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late 4.3 update
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@ -28,7 +28,7 @@ This guide does not teach you how to play in casual content (like usual 4-ppl
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dungeons), but you can certainly use all advises and raiding practices in
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casual content. No pictures (yet?).
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The guide is actual for 4.2.
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The guide is actual for 4.3.
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Special thanks to Nan Talion (Odin) and Marisha White (Odin) for reading this
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template and pointing out some shortcomings and vaguenesses.
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@ -41,6 +41,7 @@ template and pointing out some shortcomings and vaguenesses.
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* Sep 04 2017: small fixes, pointed out on reddit
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* Dec 21 2017: small fixes
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* Mar 6, 2018: add video, small fixes
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* Jun 25, 2018: late 4.3 update
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# Terms and concepts
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@ -127,7 +128,9 @@ have very different HP pool. So using Benefic I for a mage might be more than en
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Just try to use Benefic II on as low HP as you (and tank) are comfortable. For
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example, I found that during active movement and mechanics avoidance phases (also
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referred as "dancing") on Susano Extreme Benefic I is more than enough despite
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the fact that lightning damage is more than 50% of DPS' HP.
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the fact that lightning damage is more than 50% of DPS' HP. Also note cast time
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of Benefic II - it is the same as cast time of Benefic is, so basically it allows
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you to be more mobile than other healers are.
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## oGCD skills
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@ -178,15 +181,15 @@ General rule - use them as soon as they are up when appropriate.
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* Aspected Helios/Nocturnal
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* potency: 150 (150 + 150 * 1.5 = 375 with shields)
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* base HPS (for all targets): 400 (1000)
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* efficiency: 0.22 (0.56)
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* base HPS (for all targets): 480 (1200)
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* efficiency: 0.27 (0.67)
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* comment: should be only used to mitigate incoming party damage
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* Aspected Helios/Diurnal
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* potency: 200 + 40 * (30 / 3) = 600
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* base HPS (for all targets): 1600
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* efficiency: 0.89
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* base HPS (for all targets): 1920
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* efficiency: 1.07
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* comment: in general you want to keep it up for party members after incoming
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AoE damage leaving about 80% on each party member, for example it was my main
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skill during first phase of A10S and A11S. Avoid use it if party's HP is about
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@ -200,9 +203,12 @@ General rule - never spam any of it.
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Nocturnal (but I'm not taking into account difference in healing power though).
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* Benefic is more efficient than Benefic II (by healing and MP usage), but
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requires additional GCD, which can be used to ~pew-pew~ deal damage.
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* Helios is not as good as Aspected Helios/Diurnal is (unlike WHM, whose Cure III
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is the best).
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* Helios is not as good as Aspected Helios (with any stance) is (unlike WHM,
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whose Cure III is the best).
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* Aspected Benefic/Diurnal is even better than Benefic II.
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* Again, as with Benefic II note that astrologian's Aspected Helios is faster than
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WHM analogue Medica II and it has cast time equals to recast one. Adjust if you
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need to.
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# Core mechanics
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@ -281,7 +287,7 @@ The following table represents basic card usage.
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Short notes:
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* None of these rules (expect for Expanded Ewer/Spire) are mandatory.
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* None of these rules (except for Expanded Ewer/Spire) are mandatory.
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* Never use macros for cards.
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* Be sure that card is in CD or you have drawn a card and it is more than 15-20
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sec left. If you have drawn one and you see no usages in more than 15 sec - try
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@ -300,7 +306,9 @@ to hold it or Royal Road it - convert to Minor Arcana.
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* Very useful when you need to heal and move at the same time.
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* Very useful when you need to spam healing and want to safe some MP.
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* Should be _never_ used when you are DPSing.
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* And now say f*ck you white mage and stack it with Gravity or Malefic. Note that
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in case if Gravity it will also increases your DPS, because usual Gravity cast
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time is more than recast one.
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## Synastry
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@ -323,6 +331,8 @@ best usages is on rephases (if there is incoming damage of course), because it
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can be extended by Celestial Opposition with damage buffs after (in this case be
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sure that you have already drawn card and ready to buff party). Please note that
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you need some time to buff being applied, so you need to stay for several seconds.
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Also it has the stronges HoT potency, so you might want to use it just because
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you want to DPS more.
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## Celestial Opposition
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@ -416,8 +426,7 @@ because have no ability to do precise metering. For low Crit Hit rates and
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if you don't have jobs which buff you Crit Hit, you might want to prioritize
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Determination though.
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* Another question is Determination vs Spell Speed. Before 4.0 usually Spell Speed
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and Determination had close values of stat weights. I would recommend you to
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prioritize Spell Speed over Determination as it allows you to be more mobile.
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and Determination had close values of stat weights. My own choice is Spell Speed.
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* You should get Piety as much as you are comfortable. But it should have the
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lowest priority. Try to use some Ethers. Piety is also depends on your party,
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their experience and their equipment. (To be honest piety remarks were added
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