FFXIV Astrologian Leveling Guide

Level up your Astrologian (AST) ASAP! Setting up – Early Rotations – Gear Checks and more!

Praise the stars! If you’re here, then you wanna level up an Astrologian! The heavens guided you true then – cause your Astrologian Leveling Guide will help you out! Especially with setting up from L30 so you won’t get overwhelmed!

Astrologian Leveling Guide Navigation:
Page 1: Unlocking, L30 Skills & Rotation, L30 Gear, Class Quest List
Page 2: Leveling AST 30 to 50 (Basic info for now)
Page 3: Leveling AST 50 to 60 (Basic info for now)
Page 4: Leveling AST 60 to 70 (Basic info for now)

For those who jumped right into this page, we will add a little blurb about unlocking Astrologian, if you haven’t already.

Unlocking Astrologian (AST) Job

Since Astrologian starts at level 30 (unlocked when you get another character to level 50), there are a few things you have to “catch up to”… Namely, your Skills, Rotation, and to a lesser extent, Gear.

GET A DPS CHOCOBO IF YOU PLAN TO SOLO.

Fresh Level 30 Astrologian Rotation & Skills

Thankfully, there aren’t too many skills unlocked by L30 so you won’t be overwhelmed.

AST Playstyle Summary
L30 AST Dungeon and Group Basics
L30 AST Soloing Basics
L30 AST Misc (Cooldowns, Utility)
L30 AST Role Actions
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Fresh level 30 Astrologian: Gear Check

The free gear you get from completing the Astrologian quest is, ultimately, lacking. You only get a chest and leg armor, while lacking Helm, Belt, Gloves, Boots – and the entire 5 right-side accessories. If you plan to maximize your options in leveling – you wanna shore this up ASAP.

Ignore this section if you’re one of those pure PotD types.

ODDLY SOME OF THE HEALER GEAR AT THIS LEVEL IS 31.
You may as well level up once before upgrading.

L30 AST Basic of the Basic gear
Slot Item Note
Weapon Star Globe Free from coffer
Head Velveteen Cowl Free from coffer
Body Velveteen Cowl Free from coffer
Hands HQ Velveteen Dress Gloves Market board / WVR
Belt HQ Velveteen Sash Market board / WVR
Legs Velveteen Tights Free from coffer
Boots HQ Velveteen Dress Shoes Market board / WVR
Earring HQ Malachite Earring Market board / GSM
Neck HQ Malachite Choker Market board / GSM
Wrist HQ Malachite Bracelet Market board / GSM
Ring HQ Malachite Ring Market board / GSM
Ring HQ Malachite Ring Market board / GSM

OPTIONAL MELDING: Savage Might > Savage Aim > Heaven’s Eye > Quicktongue. Personally, I only melded the accessories (and I used them all the way to L50!)

Astrologian Class Quests: Where!?

It happens to everyone, don’t worry. We will be listing the relevant chunks per tier on the respective page of this leveling guide as well, for easy reference.

Astrologian Job Quests 30 to 50
Astrologian Job Quests 50 to 60
Astrologian Job Quests 60 to 70

Astrologian Leveling Guide Navigation:
Page 1: Unlocking, L30 Skills & Rotation, L30 Gear, Class Quest List
Page 2: Leveling AST 30 to 50 (Basic info for now)
Page 3: Leveling AST 50 to 60 (Basic info for now)
Page 4: Leveling AST 60 to 70 (Basic info for now)

I’m sure you’re itching to level up – and I hope you took the above preparations to heart! Just continue onwards with the links just above!

Don’t forget to like us on Facebook!

FFXIV Machinist Leveling

Level up your Machinist (MCH)! Setting up – Early Rotations – Gear Checks and more!

If you’ve found yourself here, you’re likely leveling up a Machinist. You’ve found the right place. Hopefully, our Machinist Leveling Guide helps you out – especially with setting up and the early L30+ rotation!

Machinist Leveling Guide Navigation:
Page 1: Unlocking, L30 Skills & Rotation, L30 Gear, Class Quest List
Page 2: Leveling MCH 30 to 50 (Basic info for now)
Page 3: Leveling MCH 50 to 60 (Basic info for now)
Page 4: Leveling MCH 60 to 70 (Basic info for now)

For those who jumped right into this page, we will add a little blurb about unlocking Machinist, if you haven’t already.

Unlocking Machinist (MCH) Job

Since Machinist starts at level 30  (provided you have a level 50 character), there are a few things you have to “catch up to”… Namely, your Skills, Rotation, and to a lesser extent, Gear.

Fresh Level 30 Machinist Rotation & Skills

Thankfully, there aren’t too many skills unlocked by L30 so you won’t be overwhelmed.

MCH Rotation Summary
L30 MCH Single Target Rotation
L30 MCH Basic AoE Rotation
L30 MCH Misc (Cooldowns, Utility)
L30 MCH Role Actions
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Fresh level 30 Machinist: Gear Check

The free gear you get from completing the Machinist quest is, ultimately, lacking. You only get a chest and leg armor, while lacking Helm, Belt, Gloves, Boots – and the entire 5 right-side accessories. If you plan to maximize your options in leveling – you wanna shore this up ASAP.

