The point about developers forgetting about low level content seems a bit on the nose when they seemingly just forgot that black mage doesn't start with umbral soul and can't easily get mana before then.
@@NoBuddy89 Yes, but they could have changed it and removed Transpose. It's a massive bait for anyone to play that way for like 10 hours, only to then have to un-learn that gameplay completely for the rest of their experience, except for low-level levelling DRs. BLM just feels so all-over-the-place with its design, like you took an idea, and then gradually modified bits and pieces for 14 years without much regard for the whole.
@NatiiixLP removing transpose is a terrible idea, it's useful even at level 100 (AF1 F3P, swapping to ice during downtime, recovery line to keep enochian, movement rotation)
The real big oversight as kpsla mentioned is that before the rework, just transposing into umbral ice was enough to recover mp faster. With the rework, umbral soul is needed for that, so I would personally say it would have made sense for umbral soul to be learned even sooner than 35! 😅
@@penguinvader7057 It is, because the job is designed that way, but it shouldn't be. You should instead have something like SAM, where you'd effectively reset by dropping stance completely and refilling your mana.
my favorite is WAR below level 26. because you unlock berserk at level 6 but only have 1-2 of your 1-2-3. so you want to use 1, then berserk, then 2 then 1 then 2. this ensures you get two of your berserk charges on maim (340 potency) instead of on heavy swing (220)
i'd go off the record to say war is cursed across the board until they gain inner release and beast gauge generation for mythril tempest. berserk is incredibly annoying to work with since it starts off with your 212 combo, once you get 3 it's 123 but then once you gain beast gauge it's double inner beast + path. you don't get beast gauge from steel cyclone until 74 so it's mostly a 212 combo for berserk until you gain steel cyclone, which case it's 12 steel cyclone/decimate which changes to a double cyclone/decimate with tempest. at 50+ it's then possible to triple inner beast/fell cleave. unfortunately the way the class is built you generate 100 beast gauge a little too early so you have to hold it for the burst or lose out on a inner beast/fell cleave or allow berserk to drift from the 1 minute timer.
This was an interesting one. I had noticed the power of Jolt at those levels and used it a few times. On the other hand, damage output depends on smooth execution of a rotation, which often depends on muscle memory. I decided developing a bad habit I would have to break later wasn’t worth the small gain, so I mostly stayed with the standard rotation, while keeping the possibility of using Jolt in the back of my mind. Thank you for a nice video with something to think about, and have a wonderful holiday season!
I wish you a happy holiday season as well! I do think unless you are saddling up to do something like an ultimate where the damage difference really might matter, it might not be worth the potential muscle memory breaking Indeed! 😂
One level range that I think really takes the cake compared to most of those mentioned in the video: SAM's Iaijutsu at level 35-49. Sub-30, SAM doesn't have stickers, so nothing to note. At 30 (really 34, in Brayflox), the only way to generate a sticker is a ST combo, and you can only use it for a ST Iaijustu, so no problems. At 35 (37 in Qarn), you get a sticker with AoE. That you will only use in ST. Hooray? I guess it can be a slight gain for engaging a boss with. At 40 (Cutter's Cry and Stone Vigil), your ST can get you a 2nd sticker. That is meant for AoE, and is just under 10% gain (300 pot vs 273.3 average pot) on 1 compared to just ST combos, assuming all positionals are hit. But if you want AoE Iaijutsu, you have to dip into a ST combo. Probably only worth if you are already doing that ST combo for the buff. At 45 (Dzaelmel and Aurum), ST is the same jank as 40, but AoE is working properly now. Only at 50 do you get your 3rd ST combo and thus Midare for a more intuitive ST rotation. I'm guessing this didn't make the list because you technically don't "level" SAM in that range?
I enjoy the ARR locked SCH rotation because Broil is a job quest, but you can get Art of War up to 165 well before you get to Heavensward. AoE being a gain on 1 even without melee smacks is goofy. Scholar is goofy.
Not quite the thing you are going for but art of war can remain a gain on 1 even at max level because it doesn't turn your character to do an aoe compared to a normal single target cast that your character has to face the target to cast. This comes up in scenarios where you get gaze mechanics and such where you need to look away from your target for the mechanic but still want to keep your gcd rolling so in comes art of war for the gain on 1.
I know the argument is always 'the game is designed around current top end content, of course they don't care about how the classes play at every level range', but like. The thing that always gets me about this kind of thing is that genuinely all you need to not have this problem (and it *is* a problem, everyone has to level these jobs, and that is time to be Taught Incorrectly, unless you pay literal money to skip it) is to have like... one guy on the team who knows how to play this game and is halfway decent at math, in the position of taking like a couple days per job tops staring at numbers and loading into instances to catch stuff like 'Monk's level 50 capstone does legitimately less than nothing when you first get it and that feels super weird'. It would not actually be a perceptible investment at all whatsoever to pay One Guy like 200 bucks and a meat lovers pizza and suddenly we'd probably have half as much of this across the entire game, but instead we live in the freak world where it took as long as it did for Black Mage to become a baseline-functional job below level 74 for some reason. Reminder that you can start the game picking Thaumaturge btw.
