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  • Ffxiv Summoner Skills
    카테고리 없음 2021. 5. 14. 19:54


    Hey Typosss, you are right the ACN skills should not be listed on this page. SCH can obviously equip its class skills but they aren't cross class so shouldn't be listed there. What should be listed are THM skills that SCH can equip. I will fix that this evening. Summoner is currently doing the same so that will be fixed too. SMN should be ARC. Type: Melee DPS. Prerequisite class: Pugilist. Difficulty: 2/5. Monk is all about a constant.

    Hello! If you are reading this section, then you might be thinking on whether you should learn Summoner (SMN) as a job. Then you’ve come to the right place.

    SMN is a job that is relatively easy to learn and forgiving to new players. It offers high damage and utility through raise and is typically a highly sought after job in end game content.

    • Hardcast Miasma
    • Cast Bio then use Energy Drain into Fester
    • Hardcast Ruin
    • Cast Egi Assault into Fester
    • Hardcast Ruins

    Lv. 1-29 Quick Rotation Goals

    • Keep Bio and Miasma on long lived targets at all times
    • Keep Energy Drain on cooldown. Spend Aetherflow stacks on Fester
    • Ensure that Emerald Carbuncle/Garuda is summoned
    • Use Egi Assault to weave and keep one charge on cooldown
    • Cast Ruin when you have nothing else to do for that GCD

    Lv. 1-29 Rotation

    Early on you will not have many abilities available to you. However, some of the core SMN abilities will be available from the very beginning.

    Your primary goal at this level is to keep your Bio and Miasma damage over time effects (DoTs) on your target at all times.

    If your target will not live for a very long time it is better to cast Ruin and avoid using DoTs.

    At Lv. 10, you will unlock Egi Assault. This instant cast spell allows you to deal damage while moving and weave Energy Drain.

    Energy Drain is one of our core abilities and grants us two stacks of Aetherflow. These function as ammunition for Aetherflow abilities and can be spent freely. They are not linked to any other job mechanic.

    Try to keep your Energy Drain ability on cooldown at all times in order to maximise the number of uses you get.

    Be sure to use all your Aetherflow stacks before using another Energy Drain to avoid overwriting your stacks.

    At Lv. 26 your Bio will be replaced by Bio II. It is a straight potency upgrade and functions the same.

    Pet Usage

    The choice of which pet you should use will depend on what’s currently available to you at a specific level as well as multi-target (AoE) vs. single target priorities.

    As you first begin leveling from Lv. 1 to 15, only Emerald Carbuncle will be available to you to be used.

    On reaching Lv. 15, Topaz Carbuncle will become available. At this point use:

    • Topaz for single target damage situations
    • Emerald for AoE damage situations
    • Hardcast Miasma
    • Cast Bio II then use Energy Drain into Fester
    • Hardcast Ruin
    • Cast Egi Assault into Fester
    • Hardcast Ruins

    Lv. 30-39 Quick Rotation Goals

    • Keep Bio II and Miasma on long lived targets at all times.
    • Use Bane to spread DoTs in multitarget situations
    • Keep Energy Drain on cooldown
    • Spend Aetherflow stacks on Fester
    • Look for AoE opportunities to use Bane and Energy Siphon where applicable
    • Use Egi Assault to weave oGCDs
    • Cast Ruin when you have nothing else to do for that GCD

    Lv. 30-39 Rotation

    While you level through this next section your rotation will be nearly identical to the initial rotation you performed in the previous section.

    You will receive a few added abilities, however, with Bane and Energy Siphon unlocking during this section.

    Both of these oGCDs will begin to provide some AoE damage potential to your rotation, with Bane allowing you to spread your DoTs to any additional targets within an 8y radius.

    Energy Siphon is the AoE equivalent skill to Energy Drain and should only be used at 3+ targets.

    Ffxiv summoner rotation 5.2

    On reaching Lv. 38, you will unlock Ruin II which will be your instant cast GCD.

    As Ruin II can be used on demand, this will become your primary option for oGCD weaving when Egi Assault charges are not available, as well as maintaining GCD uptime if you’re required to move.

    Pet Usage

    As you finish your Lv. 30 and 35 job quests you will gain access to your 3rd pet Summon III with Ifrit-Egi, as well as your Topaz Carbuncle transforming into Titan-Egi.

    During this leveling section Ifrit-Egi will become your primary pet option, even in cases of small count AoE (3 or less targets). This is because the Egi transformations are significantly stronger compared to the early Carbuncles.