Ignore this section if you’re one of those pure PotD types.

FOR THE ACCESSORIES: Fluorite Tier, OPTIONALLY melded with Heaven’s Eye > Savage Aim > Savage Might. You can meld your other gear, too, if you like.

L30 MCH Basic of the Basic gear
Slot Item Note
Weapon Steel-barreled Carbine Free from coffer
Head HQ Steel Sallet Market board / ARM
Body Toadskin Jacket Free from coffer
Hands HQ Toadskin Armguards Market board / ARM
Belt HQ Toadskin Belt Market board / ARM
Legs Toadskin Brais Free from coffer
Boots HQ Toadskin Leg Guards Market board / ARM
Earring HQ Fluorite Earring Market board / GSM
Neck HQ Fluorite Choker Market board / GSM
Wrist HQ Fluorite Bracelet Market board / GSM
Ring HQ Fluorite Ring Market board / GSM
Ring HQ Fluorite Ring Market board / GSM

Machinist Class Quests: Where!?

It happens to everyone, don’t worry. We will be listing the relevant chunks per tier on the respective page of this leveling guide as well, for easy reference.

Machinist Job Quests 30 to 50
Machinist Job Quests 50 to 60
Machinist Job Quests 60 to 70

Machinist Leveling Guide Navigation:
Page 1: Unlocking, L30 Skills & Rotation, L30 Gear, Class Quest List
Page 2: Leveling MCH 30 to 50 (Basic info for now)
Page 3: Leveling MCH 50 to 60 (Basic info for now)
Page 4: Leveling MCH 60 to 70 (Basic info for now)

I’m sure you’re itching to level up – and I hope you took the above preparations to heart! Just continue onwards with the links just above!

Don’t forget to like us on Facebook!

FFXIV Dark Knight Leveling Guide

Level up your Dark Knight (DRK) ASAP! Setting up – Early Rotations – Gear Checks and more!

If you’ve found yourself here, you’re likely leveling up a Dark Knight. You’ve found the right place. Hopefully, our Dark Knight Leveling Guide helps you out – especially with setting up and the early L30+ rotation!

Dark Knight Leveling Guide Navigation:
Page 1: Unlocking, L30 Skills & Rotation, L30 Gear, Class Quest List
Page 2: Leveling DRK 30 to 50 (Basic info for now)
Page 3: Leveling DRK 50 to 60 (Basic info for now)
Page 4: Leveling DRK 60 to 70 (Basic info for now)

For those who jumped right into this page, we will add a little blurb about unlocking Dark Knight, if you haven’t already.

Unlocking Dark Knight (DRK) Job

Since Dark Knight starts at level 30 (although unlocked if you have a level 50 character), there are a few things you have to “catch up to”… Namely, your Skills, Rotation, and to a lesser extent, Gear.

Fresh Level 30 Dark Knight Rotation & Skills

Thankfully, there aren’t too many skills unlocked by L30 so you won’t be overwhelmed.

DRK Rotation Summary
L30 DRK Tanking Basics
L30 DRK Single Target Rotation
L30 DRK Basic AoE Rotation
L30 DRK Misc (Cooldowns, Utility)
L30 DRK Role Actions
L30 DRK Role Actions

Long story short, for general use:
Provoke > Low Blow > Rampart > Any

For more detailed info, check our Tank Role Actions Guide.

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Fresh level 30 Dark Knight: Gear Check

The free gear you get from completing the Dark Knight quest is, ultimately, lacking. You only get a chest and leg armor, while lacking Helm, Belt, Gloves, Boots – and the entire 5 right-side accessories. If you plan to maximize your options in leveling – you wanna shore this up ASAP.

Ignore this section if you’re one of those pure PotD types.

FOR THE ACCESSORIES either:

  • Sunstone Tier + MELDING VITALITY I, OR
  • Sphene Tier + MELDING STRENGTH I.

Personally, I prefer Sunstone, with or without VIT I melded.

L30 DRK Basic of the Basic gear
Slot Item Note
Weapon Steel Claymore Free from coffer
Head HQ Steel Celata Marketboard / ARM
Body Steel Cuirass Free from coffer
Hands HQ Steel Gauntlet Marketboard / ARM
Belt HQ Steel Plate Belt Marketboard / ARM
Legs Padded Velveteen Trousers Free from coffer
Boots HQ Steel Sabatons Marketboard / ARM
Earring HQ Sunstone Earrings Marketboard / GSM
Neck HQ Sunstone Choker Marketboard / GSM
Wrist HQ Sunstone Bracelet Marketboard / GSM
Ring HQ Sunstone Ring Marketboard / GSM
Ring HQ Sunstone Ring Marketboard / GSM

Dark Knight Class Quests: Where!?

