FFXIV Summoner Guide & FAQ

Weaver Level 05 to 10

FFXIV Weaver Leveling Guide (Stormblood Updated!)
When it ended I was devastated. Used melee combo in first phase: You can take on the role of an Imperial Agent, working for the good of the Empire by rooting out terrorists; a Jedi Knight sworn to hunt Sith and protect the galaxy; or even a slave-turned-Sith Inquisitor, playing a dangerous game of politics. Justin Olivetti - September 19, 3. Revelation Coins Revelation Online News.

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The Art of Managing Procs: An Impactful Red Mage Guide – A FFXIV RDM Guide

Umbral Eras are followed by periods of enlightenment and cultural growth called Astral Eras. The Third Astral Era was particularly noted for presiding over the Allagan Empire, an ancient civilization whose technology far exceeds the level of the modern age as they developed the means of harnessing the power of Primals.

Each Umbral and Astral Era pair corresponds to one of the six basic elements—wind, lightning, fire, earth, ice, and water. The Sixth Umbral Era was believed to be the last and the civilized races hoped the Sixth Astral Era would last forever.

However, five years prior to the start of the game, the Garlean Empire catalyzed a series of events that would lead to the Seventh Umbral Era. Through their research into Project Meteor, the Garleans discovered a way to call down the lesser moon Dalamud and use it as a weapon. The plan—spearheaded by the Imperial Legatus Nael van Darnus—was to crash Dalamud into Eorzea, annihilating the beastmen tribes and their primal deities and conquering the smoldering remains.

A band of adventurers defeated van Darnus but could not stop Dalamud's continued descent. During a major battle between the Grand Companies and the leaderless Garlean invasion force at the Carteneau Flats in Mor Dhona, Dalamud revealed itself to be an ancient Allagan-made prison for the primal dragon Bahamut, who promptly escaped to initiate the Seventh Umbral Calamity.

Final Fantasy XIV features six humanoid races for players to choose from when creating a character. Each race has two subdivisions and males and females of all races are available, unlike in the original release. The player's character takes on the role of an adventurer in Eorzea under the Seventh Umbral Era who joins one of the three Grand Companies.

Raubahn climbed out of poverty through his martial skill while fighting in the Coliseum. The Maelstrom of Limsa Lominsa is led by Admiral Merlwyb Bloefhiswyn, a cunning former pirate who instituted a harsh conscription service to bring the pirate fleets under her command.

Finally, Cid Garlond is the head of the Garlond Ironworks, a technology company which builds airships and weapons for the Alliance. The Beastmen tribes also threaten the unstable peace in Eorzea with their summoning of primals, aetherial deities who deplete the land of its lifeblood. The game opens with a vision of the player's character wielding a blade of light to strike down a masked man in black robes. The vision is a dream the player has while on a carriage ride to their chosen starting city—Gridania, Ul'dah, or Limsa Lominsa.

Players returning from the original release appear in a forest in a pillar of light—Louisoix's final spell to save their lives from the devastation at Carteneau. Through undertaking various odd jobs, the player character ingratiates him or herself with the local Adventurer's Guild and earns comparisons with the fabled Warriors of Light, brave adventurers who participated in the Battle of Carteneau whose identities have been mysteriously erased from the memories of all who knew them.

A pattern emerges amid these quests involving a series of attacks by masked men, as well as a member of the Scions of the Seventh Dawn who claims to know the origin of the player's visions. The adventurer meets the leader of this secret society, Minfilia, who reveals that the visions are a manifestation of the Echo and mark the player as a chosen representative of Hydaelyn, the Mothercrystal.

As a newly inducted member of the Scions, the player follows Thancred to Thanalan to investigate abductions and crystal theft along its trade routes.

The culprits are members of the Amalj'aa beast tribe who capture the adventurer to be sacrificed to their primal god, Ifrit. The attempt fails as the Echo protects the player from Ifrit's brainwashing.

The adventurer counters by defeating Ifrit and is hailed as a hero, with emissaries from all three Grand Companies jockeying for the privilege of recruiting said hero.

While attending rallies at each of the three cities honor the memory of those fallen at Carteneau, the player meets the Loiusoux's twin grandchildren Alphinaud and Alisaie whose disagreement over the purpose of such nationalist displays resulted in latter parting ways with her brother. The adventurer's next mission is to forge relations with the Sylphs of the Black Shroud, a peaceful beast tribe whose radical sect once summoned Ramuh to defend the forest from Garlean incursion.