    • Hardcast Miasma
    • Cast Bio II then use Energy Drain into Fester
    • Hardcast Ruin
    • Cast Egi Assault into Fester
    • Cast Egi Assault II
    • Hardcast Ruins
    • Have Garuda-Egi summoned
    • Hardcast Miasma
    • Cast Bio II then use Bane
    • Hardcast Outburst
    • Cast Egi Assault II then use Energy Siphon
    • Hardcast Outburst
    • Hardcast Outburst
    • Cast Egi Assault II

    Lv. 40-49 Quick Rotation Goals

    • Keep Bio II and Miasma on long lived targets at all times.
    • Use Bane to spread DoTs to additional nearby targetsKeep Energy Drain on cooldown
    • Spend Aetherflow stacks on Fester
    • Look for AoE opportunities to use Bane, Energy Siphon and Outburst where applicable
    • Use Egi Assault and Egi Assault II to weave oGCDs, Egi Assault II may also be prioritised for AoE damage opportunities
    • Cast Ruin when you have nothing else to do for that GCD

    Lv. 40-49 Rotation

    During this leveling section the changes to rotation concepts will be mainly focused with AoE damage in mind.

    On reaching Lv. 40, you will gain access to Outburst, which will become your “filler” GCD during AoE rotations.

    We will also gain Egi Assault II to use our Egi’s 2nd ability.

    For single target, Egi Assault II will be prioritised the same as Egi Assault for oGCD weaving and movement.

    For AoE prioritise its use to hit as many targets where possible.

    Pet Changes

    Upon completing the Lv. 45 job quest you will unlock your final Egi transformation with Garuda-Egi.

    As Garuda-Egi will replace Emerald Carbuncle, you will now have a stronger pet for AoE situations, and from this point forward should be prioritised as such.

    • Hardcast Miasma
    • Cast Bio II then use Energy Drain into Fester
    • Hardcast Ruin III
    • Cast Egi Assault into Fester then Enkindle
    • Cast Egi Assault II
    • Hardcast Ruin IIIs

    Lv. 58+ Opener

    • Cast Egi Assault into Tri-disaster then Dreadwyrm Trance
    • Cast Egi Assault II into Energy Drain
    • Cast Ruin III
    • Cast Ruin III into Fester then Enkindle
    • Cast Ruin III
    • Cast Ruin III into Fester
    • Cast Ruin III

    DWT AoE Example - Lv. 58+

    • Have Garuda-Egi summoned
    • Cast Egi Assault II into Tri-disaster then Dreadwyrm Trance
    • Cast Outburst into Energy Siphon then Bane
    • Cast Egi Assault into Painflare
    • Cast Outburst
    • Cast Egi Assault II into Painflare
    • Cast Outburst into Deathflare

    Lv. 50-60 Quick Rotation Goals

    • Keep Bio II and Miasma on long lived targets at all times
    • Use Tri-disaster instead of manual DoTs when available
    • Keep Energy Drain, Dreadwyrm Trance and Enkindle on cooldown
    • Look for AoE opportunities to use Bane, Painflare, Energy Siphon and Outburst where applicable
    • Use Egi Assault and Egi Assault II to weave oGCDs and handle any movement requirements
    • Cast Ruin III when you have nothing else to do for that GCD
    • Cleave as many targets as possible with Deathflare

    Lv. 50-60 Rotation

    Starting at Lv. 50 you gain access to Enkindle.

    Enkindle is your Egi’s signature ability and is best used on cooldown especially for multiple targets.

    On reaching Lv. 52 you’ll gain access to Painflare.

    Painflare is an AoE alternative to Fester that consumes one stack of Aetherflow and should be used when there are 3 or more targets.

    Your next unlock at Lv. 54 will be Ruin III which is your upgraded replacement to Ruin.

    At Lv. 56 you will gain Tri-disaster.

    Tri-disaster is a skill that will become key to your rotation as it applies our DoTs instantly while also doing a decent bit of direct damage.

    Its cooldown is reset by Trances, the first of which is Dreadwyrm Trance at Lv. 58.

    Tri-disaster should be used as a priority when DoTs need to be refreshed and should be on cooldown before Dreadwyrm Trance is used to avoid losing Tri-disasters.

    Dreadwyrm Trance should be used on cooldown. It comes with a bonus - spells cast while in Dreadwyrm Trance have their cast times reduced by 2.5s making most spells instant. This is very useful for mobility and oGCD weaving.

    Your final ability unlocked at Lv. 60 will be Deathflare.