It happens to everyone, don’t worry. We will be listing the relevant chunks per tier on the respective page of this leveling guide as well, for easy reference.

Dark Knight Job Quests 30 to 50
Dark Knight Job Quests 50 to 60
Dark Knight Job Quests 60 to 70

Dark Knight Leveling Guide Navigation:
Page 1: Unlocking, L30 Skills & Rotation, L30 Gear, Class Quest List
Page 2: Leveling DRK 30 to 50 (Basic info for now)
Page 3: Leveling DRK 50 to 60 (Basic info for now)
Page 4: Leveling DRK 60 to 70 (Basic info for now)

I’m sure you’re itching to level up – and I hope you took the above preparations to heart! Just continue onwards with the links just above!

Don’t forget to like us on Facebook!

FFXIV Red Mage Leveling Guide

Level up your Red MAGE (RDM) ASAP! Setting up – Early Rotations – Gear Checks and more!

If you’ve found yourself here, you’re likely leveling up a Red Mage. You’ve found the right place. Hopefully, our Red Mage Leveling Guide helps you out – especially with setting up and the early L50+ rotation!

Red Mage Leveling Guide Navigation:
Page 1: Unlocking, L50 Skills & Rotation, L50 Gear, Class Quest List
Page 2: Leveling RDM 50 to 60 (Basic info for now)
Page 3: Leveling RDM 60 to 70 (Basic info for now)

For those who jumped right into this page, we will add a little blurb about unlocking Red Mage, if you haven’t already.

Unlocking Red Mage (RDM) Job

Since Red Mage starts at level 50, there are a few things you have to “catch up to”… Namely, your Skills, Rotation, and to a lesser extent, Gear.

Fresh Level 50 Red Mage Rotation & Skills

RDM Rotation Summary
L50 RDM Single Target Rotation
L50 RDM Basic AoE Rotation
L50 RDM Misc (Cooldowns, Utility)
L50 RDM Role Actions

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Fresh level 50 Red Mage: Gear Check

The free gear you get from completing the Red Mage quest is item level 115. All things considered this ain’t so bad. HOWEVER, it is missing the right-side accessories, and belt.

Ignore this section if you plan to sully yourself in PotD forever.

I want better than 115 item level!

If you read the clicky above, you can FILL UP THE BLANKS with the left table, or TRYHARD AND UPGRADE with the right table. I will not be listing Dreadwyrm or WoD gear in these tables, due to their difficulty to obtain for people who weren’t there at the time.

L50 RDM Basic GearL50 RDM Better Gear
L50 Red Mage Gear – Basic of the Basic (i115)
Weapon Mythrite Rapier FREE from coffer
Head Red Hat FREE from coffer
Chest Red Bilaud FREE from coffer
Hands Red Gloves FREE from coffer
Belt HQ Rainbow of Casting Crafting / Market
Legs Red Gaskins FREE from coffer
Boots Red Boots FREE from coffer
Earring HQ Mythrite Earrings of Casting Crafting / Market
Neck HQ Rainbow Ribbon of Casting Crafting / Market
Wrist HQ Mythrite Bangle of Casting Crafting / Market
Ring HQ Agate Ring of Casting Crafting / Market
Ring HQ Agate Ring of Casting Crafting / Market
L50 Red Mage Gear – Tomestone (i120+)
Weapon Ironworks Magitek Degen Tomestone
Head Ironworks Hood of Casting Tomestone
Chest Ironworks Doublet of Casting Tomestone
Hands Ironworks Gloves of Casting Tomestone
Belt Ironworks Belt of Casting Tomestone
Legs Ironworks Breeches of Casting Tomestone
Boots Ironworks Boots of Casting Tomestone
Earring Ironworks Earrings of Casting Tomestone
Neck Ironworks Choker of Casting Tomestone
Wrist Ironworks Bracelet of Casting Tomestone
Ring Ironworks Ring of Casting Tomestone
Ring (Cannot use 2 of the same!)

Purchased from Auriana – Mor Dhona (X: 22.7, Y: 6.6)
For the other ring, use one from the other tab, Dreadwyrm, or Augmented Ironworks.

Red Mage Class Quests: Where!?

It happens to everyone, don’t worry. We will be listing the relevant chunks per tier on the respective page of this leveling guide as well, for easy reference.

Red Mage Job Quests 50 to 60
Red Mage Job Quests 60 to 70

 

Red Mage Leveling Guide Navigation:
Page 1: Unlocking, L50 Skills & Rotation, L50 Gear, Class Quest List
Page 2: Leveling RDM 50 to 60 (Basic info for now)
Page 3: Leveling RDM 60 to 70 (Basic info for now)

I’m sure you’re itching to level up – and I hope you took the above preparations to heart! Just continue onwards with the links just above!

Don’t forget to like us on Facebook!

FFXIV Samurai Leveling Guide

Level up your Samurai ASAP! Setting up – Early Rotations – Gear Checks and more!

