiration, gain Rainbow Bright (L92 additional effect)
    • Rainbow Bright – allows the use of Rainbow Drip (L92) with much shorter cast time. This also gives white paint. Rainbow Drip shouldn’t be cast without this or Swiftcast…

Thought we were done? Just like Ardbert said,
“If you had the strength to take another step… could you do it?”

    • Grants Starstruck upon use (L100 additional effect)
    • Starstruck allows the use of Star Prism (L100). A giga nuke with AoE healing.

Let me remind you. This is ONE skill. My friend and FC mate Tiffany Faye sent me an example of another skill from the same game, FFXIV:
Bloodspiller (DRK L62): Delivers an attack with potency of 580.

It might seem like a lot, but trust me it makes a lot of sense in-game, haha.

Pictomancer Utility Skills

Finally, the odds and ends – Pictomancer Utility, Defensive, and Mobility skills.

Tempera Coat (L10) is a self-shield which you can use again if the shield gets completely used up. (I thought it was Tempura Coat. Like the breading on a Tempura – you can’t unthink it now, ey?).

Smudge (L20) is a short forward dash.

Temperra Grassa (L88) – Spreads your Tempera Coat (the above shielding skill) to all your friends. You MUST have Tempera Coat on yourself active to use it. (Wait a second… Tempura Oil? Hmm)

Mahiko San Note: Tempera is actually a method of painting in the old days.

As for the other utility skills, Pictomancer uses Magical / Caster DPS Role Actions.

Pictomancer Starter Guide – Scroll to: Top (Basics, Unlock, Gear)
Rotation summary | Palette + Paint | Motif + Muse | Utility Skills

Summary, Closing, Other Info

Is it Pallette? Pallete? Palette? Pal, it’s whatever…
Mahiko “nfused” San

Man are my fingers tired. I wanna put links here or other things, but Starry Must got me shook. In any case, I hope you found my Pictomancer Starter Guide helpful, hopefully the rotation won’t be so abstract to you anymore!

Im honestly super impressed with Picto as a whole – both Dawntrail classes are very cool. If you’re here, check out Viper Starter Guide / Rotation.

FFXIV How to Unlock Viper and Pictomancer

No BS. How to unlock the new Dawntrail jobs: Pictomancer and Viper.

If you’re here, you’re probably excited about Dawntrails release and the two new jobs that come with it, and so am I. This is a short and sweet post to about unlocking Viper and Pictomancer – the new Jobs in Dawntrail! Beastmaster? Not much info yet will update asap. So, dawn’t wait any longer! Lesgo!

How to Unlock Viper (VPR)

Below are the quest details for Unlocking the Viper Job.

  • Viper Unlock Quest Name: Enter the Viper
  • Location: Ul’dah – Steps of Nald (9.3, 9.2), it’s near the main aetheryte.
  • NPC: Worried Weaver
  • Prerequisites: Level 80 Disciple of War or Magic.

The most important detail here is you need an L80 combat class. After that, you’re ready to rip!

Viper is a melee DPS (Damage Dealer) that seems to lean on the faster pace of things. Is it the class for you? No harm in trying right!? My friends say they’re very similar to Reapers playstyle… Who knows.

Aesthetically, you get what they’re going for. Who doesn’t love a good edgelord. In fact, this one’s double.

Mahiko San Note: Viper is compared to Zidane from Final Fantasy 9, who also uses dual-wielded shortswords OR the “combined” double bladed “thief sword”. I’m unsure if this was ever officially stated, but they’re pretty damn similar.

Supposedly the three letter code for Viper is VPR, let’s see.

How to Unlock Pictomancer (PCT)

See: Pictomancer Starter Guide
Rotation, setup, gear, tips and more!

Here’s the quest info for Unlocking the Pictomancer Job.

  • Pictomancer Unlock Quest Name: The Joy of Pictomancy
  • Location:New Gridania -> Conjurer’s Guild (8.0, 10.3)
  • NPC: Cheerless Hearer
  • Prerequisites: Level 80 Disciple of War or Magic.

Remember you need an L80 combat class to unlock this, and you’re prepared to paint the town!