    Deathflare is the finisher ability from Dreadwyrm Trance and will simply function as another high potency oGCD for both single target and AoE damage opportunities.

    • Cast Egi Assault into Tri-disaster then Dreadwyrm Trance
    • Cast Egi Assault II into Energy Drain then Aetherpact
    • Cast Ruin III
    • Cast Ruin III into Fester then Enkindle
    • Cast Ruin III
    • Cast Ruin III into Fester
    • Cast Ruin III into Deathflare

    Lv. 61-70 Quick Rotation Goals

    • Keep Bio III and Miasma III on long lived targets at all times
    • Use Tri-disaster instead of manual DoTs when available
    • Make sure Tri-disaster is on cooldown when Dreadwyrm Trance is used
    • Keep Energy Drain, Dreadwyrm Trance, Enkindle and Devotion on cooldown
    • Look for AoE opportunities to use Bane, Painflare, Energy Siphon and Outburst where applicable
    • Use Egi Assault and Egi Assault II to weave and keep one stack of Egi Assault on cooldown
    • Attempt to minimise the number of instant casts used to cut down on Ruin II casts
    • Cast Ruin III when you have nothing else to do for that GCD

    Lv. 61-70 Rotation

    At Lv. 62 you will gain another of SMN’s core job mechanics: Enhanced Ruin II.

    Enhanced Ruin II grants you one stack of Ruin IV upon using Egi Assault.

    One of the goals of endgame SMN gameplay is to cast as few Ruin IIs as possible by using Egi Assaults and Ruin IV to weave instead.

    We will eventually stockpile up to a maximum of 4 Ruin IVs as they will be needed in the Bahamut window for weaving.

    At Lv. 64 you will unlock Aetherpact, which commands your Egi to cast Devotion.

    Devotion is SMN’s offensive party utility, granting a 15 second 5% damage buff on a 3 minute cooldown. At this point in time you should be looking to use it on cooldown while aiming to put as much potency as possible into the damage window.

    At Lv. 66 and 68 you will gain Miasma III, Bio III, and the trait Enhanced Enkindle. The DoT upgrades are strictly potency upgrades and the Enhanced Enkindle trait lowers the cooldown of Enkindle from 3 minutes to 2 minutes. These changes will not affect your rotation much in practice but are nice to have.

    On reaching Lv. 70 you will gain the ability Summon Bahamut to use Demi-Bahamut.

    When Summon Bahamut is used your Egi will despawn with Demi-Bahamut taking its place for 20 seconds.

    During this time, Demi-Bahamut will provide two different forms of damage:

    • His Wyrmwave (WW) “auto attack” which will proc upon each GCD spell you cast. Your goal is 8 WW
    • His “ultimate” attack from Enkindle Bahamut, which will command Demi-Bahamut to cast Akh Morn

    Like Deathflare, Akh Morn is a high potency attack that will also deal damage to enemies surrounding your primary target.

    In order to use Summon Bahamut at this level you will be required to complete two Dreadwyrm Trances.

    This means you will only be able to use Demi-Bahamut approximately once every 2 minutes.

    Example Bahamut Rotation

    • Use Summon Bahamut
    • Cast Ruin IV into Enkindle Bahamut then Fester
    • Cast Ruin IV
    • Hardcast Ruin III
    • Hardcast Ruin III
    • Cast Ruin IV into Enkindle Bahamut
    • Hardcast Ruin III
    • Cast Ruin IV into Energy Drain then Swiftcast
    • Cast Ruin III into Fester
    • Cast Egi Assault into Tri-disaster then Dreadwyrm Trance
    • Cast Egi Assault II into Energy Drain then Aetherpact
    • Cast Egi Assault
    • Cast Ruin III into Enkindle
    • Cast Egi Assault II into Fester
    • Cast Ruin III into Deathflare then Summon Bahamut

    Lv. 70-79 Quick Rotation Goals

    • Keep Bio III and Miasma III on long lived targets at all times
    • Use Tri-disaster instead of manual DoTs when available
    • Make sure Tri-disaster is on cooldown when Trances are used
    • Cycle through Dreadwyrm Trance and Firebird Trance. Keep them on cooldown
    • Keep Energy Drain, Enkindle and Devotion on cooldown
    • Look for AoE opportunities to use Bane, Painflare, Energy Siphon and Outburst where applicable
    • Use Egi Assault and Egi Assault II to weave oGCDs, build Ruin IV stacks and handle movement
    • Save up to 4 Ruin IV stacks for weaving, movement and Demi-Bahamut phases
    • Avoid overcapping on Ruin IV stacks
    • Cast Ruin III when you have nothing else to do for that GCD

    Lv. 70-79 Rotation

    On reaching Lv. 72, we will gain two important tools that will finish shaping our rotation:

    • Firebird Trance (FBT)
    • Enhanced Dreadwyrm Trance II trait

    FBT, like DWT, will provide the same benefits of cast time reductions and resetting your Tri-disaster.