200 bucks and a pizza is maybe lowballing it, but I get the sentiment and I agree! 😂 Surely they could have one guy on the balance team take a go through the various jobs to be sure they make sense at the various levels! 🤣
Them designing classes only for the level cap just really annoys me since 90% or more of the game's content is stuff not at the level cap, so every now and again they make a change that while not so bad at max level, it contribute to the empty feeling that some classes have at lower levels (70 and under in this case mainly)
@robertomacetti7069 it's a pretty funny one! The 800 potency only goes to the primary target though and secondaries just take 200, still impressive, but aside from it typically completely obliterating the primary target, machinist is actually really close too! In fact... All three ranged physical are pretty crazy in those levels, dancers standard finish just tends to be a real show stopper! 🤣
ninja having TCJ at 70 but no meisui until 72 means that in level 70 ultimates, it's better to go dokumori -> early TCJ -> delayed trick attack instead of using it in your trick window (or tcj even earlier, and have it outside of buffs entirely)
Well that's kinda how it worked back in 4.x where you'd use tcj to trick attack, I think it was rarely ever worth it to tcj doton back then unless you needed to hold trick another 20s or something
Summoner skipping emerald rites because they are worse than ruin in I forgot what level range will always be my favorite And skipping the entire Garuda summon because is less damage until there are 6 enemies or something too I guess
I do have something, but for that, we need to go back to Shadowbringer, there is a small quirk with PLD from 56 to 59 Back then, goring blade was a alternate end to the main combo, trading base potency for a beefy dot, but before you get Royal authority, Goring Blade's base potency was actually higher than Rage of Halone's (390 against 350), which mean that during that level range, it would be better to just spam goring blade and overwrite the dot every time until 60 where Rage get upgraded to Royal authority and its 550 potency Then Endwalker happened and Gorring blade got it's potency kicked down to 250 before the 6.3 rework where it was turned into 60s cd big hit
I do remember this! It was extra weird because due to dot snapshotting there was a bit of a discussion on whether it was better to use rage of halone if the existing dot had the bonus from fight or flight! 🤣
i Love the mention of the spell speed level 70 summoner. i've been having a lot of fun in uwu reclears/kffs etc just seeing how low i can get my gcd. with the latest dawntrail raid food i've managed to go as low as 2.10 in uwu, but the same set only gets to 2.12 in ucob! the funny part is 2.10 makes double weaving physically impossible (on my ping), but with 2.12 it's just barely possible. 2.12 is also extremely tight to fit in the 7th astral impulse and will fail with any clipping, but 2.10 is naturally more lenient! side note: while typically at 70 in sps gear you simply wouldn't have used emerald ruin, with the 2.12> gcd using one single emerald ruin will line up your gcd to let you summon bahamut exactly on cooldown every time. the more you know!
more cursed red mage stuff. Till lvl 62 (I think), verthunder/aero 2 beats jolt on 2, but Scatter loses to verthunder/aero 1 (even with Acceleration). fire/stone also beats verthunder/aero 2, making the optimal combo here very fluid. The main reason why this one is useful to know is the Alexander raid series have a few times where there two bosses up.
Yeah that is true! Red mages early levels are really wacky on aoe! At level 66 with impact your optimal 2 target rotation i believe is jolt and impact! 🤣
I know there's a window for RDM where AoE ends up being Jolt 2 > Impact on 2, because the "fast AoE" was slightly less potency on two targets than a single Jolt2. Looking at the current numbers, it's... 62-100... :/ (because Jolt 3 still ends up being a gain on 2 over VerAero/Thunder 2, and when you get Jolt3, Aero/Thunder 2 become equal to Jolt2 on 2 targets)
I forget if you've put it in a video yet, but BLM has the cursed AOE rotation from level 58-100 that it's optimal to simply never cast Blizzard II. Casting Freeze in UI1 is enough mana and Umbral Hearts for two Flares, so even if you have to clip your GCD with Transpose that's better than spending time casting a 56/70 potency spell.
As tcoren mentioned, I put it in this video, which was a while ago, so since that video, this weird transpose rotation has gotten even better th-cam.com/video/89wbPRKWPuQ/w-d-xo.htmlsi=5iYsyjCbnNjWWSeM
With the RDM thing, I initially thought of it as. Procs generate 1 more mana. You need 50 mana to perform a melee combo. So you would need to be able to cast 50 procs for it to be worth it. Then it become a question of if a fight lasts long enough to actually get the extra melee combo.