While searching for the Sylph elder, the player encounters Lahabrea for the first time—an immortal Ascian bent on destroying the Mothercrystal. The Scions, Thancred in particular, resolve to investigate this new foe. The Kobold tribe in La Noscea, angered at the Lominsans' encroachment upon their ancestral territories, gathers crystals to summon their primal, Titan. In response, the player is dispatched to interview former members of the Company of Heroes, a band of mercenaries who previously defeated Titan and Leviathan in the Sixth Astral Era, for advice on how to combat the primal.

After a series of lessons disguised as menial tasks, the company's leader reveals how to access Titan's domain: Though the adventurer banishes Titan to the aether, the victory is short-lived.

While away, Garlean Tribunus Livia sas Junius had broken into the Scions' headquarters at the Waking Sands with the aid of the Ascians, abducting Minfilia and slaughtering the rest. While performing funerary rites for fallen comrades, the headstrong Alphinaud returns with news of a new primal Garuda being summoned by the Ixal tribe.

He hatches a plan to confront Garuda in her own domain, but requires the aid of the amnesiac airship engineer Cid Garlond, currently toiling as a cemetery hand. With Alphinaud and Cid, the player travels to snowy Coerthas in search of Cid's lost airship, the Enterprise. By uncovering a heretic plot, the once-untrusting Ishgardians agree to allow the adventurer to raid the Stone Vigil, a fortress overrun by dragons where the Enterprise was last seen.

Lahabrea reappears to taunt the player about their impending doom while facing Garuda. Cid manages to repair the Enterprise and pilot the airship away from the Vigil and with the aid of the adventurer's Echo, regains his memories as a Garlean engineer, Eorzean defector, and genius inventor. The Enterprise cuts through Garuda's vortex and the adventurer slays the Ixali primal but she is immediately resummoned. Kobold and Amalj'aa prisoners of war also summon their respective primals and the three prepare to face off.

But Garlean Legatus Gaius van Baelsar intercedes with the Allagan war-machine Ultima Weapon, which devours the three primals to increase its power. Returning to the Waking Sands, the heroes discover a few Scions who escaped the attack, as well as the location of their abducted comrades. They mount a rescue mission to the Garlean Castrum Centri, stealing uniforms and a magitek reaper for disguise.

Minfilia and the others are retrieved but they also learn that Lahabrea had possessed Thancred during the course of his investigation into the Ascian threat. Minfilia and Alphinaud barge into a meeting between the three Grand Company leaders who were considering surrender and convince them to fight the Garlean oppression.

Using the combined forces of all three nations as well as other allied groups, the Eorzean Alliance executes Operation Archon—a massive counteroffensive that aims to assault every Garlean Castrum simultaneously.

The player leads a strike team into the Praetorium where the Ultima Weapon is housed. Using Hydaelyn's blessing of light, the adventurer strips Ultima Weapon of its primal aether. The weapon destroys the Praetorium using Ultima magic but the player's team is protected by Hydaelyn's light and dismantles it. Lahabrea attacks personally but the player fulfills the vision at the beginning of his or her adventure by striking Thancred free from Lahabrea's possession using a blade of light.

With the threat of Garlean invasion lifted, the Grand Company leaders declare the beginning of the Seventh Astral Era. The player's character is hailed as a hero of the same caliber as the Warriors of Light. Facing increasing scrutiny and pressure to align with one of the three allied city-states, the Scions relocate their headquarters to Revenant's Toll, a hub for adventurers in the neutral territory of Mor Dhona.

Minfilia reunites with her adoptive mother F'lhaminn, which resolves her remaining doubts about moving away from the Waking Sands in Thanalan. No sooner are they settled when word arrives that a renegade moogle faction has summoned their primal Good King Moggle Mog XII, enabled by the Ascians. After besting the giant moogle, the Warrior of Light encounters a white-robed Ascian named Elidibus who tests the player's might before disappearing.

Shortly thereafter, refugees arrive from Doma, a city subjugated by the Garlean Empire, and seek asylum in Ul'dah, which refuses their request.