    It will also provide the use of unique GCDs that may only be used while in FBT:

    • Fountain of Fire
    • Brand of Purgatory

    Ffxiv Summoner Skill Rotation

    These GCDs will be alternated during the 20s duration of FBT, as casting Fountain of Fire will give you the Hellish Conduit buff which will “proc” Brand of Purgatory , thus performing a “1-2-1-2” combo repeatedly.

    You should never cast any spell except these two while in FBT.

    FBT GCDs

    Fountain of Fire into Brand of Purgatory. Repeat this 4 times.

    The Enhanced Dreadwyrm Trance II trait provides the 2 Dreadwyrm Aether required to use Demi-Bahamut after each DWT.

    This with the addition of FBT will now complete rotation cycle that you will experience from now on and including Lv. 80.

    As you perform this rotation cycle think of yourself performing a series of “mini phases”.

    Rotation Phases

    • Dreadwyrm Trance phase
    • Demi-Bahamut phase
    • Filler phase #1
    • Firebird Trance phase
    • Filler phase #2
    • Looping back to the Dreadwyrm Trance phase

    As each Trance cooldown comes up you will perform that specific Trance phase with Demi-Bahamut following after every Dreadwyrm Trance.

    At Lv. 74 you will gain Enhanced Egi Assault as a trait.

    This gives you Ruin IV charges for using Egi Assault II which will make it much easier for you to bank 4 Ruin IVs for Demi-Bahamut and avoid casting any Ruin IIs.

    Be careful not to overcap on the maximum of 4 Ruin IV stacks.

    At Lv. 76 and 78 Enhanced Outburst and Enhanced Bane are your respective traits. They offer a good boost to AoE damage.

    Outburst receives a flat potency increase from Enhanced Outburst.

    Enhanced Bane makes it so that Bane will always spread 30 second duration DoTs instead of the current remaining duration.

    Once you reach Lv. 80, you will unlock your capstone ability for the expansion, originating from the Enhanced Firebird Trance trait.

    With this trait your Firebird Trance will now summon Demi-Phoenix replacing your Egi for 20 seconds.

    Like Demi-Bahamut, Demi-Phoenix has the same interactions also providing two forms of damage with some additional healing utility:

    • His Scarlet Flame (SF) “auto attack” which will also proc upon each GCD spell you cast. Your goal is 8 SF
    • His “ultimate” attack from Enkindle Phoenix, which will command Demi-Phoenix to cast Revelation
    • His party wide Everlasting Flight (EF) heal over time

    With that, those are the last tools and improvements you will gain until you hit Lv. 80.

    Congratulations on reading through this whole levelling up section - we hope that your leveling experience was fun and smooth!

    If you wish to know more on how endgame Summoner plays, read on!

    HELLO IT IS I, THE ALLEGEDENDARY TSUNDERE IMOUTO. I graduated! Wooo. Which means I have been playing lately, so, much of the advice in this guide has been updated to help with practical experience. I hope it is useful to you!

    The two goals of this guide are:

    1. Give you some structured rotations to practice. Summoner is more about when to do things than what to do. I want you to focus on this as a goal if you are playing Summoner as an alt job or just picking it up from scratch starting at level 70.
    2. Teach you how to mix up this flow when needed and analyze what your options are at each position in your rotation. I want you to focus on this goal if you are here as a Summoner player with some practice in savage already looking to boost your numbers higher than they are.

    If you are looking for a more concise and visual introduction to Summoner in savage raids, I encourage you to use Koda’s visual guide.

    FAQ:

    1. Ifrit or Garuda?
      1. Short Answer: Garuda
      2. In 4.4, Radiant Shield got nerfed. Garuda and Ifrit were already pretty close. Garuda is better now in all cases if you manage her Contagion properly. If you do not line contagion up properly, Sicfrit is still better.
    2. What gear do I need for summoner?

    Build towards one of these two options:

    1. Check out this minimum spell speed build if you have very low ping and are very practised at bahamut timings. Low spell speed will require you to use addle during bahamut to get 11 wyrmwaves unless your ping is extremely good.
    2. If you want a less strict rotation with slightly less max DPS potential, check out this moderate spell speed build.