Procs generate 1 mana. But you need 2 times 50 mana for a melee combo. 😊 The reason the math becomes so much more complicated is because usually you'll end a fight with excess. So if for instance you end the fight on 35 / 27, then a combination of 15 + 23 procs would have led to a melee combo too 😁 but yes it gets really awkward because you can't know that until after the fight is already over. The reason why it is necessary to math it like this is also simply because a full melee combo is less damage than you would lose using 100 procs! 🤔😅
Not quite the same thing but shoutout to things like the Blade of Valor combo and Hyosho Ranryu for making you hit a different button to do exactly the same thing as before.
Never forget that low level Lancer/Drg used to have Impluse drive spam be a gain of 10 potency per gcd over True Thrust -> Vorpal Thrust. Was like that until they took out Impulse Drive entirely.
Yeah i got aurum vale today for leveling. Was kind of shock i didn't have the strenght boost on single target. Made for a weird opener for me learning the job
Indeed! In fact, since flares cast time was reduced to just 3 seconds, it's even worth it to just finish your fire state with it as it is in that level range (although of course swiftcast is slightly better! 😁)
NIN has a weird rotation for exactly 2 levels, but unfortunately, it's levels that encompass ultimates, so I know it all too well From 70-71, it's a gain in potency to use Ten Chi Jin after Dokumori, doing the usual Fuma/Raiton/Suiton chain to gain the Shadow Walker buff necessary to use Trick Attack. I'm not entirely sure on the math behind it, but I do know that a part of it comes from the fact that you don't have Meisui to get rid of the Shadow Walker buff for bonus ninki, and therefor its only use is to use TA. But as soon as you hit level 72, it becomes a gain to push TCJ back behind TA for the exact reason mentioned with Meisui
6:58 You say *not* using perfect balance is still not worth it, do you mean using it is not worth it? Overall I'm quite confused and still mixing up EW and DT monk at
Yea that's what I meant 😅 without blitz it is not worth using if the after shock of having to restart from no form is happening. I believe the reason icy veins may not have been updated can be a combination of an oversight, it is rather weird that it is this bad and if you don't look closely it isn't very clear. 😊 The level 54 Chakra upgrade closes the gap slightly, but as you level up and get the potency boosts to the various gcds, you'll notice that bootshine gets about the same upgrades as the other gcds, except boot is always critting 😊 so in other words as you level up, bootshine becomes better and better, but at these lower levels, demolish snap is slightly better, and perfect balance just is kinda bad in general! 😊
@@CaetsuChaijiCh Thanks for the response! Does there come a point where the bootshine set becomes better than the demolish set, or is it safe for me to always use formless fist on the demolish set?
@Cloud7050 as you level up, bootshine will gradually become better and better so it is generally recommended to *always* prioritize the dragon kick and bootshine set, for future muscle memory. 😊
@Cloud7050 with a little more thought on this, I would say, once you get forbidden Chakra, there could be an argument that the power difference between demo snap, and dragon kick bootshine, is so small, that the higher consistency of the bootshine option is preferable as well. However from memory, I am pretty sure there is a strict potency boost at around... 74 or so? That should make boot and kick strictly better. But I don't recall exactly. My advice still stands that using dragon kick and bootshine preferably for blitz at 60+ when doing same form combos is probably the better choice! 🤔😊
the big thing missing here is the absolute mess that is BLMs aoe, fire2/ice 2 are so comedically low that you do anything to not use them, you'd rather clip out your ass using transpose so you can just alternate freeze and flare
I actually skipped over this one because I covered it in a similar video much closer to the start of the expansion! 🤣 This one: th-cam.com/video/89wbPRKWPuQ/w-d-xo.htmlsi=ANBKR_lE4RuziXeh
For BLM, freeze is a gain on 3, high thunder II is a gain on 2, flare is a gain on 2, and a whole bunch of jank elsewhere in the kit related to attacking 2 targets. There is also fire and blizzard II being a gain on an extremely large number of enemies.
Fire 2 and blizzard 2 are so awkward, as they are still dealing with a balance issue at high level where it is actually better to not use them at all and use transpose for switching instead! Possibly one of the wackiest!
Had it not been for the change with umbral soul, I would have listed BLM having to drop the enochian/soul timer during downtime and between fights just so it could regen mp, which was massively bad game design especially since it would have lasted from levels 1-76.
