a Guide to level 70 Dragoon by Eve Malqir on Ultros
My guide for level 80 Dragoon can be found here.
(jk tho I might update this after 5.0 launch to accommodate the level 70 changes for SB Ultimates reference)
Overview
Dragoon is a very static melee dps Job. You have strict, long combos to execute and timers within those combos that need to be maintained. Unlike other Jobs – especially other melee – which rely upon a priority system for their basic GCD rotation, Dragoon instead has static buttons to press in a specific order with very little variance.
Plugging
If you, the reader, need to contact me, the writer, for any reason at all, feel free to shoot me a message via Discord at Evie#1153. I’m pretty much always on, and will respond asap!
I’m also on Reddit as /u/Igshar, so feel free to bother me there, as well, but I’m often far slower to respond, there.
Now, let’s jump right in!
Global Cooldown (GCD) Actions
These skills all share a recast timer, allowing you to only use one at a time. Stringing them together forms the backbone of every Job in the game.
The Chaos Thrust Combo
This combo is stacked with our piercing debuff skill, Disembowel, and our damage-over-time effect, Chaos Thrust. You want these effects to be active as much as possible, as said piercing debuff increases the power of every offensive action in our arsenal and damage-over-time effects add passive damage to the target.
The Full Thrust Combo
This combo houses our hardest hitting action – Full Thrust – and does nothing more than strict damage output. If both Chaos Thrust and Disembowel are active, this combo should be used.
The Sonic Thrust Combo
This combo is for battles with multiple (read: more than two) enemies. In addition, Sonic Thrust refreshes your Blood of the Dragon timer by 10 seconds, so it can be useful in single-target when you need a quick refresh and either of the above combos would take too long.This is very rarely the case, because the trade in damage is often far too great.
Heavy Thrust
This action exists in a world of its own, but is responsible for a whopping 10% bonus to all damage. You ideally never want it to fall off.
Basic Rotation
Putting together all of the single-target damage buttons gives us one single string of actions. You ideally keep this flowing at all times, with very few special considerations. Additionally, so long as your gcd is longer than 2.10, this rotation is optimal.
Positionals
Several actions in the kit deal more damage from the Side of a boss, and several deal more from the Rear. You want to be sure to set up to hit these for extra damage whenever possible.
How do I know if I’m at the Side or Rear of a target?
The arrow at the top is the Front of the target. You get no special bonuses by attacking here, other than lots of bonus deaths for standing in tank busters and cleaves.On the left and right, you will find the Sides of the target. They account for 90o of the target on either side, but you will generally want to stand near the base of the visible line.At the bottom of the image, there’s a gap between the two Sides of the target. This empty space is the Rear. When standing at the base of one Side, it becomes easy to decipher between the two positions – you either attack the empty space, or the line.Some enemies will have the Side mark wrapping their entire hitbox, with no arrow to indicate a Front. These target rings are special, in that you will get positional bonuses from every action without needing to worry about where you attack from. All the enemies in the Palace of the Dead, for example, have this special targeting ring. |
Side Positionals
Heavy Thrust and Fang and Claw deal 40 more potency from the Side. |
Rear Positionals
Chaos Thrust and Wheeling Thrust deal 40 more potency from the Rear. |
Off-GCD Actions
These actions have individual recast timers, allowing you to so-called “weave” them in-between your GCDs. Generally, you can press 2 off-GCD actions between any two GCDs.
The Life and Death Blood of the Dragon
Blood of the Dragon is our primary mechanic.Under normal circumstances, it should never fall off. | |
Mirage Dive helps us gain Dragon Eyes to build toward Life of the Dragon.Eyes only open when Blood of the Dragon or Life of the Dragon is active. | |
With 3 Dragon Eyes open, we press Geirskogul to enter Life of the Dragon.This skill can only be used when Blood is active. | |
Under Life of the Dragon, Geirskogul becomes Nastrond.Ideally, you want to press 3 Nastrond before your Life timer runs out.When the Life timer hits 0, you return to Blood with 20 seconds remaining. | |
Generally, this means you want to enter Life at 22 or higher, but 25+ is safest.Try it for yourself, to get a feel for what timing is hard or easy for you to manage. | |
Note: The minimum timer when entering Life of the Dragon is 20 seconds. If you try to enter with less, it will automatically reset to 20. This is sometimes useful. |
The Jumps
Jump and Spineshatter Dive are Dragoon’s two primary leaping actions.Each is buffed by Blood of the Dragon, and they both activate Mirage Dive. | |
Spineshatter Dive also allows you to move long distances.It is very rarely worth planning around holding or using it for such things. | |
Dragonfire Dive also closes gaps and hits multiple enemies.It should be used whenever it’s available, except in the rare case where multiple enemies will be available to hit before it would be available again. | |
Note that Jump, Spineshatter Dive, and Dragonfire Dive all have very long animation lock, meaning you should never pair them with any other actions in one spin of the GCD. | |
Elusive Jump does no damage, so it has just two purposes.Allows for fast traversal of the battlefield to lose less DPS to travel time.Drops your threat in half, allowing your tanks to do more damage. |
Buff Actions
Blood for Blood is the strongest buff in your arsenal.You should always press this button as soon as it’s available. | |
Dragon Sight should always buff Jump, Spineshatter Dive, Dragonfire Dive, and the two associated Mirage Dives. Every second Dragon Sight should line up with every third Blood for Blood, assuming you hit both buttons as often as possible. | |
Battle Litany is pretty much just used when it’s ready. If you can minorly shift it to line up better with raid buffs, do so. Coordinate with your team! Or don’t. Either way. | |
Life Surge should always be paired with Full Thrust, essentially being pressed soon after it becomes available. |
Special Considerations
Each of Blood for Blood, Dragon Sight, and Battle Litany will cover a set number of GCD actions. At normal skill speed values, this will be 8 or 9. In order to get closer to 9 at slower speeds, you need to delay the activation of the skill in the spin of the GCD. This means you don’t want to press the action until the GCD has already spun ½ to ⅔ of the way around (or just press them as the second tap in a double-weave).