    Openers:

    The general structure of the Summoner opener follows this pattern.

    1. Burn the first set of Aetherflow in your pool and enter DWT ASAP.
    2. Weave oGCDs (Rouse, Shadow Flare), space out pet abilities to avoid conflicts.
    3. Line up your big stuff (death flare, enkindle, tri-disaster, and festers) into as many overlapping buffs as possible.
    Ffxiv Summoner Skills

    Openers are no longer contingent on whether you want a slow or fast bahamut; we now know ways to get 11 wyrmwaves without needing tri-disaster, and so now openers are optimized per-fight and for latency reasons.

    Opener #1: Fryte & Puff’s Opener — 3rd GCD Shadow Flare, Delayed Contagion

    Because Garuda is the main pet of choice, if you choose to use her pet-swapping in the middle of your opener is no longer necessary. I recommend this opener for the general-case, but you may use a different opener depending on fight. However, this gamut of abilities comes with its own challenges, so let’s break them down.

    Flaming Crush?: For the Sic to work later in the opener, you have to get Flaming Crush on cooldown. Why? Weird pet AI. Don’t target the boss when you press Flaming Crush.

    Radiant Shield Timing: The sequence shows casting Radiant Shield after summoning Garuda, so what gives? Summoning Garuda takes 3 seconds, and you can still instruct Ifrit to do things during this cast, so you simply tell Ifrit to cast Radiant Shield halfway through your Summon Garuda cast.

    Sic? Why is there an asterisk?: Sic gets Garuda to cast Contagion much faster than spamming it yourself would! You’ll tell Garuda to Sic’em roughly sometime between Painflare and Shadow Flare. However, because we instructed Garuda to use Devotion briefly before this, we need to make sure she’s actually cast it, the darn little bugger. If you press Sic too early, Garuda will cancel Devotion, so make sure to experiment with your own timing.

    Opener #2: Takoyaki Sicfrit Pet Swap

    This opener is an updated version of the guide’s old openers. I strongly don’t recommend it, but if you’re stubborn, it’s an option. Garuda is better even for personal DPS.

    If you want the full breakdown on why things happen where, and what this opener is good for, go check out Nemekh’s breakdown of the Takoyaki Opener.

    I don’t recommend this opener, but if you insist on using ifrit and not learning garuda, this is provided for you so you have a decent opener. (but learn garuda)

    Rotation:

    Summoner has two golden rules.

    1. Keep DoTs on the boss
    2. Cast Aetherflow every minute

    Summoner’s kit consists of many, smaller mechanical priorities (I call them minigames) that together dictate what your immediate action should be. Playing summoner well means to build these many smaller, flexible minigames around the two rigid golden rules.

    Summoner’s minigames:

    1. Casting the maximum number of ruin 3’s and 4’s without triple weaving.
    2. Knowing when and how to spend 3 stacks of aetherflow every minute.
    3. Identifying when to Dreadwyrm trance for maximum possible movement.
    4. Setting up Dreadwyrm trance to reset your tri-disaster instead of manually casting DoTs.
    5. Milking as many wyrmwaves as possible out of Bahamut (11).
    6. Using Rouse, Dreadwyrm, Bahamut and Aetherflow without locking yourself out of any.
    Summoner

    To this end, you cannot learn to be a very good summoner by practicing an exact sequence of skills. Playing summoner optimally in raids means molding the unique flexibility of these smaller priority systems to your advantage. I tend to frame rules of thumb relative to the two rigid timers (Aetherflow, DoTs). Use them to guide your decision making moment to moment.

    Rules of thumb per-minigame relative to Aetherflow / DoT timers:

    1. You should always cast Ruin 3 if you are standing still. Learn to slidecast to expand the opportunities to get more of these Ruin 3’s in. When you get a Ruin 4 proc, use it immediately; The longer you wait, the higher chance you’re missing more procs.
    2. Festers should always be cast within the 15 second window of Contagion, just after your mid-cycle Dreadwyrm Trance. If Bahamut is ready to cast, save Aetherflow in your pool until you summon Bahamut, so you can use the festers to get extra Wyrmwaves.
    3. You can flexibly cast your 2nd Dreadwyrm Trance any time your DoTs on a target are at 16 seconds or fewer remaining simply by holding the reset tri-disaster until the DoTs are just about to fall off instead of casting it as soon as it is reset. 1st DWT should line up with Contagion, and so must be used more strictly for optimal dps.
    4. If you get Aetherflow into your pool with at least 15 seconds remaining on your dots, you should burn through your festers ASAP to enable Dreadwyrm Trance -> Tri-Disaster instead of manually resetting DoTs.
    5. Don’t cast Bahamut unless you have 3 Aetherflow waiting in your pool to use for Wyrmwaves. If you have low spell speed (>=2.46sec GCD) you need to use Addle with Bahamut to get 11 Wyrmwaves.
      1. Rouse as early as possible before Bahamut (usually ~15 sec before).
      2. Bahamut at least 40 seconds before Aetherflow comes off cooldown.
      3. Dreadwyrm Trance at least 16 seconds before Aetherflow comes off cooldown.