If you’ve found yourself here, you’re likely leveling up a Samurai. Welp! You’ve found the right place. Hopefully, our Samurai Leveling Guide helps you out – especially with setting up and the early L50+ rotation!

Samurai Leveling Guide – Navigation:
Page 1: Unlocking | L50 Skills & Rotation | L50 Gear | Class Quest List
Page 2: SAM Leveling 50 to 60 (Basic info for now)
Page 3: SAM Leveling 60 to 70 (Basic info for now)

For those who jumped right into this page, we will add a little blurb about unlocking Samurai, if you haven’t already.

Unlocking Samurai (SAM) Job

Since Samurai starts at level 50, there are a few things you have to “catch up on”. Namely, your Skills, Rotation, and to a lesser extent, Gear.

Fresh Level 50 Samurai Rotation & Skills

SAM Rotation Summary
L50 Samurai Single Target Rotation
L50 SAM Basic AoE Rotation
L50 SAM Misc (Cooldowns, Utility)
L50 SAM Role Actions

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Fresh level 50 Samurai: Gear Check

The free gear you get from completing the Samurai quest is item level 115. All things considered this ain’t so bad. HOWEVER, it is missing the right-side accessories, and belt.

Ignore this section if you plan to sully yourself in PotD forever.

I want better than 115 item level!

If you read the clicky above, you can FILL UP THE BLANKS with the left table, or TRYHARD AND UPGRADE with the right table. I will not be listing Dreadwyrm or WoD gear in these tables, due to their difficulty to obtain for people who weren’t there at the time.

L50 SAM Basic GearL50 SAM Better Gear
L50 Samurai Gear – Basic of the Basic (i115)
Weapon Mythrite Uchigatana FREE from coffer
Head Nameless Hachigane FREE from coffer
Chest Nameless Togi FREE from coffer
Hands Nameless Tekko FREE from coffer
Belt HQ Archaeoskin Belt of Striking Crafting / Market
Legs Nameless Hakama FREE from coffer
Boots Nameless Kyahan FREE from coffer
Earring HQ Mythrite Earrings of Slaying Crafting / Market
Neck HQ Rainbow Ribbon of Slaying Crafting / Market
Wrist HQ Mythrite Bangle of Slaying Crafting / Market
Ring HQ Agate Ring of Slaying Crafting / Market
Ring HQ Agate Ring of Slaying Crafting / Market
L50 Samurai Gear – Tomestone (i120+)
Weapon Ironworks Magitek Samurai Blade Tomestone
Head Ironworks Visor of Striking Tomestone
Chest Ironworks Cuirass of Striking Tomestone
Hands Ironworks Armguards of Striking Tomestone
Belt Ironworks Belt of Striking Tomestone
Legs Ironworks Hose of Striking Tomestone
Boots Ironworks Sollerets of Striking Tomestone
Earring Ironworks Earrings of Slaying Tomestone
Neck Ironworks Choker of Slaying Tomestone
Wrist Ironworks Bracelet of Slaying Tomestone
Ring Ironworks Ring of Slaying Tomestone
Ring (Cannot use 2 of the same!)

Purchased from Auriana – Mor Dhona (X: 22.7, Y: 6.6)
For the other ring, use one from the other tab, Dreadwyrm, or Augmented Ironworks.

Samurai Class Quests: Where!?

It happens to everyone, dont worry. If you’re lost we have reminders on the relevant pages AS YOU LEVEL UP, but we may as well put the entire list here… for reasons.

Samurai Job Quests 50 to 60
Samurai Job Quests 60 to 70

Samurai Leveling Guide – Navigation:
Page 1: Unlocking | L50 Skills & Rotation | L50 Gear | Class Quest List
Page 2: SAM Leveling 50 to 60 (Basic info for now)
Page 3: SAM Leveling 60 to 70 (Basic info for now)

Well, hopefully this page helped you out in setting up your Samurai so your leveling process will come along much more smoothly. Proceed to the next pages with the links above!

Don’t forget to like us on Facebook!

FFXIV Tank Role Actions: Guide & FAQ

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

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Tank Role Actions, and what’s best to use!

What Jobs get the Tank Role Actions?

Tank Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Tank Role Actions List

Skill Level Recast Effect Duration
Rampart 8 90 20% defensive cooldown. 20
Low Blow 12 25 Stun. 5
Provoke 16 40 Provoke. Puts you at the top of a target’s threat meter. NA
Convalescence 20 120 Increase healing received by 20%. 20
Anticipation 24 60 Increase Parry rate by 30%. 20
Reprisal 32 60 Lowers target’s damage dealt by 10%. 5
Awareness 36 120 Nullifies chance of suffering critical damage. 25
Interject 40 30 Silences target. 1
Ultimatum 44 90 AoE version of Provoke. (5y) NA
Shirk 48 120 Transfers 25% of enmity to target party member. NA

Tank Role Actions: Quick Strategy & Discussion

Here’s a general rundown and a quick analysis on how useful each of the tank role actions are.

Rampart: Your bread and butter defensive cooldown. A must have if you are ever planning on taking damage. Take it 99% of the time.