The only time any of the buffs listed here should be held when ready is in very specific circumstances where you know your exact kill time and know that said delay will not cost you a use of the buff you are delaying. In the vast majority of situations, this just means you should not delay them.
Skill Speed and Buff Duration
If you have decent practice properly delaying your buffs within the gcd, you should, ideally, be able to get 9 gcd actions under each cast of Blood for Blood, Dragon Sight, and Battle Litany, assuming your gcd is 2.47 or lower. Otherwise, you will get 8.
As Chaos Thrust is by far your strongest gcd, you always want any given buff to catch a cast of it. That said, there are very few “dead zones,” so to speak. Below is an illustration.
Using any buffs after the green highlighted gcd will allow it to catch Chaos Thrust.
The reds are points where you hold those buffs until the next good window.
The yellow is a fine space if and only if you will get 9 gcds out of the buff.
Multiple Target Situations
Two Targets
When you only have two targets available to attack, you can employ a simple rotation of:
In this way, you will keep Chaos Thrust active on both enemies at all times, allowing your damage to be higher than the normal rotation would allow.
Three or More Targets
So when you have three or more targets, you more-or-less spam Sonic Thrust combos. Be sure to weave Invigorate to keep TP high and keep Heavy Thrust active and keep Blood of the Dragon flowing. Roll out your Jump and Spineshatter Dive (and Mirage Dives) to build Eyes and eventually unload Nastrond all over those dirty boys if you get long enough pulls.
The Opener
I know like 90% of the people reading this have just skipped straight to this section, and I find that to be pretty cool. I’m glad folks already have a basic understanding of the Job. This section, though, is where everything gets really complicated. There are a lot of different openers, and the main difference between them is how things feel for you and how things line up best for your party. Pros and cons will be listed for each!
The “Standard” Opener
The go-to, optimal-as-it-gets personal DPS boosting opener. Placement of skills is important, here. Blood for Blood where it is, means it should theoretically remain in the optimal spot for it (right before Disembowel) each time it’s available. Dragon Sight where it is means your second cast of it will come just before a Life Surge Full Thrust, rather than just after it.
The “Standard but without pots” Opener
As the positions all matter, you shouldn’t shift things around. You can shift Battle Litany around within the first three GCDs, depending where you or your party prefer it to be. You can also shift Diversion into one of the open double weaves if you prefer.
The “I’m falling behind wait for me!” Opener
This opener clearly loses the Disembowel debuff and Heavy Thrust buff on the first Spineshatter Dive. The only benefit to this opener is getting a quicker start on a boss in a dungeon, if your tank runs too far ahead. It has no practical application when things can be planned with countdowns, because Elusive Jump is a better gap closer on-pull.
Additional Opener Notes
Jump Order
There are multiple ways to line up your jumping actions in the opener, depending on fight conditions. The ones listed above are generally very useful, but other orders have different uses in different situations.
The standard way to use them gives nice alignment for your first Life window (assuming your GCD is in the standard range of 2.44+), while also getting the jumps out in cooldown order.
This is a method to get Spineshatter Dive out first. This order’s primary use is shifting the timings around your first Life window with lower GCD/higher skill speed. It corrects the transitional period, by getting you Spineshatter Dive before the Life Surge rather than forcing both it and Jump to come after.
There are of course other permutations, but they don’t currently have any noteworthy uses. When the time comes that they do, I’ll add them here with discussion! Feel free to let me know if you’ve found a use for a different order.