    The summoner 2 minute cycle happens in four distinct 30 second phases. You enter this cycle when you cast Bahamut at ~70 seconds, no matter which opener you use.

    1. Bahamut Setup & Bahamut
      1. Cast Rouse as soon as it is off cooldown from the opener. (~16 seconds before Bahamut).
      2. Cast Contagion 1-2 seconds before casting dots (if on Obey).
      3. Manually cast your dots right as they are about to fall off.
      4. Cast Aetherflow, Summon Bahamut and do the sequence.
      5. You must follow an extremely specific sequence of skills to ensure 11 wyrmwaves without using Tri-Disaster. (At bottom of cycle)
    2. Post-Bahamut downtime:
      1. Cast Tri-disaster just as dots are about to fall off.
      2. Cast Ruin 3 a lot.
      3. When your Aetherflow has ~16s on cooldown remaining, Dreadwyrm Trance.
    3. 1st Dreadwyrm Trance
      1. Cast Ruin 3 a lot.
      2. When dots have 5 seconds remaining, cast Contagion (if on Obey).
      3. Weave Tri-Disaster inside of DWT in the last GCD, after Contagion lands.
      4. Deathflare, then once you Aetherflow, we move to Aetherflow & second DWT.
    4. Aetherflow moves & 2nd Dreadwyrm Trance
      1. Burn through festers ASAP to take advantage of Contagion.
      2. Dreadwyrm Trance for Tri-d reset to refresh DoTs.
      3. Cast ruin 3 a lot.
      4. Once we deathflare, we rotate back around to Bahamut Setup.
    Summoner

    There are a couple different Bahamut Sequences you can choose from, but baaaasically…

    Aaaand use this one once you’re out of prog if you’re a greedy bastard with low Spell Speed:

    IMPORTANTLY: For ANY of these to work, you MUST cast Summon Bahamut LATE in the GCD preceding this sequence. It’s put after Aetherflow in all of these for good reason. Even if you miss it after Aetherflow, you must cast it after about ~1sec has elapsed in your weave.

    ROUGH Timeline:

    AoE:

    Optimally taking advantage of AoE phases is one of the hardest things about playing Summoner. Unlike other jobs whose AoE rotations revolve around spamming “that button” that deals AoE damage, Summoner has a large variety of options.

    Ffxiv Summoner Rotation 5.2

    AoE for summoner has a single golden rule that you need to constantly consider:

    How many seconds do I have until some or all of the enemies I’m AoEing die?

    The difficulty of this question compounds because the better you do in AoE, the faster they will die, and the shorter you will have. To illustrate the importance of this rule, let’s consider an example: There are 5 enemies, and they will all die in 20 seconds, or 8 GCDs.

    But, before we get started, know this: any restrictions to Bahamut like “Only bahamut when you have Aetherflow available! Make sure tri-disaster is up for bahamut!!!” do not apply in AoE situations. If Akh Morn can hit even just two targets, it is worth it to Bahamut out of sync of your regular rotation.

    We have 3 aetherflow in our poolBahamut is half-charged

    2.5s5s7.5s10s12.5s15s17.5s20s
    GCDRuin 2Tri-BindRuin 2Tri-BindRuin 2Tri-BindTri-BindTri-bind
    oGCD1Pain
    Pain
    Pain
    SwiftDeathF
    oGCD2



    DWT


    Potency1000150100015010003853852145

    So, let’s approach this from a basic PoV. We’ll use our aetherflow to Painflare the things, then enter Dreadwyrm Trance and cast our super-buffed Tri-Bind. Since we can see they’re gonna die by the end, let’s swiftcast an extra tri-bind in there and cast death flare.

    In total, we get ~6000 potency! Wow, that’s quite a lot! But… what’s a shame about this, is just as we generated a Bahamut (and therefore, a 600 potency AoE Akh Morn), all of the adds died. But, because Summoner is relatively flexible, we can just immediately death flare as we enter Dreadwyrm trance, right?

