As far as waiting to use OGCDs, I find that a good example is Reaper's Arcane Crest. It has a cooldown, but it's available for every standard raid wide damage attack (unless there are multiples). There's no reason to save it. Use it every time for the damage cushion and heal. Might not need it to survive, but why not use it. It's there every time. The same applies to Feint. It has a cooldown, but it's always up for Tankbusters, so there's no reason to save it in most cases.
Same with Radiant Aegis on new Summoner. 9 times out of 10, it's just extra shield on top of whatever your healers are doing for raid wides or group mechanics, but there really isn't a reason NOT to press it, since you get 2 charges and it refreshes quickly. It can also come in clutch if you've recently been rezzed and the boss is getting ready to nuke the arena after the post-raise invuln wears off. (I survived with 117hp, not even close)
The 2m OGCDs have a little more wiggle room to justify waiting- things like Battle Litany, Bunshin, Battle Voice, or Ley Line. Sometimes it's worth holding them on a raid or dungeon mob because it won't be back up in time for an ideal opener on the next boss. Figuring that out comes with a little practice though.
I've watched a lot of people react to this video, and it has really surprised me just how many people never knew before watching it that you get a huge DPS Down debuff from being raised. I think the game needs to do something to make it more obvious to people. I was thinking about it, and I realized that the reason I knew about it from the start was that I came to this game from FFXI, where there are even harsher penalties for being raised, so when I came here I immediately checked to see what effect it had. (For anyone curious: in FFXI, you actually lost exp whenever you died, to the point where you could actually level down. They lowered these exp penalties a few times over the course of the game's life, but it was never fully taken away. When raised, you got back some of the lost exp, depending on what raised you, with some sources giving back more than others. When raised, you had a Weakness debuff, which gave a whole plethora of bad effects. Your max HP and MP were reduced to about 25%, you had a huge Slow effect, increasing your cast times and recast times to double what they'd normally be, and making your melee attacks twice as slow. Then, like in XIV, if you died again while you had that debuff, you'd get "Double Weakness", which had all the effects of normal Weakness with the additional effect that ranged and magic accuracy/attack were reduced to 0. Oh, and the duration on both was 5 minutes, rather than the 1 minute of XIV's version.)
I seriously had no clue!! FFXIV is my first final fantasy game that I’ve really gone in depth with. I have to thank Jocat for letting me know cause I was just dying all the time not know what was at stake 🤣🤣
This should be the mandatory video for literally every player to watch as a tutorial, period xD
I agree!!
The entire series
As far as waiting to use OGCDs, I find that a good example is Reaper's Arcane Crest. It has a cooldown, but it's available for every standard raid wide damage attack (unless there are multiples). There's no reason to save it. Use it every time for the damage cushion and heal. Might not need it to survive, but why not use it. It's there every time. The same applies to Feint. It has a cooldown, but it's always up for Tankbusters, so there's no reason to save it in most cases.
Same with Radiant Aegis on new Summoner. 9 times out of 10, it's just extra shield on top of whatever your healers are doing for raid wides or group mechanics, but there really isn't a reason NOT to press it, since you get 2 charges and it refreshes quickly. It can also come in clutch if you've recently been rezzed and the boss is getting ready to nuke the arena after the post-raise invuln wears off. (I survived with 117hp, not even close)
The 2m OGCDs have a little more wiggle room to justify waiting- things like Battle Litany, Bunshin, Battle Voice, or Ley Line. Sometimes it's worth holding them on a raid or dungeon mob because it won't be back up in time for an ideal opener on the next boss.
Figuring that out comes with a little practice though.
I've watched a lot of people react to this video, and it has really surprised me just how many people never knew before watching it that you get a huge DPS Down debuff from being raised. I think the game needs to do something to make it more obvious to people. I was thinking about it, and I realized that the reason I knew about it from the start was that I came to this game from FFXI, where there are even harsher penalties for being raised, so when I came here I immediately checked to see what effect it had.
(For anyone curious: in FFXI, you actually lost exp whenever you died, to the point where you could actually level down. They lowered these exp penalties a few times over the course of the game's life, but it was never fully taken away. When raised, you got back some of the lost exp, depending on what raised you, with some sources giving back more than others. When raised, you had a Weakness debuff, which gave a whole plethora of bad effects. Your max HP and MP were reduced to about 25%, you had a huge Slow effect, increasing your cast times and recast times to double what they'd normally be, and making your melee attacks twice as slow. Then, like in XIV, if you died again while you had that debuff, you'd get "Double Weakness", which had all the effects of normal Weakness with the additional effect that ranged and magic accuracy/attack were reduced to 0. Oh, and the duration on both was 5 minutes, rather than the 1 minute of XIV's version.)
I seriously had no clue!! FFXIV is my first final fantasy game that I’ve really gone in depth with. I have to thank Jocat for letting me know cause I was just dying all the time not know what was at stake 🤣🤣
Great video reaction!
EVERYONE DOES DPS!
ALWAYS use your OGCDS!!!!!!!
ALWAYS
You look like Lana Del Rey
Thank you!!