Alphinaud recommends they work as tradesmen and manual labor in the construction of Revenant's Toll. In gratitude, the Doman leader, an Au Ra named Yugiri, accompanies the party to reconnoiter the Sahagin spawning grounds where their primal Leviathan is summoned. The adventurer slays the revived Leviathan using a boatload of corrupted crystals, courtesy of Lominsan warship The Whorleater.

Following a reunion with Alisaie at the Coils of Bahamut, learning the true demise of their grandfather while preventing the primal Bahamut from fully restoring himself, Alphinaud inquires of the riots among the Ala Mhigan refugees in Ul'dah and uncovers the agents of Teledji Adeledji, an influential member of Ul'dah's ruling Syndicate.

Raubahn speculates that Adeledji is jockeying for control of Allagan artifacts discovered at the Carteneau ruins, including remnants of the Allagans' primal hunting machine known as Omega Weapon. In the Black Shroud, the Sylphs summon Ramuh who judges the Warrior of Light as a worthy savior of the realm, departing amicably. Their first task is to investigate the "Ivy", a Garlean spy who has infiltrated the Immortal Flames' leadership.

On another front, Ser Aymeric of the Temple Knights of Ishgard reaches out to the Scions and Braves in an unprecedented move to ask for their aid in monitoring the Keeper of the Lake—the wreckage of a Garlean airship intertwined with the corpse of Midgardsormr, the dragon king who repelled the first Garlean invasion twenty years previous. In exchange, the Temple Knights agree to safeguard supply shipments to Revenant's Toll which had been harried by heretics following Lady Iceheart, an Ishgardian deserter who plans to summon Saint Shiva in aid of the dragons.

Iceheart evades capture within the tunnels of Snowcloak, a labyrinth of icy passages that block access to the Coerthas Western Highlands. Varis zos Galvus is crowned Garlean emperor and begins consolidating power, lending new urgency to the search for Ivy.

A new Scion, Moenbryda, arrives from Sharlayan and provides critical advice for locating Iceheart. Using her body as a vessel to summon what would later be revealed to be a Shiva based on his own thoughts, Lady Iceheart fights the adventurer's band before escaping while bidding the meddler to consult with Midgardsormr.

Based on the player's encounters with Lahabrea and Iceheart, Moenbryda hypothesizes that a blade of pure aether can permanently destroy an Ascian while its essence is trapped with within white auracite. When Aymeric's aide Lucia requests that the Warrior of Light investigate suspicious activity at the Keeper of the Lake, it is revealed that the Dragon King Midgardsormr endured his assumed demise during the Garleans' first invasion and has been slowly regenerating.

He divulges that Nidhogg, one of his seven children, has rallied the Dravanian horde to renew their attack on Ishgard. Sensing the hero's connection to Hydaelyn, Midgardsormr invokes an ancient pact with the Mothercrystal and seals away her blessing as a test of the player's worth. The Ascian Nabriales takes advantage of the opportunity to infiltrate the Scions' headquarters in pursuit of Louisoix's staff, with Moenbryda sacrificing herself to create the blade of light necessary to completely destroy the Ascian.

As the Scions mourn their fallen comrade, Aymeric parleys for aid in Ishgard's defense against Nidhogg's forces. Minfilia and Alphinaud reluctantly pledge the Scions' support while the rest of the Alliance decline due to both domestic troubles and remembering Ishgard's reticence during the three Garlean invasions. The adventurer leads a band of volunteers at the Steps of Faith, Ishgard's main bridge. They manage to repel the attack and a victory celebration is held at Ul'dah with the hopes of pressuring Ishgard into the Alliance.

At the banquet, Sultana Nanamo Ul Namo privately discloses to the Warrior of Light of her intent to dissolve the monarchy to erode the power of the Syndicate which is a major element in Ul'dah's corruption. But the sultana's wine is poisoned with Teledji accusing the Scions of regicide while denouncing Raubahn for his negligence.

When Raubahn murders Adeledji, Ilberd wounds his former friend as the Crystal Braves are revived to be under the employ of another Syndicate member named Lolorito who arrests Raubahn while the Scions were forced to split up while escaping.

While the fates of the other members are unknown, a humbled Alphinaud and the Warrior of Light manage to escape with the help of Raubahn's son Pipin Tarupin. Cid takes them to Coerthas where the Ishgardians grant them asylum from the Syndicate's pursuers. The original release of Final Fantasy XIV began development under the codename Rapture between late and early , and was officially announced in Monthly fees for the game were suspended until further notice and the previously planned PlayStation 3 version was canceled.