Low Blow: Only bring it if there is something that needs to be stunned. If you played DRK before, keep in mind this no longer does damage!

Provoke: Essential for any encounter with a tank swap. Every tank has also used this as a panic button, heh. (Provoke mechanics in FFXIV work like this: you get to the top of the enemies’ enmity meter +1: so you have to follow it up or you will lose aggro right after)

Convalescence: A decent cooldown, but varies GREATLY depending on your synergy with healers. Has a nice interaction with DRK’s Living Dead. Great for large dungeon pulls.

Anticipation: High uptime, but not a lot of mitigation. It’s more reliable against a lot of small hits than hoping to parry a few large ones.

Reprisal: Basically free damage reduction. This is useful for any boss encounter. A must have for any raid or trial. Not as useful in dungeons as it only affects 1 target.

Awareness: Very situational; it’s hard to say if you need this or not without being familiar with the content you are running. Has good synergy with cooldowns such as Raw Intuition or Bulwark.

Interject: Same as Low Blow, only bring this if something must be silenced.

Ultimatum: Provoke in an AoE definitely great for dungeons, an “oh shit” button when all the mobs start running towards the healer. I would suggest bringing this over Provoke for dungeons, but not for trials or raids. (Provoke mechanics in FFXIV work like this: you get to the top of the enemies’ enmity meter +1: so you have to follow it up or you will lose aggro right after)

Shirk: Helps make tank swaps a lot easier. Only useful in raids and trials, do not bring this into dungeons. It has a niche application for opening bursts for raids, but it’s only something a finely tuned group would consider (and even then, maybe pointless).

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Tank Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Rampart: Short cooldown and powerful. You’re crazy to zone without it.
  • Convalescence: Amazing when doing large pulls, takes a lot of stress from your healer.
  • Anticipation: Good when dealing with a lot of enemies.
  • Ultimatum: When you lose aggro, this helps you to regain it from multiple enemies quickly.
  • Low Blow: Useful for interrupting attacks that would force you to move. Usefulness varies in specific dungeons. The stun also works as “mitigation”, as that mob won’t hit you.

Awareness: Dungeon monsters crit! They crits add up when pulling big groups. VERY GOOD for speedrunning.

Provoke is mostly unneeded for experienced tanks. Ultimatum is probably a little better in dungeons. Don’t be afraid to take one / both if you’re still learning.

Reprisal is a poor skill for dungeons, since dungeon bosses are rarely a huge threat.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Tank Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Rampart: Still absolutely essential, take this.
  • Reprisal: An absolute must in raids. 2 tanks and reprisal blunts loads of mechanics.
  • Convalescence: This gets better the more you communicate cooldowns with healers.
  • Provoke: Most raids require tank swapping, also if you or the other tank dies, this is essential for regaining control over aggro.
  • Shirk: A flexible skill that allows safe tank swapping and better aggro management.

Shirk is pretty useless in encounters without tank swaps (if ever there would be one).But for the love of god ALWAYS TAKE PROVOKE. Don’t be fancy.

  • Low Blow / Interject: absolutely RISE in value and should be taken in encounters that require more interrupts. Can be avoided if your DPS/ team have a good interrupt rotation.
  • Awareness if there is an enemy with a high critical hit rate you need to tank

If you’re looking to cut one of the “Default 5”, Convalescence and Shirk are first up on the block.

Anticipation is RNG based mitigation. Don’t ever bet your life on luck. Again, it excels versus many enemies as you’re more likely to get an “average expected outcome”.

Ultimatum is extremely situational in raids. So far there haven’t been any encounters designed where you need an AoE Provoke, but if you need it don’t hesitate to swap this in.

Tank Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Well, that’s about it for Tank DPS Role Actions! More than most classes, you have to be keen and adapt your role actions according to the encounter you’re playing! Put that effort, man!

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FFXIV Melee DPS Role Actions: Guide & FAQ

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

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Melee DPS Role Actions, and what’s best to use!

What Jobs get the Melee DPS Role Actions?

Melee DPS Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Melee DPS Role Actions list

(still debating the best way to present this table)

Skill Level Recast Effect Duration
Second Wind 8 120 Restore own HP with potency 500 (scales with ATK) NA
Arm’s Length 12 60 Created a barrier that nullified knockback and draw-in effects.
Slows all attackers by 30% when struck.
15
Leg Sweep 16 40 Leg Sweep 3
Diversion 20 120 Reduces enmity generation. 15
Invigorate 24 120 Restores 400 TP NA
Bloodbath 32 90 Converts a part of your damage to healing 20
Goad 36 180 Refreshes TP of a single party member 30
Feint 40 120 Lowers target’s strength and dexterity by 15% 10
Crutch 44 90 Removes bind and heavy from a party member. NA
True North 48 150 Ignore positional requirements. 1

Melee DPS Role Actions: quick strategy & discussion

Here’s a general rundown and a quick analysis on how useful each of the melee DPS role actions are.