Role Actions
You have access to ten unique Role actions, right, and they’re a pain in the arse to keep straight. You can set all ten of them at all times, so just have them all handy and use them as you see fit!
Optimization Station
Now that we have the playstyle down, it’s time to talk optimization.
GCD Rotation
Let’s start by repeating the basic rotation that you generally always want to follow:
Now, in general, this is correct. However, the actual GCD rotation for Dragoon is a priority system, rather than a static 1-11 button-mash-fest. One thing that separates the good from the great is their ability to adapt to changing situations to properly maintain their priority.
What is the priority?
- Heavy Thrust. You ideally do not want to clip your Heavy Thrust too severely at any time. With usual (2.44+) skill speed, you only need 13 seconds or so to have the buff active for your next full combo. If you have 11+, it’s generally safe to eschew Heavy Thrust in favor of a combo. Which combo? Well…
- Chaos Thrust Combo. If Disembowel or Chaos Thrust are not active on the target or are sufficiently low (Disembowel has less than ~13-14 seconds remaining) and you have enough time on Heavy Thrust (11+ seconds) to reasonably catch the full combo, you apply Chaos Thrust. Once the fifth hit lands, you re-check the priority order and decide where to go from there.
- Full Thrust Combo. If Heavy Thrust is active and Disembowel has 15+ seconds remaining, it’s safe to drop your full 1-5 Full Thrust Combo for additional damage.
Simple enough. Please note these numbers are only a general guideline and not hard-and-fast rules. You will generally encounter scenarios in different fights where these things will crop up and you will end up doing precisely the same thing every time. Notable examples include:
- Alphascape v3.0 – you end the first phase with Heavy Thrust followed by one combo before Level Checker spawns. Your Heavy Thrust should have plenty of time remaining for a Chaos Thrust combo, which will reverse your rotation for the duration:
- Alphascape v4.0 – you may encounter this same thing if you end phase 1 of the Adam and Eve fight with Heavy Thrust, or potentially after their dashes. It also tends to happen after Final Omega’s Archive All mechanic resolution.
Boss Jumps
When a boss becomes unable to be targeted, damage-over-time effects (like Chaos Thrust) stop working on the boss. They will tick for zero damage. Because of this, it is generally a good idea to make your final combo before an enemy drops targeting a Full Thrust Combo, even if, following the normal priority order, it should have been a Chaos Thrust Combo.
GCDs | Rotation | If, however, you know your exact amount of GCDs remaining before the boss jumps or dies and you just completed one full rotation, we know the exact correct sequence you should be using to finish out the phase. The handy table to the left should illuminate how this works. This quite obviously assumes you just finished the 11-gcd sequence listed at the top of the table and now have this many GCDs remaining before end of phase. This list is only 100% reliable for long breaks in a fight. If the break is short (less than 20s or so) you may want to do different things to maintain buffs through the transition. |
11 | ||
10 | ||
9 | ||
8 | ||
7 | ||
6 | ||
5 | ||
4 | ||
3 | ||
2 | ||
1 | ||
This same consideration also obviously applies to the very end of an encounter.
Action Specifics
Geirskogul and Nastrond
The general cycle for Life of the Dragon is pretty simple:
>30s> | >10s> | >10s> | repeat | |||||||||||
1 | 2 | 3 |
Not so obviously, following this layout is not optimal. You can, however, follow this forever in any encounter and you will deal out perfectly acceptable dps.
The basic idea for optimization is to choose between and after the solo Jump while considering: “Will my Nastrond get more buffs by entering Life now, or in 30 seconds?” You should consider the time remaining on the recasts for buffs such as Blood for Blood and Dragon Sight when making this decision.
To solve this dilemma for you, the following is a graphical representation of the best way to utilize your first three Life of the Dragon cycles, told in icons:
1 | 2 | 3 | x | 1 | 2 | 3 | x | 1 | 2 | 3 | x | 1 | 2 | |||||||||||||
Ideally, your goal should be to get two out of every three Nastrond with at least one buff on them. In these first three cycles, you’ll see that 6 out of 9 (aka 2 out of 3!) have buffs. The priority should be on making sure not to lose casts of Nastrond or to “eat” any Dragon Eyes, with buff considerations coming after both of those are assured.
Big Idea Made Simple
Assuming you already have 2 Eyes and your solo Jump is coming up next: | |
If at least one buff has less than 30s remaining | |
If all buffs have more than 30s remaining, but at least one has less than 60s | |
If all buffs have more than 60s remaining |
Skill Speed and You
You might notice that getting that first window to line up nicely is really really annoying. This is normal. Let the rage flow through you. Channel it. The first Life entry is complicated, and it comes in two flavors, and a third, far less tasty flavor.