Only sort of cursed since this was already true with swiftcast, but with patch 7.1 reducing Flare's cast time to 3 seconds from 4, Flare is now a very slight gain on 1 (only as the very final fire cast before switching to ice phase for mana regen) from 50-59 before you have Fire IV. Fire I is 180/2.5 = 72 potency per second, Flare is 240/3 = 80. Once you unlock Fire IV it's both a faster cast and higher potency than Flare (unless you have >=800 to cast Flare but
I haven't done the deeper math on it, but I believe flare as the final spell is worth it on single target until you get despair. Once you get F4 the important part is that flare must not replace a F4, as you mentioned. The idea is that flare IS an above average potency spell, which is something kind of wacky black mages specifically deal with: including it increases your overall average potency per second, hence it is worth using.... Probably! 🤣
I might be stupid, but how come that you are using bootshine/dk in higher levels with perfect balance? What makes ot better there, besides the more guarenteed chakra generation
At level 60+ masterful blitz is a payoff that does a lot more damage that actually also gives you formless fist so the drawback of perfect balance is removed. Another thing is that most of the potency upgrades as you level up evenly increase the potency of every one of the gcds by the same amount, but because bootshine is guaranteed to crit, it gradually moves further and further ahead. Once masterful blitz is learned some part of it might start to make more sense specifically 😊
Opo buttons do the most damage. The goal is to time the other two stances' buffs to stay up just barely long enough to do as many opo buttons as possible during 1 or 2 PBs.
@fortidogi8620 welcome to dawntrail! twin snakes no longer grants a damage buff, and demolish no longer applies a dot 😊 But yes as we level up, opo takes the lead, but it has nothing to do with buff maintenance and everything to do with guaranteed crits!
Blm has no reason to cast Blizzard 2 nor fire 2 in aoe after learning freeze and being able to hold umbral hearts. Not quite leveling related as it's still true for lv 100 but yea 😅
Some of these are so cursed it makes you wonder if they play their own game sometimes lol, but I guess they focus on the future and not the past with their balance efforts. A shame since people have to get to higher levels to be there, and what on earth are they teaching you if you’re paying any attention while doing so? 😂
Well one things for certain, this nonsense quickly teaches you to really pay attention, because whether something makes sense or not matters not on whether it is good or not! 😂
ninja bettwens the ranges of 70-71 is optimal in using Ten Chi Jin in order to prep suiton. Which now in the days of free movment TCJ is not a bad thing but back in EW trying to line up burst with everyone else during Ultimate annihlation was almost impossible since you needed to stand still for about 4ish seconds
for me its always been the inconsistencies with AOE gain that trigger me the most, im WAR main and all these different gain and losses is getting really annoying really quickly, like how decimate is gain on 4 while chaotic cyclone is gain on 3, i dont even remember when was the 1-2 combo on WAR gain anymore since its so bad, it does so pathetic damage that i think doing 1-2-3 is more valuable even with 4 targets i think, but when you have inner beast and steel cyclone on level sync then steel cyclone is gain on 2, its so inconsistent that i dont care anymore, cuz like the devs clearly do not care so why bother
Switching to aoe on three targets is generally pretty reliable! The cases where it's 4 or in some cases 2, are more the outliers, and if you don't want to think too hard on it 3 is fine most of the time 😊 I would also say that aoe being optimal on a strict 3 targets across the board for most jobs, like it was back in endwalker almost feels sterilized! Although the thing about resource generation from the aoe combo not being there until level 74 I absolutely agree is ridiculous!
I would never recommend cursed rotations to a new player to "min/max" leveling content. Best to learn how to play the job how it's "logically" supposed to play since new abilities down the road will expand onto it.
That's also why in most cases my guides emphasize what you're supposed to do rather than these things (like teaching to use perfect balance before 60 because it might be weird otherwise!) I'd say it all depends on the individual, and how cursed the optimal rotation is. Some players can absolutely handle it, and might find it entertaining to play weird for some levels, others might find it devastating!
The point about developers forgetting about low level content seems a bit on the nose when they seemingly just forgot that black mage doesn't start with umbral soul and can't easily get mana before then.
transpose was the way to play even before the changes until you got Blizzard 3 at 35. Which is now the level you get umbral soul at so... Moot point.
@@NoBuddy89 Yes, but they could have changed it and removed Transpose. It's a massive bait for anyone to play that way for like 10 hours, only to then have to un-learn that gameplay completely for the rest of their experience, except for low-level levelling DRs. BLM just feels so all-over-the-place with its design, like you took an idea, and then gradually modified bits and pieces for 14 years without much regard for the whole.