Second Wind: A small heal that’s useful in emergencies. It can and will save your life, sometimes.

Arm’s Length: The anti-displacement can be useful in some encounters. This is quite powerful at reducing damage if the enemies are not immune, but it requires enemies to hit you…

Leg Sweep: Bring this if there is something that needs to be stunned. Unlike the old DRG Leg Sweep, this does not do damage.

Diversion: It helps when you’re doing a lot of damage in bursts. Mostly good for raids.

Invigorate: TP restoration is extremely important. Take it 99.9% of the time.

Bloodbath: This is not as good as Second Wind, but if you need more healing you can take this. Not as good in emergencies because of the slow heal over time. Useful for solo content.

Goad: If you take Invigorate 99.9% of the time, then this goes in 98% of the time. Tanks use TP so there’s always gonna be a target for this.

Feint: A must have for raids! Use it for the large physical attacks that most bosses have.

Crutch: VERY situational. It’s either good or garbage. Choose one.

True North: Many fights require movement which makes hitting positional requirements hard. Consider this a free DPS increase in those situations.

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Melee DPS Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Invigorate: You’d be crazy to go anywhere without this.
  • Goad: This allows DPS to use more AOE attacks before running out of TP. Any other TP user in your party will appreciate this.
  • Leg Sweep: Use it to interrupt attacks that would force you to run away from enemies.
  • True North: Big pulls, messy movement, bad tanks… yeah.
  • Second Wind: Can save you a death sometimes.

If you need to swap in a different skill, I’d suggest swapping out Leg Sweep or Second Wind.

Feint can be swapped in if there is a boss that hits with powerful physical attacks. Similarly, Crutch can be swapped in if there is an enemy that slows or binds your teammates.

True North is technically optional for dungeons… but there are MANY upsides in getting used to it, plus in large speedrun pulls ground effects can cause you to lose positionals. Just take it, it’s not like you’ll lose much.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Melee DPS Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Invigorate: As with dungeons, never enter a raid without this.
  • Goad: With 4 DPS and 2 tanks, you will always have a suitable target for this in raids.
  • Diversion: Helpful to prevent you from taking aggro when you are doing burst damage.
  • Feint: Almost every raid in the game has some form of physical damage, which makes Feint incredibly good. If the raid has only magic attacks don’t take this.
  • True North: Raids are the most common place where you will be unable to hit positionals due to mechanics. Take this unless you KNOW you will be able to hit all of your positionals.

If you can do without one of these 5…

Arm’s Length can be considered in any encounter with a displacement effect.

Leg Sweep can be useful if you need to join an interrupt cycle. Similarly, Crutch can be an absolute lifesaver if the raid has mechanics which heavy or bind.

Second Wind is also useful in raids if you take unexpected damage. If you don’t require one of the above skills replace it with this.

Melee DPS Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Well, that’s about it for Melee DPS Role Actions! As can be seen, in raids all of the Melee DPS role actions are situationally useful. I hope this guide gives you a general idea of how to use them in raids. Observation and adaptation will be the keys to figuring out what is best for each fight.

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FFXIV Caster DPS Role Actions: Guide & FAQ

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Caster DPS Role Actions, and what’s best to use!

What Jobs get the Caster DPS Role Actions?

Caster DPS Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Caster DPS Role Actions list

Skill Level Recast Effect Duration
Addle 8 120 Lower target’s intelligence and mind by 15% 10
Break 12 0 40% Heavy, 50 potency. 20
Drain 16 0 Deals 80 potency and absorbs all of it as HP. NA
Diversion 20 120 Reduces enmity generation. 15
Lucid Dreaming 24 120 80 potency mana refresh and halves current enmity. 21
Swiftcast 32 60 Next spell in cast immediately. 10
Mana Shift 36 150 Transfers 20% of own MP to target party member. NA
Apocatastasis 40 150 Reduces magic damage taken by party member by 20%. 10
Surecast 44 30 Prevents Sleep, Stun, and position-altering effects
to stop casting.
10
Erase 48 90 Removes a single DoT from target party member other than self. NA

Caster DPS Role Actions: quick strategy & discussion

Here’s a general rundown and a quick analysis on how useful each of the Caster DPS Role actions are.

Addle: A must have for raids! Reduces the typical “large magic damage” mechanic that’s common in most encounters.

Break: I don’t think this will be very highly taken. Most classes have a built in heavy that’s probably better than this 90% of the time. It’s not inherently bad, it’s just a waste of a slot.

Drain: I struggle to imagine a scenario where this is useful in. Probably while soloing in low levels.

Diversion: Always a decent pick for adds, and burst phase on pull. Mostly good for raids.

Lucid Dreaming: Personally, this is a must for RDM and SMN, and likely better than Diversion in most cases for those two classes. Likely useless for BLM unless you need additional enmity reduction.

Mana Shift: Great for giving healers MP!

Apocatastasis: Helps your party members (more often than not, tanks) survive big nukes, and helps “ease up” on magic damage mechanics. A must in trials.