First and foremost, he had to restore trust in the player base while bringing the game up to a playable quality. Thus, planning for a brand new game built from scratch started in January and development began in earnest by April, with work on a new game engine and server structure. Though members of the Final Fantasy XIV development team worked on Luminous, Yoshida admitted that both Luminous and Crystal Tools were optimized for offline games and could not handle an online environment with hundreds of on-screen character models.

In a Game Developers Conference project postmortem , Yoshida reflected on the herculean task of maintaining and updating an MMORPG while simultaneously developing a new one over the course of just two years and eight months. As the series has been renowned for its state-of-the-art graphics, the original development team gained an unhealthy obsession with maximizing graphical quality at the cost of server performance, which was unsustainable for an online game with tens of thousands of high definition assets.

Yoshida admonished that the team should "go play World of Warcraft for a year [for inspiration]" instead. A prevailing design philosophy for A Realm Reborn was to simultaneously appeal to hardcore MMORPG players while reaching out to new players and Final Fantasy fans who had never experienced the genre before.

The continuing operations of the original release also provided a valuable testing ground for new features that would be carried into the relaunch. The alpha test for A Realm Reborn began shortly after the original release's finale and ended in late December During this period, Wada admitted that the development of A Realm Reborn was a cause of delay for many Square Enix titles at the time.

Players throughout this period noted continued server issues. A Steam version of the client was released on February 14, A Realm Reborn debuted on the same day as the Japanese release of the console, February 22, Coinciding with the launch of the first expansion pack, the OS X client was released on June 23, The development team schedules the release of a major update approximately every three months. Each of these free content patches includes a continuation of the main scenario as well as new raids, features, trials, and dungeons.

Minor patches that come in between major updates focus on quality of life changes, and are sometimes used to introduce completely new side content. In addition to regular free updates, the game features full expansion packs that add new zones, races, jobs, and premiere a new content cycle. The first expansion is titled Heavensward ; and the second, Stormblood. Masayoshi Soken composed the majority of the game's score—over tracks—in addition to his duties as sound director.

The team was given less than a year on sound production, though according to Soken, it felt like "enough work for two full games in that time". A Realm Reborn Original Soundtrack is a collection of music from the game including both the launch and tracks from Patch 2.

She felt that it was an excellent merging of the traditional Final Fantasy musical style with a modern orchestral score. In addition to album feedback, critics of the game praised the score in their reviews. Kotaku ' s Mike Fahey stated that the music was "wonderful, complex and satisfying". A Realm Reborn Original Soundtrack appeared at position 10 on the Japanese Oricon album charts for its release week, and remained in the charts for eight weeks.

In contrast to the original version, Final Fantasy XIV has earned a generally positive reception and robust sales numbers. Prior to release, both the games press and fans were surprised by its quality and level of polish. IGN's Charles Onyett cited many specific improvements over aspects of the initial game and recognized that "it seems like Square's doing the right things to fix the many mistakes made with Final Fantasy XIV' s original design".

The editorial staff observed "the considerable changes made to the engine, HUD and combat system, transforming it into a far cry from the game that disappointed so many".

The overwhelming sentiment expressed by multiple reviewers was that the remade game executed admirably on traditional MMORPG features and succeeded at addressing the failures of the original version. For Kevin VanOrd of GameSpot, this steadfast implementation of genre fundamentals was his greatest criticism—that "it does not leap over the shoulders of the games that have come before". The console versions of the game were noted for their robust feature set which put them on the same level as the PC release.

Overall, critics were satisfied with A Realm Reborn' s incremental improvements. Adam Harshberger of GamesRadar compared it to a "buffet dinner [with] everyone's favorite meal", forgiving the lack of innovation. A Realm Reborn rated well among many "Game of the Year" lists in the enthusiast press. By the end of the first week of release, the PS3 version of A Realm Reborn placed second in Japan's sales charts, with , physical copies sold.

From Wikipedia, the free encyclopedia. This article is about the relaunched game, also known as A Realm Reborn. Akihiko Yoshida Tsubasa Masao.