    Well… we probably should do that, but losing those high-potency Tri-Binds is an awful shame. So, let’s recognize something: the main gridlock that held us back for the first 10 seconds is waiting for painflare’s cooldown. We had to cast weak, unbuffed Tri-Binds to space out the cooldown. So… how about we change one of those Painflares to a Bane? That way, we don’t lose any time in dreadwyrm trance, and instead buy 5 extra seconds by cutting something less valuable to us.


    2.5s5s7.5s10s12.5s15s17.5s20s
    GCDRuin 2Ruin 2Ruin 2Tri-BindTri-BindTri-BindRuin 2Ruin 2
    oGCD1PainBanePain
    SwiftDeathFAkhM(lands)
    oGCD2Tri-D
    DWT

    Baha

    Potency10002000*100038538521451002175

    *5 ticks of bane on 5 enemies ~= 1900 pot

    This time we did 9190 potency by rushing through stuff! We gained nearly 3000 potency by changing one painflare to a bane because of the state that we were at. The tricky part about summoner is… what if Bahamut isn’t about to be ready? What if I don’t have Aetherflow? What if DoTs aren’t available to spread and I don’t have tri-disaster? The most terrible thing about this example is by rushing out more damage faster, the adds might die before your akh morn anyways simply because you’re killing them faster. AoE sucks!

    There are so many variables to account for. It’s remarkably difficult to decide what the best sequence of actions. But, for me, I think the #1 indicator of success is being able to realize how long it will take to get to your big burst windows (death flare, akh morn) and simply starting to rush towards them within 5-7 seconds of when you think enemies are going to die.

    As for the controversial question: is Bane worth it?

    I’m not a mathemagician who can prove it to you with walls of text detailing exact comparisons. Since the Tri-Bind change to Dreadwyrm trance, it means that rushing towards Dreadwyrm trance as fast as humanly possible is incredibly valuable. So… if only to that end, yes. Bane is useful, but only because it allows you to DWT faster, which in turn allows you to cast 70pot Tri-Binds and Deathflare, which in turn can generate a Bahamut for you.

    Tips, Tricks, and Strategies for Optimization:

    This is the section for Summoners who are already quite skilled, and are just looking to get a small amount of extra damage out of their kit to push to the next level. If you are still on fundamentals, you can read this section, but keep in mind working really hard to get these things down is going to give you a lot less bang for your buck than working really hard on the fundamentals.