Surecast: In any encounter where you can use it, this is one of the few cross-class skills than can “increase your DPS”, so it’s worth KEEPING IN MIND. So you don’t break rotation or lose a spell. Having said all that, I’m assuming its uses are still few and far between, so I guess I’m just trying to raise awareness about this skill.

Erase: If there is any raid wherein you can use this to save from a “mistake”, take it. Otherwise, it’s useless. Very very niche, but godlike when it’s useful.

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Caster DPS Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

Other skills are highly situational…

  • Apocatastasis: Probably better than Addle, since you target the tank.
  • Surecast is the only other skill than can POSSIBLY improve your DPS…

As you can see, it’s slim pickings for Caster Role Actions. The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Caster DPS Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

Erase has a special mention here. DoT’s are a common “punishment” for some failed mechanics. If you can remove it with Erase, it increases the value of this skill by a mile.

A lot of the Caster Role Actions are very situational. While I hope you got a general idea for their use in raids – observation and adaptation will be key to maximizing them.

Caster DPS Role Actions – Navigation:
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Well, that’s about it for Caster DPS Role Actions! Some pretty useful stuff here for raiding. From what I see proper utilization of these can really set casters apart…

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FFXIV Ranged DPS Role Actions: Guide & FAQ

Hey guys! In Stormblood, the cross-class skill system was completely replaces with the Role Action System. Here we talk all about the Ranged DPS Role Actions, and what’s best to use!

What Jobs get the Ranged Role Actions?

Ranged DPS Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Ranged DPS Role Actions list

(still debating the best way to present this table)

Skill Level Recast Effect Duration
Second Wind 8 120 Restore own HP with potency 500 (scales with ATK). NA
Foot Graze 12 30 Binds target. 10
Leg Graze 16 30 40% Heavy. 10
Peloton 20 5 Increase out of combat movespeed for all nearby party members. NA
Invigorate 24 120 Restores 400 TP. NA
Tactician 32 180 Slowly regain TP for yourself and all nearby party members.
Halves enmity on use.
30
Refresh 36 180 Slowly regain MP for yourself and all nearby party members. 30
Head Graze 40 30 Silences target. 1
Arm Graze 44 25 Stuns target. 2
Palisade 48 150 Reduces physical damage taken by a party member by 20% 10

Ranged DPS Role Actions: quick strategy & discussion

Here’s a general rundown and a quick analysis on how useful each of the Ranged DPS Role actions are.

Second Wind: A decent self heal that should never be discounted. Good while soloing. Its usefulness in group play varies wildly.

Foot Graze: Binds get removed when damaging an enemy so this is very niche. The only time you would want this is in a raid encounter with a required bind…

Leg Graze: Leg Graze is pretty good for soloing. It’s also one of the better heavies for group play – but would require a laser specific reason to take it.

Peloton: Great for soloing (questing), dungeons, and moving around town. It’s the definition of a luxury skill.

Invigorate: A must. If you have no TP you’re not killing anything, so I hope the implications are obvious on this one.

Tactician: For the same reason as Invigorate, this is very useful in group settings giving tanks and other DPS players more TP. The enmity reduction effect is a welcome bonus.

Refresh: Always take this. Giving healers more MP is never ever bad.

Head Graze: Only take this if there are very specific “silence only” mechanics. Silence only mechanics are QUITE RARE in the history of the game, though.

Arm Graze: Short range and short stun time. It’s quite bad compared to the other classes’ stuns. Probably no good for raids unless you’re really needed in the “stun rotation”.

Palisade: Great for raids with any modicum of physical damage. It more than pulls its weight in dungeons, too. This kind of effect is powerful for any tier of play.

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Ranged DPS Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Invigorate: TP is used up faster in dungeons wherein AoE and fast clearing is common.
  • Tactician: See the above, and helps your teammates, too.
  • Refresh: You can never go wrong helping healers with MP.
  • Palisade: You’ll primarily use this helping your tanks on huge pulls.
  • (Open) Peloton: Walk faster in between combat! Purely luxury.

Second Wind, Arm Graze or graze of choice would likely be the next pick. Peloton is a luxury skill that people won’t hate you for if you don’t take, so that last slot really is flexible.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Ranged DPS Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Refresh: When doing progression, MP recovery is huge. Helping healers is always good. It also helps some of the caster classes as a bonus!
  • Tactician: You can’t go wrong with TP, man. Value depends on fight design.
  • Palisade: Too good to pass up. Use it to help your teammate survive physical damage.
  • Invigorate: For obvious reasons. TP = Skills = DMG.
  • (OPEN) Second Wind: It can save you if used properly!

The (OPEN) slot SHOULD be a graze that’s useful in the specific fight. Otherwise, if just queuing blind, Second Wind should be OK.

More organized teams “may” overflow with TP recovery skills! Between Goad, Tactician and Invigorate, some of your team members may want to cut some of these skills out for more useful ones. This strategic choice, however, is mostly for more refined groups.