The difference in battle interfaces between the final patch version of the original game top and A Realm Reborn. Reborn Eorzea in Japan. Archived from the original on December 25, Retrieved December 28, Archived from the original on February 1, Retrieved February 28, Archived from the original on November 13, Retrieved January 6, Archived from the original on October 26, Auto-translation Dictionary Active Help: The world of Eorzea is home to adventurers of various cultural and linguistic backgrounds.

In order to facilitate communication in this diverse environment the game includes a feature known as the auto-translation dictionary. Archived from the original on January 27, Archived from the original on January 15, Not only do its original strengths still hold up — the spontaneous events that see big groups of players band together against invasion, and the highly customisable class system — but Rift has transformed into one of the best MMORPGs over the past several years, too.

Developer Trion Worlds remains committed to the free-to-play push that gripped the genre back in and talks often about ensuring the system feels fair and generous. It has great characters, a lot of landmass to explore, and everyone is always fighting.

Humans, elves, dwarves, and hobbits — aka: Meet Ents, get lost in Moria, or take long rides through Rohan. Expansions push the story forward, following the books, and with each major plot point comes new mechanics, like the addition of mounted combat. The Old Republic is a winner. Play as one of eight classes, split across the Empire and Republic. Each has a detailed, dramatic story, and they are good. You can take on the role of an Imperial Agent, working for the good of the Empire by rooting out terrorists; a Jedi Knight sworn to hunt Sith and protect the galaxy; or even a slave-turned-Sith Inquisitor, playing a dangerous game of politics.

You can play all of this for free, but as a subscriber, you can level faster and concentrate solely on the interesting class and planetary quests instead of the trite filler rubbish. Several expansions have kept it feeling reasonably fresh, but it is the excellent Knights of the Fallen Empire expansion that really deserves to be played.

With its web of intrigue, relationships and a focus on player choice, it feels more like a proper Knights of the Old Republic sequel than anything that has come before it. Secret World Legends asks exactly that. A quest in Secret World Legends is as likely to be a puzzle that makes you search through real websites for the answers as it is to be one that sends you off to behead a monster.

Wars that span weeks, if not months, across multiple systems. Years of plotting and sabotage to bring huge corporations down from the inside. Reports of huge losses in ships and cargo, some reaching thousands of dollars in real-world value. During its long reign, WoW has changed a lot. New classes, races, a graphics overhaul, whole new continents… players can even travel back in time. Take Garrisons, for instance: What world you dive into next is entirely up to you.

Will you go for one of the free MMOs , or will you be splashing out on a subscription? Regardless of your choice, know that the best multiplayer games are a ticket to new friends and, of course, new enemies.

Always use it to fish for another proc. This will still result in a net DPS gain. Inevitably, you will end up having to cast Jolt II at some point in the fight.

Jolt II will grant you the Impactful buff, allowing you to use Impact. Statistically you are gaining 15 potency and 0. Ultimately, the worst case scenario is that you lose 1 Mana when you overwrite a proc lose 30 potency and 3 Mana from overwritten proc, gain 30 potency and 2 Mana from not letting Impactful fall off , and the best case scenario is that you gain a free 30 potency and 2 Mana from not letting Impactful fall off.

Now that we have established Swiftcast and Impact as our two primary methods of fishing for additional procs, we can create a set of rules for how and when we should fish for procs. Of course, if we get really lucky with proc RNG this can happen regardless, but we should make a conscious effort to avoid this situation as much as we can. However if you have a Verstone proc while White Mana is lower, a Verfire proc while Black Mana is lower, or either proc while White and Black Mana are equal, then use the proc and Dualcast the opposite Mana before going into the melee combo.

To dump a proc, use the proc for which you have lower Mana of, and then Dualcast the Mana you have higher of. The end result is not very different from not dumping the proc.

Most of the time if you have neither Verstone nor Verfire procs and are above 80 80 Mana you can go right into your melee combo and gain a proc from your finisher. In this case you will want to uneven your Mana before going into the melee combo. This may seem counter-intuitive since the whole point of fishing for procs is to prevent yourself from casting Jolt II, but in the long run the number of extra procs you gain from unevening your Mana before going into the melee combo will add up to a DPS gain.