@NatiiixLP removing transpose is a terrible idea, it's useful even at level 100 (AF1 F3P, swapping to ice during downtime, recovery line to keep enochian, movement rotation)
The real big oversight as kpsla mentioned is that before the rework, just transposing into umbral ice was enough to recover mp faster. With the rework, umbral soul is needed for that, so I would personally say it would have made sense for umbral soul to be learned even sooner than 35! 😅
@@penguinvader7057 It is, because the job is designed that way, but it shouldn't be. You should instead have something like SAM, where you'd effectively reset by dropping stance completely and refilling your mana.
my favorite is WAR below level 26. because you unlock berserk at level 6 but only have 1-2 of your 1-2-3. so you want to use 1, then berserk, then 2 then 1 then 2. this ensures you get two of your berserk charges on maim (340 potency) instead of on heavy swing (220)
On the bright side it is relatively easy to manage to get it right! 😅😁
i'd go off the record to say war is cursed across the board until they gain inner release and beast gauge generation for mythril tempest. berserk is incredibly annoying to work with since it starts off with your 212 combo, once you get 3 it's 123 but then once you gain beast gauge it's double inner beast + path. you don't get beast gauge from steel cyclone until 74 so it's mostly a 212 combo for berserk until you gain steel cyclone, which case it's 12 steel cyclone/decimate which changes to a double cyclone/decimate with tempest. at 50+ it's then possible to triple inner beast/fell cleave. unfortunately the way the class is built you generate 100 beast gauge a little too early so you have to hold it for the burst or lose out on a inner beast/fell cleave or allow berserk to drift from the 1 minute timer.
But if Summoner skips summoning Garuda they can't jump around for an extra 12 or so seconds per minute, that goes against the very nature of Summoners
"I need to Garuda to live my ranged physical dream!"
@@RagnarokiaNG big fat mood I love pretending to be a bard
This was an interesting one. I had noticed the power of Jolt at those levels and used it a few times. On the other hand, damage output depends on smooth execution of a rotation, which often depends on muscle memory. I decided developing a bad habit I would have to break later wasn’t worth the small gain, so I mostly stayed with the standard rotation, while keeping the possibility of using Jolt in the back of my mind. Thank you for a nice video with something to think about, and have a wonderful holiday season!
I wish you a happy holiday season as well!
I do think unless you are saddling up to do something like an ultimate where the damage difference really might matter, it might not be worth the potential muscle memory breaking Indeed! 😂
One level range that I think really takes the cake compared to most of those mentioned in the video: SAM's Iaijutsu at level 35-49.
Sub-30, SAM doesn't have stickers, so nothing to note.
At 30 (really 34, in Brayflox), the only way to generate a sticker is a ST combo, and you can only use it for a ST Iaijustu, so no problems.
At 35 (37 in Qarn), you get a sticker with AoE. That you will only use in ST. Hooray? I guess it can be a slight gain for engaging a boss with.
At 40 (Cutter's Cry and Stone Vigil), your ST can get you a 2nd sticker. That is meant for AoE, and is just under 10% gain (300 pot vs 273.3 average pot) on 1 compared to just ST combos, assuming all positionals are hit. But if you want AoE Iaijutsu, you have to dip into a ST combo. Probably only worth if you are already doing that ST combo for the buff.
At 45 (Dzaelmel and Aurum), ST is the same jank as 40, but AoE is working properly now.
Only at 50 do you get your 3rd ST combo and thus Midare for a more intuitive ST rotation.
I'm guessing this didn't make the list because you technically don't "level" SAM in that range?
I enjoy the ARR locked SCH rotation because Broil is a job quest, but you can get Art of War up to 165 well before you get to Heavensward. AoE being a gain on 1 even without melee smacks is goofy. Scholar is goofy.
Not quite the thing you are going for but art of war can remain a gain on 1 even at max level because it doesn't turn your character to do an aoe compared to a normal single target cast that your character has to face the target to cast. This comes up in scenarios where you get gaze mechanics and such where you need to look away from your target for the mechanic but still want to keep your gcd rolling so in comes art of war for the gain on 1.
Thanks Cae! I wanted a headache for Christmas and this video sure delivered! lol
Santa Cae brings brain hurting math as presents! 🤣
I know the argument is always 'the game is designed around current top end content, of course they don't care about how the classes play at every level range', but like. The thing that always gets me about this kind of thing is that genuinely all you need to not have this problem (and it *is* a problem, everyone has to level these jobs, and that is time to be Taught Incorrectly, unless you pay literal money to skip it) is to have like... one guy on the team who knows how to play this game and is halfway decent at math, in the position of taking like a couple days per job tops staring at numbers and loading into instances to catch stuff like 'Monk's level 50 capstone does legitimately less than nothing when you first get it and that feels super weird'. It would not actually be a perceptible investment at all whatsoever to pay One Guy like 200 bucks and a meat lovers pizza and suddenly we'd probably have half as much of this across the entire game, but instead we live in the freak world where it took as long as it did for Black Mage to become a baseline-functional job below level 74 for some reason. Reminder that you can start the game picking Thaumaturge btw.