However, if a teammate dies and is revived, their TP gets set to a pretty low level. Better safe than sorry, and take those TP recovery skills!

Ranged DPS Role Actions – Navigation:
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Well, that’s about it for Ranged DPS Role Actions! Getting rid of the damage reduction on the regenerative songs has sure been a long time comin’!

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FFXIV Healer Role Actions: Guide & FAQ

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

Hey guys! In Stormblood, the cross-class skill system was completely replaced with the Role Action System. Here we talk all about the Healer Role Actions, and what’s best to use!

What Jobs get the Healer Role Actions?

Healer Role Actions – Navigation:
List | Discussion | For Dungeons | For Raids

Healer Role Actions list

(still debating the best way to present this table)

Skill Level Recast Effect Duration
Cleric Stance 8 90 Increase attack magic potency by 5%. 15
Break 12 0 40% Heavy, 50 potency. 20
Protect 16 0 Increases PDEF and MDEF of all party members in range. 30 m
Esuna 20 0 Removes a single negative status effect form a target. NA
Lucid Dreaming 24 120 80 potency mana refresh and halves current enmity. 21
Swiftcast 32 60 Next spell in cast immediately. 10
Eye for an Eye 36 120 Enemies hitting your target have a 20% chance to get
debuffed to do 10% less damage for 20 seconds.
30
Largesse 40 90 Increase healing magic potency by 20% 20
Surecast 44 30 Prevents Sleep, Stun, and position-altering effects
to stop casting.
10
Rescue 48 150 Instantly draw a target party member to your side. NA

Healer Role Actions: Quick Strategy & Discussion

Here’s a general rundown and a quick analysis on how useful each of the Healer Role Actions are.

Cleric Stance: A far cry from the old days, ey? This is a luxury now, IMO, and has more impact to those on the razor’s edge of progression.

Break: While it has no cooldown, its cast time prevents this from being too useful. Almost every other class has a better heavy. Only take if it’s an absolute must for the raid encounter strategy.

Protect: Your group must ALWAYS have Protect for obvious reasons. Free defense is good! You can sneak in another cross-class as BOTH healers in a raid may not need it.

Esuna: While heavily encounter dependent, I’d say this is one of the “musts”.

Lucid Dreaming: MP regen is always useful. By default ALWAYS TAKE IT! Removing this is reserved for GGEZ farm content – but what else would you take in its place?

Swiftcast: Very useful for progression! Swiftcast + Resurrection will get you the most “learning per run” so to speak. Before you berate me and tell me this is optional, seriously… “You dress for the wipe, not the ride”, as bikers would say.

Eye for an Eye: A tricky to maximize but great defensive cooldown. Learn how to use it! It’s great for dungeons and most raid encounters. A very high priority pick.

Largesse: A very powerful effect, which you should never leave home without.

Surecast: Hmm… this is definitely very niche. It’s either “amazing” or “useless” depending on the encounter.

Rescue: Another encounter dependent skill. Can be used to make mechanics “easier” or “cheese mobility”, and can also help save people sometimes, too. While it potentially has a use in ANY encounter, I’d be wary to recommend this as a default.

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Healer Role Actions for Dungeons

These role actions should be taken when “queuing blind” in a random dungeon, and should serve you well for general content.

  • Protect: For obvious reasons. Free stats is free stats.
  • Esuna: You don’t want to be caught without it when it’s needed.
  • Lucid Dreaming: Can’t go wrong with MP regen.
  • Swiftcast: For raising people.
  • Largesse: Makes large pulls more manageable.

Eye for an Eye is an honorable mention. It’s great for massive speedrun pulls.

The other skills are iffy for “casual random dungeon runs”.

The order is largely irrelevant, but the above is a decent ordering given the dungeons you will encounter when you scale down to <50.

Healer Role Actions for Raids

RAID ROLE ACTIONS ARE HEAVILY INFLUENCED BY ENCOUNTER! THERE IS NO TRUE ONE SIZE FITS ALL!

  • Protect: at least ONE healer should have it, freeing up a slot for the other.
  • Esuna: on encounters that need it! Even then, sometimes only ONE healer may need it.
  • Swiftcast: To recover from mistakes and get more learning per run.
  • Lucid Dreaming: Just take this always, man.
  • Largesse: Too powerful – 99% of the time it is better than Eye for an Eye.

We will discuss a few more since we can arguably ditch a few of those up there…

  • Eye for an Eye is the next logical choice.
  • Rescue ranks up GREATLY depending on how it can be applied.

Cleric Stance is in a weird place. It highly depends on the kind of group you play with. Only take it if you need to meet strict DPS requirements. Inversely, take it if you’re disgustingly over-geared and wanna shave a few seconds off the fight.

Surecast is strictly dependent on the encounter design – just be aware when you might actually be able to use it.

Break seems useless for most raids. Lots of classes have a better heavy.

Healer Role Actions – Navigation:
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Well, that’s about it for Healer Role Actions! The new system ain’t bad, but I hope they give us profiles or something! Ciao!

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