Guides & Tools
at which time. (Credits to Platinum Xephera for creation)
Rotation Builder - A tool built and maintained by Rubix Bob which allows you to find the average expected DPS of a rotation.
XIV Analysis - A useful tool for plugging in your FFLogs parses in order to obtain a detailed breakdown of what you did wrong.
DRG Skill Emote Server - In case you want the skill emotes used in these resources for use with Nitro!
Dragoon Opener
Wyrmwind Thrust in the Opener only ends up under
Dragon Sight at a GCD shorter than 2.40, so we do not consider this feasible to catch.
The order of
High Jump,
Geirskogul,
Spineshatter Dive and
Dragonfire Dive is occasionally shuffled around for comfort. Some encounters benefit from a different jump order.
Battle Litany is used after our first
Chaotic Spring to better align with party raid buffs and for future alignment concerns.The weave slot after
Battle Litany can be used to put another oGCD on cooldown faster, however this has a big risk of missing party raid buffs. The Standard Opener will place
Spineshatter Dive here since it's our lowest potency oGCD and very flexible.
Standard Opener Image
1st GCD Lance Charge
The 1st GCD
Lance Charge opener will result in a slight gain, since you can hold your
Wyrmwind Thrust at 1&5mn to catch an additional use. It is recommended that you use this opener when you are not required to use a Tincture of Strength in the opener, or if your connection allows you to weave a Tincture along with
Dragon Sight.
Rotation



-



58-63: 


-(


)x2
56-57: 

-(


)x2
50-55: 

-(

)x3
26-49: 
-(

)x4
18-25: 
-(
)x6
Refer to the Basic Guide and Leveling Guide for more information about our rotation.
Encounter tips!faq drg in #bot_spam to bring up a list.
#drg_encounter has threads for Extreme, Savage and Ultimate fights that can be used to discuss optimizations in these fights.
Gearing & Best-in-Slot
Frequently Asked Questions!faq drg in #bot_spam for a full list of commands to answer other common questions!
Life Surge and
Spineshatter Dive now?
Spineshatter Dive is held to use both charges during our 2mn buffs. Certain fight timings might force you to start using a charge in your 1mn window again. It is also worth holding for downtime if it saves you any amount of GCD loss that you can't prevent without it.
Life Surge will always be used on
Heaven's Thrust or a fifth combo hit. A
Wheeling Thrust or
Fang and Claw as the fifth combo hit with at least two buffs outperforms an unbuffed
Heaven's Thrust by a small amount. (They are basically equal)
After the cooldown change in 6.3, our standard life surge usage on a 2.5 GCD looks as follows:
0:09 - 
0:16 - 
1:05 - 
1:33 -
2:22 - 
3:10 - 
4:06 - 
4:20 - 
5:15 - 
6:08 - 
6:12 - 
Here is a short list showing your
Life Surge options
Lance Charge we will ideally delay every life window.
The arrangement of
Geirskogul and
High Jump in the Opener remains this way forever, with every odd
landing immediately after
or 

and entering Life. As such, we no longer need to think about early/late life and double life windows are a thing of the past.
Because we use
before
we will generate the following sequence:
This makes it so life is 'delayed' because we have 2 eyes and did not go into life with the
, it will come back up in 30 seconds allowing us to enter life 30 seconds 'late' putting it under buffs.
If a specific fight doesn't allow delayed life windows, we can swap
and
in the opener. If you still need to delay life for part of the fight you can hold the
you get from
until you use
.
Dragon Sight?
Dragon Sight priority, this information is based off the listed jobs' single target 0, 2, 4 and 6mn burst windows.
Priority does not account for difference in player skill or gear, it is recommended to use TetherCalc after a few pulls when you're not certain.
Since buffs are multiplicative, effects such as Dance Partner and Astrologian Cards can affect results.
The buff does not apply to your partner's pets or summons, this causes
SMN,
MCH and
DRK to be lower in priority than expected.
Dragonsight Priority Infographic






Group B .8s animation lock

Group C 1.5s animation lock:
A+A = Easy. (Ping ~200 is clean)
A+B = Alright. (Ping ~140 is clean)
B+B = Right. (Ping ~40 is clean)
C+any = Impossible.
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