200 bucks and a pizza is maybe lowballing it, but I get the sentiment and I agree! 😂 Surely they could have one guy on the balance team take a go through the various jobs to be sure they make sense at the various levels! 🤣
Them designing classes only for the level cap just really annoys me since 90% or more of the game's content is stuff not at the level cap, so every now and again they make a change that while not so bad at max level, it contribute to the empty feeling that some classes have at lower levels (70 and under in this case mainly)
@@CaetsuChaijiCh somebody mentioned dancers dominating sastasha with their 800 potency aoes?
@robertomacetti7069 it's a pretty funny one! The 800 potency only goes to the primary target though and secondaries just take 200, still impressive, but aside from it typically completely obliterating the primary target, machinist is actually really close too! In fact... All three ranged physical are pretty crazy in those levels, dancers standard finish just tends to be a real show stopper! 🤣
ninja having TCJ at 70 but no meisui until 72 means that in level 70 ultimates, it's better to go dokumori -> early TCJ -> delayed trick attack instead of using it in your trick window (or tcj even earlier, and have it outside of buffs entirely)
Yikes!
Well that's kinda how it worked back in 4.x where you'd use tcj to trick attack, I think it was rarely ever worth it to tcj doton back then unless you needed to hold trick another 20s or something
Summoner skipping emerald rites because they are worse than ruin in I forgot what level range will always be my favorite
And skipping the entire Garuda summon because is less damage until there are 6 enemies or something too I guess
at the very least this is what summoner does in UWU
I do have something, but for that, we need to go back to Shadowbringer, there is a small quirk with PLD from 56 to 59
Back then, goring blade was a alternate end to the main combo, trading base potency for a beefy dot, but before you get Royal authority, Goring Blade's base potency was actually higher than Rage of Halone's (390 against 350), which mean that during that level range, it would be better to just spam goring blade and overwrite the dot every time until 60 where Rage get upgraded to Royal authority and its 550 potency
Then Endwalker happened and Gorring blade got it's potency kicked down to 250 before the 6.3 rework where it was turned into 60s cd big hit
I do remember this! It was extra weird because due to dot snapshotting there was a bit of a discussion on whether it was better to use rage of halone if the existing dot had the bonus from fight or flight! 🤣
@@CaetsuChaijiCh I did not remember that snapshotting part! The leveling optimization rabbit hole just keep on going it seems XD
i Love the mention of the spell speed level 70 summoner. i've been having a lot of fun in uwu reclears/kffs etc just seeing how low i can get my gcd. with the latest dawntrail raid food i've managed to go as low as 2.10 in uwu, but the same set only gets to 2.12 in ucob! the funny part is 2.10 makes double weaving physically impossible (on my ping), but with 2.12 it's just barely possible. 2.12 is also extremely tight to fit in the 7th astral impulse and will fail with any clipping, but 2.10 is naturally more lenient!
side note: while typically at 70 in sps gear you simply wouldn't have used emerald ruin, with the 2.12> gcd using one single emerald ruin will line up your gcd to let you summon bahamut exactly on cooldown every time. the more you know!
more cursed red mage stuff. Till lvl 62 (I think), verthunder/aero 2 beats jolt on 2, but Scatter loses to verthunder/aero 1 (even with Acceleration). fire/stone also beats verthunder/aero 2, making the optimal combo here very fluid. The main reason why this one is useful to know is the Alexander raid series have a few times where there two bosses up.
Yeah that is true! Red mages early levels are really wacky on aoe!
At level 66 with impact your optimal 2 target rotation i believe is jolt and impact! 🤣
I know there's a window for RDM where AoE ends up being Jolt 2 > Impact on 2, because the "fast AoE" was slightly less potency on two targets than a single Jolt2. Looking at the current numbers, it's... 62-100... :/ (because Jolt 3 still ends up being a gain on 2 over VerAero/Thunder 2, and when you get Jolt3, Aero/Thunder 2 become equal to Jolt2 on 2 targets)
That is correct. It boils down to impact is very very very strong! 😂
I forget if you've put it in a video yet, but BLM has the cursed AOE rotation from level 58-100 that it's optimal to simply never cast Blizzard II. Casting Freeze in UI1 is enough mana and Umbral Hearts for two Flares, so even if you have to clip your GCD with Transpose that's better than spending time casting a 56/70 potency spell.
Pretty sure he did
Found it, it's in "five weird dawntrail rotations"
As tcoren mentioned, I put it in this video, which was a while ago, so since that video, this weird transpose rotation has gotten even better th-cam.com/video/89wbPRKWPuQ/w-d-xo.htmlsi=5iYsyjCbnNjWWSeM
there are too many numbers for me to understand but this was still very entertaining
I'm glad you found it entertaining! 😄
Happy festivities to Cae and everyone!
Happy holidays!
