Difference between revisions of "Dragoon Actions"

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:''Main article: [[Dragoon]]''
#REDIRECT [[Dragoon#Actions]]
 
==Rotations==
Dragoon, unlike some other [[classes]], does not operate solely on a rotation, instead dragoons operate on a skill priority. This changes vastly over the terms of leveling and this guide assumes the Dragoon is level 50 and in party. The main idea is to keep up your buffs, debuffs and DoTs while still weaving in Jumps and other Cooldowns along with other off the Global Cooldown (GCD) abilities.
===Single Target===
Initial Rotation: [[Heavy Thrust]] -> [[Internal Release]] -> [[Blood for Blood]] -> [[Phlebotomize]] -> [[Leg Sweep]] -> [[Impulse Drive]] -> [[Disembowel]] -> [[Power Surge]] -> [[Chaos Thrust]] -> [[Jump]] -> [[True Thrust]] -> [[Vorpral Thrust]] -> [[Leg Sweep]] -> [[Full Thrust]]
 
Keep Up: [[Heavy Thrust]] -> [[Phlebotomize]] -> [[Fracture]] -> [[Disembowel]] -> [[Chaos Thrust]]
 
Combo 1: [[Impulse Drive]] (from rear) -> [[Disembowel]] -> [[Chaos Thrust]]
 
Combo 2: [[True Thrust]] -> [[Vorpal Thrust]] -> [[Full Thrust]]
 
Off the GCD: [[Jump]] -> [[Spineshatter Dive]] -> [[Dragonfire Dive]] -> [[Leg Sweep]] -> CD's
 
*After Initial Rotation, your priority follows the block above, keeping up your buffs, debuffs and DoTs. It means that following Combo 1 to reapply Disembowel and Chaos Thrust. Keep your off GCD abilities on CD. Then when everything is not in jeopardy of falling off, spam Combo 2 for filler.
 
====Tips and Tricks====
Always Finish Combos. If you start a combo and a buff or Dot falls off. It is more DPS finish the combo then re-apply the DoT. Never break a combo once you have started one.
 
===Multiple Targets (AoE)===
[[Doom Spike]] -> [[Dragonfire Dive]] -> [[Heavy Thrust]] -> [[Ring of Thorns]]
 
*This rotation is only effective in groups of 5 or more mobs. Less than that, single targeting a mob will often prove more useful to a group.
 
==Skills and Abilities==
{| class="wikitable sortable" style= "text-align: center"
|-
! Action
! Icon         
! Level
! TP Cost
! Cast Time
! Cooldown
! Range
! Radius
! Description
|-
| [[Jump]] || [[File:jump.png]]|| 30 || 0 || Instant || 40s || 20y || 0y || align = "left" | Delivers a jumping attack with a potency of 200. Returns you to your original position after the attack is made. <br> Cannot be executed while bound.
|-
| [[Elusive Jump]] || [[File:elusive jump.png]]|| 35 || 0 || Instant || 180s || 15y || 0y || align = "left" | Executes a jump to a location 15y behind you, while removing any Heavy or Bind effects. <br> Additional Effect: Reduces enmity.
|-
| [[Spineshatter Dive]] || [[File:spineshatter dive.png]]|| 40 || 0 || Instant || 180s || 20y || 0y || align = "left" | Delivers a jumping attack with a potency of 170. <br> Additional Effect: Stun for 2s. <br> Cannot be executed while bound.
|-
| [[Power Surge]] || [[File:power surge.png]]|| 45 || 0 || Instant || 90s || 0y || 0y || align = "left" | Increases the damage dealt by one Jump or Spineshatter Dive by 50% for 10s.
|-
| [[Dragonfire Dive]] || [[File:dragonfire dive.png]]|| 50 || 0 || Instant || 180s || 20y || 5y || align = "left" | Delivers a jumping fire-based attack with a potency of 250 to all nearby enemies. <br> Cannot be executed while bound.
|}
 
{{classes and jobs}}

Latest revision as of 05:07, 27 October 2014

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