Pictomancer is a magical caster DPS (Damage Dealer) that is mostly comparable in-game to Black Mage, both having “limited mobility”, or so they say. I tend to agree with this assessment.

They have a very lively aesthetic, using “paint” and some “cute’ attacks – their main weapon is a Brush ffs. I personally can’t wait.

Mahiko San Note: Picto is most definitely “inspired” by Relm from Final Fantasy 6. A nice callback for an old ancient treebark such as myself.  In fact, according to that wiki her Job is indeed Pictomancer haha. Even some of her actual skills are very similar to Picto’s.

You can say it’s “Relm Reborn”
– Mahiko “My Picto” San

Supposedly the three letter code for Pictomancer is PCT, let’s see.

Summary, Closing, Other Info

Welp, there it is How to Unlock Viper and Pictomancer, both new jobs in Dawntrail. Have fun out there guys, remember to eat well, drink well, and rest well – as if you’re reading this you’re likely chomping at the bit to enter Dawntrail’s pre-release!

Happy stabbing and sketching out there!

FFXIV Ranged DPS Role Actions: Guide & FAQ (Dawntrail UPDATE)

All you need to know about Healer Role Actions in FFXIV, the replacement for cross-class skills!

Here’s quick  guide about Physical Ranged DPS Role Actions! (previously the cross-class skills system). This time around, we no longer have to choose – and have access to all Role Actions! (As a note, people informally refer to these classes as “Ranged”)

Dawntrail Update: Buff to Second Wind.

  • Second Wind becomes straonger at L94, up to 800 Potency.
What Jobs get the Physical Ranged Role Actions?

Job Classes

Bard (BRD)
Machinist (MCH)
Dancer (DNC)

Base Classes 

Archer (ARC)

Ranged DPS Role Actions – Navigation:
Ranged Role Actions List | Role Actions Uses & Discussion

Ranged DPS Role Actions list

LevelActionDescriptionCastRecastDuration
6Leg GrazeAfflicts target with Heavy +40% for 10s.Instant3010
8Second WindRestore own HP, scales with attack power.
Cure Potency: 800
Instant120-
10Foot GrazeBinds target for 10s.Instant3010
20PelotonIncreases out of combat movespeed for nearby party members.Instant530
24Head GrazeInterrupts the use of a target's action.Instant30-
32Arm's LengthIgnore most position altering effects for 5s. Cause Slow +20% for 15s when struck.Instant1206(15)

Second Wind improves via a Role Trait at L94.

Ranged DPS Role Actions: Quick Strategy & Discussion

Here we talk a little bit about each of the role actions, and their applications.

Leg Graze & Foot Graze

Mostly useful while soloing. VERY RARELY USED IN RAIDS. If it does, don’t fret not binding these skills as they aren’t commonly used anyway. Heavy and Bind really don’t come up very often in hardcore content.

The usefulness of Bind (and to a lesser extent Heavy) while questing is amazing!

Second Wind

Can save your life in raids when expertly used. Learn how to use it well! Never bad to have a self-heal while soloing too, of course.

Note: As a healer main there are very few instances where Second Wind ACTUALLY helps. It’s great for when you accidentally took a hit before a damaging mechanic. Ask your healers about it! “It’s better to do it before, than after”.

Peloton

A great little luxury skill to speed up dungeon runs in between pull and all non-combat walking in general. Godlike for questing and moving around in town, haha.

Head Graze

Interrupts are rarely used in raids, but very important when they are. Being a ranged character, it’s usually you or the tank who is responsible for it. Don’t sweat binding to a useful button, as it doesn’t come up very often.

Arm’s Length

A very niche skill to cheese some raid mehcanics. It also prevents your cast bar from being interrupted, so keep that in mind!

Ranged DPS Role Actions – Navigation:
Ranged Role Actions List | Role Actions Uses & Discussion

Well, that’s about it for Ranged DPS Role Actions! FOR NOW! I’ll be adding to this soon.

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FFXIV Melee DPS Role Actions: Guide & FAQ (Dawntrail UPDATE)

All you need to know about the Melee Role Actions in Shadowbringers!

Here’s a quick guide for the Melee DPS Role Actions.  We no longer have to choose – and have access to all Role Actions! Used to be the “cross-class” system.