Sometimes your Mana is too high and you are unable to fix your Mana without wasting some of it. You can avoid having to waste anything if you have Acceleration up. Use it and then immediately go into your melee combo, then finish with Verholy. This is a pretty nifty trick that every Red Mage should utilize. Exactly 30 apart is still okay. If Swiftcast is up, go with Option 4, otherwise, if you are gaining at least 4 or more Mana with Veraero, go with Option 2, otherwise go with Option 1.

The simplest answer is Option 4, Swiftcasting Verthunder. If Swiftcast is down then we will need to consider the other 3 options. Therefore Option 3 should never be considered. Dualcast is powerful in the sense that it allows you to cast potency spells that grant 11 Mana, but in option 2 a Dualcasted Veraero would only grant 2 Mana.

Option 2 would only be viable so long as you are gaining at least 4 Mana. The math behind this can be found in the Math section of this guide under Potency Per Mana. The absolute bare minimum in which Manafication should be used is 44 43 or any Mana combination that is at most 13 Mana away from 50 50 and is uneven, e.

Since we know what the calculated potency per Mana is, we can go in depth about when is the optimal time to use Manafication. Your goal is to get as close to 50 50 as you can before using Manafication in order to get the full value of Mana from it, ideally being just under it in order to not cap out to an even and get a finisher from your proc.

However sometimes capping out on Mana will be a gain over gaining that proc assuming you are far enough from 50 Therefore, so long as we are at least gaining 8 Mana, it is okay to cap out on Mana and forfeit the proc. Manafication is off cooldown and ready to be used. However you are only gaining 87 Mana from this Manafication. Therefore, the absolute bare minimum in which Manafication should be used is 44 43 or any Mana combination that is at most 13 Mana away from 50 50 and is uneven, e.

NOT 43 43 in order to gain a proc from the finisher. Well in this case, your goal is simply to not waste any Mana from your casts. The 13 Mana then gets doubled by Manafication for a total of 26 Mana, 6 more than This puts the minimum at 45 45 or any Mana combination that is 10 Mana away from 50 Manafications cooldown is a bit inconvenient because it seems to always come up after you have passed the 50 50 mark on Mana.

So at what point is it still a gain to use it as opposed to holding it for the next go around? The math here is done in the Math section of this guide under Holding on to Manafication. The latest we can use our Manafication while still having it be a gain is 64 64 or any combination of 28 Mana over 50 The only time you will want to pop it above 64 64 is if the fight will end before you can reach 45 45 again. Do this to ensure you get one last melee combo in the fight.

Fleche has a 25s cooldown, meaning you can fit it twice inside a 30 second Infusion. We do this in the opener, but it is also a good idea to try and do this with potions mid fight so long as you are not holding on to Fleche for more than 10 seconds. Ideally, the first Melee combo will also have an Embolden weaved in for maximum potency gain from your Infusion. I will go over when it is most optimal to use Embolden for yourself and for your raid group.

The only thing here that really applies to both is how you weave Embolden into your rotation. When double weaving Embolden, make sure Embolden is the second double weaved ability. When single weaving Embolden, make sure you delay it until about halfway through your GCD. The goal here is to use Embolden right before one of your GCDs. I will go into raid prioritized Embolden Timings in the next section, but first I want to cover selfish Embolden timings.

Currently there are two ways that people are suggesting to time your Emboldens, after Enchanted Riposte and after Enchanted Zwerchhau. I would first like to address two claims that have been going around. Use Embolden after Enchanted Riposte because it is only potency, weaker than all of your other moves including Jolt II and not worthy of getting buffed by Embolden. In the video Embolden is used after Enchanted Riposte.

You can see that there are a few frames where Verfire ready is gained from Verflare while the Embolden stack still says 5. At the point the proc is added, the damage has already been calculated, and Verflare has already snapshotted your buff bar at the time when the animation begins.

At a glance, this seems like a pretty good idea since those 3 skills are the strongest hitting moves in your kit. Well actually, the answer is yes.

However, depending on how you use Swiftcast, it may also result in a DPS loss. Observe this google spreadsheet. Credits for these tables go to Bella Belmont of Cactuar. She originally made them and did all the boring math, I just took it and used it to show more scenarios.

Go ahead and make a copy of this sheet and plug in your own GCD values to see how to best use Embolden for yourself. In order to ensure everything lines up well, coordinate with your raid members on what point of the fight you want to all simultaneously use your buffs.