With the RDM thing, I initially thought of it as. Procs generate 1 more mana. You need 50 mana to perform a melee combo. So you would need to be able to cast 50 procs for it to be worth it. Then it become a question of if a fight lasts long enough to actually get the extra melee combo.
Procs generate 1 mana. But you need 2 times 50 mana for a melee combo. 😊
The reason the math becomes so much more complicated is because usually you'll end a fight with excess. So if for instance you end the fight on 35 / 27, then a combination of 15 + 23 procs would have led to a melee combo too 😁 but yes it gets really awkward because you can't know that until after the fight is already over. The reason why it is necessary to math it like this is also simply because a full melee combo is less damage than you would lose using 100 procs! 🤔😅
Not quite the same thing but shoutout to things like the Blade of Valor combo and Hyosho Ranryu for making you hit a different button to do exactly the same thing as before.
Never forget that low level Lancer/Drg used to have Impluse drive spam be a gain of 10 potency per gcd over True Thrust -> Vorpal Thrust. Was like that until they took out Impulse Drive entirely.
Yep, I think it covered level 6-25 since full thrust came in at 26! 😂
Yeah i got aurum vale today for leveling. Was kind of shock i didn't have the strenght boost on single target. Made for a weird opener for me learning the job
I like how on blm up until you get f4 you can f3 proc + swiftcast flare to end your fire phase.
Indeed! In fact, since flares cast time was reduced to just 3 seconds, it's even worth it to just finish your fire state with it as it is in that level range (although of course swiftcast is slightly better! 😁)
I would include having to use lucid dreaming on black mage below level 35 for MP regen. So cursed.
NIN has a weird rotation for exactly 2 levels, but unfortunately, it's levels that encompass ultimates, so I know it all too well
From 70-71, it's a gain in potency to use Ten Chi Jin after Dokumori, doing the usual Fuma/Raiton/Suiton chain to gain the Shadow Walker buff necessary to use Trick Attack. I'm not entirely sure on the math behind it, but I do know that a part of it comes from the fact that you don't have Meisui to get rid of the Shadow Walker buff for bonus ninki, and therefor its only use is to use TA. But as soon as you hit level 72, it becomes a gain to push TCJ back behind TA for the exact reason mentioned with Meisui
6:58 You say *not* using perfect balance is still not worth it, do you mean using it is not worth it?
Overall I'm quite confused and still mixing up EW and DT monk at
Yea that's what I meant 😅 without blitz it is not worth using if the after shock of having to restart from no form is happening.
I believe the reason icy veins may not have been updated can be a combination of an oversight, it is rather weird that it is this bad and if you don't look closely it isn't very clear. 😊
The level 54 Chakra upgrade closes the gap slightly, but as you level up and get the potency boosts to the various gcds, you'll notice that bootshine gets about the same upgrades as the other gcds, except boot is always critting 😊 so in other words as you level up, bootshine becomes better and better, but at these lower levels, demolish snap is slightly better, and perfect balance just is kinda bad in general! 😊
@@CaetsuChaijiCh Thanks for the response! Does there come a point where the bootshine set becomes better than the demolish set, or is it safe for me to always use formless fist on the demolish set?
@Cloud7050 as you level up, bootshine will gradually become better and better so it is generally recommended to *always* prioritize the dragon kick and bootshine set, for future muscle memory. 😊
@Cloud7050 with a little more thought on this, I would say, once you get forbidden Chakra, there could be an argument that the power difference between demo snap, and dragon kick bootshine, is so small, that the higher consistency of the bootshine option is preferable as well. However from memory, I am pretty sure there is a strict potency boost at around... 74 or so? That should make boot and kick strictly better. But I don't recall exactly. My advice still stands that using dragon kick and bootshine preferably for blitz at 60+ when doing same form combos is probably the better choice! 🤔😊
As a Warrior main, I didn't even know that using Mythril Tempest for the buff was a janky rotation, I was just like "free damage buff, hell yeah".
the big thing missing here is the absolute mess that is BLMs aoe, fire2/ice 2 are so comedically low that you do anything to not use them, you'd rather clip out your ass using transpose so you can just alternate freeze and flare
I actually skipped over this one because I covered it in a similar video much closer to the start of the expansion! 🤣
This one: th-cam.com/video/89wbPRKWPuQ/w-d-xo.htmlsi=ANBKR_lE4RuziXeh
I remember in HW levelling my DRG it was very slightly stronger to just spam Heavy Thrust instead of your 1-2 until you got Full thrust
For BLM, freeze is a gain on 3, high thunder II is a gain on 2, flare is a gain on 2, and a whole bunch of jank elsewhere in the kit related to attacking 2 targets. There is also fire and blizzard II being a gain on an extremely large number of enemies.