Dawntrail Update: Added Viper to the mix. Dawntrail changes are:

  • Second Wind more powerful, almost double potency to 800. (L94)
  • Feint increased duration to 15s.
What Jobs benefit from the Melee DPS Role Actions?

Job Class

Monk (MNK)
Dragoon (DRG)
Ninja (NIN)
Reaper (RPR)
Samurai (SAM)
Viper (VPR)

Base Class

Pugilist (PUG)
Lancer (LNC)
Rogue (ROG)

Melee DPS Role Actions – Navigation:
Melee DPS Actions List | Role Actions Uses & Discussion

Melee DPS Role Actions List

LvlActionDescriptionCastRecast
8Second WindRestore own HP, scales with attack power.Instant120
10Leg SweepStuns target for 3s.Instant40
12BloodbathConverts part of your damage to HP for 20s.Instant90
22FeintLower target's strength and dexterity by 10% for 10s.Instant90
32Arm's LengthIgnore most position altering effects for 6s. Cause Slow +20% when struck.Instant120
50True NorthNullifies all action direction requirements. Duration: 10s. Max charges 2.Instant45

Second Wind improves via a Role Trait at L94.

Melee DPS Role Actions: Quick Strategy & Discussion

Here we talk a little bit about each of the role actions and their applications.

Second Wind

Can save your life in raids when expertly used. Learn how to use it well! Never bad to have a self-heal while soloing too, of course.

Note: As a healer main there are very few instances where Second Wind ACTUALLY helps. It’s great for when you accidentally took a hit before a damaging mechanic. Ask your healers about it! I’d rather you Second Wind “before” mechanics if you aren’t full, than heailng up after it.

Leg Sweep

Great for soloing and dungeons, rare for raids. a 3 second stun works wonders for mass dungeon pulls.

Bloodbath

A strange skill that has limited usefulness outside of soloing. As for raiding, this is about as useful anytime a regen would be…

Ask your healers when’s the best time to pop this per encounter as they would give you the best use-case.

Feint

Reduces enemy physical damage by a large amount for a short duration. Best used to help mitigate heavy physical tank busters (and the rare physical AoE) in raids. Coordinate with your tanks and healers about it!

Arm’s Length

Comes up in raids. Anytime there’s a knockback in an encounter try to imagine how this skill would be best utilized to mitigate its effect on your DPS, or to ease up the mechanics.

True North

Oh boy… a godlike cheese when your raid needs to take sub-optimal melee positioning. You’ll be using this often.

Melee DPS Role Actions – Navigation:
Melee DPS Role Actions List | Role Actions Uses & Discussion

Well, that’s about it for Melee DPS Role Actions! FOR NOW! I’ll be adding to this soon.

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FFXIV Caster DPS Role Actions: Guide & FAQ (Dawntrail UPDATE)

All you need to know about Caster Role Actions in FFXIV, the replacement for cross-class skills!

Here’s quick  guide about Magical Ranged Role Actions! (previously the cross-class skills system). This time around, we no longer have to choose – and have access to all Role Actions! (As a note, people informally refer to these classes as “Caster”)

Dawntrail Update: Added Pictomancer (PCT) into the mix. Dawntrail changes are:

  • Addle: Duration up to 15s from 10s. (L98)
  • Swiftcast: Cooldown reduced to 40s from 60s. (L94)
What Jobs get the Magical Ranged Role Actions?

Job Classes

Black Mage (BLM)
Pictomancer (PCT)
Red Mage (RDM)
Summoner (SMN)

Base Classes

Arcanist (ACN)
Thaumaturge (THM)

Caster DPS Role Actions – Navigation:
Caster Role Actions List | Role Actions Uses & Discussion

Magical Ranged Role Actions List

LvlActionDescriptionDurationCastRecast
8AddleLowers target's intelligence and mind by 10% for 10s.10Instant90
10SleepPuts targets to Sleep in an AoE.302.52.5
14Lucid DreamingRegain MP over time.21Instant60
18SwiftcastNext spell is cast without cast time.10Instant40
44SurecastSpells can be cast without interruption. Ignore most position altering effects.6Instant120

Swiftcast improves it’s cooldown from 60 to 40 via Role Trait at L94.