We will go more in depth with this in the opener section. Best in Slot Gearset: Explanation by Nemekh the Math Warlock: Gearing as in Stormblood as a dps has changed quite a bit due to the removal of accuracy requirements and replacing the accuracy stat with a new stat — Direct Hit.

This has given us a situation where we now have 4 viable stats that all result in a gain in dps. So what gives us the best mix? The answer to that is especially tricky for this raid tier and depends not only on your current stats but also your available gear options! Spell speed is the hardest to solve for since its overall impact on GCDs can vary per player with clipping delays and latency but also how quickly you can burn through your MP.

Until robust simulations are completed, the current approach is to try and simplify sps by picking a suitable GCD value or the lowest GCD value gear can offer in order to maximise the rest. Then we solve for crit, det and dh by using their expected damage multipliers. This process resulted in the current BiS for Deltascape.

The math surrounding what stats become better when is tricky because of what we refer to as substat tiers i. When you keep all that in mind it becomes a bit messy. What helps is referring to sheets such as this: We can get the total effective damage multiplier by multiplying together the results of the three core substats by using their expected damage formula calculations: Assuming a 10, damage nuke, expected damage becomes 12, Assuming a 10, damage nuke, expected damage becomes 15, Assuming a 10, damage nuke, expected damage becomes 14, As you can see, the maximal DH build maths out to a lower result than the current bis.

However in a non buff situation they are really close. There are many many substat combinations with different results! As we progress in the expansion we will expect to be even heavier on Crit, than DH and Det. Especially when the difference between BiS with BiS melds against e. Happy farming and good luck on your parses! This section will provide all the mathematical proof that will back any decision making covered in the rest of this guide.

If you are not interested in seeing proof of concept and instead want to just go on to seeing which options are optimal, you can skip this section. Observe this half hour striking dummy parse: The main thing I would like to point out here is the total damage contribution of your oGCDs.

These 4 oGCDs make up This means that Spell Speed does not affect For this parse, I stood with my back against a wall so that even if I used Displacement I would still be in melee range in order to pad my Auto Attack damage. Auto Attacks still only came out to be 0. Riposte is on a 1. This is assuming no spell speed, but even with 2. Here is a table of your single target damage moves sorted by PPS.

As you can see, the PPS values for the Enchanted melee skills are the same no matter what your recast is, because your spell speed does not affect the recast of your melee skills. Enchanted Riposte alone should be considered significantly stronger than any of your casted spells , and so even when doing a level synced dungeon where you only have access to Enchanted Riposte, spamming that is still a DPS gain. The following table contains data for all kinds of math based on Mana: Because the melee combo takes up your GCD, we need to calculate how much more potency you are gaining over casting your regular spells within the duration of your melee combo.

At BiS your recast is 2. Divide that by Mana cost of the melee combo and we get 3. The melee combo finisher returns 21 mana, effectively reducing the cost of the melee combo by Dividing this number by Mana yields a result of 4. The maximum and optimal amount of Mana we can gain from Manafication is doubling Mana at 50 Divide this by our BiS recast and we have an average of 4. Using Manafication here will only grant 60 Mana. If we were to instead hold it until we are 50 50 again, it would take a certain amount of time.

To reach 50 50 we need to generate 99 Mana. Add that onto our initial 7. Every second Manafication is off cooldown we are losing 0. Using Manafication at 50 50 rather than 70 70 will result in 40 more Mana generated. Thus the net gain in Mana we achieved with holding on to Manafication is approximately At 64 64, the amount of Mana we gain using Manafication here is 72, 28 lower than the optimal usage.

This means that 64 64 Mana is the absolute latest you can pop Manafication in order for it to be a gain. Will this be available in pdf form, love to have a copy on my tablet. Thanks for the incredible work you put into it! Currently the plan is to include this in our next issue Jan 1st , so the PDF version should be added here then. Verholy is definitely better, but besides that small mis-step, i love it. What gear is being worn in that last picture? I am a little confuse at the usage of swiftcast as you mentioned during the 7 skills.

The first one I did it and was only generated 36 on both white and black not 60 total mana generated or am I not understanding how that works? Thanks again in advance. Managing Mana and Procs: Use this no matter what even if it means overwriting a proc. Use Impact and Swiftcast to fish for additional procs.

Prioritize using Impact over Swiftcast when fishing for procs.

Weaver 0 to 5: the Beginnings!

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