Fire 2 and blizzard 2 are so awkward, as they are still dealing with a balance issue at high level where it is actually better to not use them at all and use transpose for switching instead! Possibly one of the wackiest!
Had it not been for the change with umbral soul, I would have listed BLM having to drop the enochian/soul timer during downtime and between fights just so it could regen mp, which was massively bad game design especially since it would have lasted from levels 1-76.
Only sort of cursed since this was already true with swiftcast, but with patch 7.1 reducing Flare's cast time to 3 seconds from 4, Flare is now a very slight gain on 1 (only as the very final fire cast before switching to ice phase for mana regen) from 50-59 before you have Fire IV. Fire I is 180/2.5 = 72 potency per second, Flare is 240/3 = 80. Once you unlock Fire IV it's both a faster cast and higher potency than Flare (unless you have >=800 to cast Flare but
I haven't done the deeper math on it, but I believe flare as the final spell is worth it on single target until you get despair. Once you get F4 the important part is that flare must not replace a F4, as you mentioned. The idea is that flare IS an above average potency spell, which is something kind of wacky black mages specifically deal with: including it increases your overall average potency per second, hence it is worth using.... Probably! 🤣
I might be stupid, but how come that you are using bootshine/dk in higher levels with perfect balance? What makes ot better there, besides the more guarenteed chakra generation
At level 60+ masterful blitz is a payoff that does a lot more damage that actually also gives you formless fist so the drawback of perfect balance is removed.
Another thing is that most of the potency upgrades as you level up evenly increase the potency of every one of the gcds by the same amount, but because bootshine is guaranteed to crit, it gradually moves further and further ahead. Once masterful blitz is learned some part of it might start to make more sense specifically 😊
Opo buttons do the most damage. The goal is to time the other two stances' buffs to stay up just barely long enough to do as many opo buttons as possible during 1 or 2 PBs.
@fortidogi8620 welcome to dawntrail! twin snakes no longer grants a damage buff, and demolish no longer applies a dot 😊
But yes as we level up, opo takes the lead, but it has nothing to do with buff maintenance and everything to do with guaranteed crits!
@CaetsuChaijiCh nooo :( my opos
God I got dzemael dark hold on warrior the other day and remembered the first one was a thing like... at the end of the dungeon. So confusing.
Blm has no reason to cast Blizzard 2 nor fire 2 in aoe after learning freeze and being able to hold umbral hearts. Not quite leveling related as it's still true for lv 100 but yea 😅
Some of these are so cursed it makes you wonder if they play their own game sometimes lol, but I guess they focus on the future and not the past with their balance efforts. A shame since people have to get to higher levels to be there, and what on earth are they teaching you if you’re paying any attention while doing so? 😂
Well one things for certain, this nonsense quickly teaches you to really pay attention, because whether something makes sense or not matters not on whether it is good or not! 😂
ninja bettwens the ranges of 70-71 is optimal in using Ten Chi Jin in order to prep suiton. Which now in the days of free movment TCJ is not a bad thing but back in EW trying to line up burst with everyone else during Ultimate annihlation was almost impossible since you needed to stand still for about 4ish seconds
I read "DKick + Bootshine" as "Dickboot"
I mean power wise it can sometimes feel like that! 🤣
for me its always been the inconsistencies with AOE gain that trigger me the most, im WAR main and all these different gain and losses is getting really annoying really quickly, like how decimate is gain on 4 while chaotic cyclone is gain on 3, i dont even remember when was the 1-2 combo on WAR gain anymore since its so bad, it does so pathetic damage that i think doing 1-2-3 is more valuable even with 4 targets i think, but when you have inner beast and steel cyclone on level sync then steel cyclone is gain on 2, its so inconsistent that i dont care anymore, cuz like the devs clearly do not care so why bother
Switching to aoe on three targets is generally pretty reliable!
The cases where it's 4 or in some cases 2, are more the outliers, and if you don't want to think too hard on it 3 is fine most of the time 😊
I would also say that aoe being optimal on a strict 3 targets across the board for most jobs, like it was back in endwalker almost feels sterilized!
Although the thing about resource generation from the aoe combo not being there until level 74 I absolutely agree is ridiculous!
I really would prefer that rotations come together much earlier in the leveling experience...
I would never recommend cursed rotations to a new player to "min/max" leveling content. Best to learn how to play the job how it's "logically" supposed to play since new abilities down the road will expand onto it.
That's also why in most cases my guides emphasize what you're supposed to do rather than these things (like teaching to use perfect balance before 60 because it might be weird otherwise!)
I'd say it all depends on the individual, and how cursed the optimal rotation is. Some players can absolutely handle it, and might find it entertaining to play weird for some levels, others might find it devastating!
i'm ngl, war is just horrid to play prior to inner release.