    1. Actually use infusions of intelligence (and food).
      1. I shouldn’t have to say this, but so many people neglect this or buy weaker potions. Use them, sometimes even twice or three times a fight. Summoner is so reliant on burst phases and snapshotting, it is unexpectedly important.
    2. If you are nearing the end of the fight (5% on boss or less) and you still have a Dreadwyrm trance, use it even if it is out of Sync. Your first priority should be rushing out Bahamut and ending the fight when the 2nd Akh Morn goes out.
      1. Gain: 500pot-700pot depending on when fight would end.
    3. If a boss becomes untargetable just before Bahamut, or when Bahamut would be summoned, wait to use Bahamut until afterwards, and swap Tri-Disaster’s position in the Bahamut rotation with the first fester instead.
      1. Gain: worst case: 200 potency. Best case: ~1000 potency.
    4. Keep Contagion aligned with Trick Attack. If there is downtime, communicate and re-align, or plan before the fight.
      1. This is a big, big deal. You’re lining up your big stuff with contagion, so if you keep the two synched up, your big stuff has a 21% buff instead of just 10%.
    5. Prioritize keeping Contagion aligned with your Death Flare and Tri-Disaster over keeping it aligned with festers.
      1. Tri-Disaster and Death Flare have higher potencies than Fester, and so are more important to fit within the 10% buff.
    6. Obey Garuda directly after each Bahamut and ensure air slash is desynced from contagion (i.e use it manually when contagion’s cd is 25sec or lower), then sic Garuda and she will use contagion much faster when it comes back up.
      1. This will help get more consistent contagion timings!
    7. If a boss is about to become untargetable for a sufficiently long time (30sec+) rush through a Dreadwyrm trance early and just pocket the Tri-Disaster reset for later
      1. Gain: It’s hard to say, but this is a strategy I use to keep my Aetherflow cycling properly. The goal here is to spend aetherflow far in advance so you can use it during the downtime and not be wasteful.
    8. If Potion will only come up twice in a fight (The fight is 9 minutes long or less), save your second potion for a bahamut phase
      1. Gain: Depends on when you’d have used your potion otherwise.
    1. If big AoE phases are coming up, halt your rotation just before the 2nd DWT phase. The best case scenario for AoE for summoner is having 3 aetherflow in pool, aetherflow off cooldown, and Deathflare/Bahamut readily available to be rushed to.
      1. Gain: like a fucking billion potency, if the AoE phase is significant enough basically just say “screw it” to your original rotation and resync afterwards. This is mostly an fflogs thing because the boss might not die any faster though.
    2. If AoE phases are coming up, save Enkindle for them
      1. Gain: ~200 potency / add
      2. Smaller gain than #9, but also doesn’t mess up your rotation.
      3. If you are in the last couple minutes of the fight, you can also save Rouse to boost that Enkindle some more. But desyncing it earlier in the fight generally isn’t worth it.
    3. In the case of two targets that take a while to die (v3s white flame, apanda, iron knight) manually cast DoTs on them instead of using Bane to spread.
      1. Gain: ~180pot, a bane turns into a painflare ideally.
    4. In the case of an add that spawns right by a boss, but is then quickly pulled away, try to time a Dreadwyrm Trance such that Deathflare is available for the split second both mobs are close enough to be hit with it. You can do this with Enkindle as well, but is much harder due to the delay.
      1. Gain: 400potency
    5. Mana Shift your Bard whenever he casts Foe Requiem
      1. Mana is basically endless since 4.1, so this is just a strict gain, but the actual amount depends on how much group damage you are doing.
    6. Most fights have downtime. In each of those downtimes, you should summon ifrit, use Radiant Shield, then resummon/swiftcast Garuda before the boss returns.
      1. On Omega M/F in Savage, you can get 3 Radiant Shields in while still getting all your Contagions, since you have ample time to swap pets back and forth when the boss splits and each time they do the number dashes.
      2. Credit to u/HarkiniansDinner for the tip!
    7. Do Not send Tsundere Imouto on Coeurl 1,000,000 gil attached to a letter that says “Anime is garbage (and so am I)”
      1. Last time this tip didn’t work very well, so I’m trying reverse psychology.
      2. Gain: I’m in my last semester of college and I took hours out of my life to write this guide so basically I’m a saint, which buffed the karma gain to 1000-2000.

    UI:

    This could be a whole guide on its own. Ironically, it’s extremely subjective. I’m not going to tell you precisely how to build a UI, only that if you are using the default UI and Keybinds you probably need to seriously re-evaluate how difficult you are making the game on yourself. Some core principles for Summoner I recommend you adhere to:

    1. Put a hotbar with Aetherflow and Tri-Disaster near your target bar that holds DoT timers.
    2. Create an organized hotbar that contains all of your longer cooldowns. This hotbar (or multiple, side-by-side hotbars) should have AT LEAST:
      1. Aetherflow
      2. Tri-Disaster
      3. Contagion / Radiant Shield (depending on which pet you use, or both)
      4. Potion
      5. Shadow Flare
      6. Rouse
      7. Enkindle
      8. Devotion
      9. Swiftcast
    3. Try to maximize the space in front of your character by raising your third person camera angle (Character config -> Control Settings -> General -> Scroll down to bottom). Space behind your character is basically lost real estate you could have to watch mechanics.
    4. Stick your buff bar (where Aetherflow, Devotion, etc show up) next to your other things.

    My UI is really weird and I don’t necessarily suggest you recreate it, but if you are interested in what it looks like in practice, check it out here.

    Credits & Resources:

    So this time, instead of writing my own guide, I basically just lifted a bunch of the work from the great people over in The Balance discord. I have to especially thank three people in particular.

    Nemekh has done a bunch of work theorycrafting and mathing stuff in the channel.

    Fryte who has been consistent in trying things out, creating openers, mathing pet options, etc. I’m not sure there’s a single thing Fryte didn’t have a hand in somehow.

    And lastly, thanks to Super Puff or Elevation Xx or whatever your name is now; he’s the boy with the big dps who puts a lot of these techniques into practice, answers questions with frightening regularity, and was responsible for outfitting most of the new bahamut rotation tech.

    For other resources, I recommend:

    XIVAnalysis a tool to automatically look over your logs and point out glaring issues with them.

    Koda’s image guide to Summoner, a more approachable step for beginning Summoners.

    The Balance FFXIV Theorycrafting Discord. Ask questions about stuff not in the guide here!





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