Caster DPS Role Actions: Quick Strategy & Discussion

Here we talk a little bit about each of the role actions, and their applications.

Addle

Very useful for raids and other boss fights. Severely reduces the targets magic damage for a short period of time. Usually used to help mitigate heavy tank busters or raid AoE. Remember it only works on magic damage!

Sleep

An AoE sleep spell with giga long duration. Amazing for story content. (Sleep -> interact). Very niche to borderline useless otherwise.

Lucid Dreaming

Slowly restores mana. Should be used often (I suppose) for Red Mages, Summoners, and Picto to regain mana over longer fights. Is it even useful for Black Mages!?

Swiftcast

Usefulness depends from class to class, but generally speaking any caster can benefit from this. Will mostly be used to “move while doing a cast”, and can be saved for a fast Resurrection for Summoners.

Can improve DPS by converting longer (2.5+) cast speed spells into instant ones.

Surecast

Anti-knockback. Super useful for raiding. Negating a knockback is huge to “cheese” mechanics, but also prevents your cast bar from being interrupted.

Swiftcast improves via Role Trait at L94.

Caster DPS Role Actions – Navigation:
Caster Role Actions List | Role Actions Uses & Discussion

Well, that’s about it for the Magical Ranged Role Actions! FOR NOW! I’ll be adding to this soon.

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FFXIV Tank Role Actions: Guide & FAQ (Dawntrail UPDATE)

All you need to know about the Tank Role Actions introduced in Stormblood!

Welcome to our quick dirty guide on Tank Role Actions! (previously the cross-class skills system). This time around, we no longer have to choose – and have access to all Role Actions!

Dawntrail Update: Minor changes to Rampart, and Reprisal.

  • Rampart: Added +Healing effect.
  • Reprisal: Increased Duration.
What Jobs get the Tank Role Actions?

Dark Knight (DRK)
Gunbreaker (GNB)
Paladin (PLD)
Warrior (WAR)

– base classes –
Gladiator (GLD)
Marauder (MRD)

Tank  Role Actions – Navigation:
Tank Role Actions List | Role Actions Uses & Discussion

Tank Role Actions List

LevelActionDescriptionCastRecastDuration
8RampartReduce damage taken by 20%, and Increase Healing taken by 15% for 20s.Instant9020
12Low BlowStuns Target for 5s.Instant255
15ProvokeGain top enmity of a target.Instant30-
18InterjectInterrupts cast bar of your target.Instant30-
22ReprisalLowers target's damage dealt by 10% for 15s.Instant605
32Arm's LengthIgnore most position altering effects for 5s. Cause Slow +20% for 15s when struck.Instant1206(15)
48ShirkDiverts 25% of enmity to target party member.Instant120-

Tank Role Actions: Quick Strategy & Discussion

Rampart

“Take less damage, and get more healing for TWENTY SECONDS”. Yeah, it’s not thar powerful, but it can help with multiple mechanics due to its absurd duration. No need for me to go on and on about how useful this is!

Low Blow

Great for soloing and dungeons, rare for raids. a 5 second stun works wonders for mass dungeon pulls.

Provoke

Integral for raids, and important for dungeons. Puts you at the top of your targets enmity list, BUT YOU NEED TO FOLLOW UP or else you’ll lose it again. No tank worth their salt should ever fumble their Provokes!

Interject

Interrupts are rarely used in raids, but very important when they are. It’s usually tanks or ranged that “silence” things. Don’t sweat binding to a useful button, as it doesn’t come up very often.

Reprisal

Amazing for raids. Use it to help mitigate tank busters, or other AoE nukes. Coordinate with your co-tank and healers for a cooldown rotation!

Thankfully Dawntrail buffed its duration! You might be able to tag two mechanics.

Arm’s Length

Godly skill especially for tanks. Preventing knockback definitely helps positioning in raids, so keep an eye out for the best uses of this.

Shirk

INTEGRAL for many if not all raids. Allows for smoother tank swaps, used directly after your co-tank Provokes.

Servers are up so uhh… I’ll add this later.

Tank  Role Actions – Navigation:
Tank Role Actions List | Role Actions Uses & Discussion

Well, that’s about it for Tank Role Actions! FOR NOW! I’ll be adding to this soon.

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