2.46 – 2.5 GCD
With this speed, Jump can be used every 12, then 12, then 13 GCDs without clipping. This allows for a pretty sweet entry into the first Life, which flows nicely. This is the main reason some of us prefer slower speeds to faster ones.
I’ll show this, starting from the casting of your third Jump, assuming your first came out after Chaos Thrust in the opener, and the next after your second Chaos Thrust’s Wheeling Thrust.
GCD | |||||||||||||||||||
* |
- At 2.45+ gcd, we use Blood for Blood just before Chaos Thrust because, with normal ping, you will be getting 8 gcds under the buff, making this timing optimal. If your ping allows you to get 9 gcds from the buff, you should use Blood for Blood one gcd sooner.
2.44 – 2.45 GCD
With this speed, Jump can be used every 12 then 13 GCDs without clipping.* This causes a slight salty taste in your mouth when you realize what must be done to enter Life at the appropriate time. Thanks, Yoshi P.
Again, I’ll illustrate starting at the same time as above, with the same assumptions.
GCD | |||||||||||||||||||
- At 2.45 gcd, you will, by default, fall into the slower cycle if you perform your rotation nearly frame-perfect up to this point. If, however, there is any delay injected into your gcd (latency, mechanics, etc) you will revert to the the cycle above.
2.41 – 2.43 GCD
Things get a little wonky when you go faster, hence why we don’t often suggest doing so. The best way we’ve currently found is to alter the opener by shifting the positions of Jump and Spineshatter Dive like below. I’ll roll this up and through the first life cycle to make it all clear. It’s far from ideal*, but it works.
GCD | ||||||||||||||||||||||
GCD | ||||||||||||||||||||||
- This shifting of actions delays stronger hits and shifts your burst windows. It makes double-life impossible on the first two and overall results in a net loss of potency, which is why we don’t build for faster speeds and just use them as stepping stones toward the actual best-in-slot sets, generally.
2.19 GCD and other SUPERSPEED sets
When you break the sound barrier and achieve warp speed as a dragoon, everything goes crazy town banana pants. While we still lack sufficient data to corroborate all of our theories and current findings, it is highly advised to not delay your first Life entry with speed this high/gcd this low. The delay becomes even tighter and harder to pull off, plus the fact that double life becomes impossible. As such, it’s recommended to just keep standard Jump order.
[Table of opener + early life will be added once I have confirmation of ogcd placements]
- At 2.19 gcd, you will want to single-weave whenever possible, as double weaves become more difficult. In addition, buffs can cover 10 gcds if handled properly!
Nastrond versus extra enemies
When considering when to enter Life now or later, you consider buffs and enemy spawns, prioritizing the latter. If entering now turns one or more Nastrond into a multi-target attack, do it, even if entering later would have gotten you one or more with buff(s)… or vice versa, obviously.
+1 Nastrond hit is stronger than +10%, +15%, or even +50% of a Nastrond. Full stop.
Just be sure not to eat any Dragon Eyes or lose any Geirskoguls when shifting Life.
Mirage Dive and “Eating” Dragon Eyes
This is a colloquial phrase that a lot of us use to refer to various scenarios in which you do not get the full effect out of a cast of Mirage Dive.
- Dive Ready wore off
This just refers to the Dive Ready status received after Jump and Spineshatter Dive running down the full 15s and fading away, costing you the use of Mirage Dive. This costs you at least 210 base potency. - Mirage Dive did not give an Eye
This is when you pressed Mirage Dive while already having 3 Dragon Eyes opened or without Blood of the Dragon active. You end up not gaining the additional Eye. This theoretically could cost you nothing, but usually costs a lot. - Mirage Dive got forgotten before the next Jump or Spineshatter Dive
Everyone’s done it. You press Jump, then your next action is Spineshatter Dive and you immediately want to die because you lost your Mirage Dive. The effects of this are identical to the first. At least 210 potency down the drain.
Why does this matter?
If you think about it, and really compare, you’ll realize that:
If 1 Mirage Dive gives you 1 Dragon Eye,
3 Dragon Eyes trigger Life of the Dragon,
and each Life cycle gives you 3 casts of Nastrond, you can essentially say that:
1 | = 1 |
With this super snazzy equation, here, we can see that, in general, eating an eye costs you anywhere from 330 to 540 potency. In short:
Unless you know your exact kill time and the exact amount of Mirage Dives and therefore Nastronds you will get in an encounter, do not, ever, eat a Dragon Eye, no matter how tasty they may be.
Dragon Sight
You need to be close to the target of your affections to properly give them a buff. If the target moves away from you, however, you will retain your buff. So it’s really only their loss. You can usually just worry about activating the skill and then stop worrying about whether or not it stays on your target.
This skill is notoriously hard to use, already. Optimal handling:
Mouseover (<mo>) macro if you play mouse and keyboard.
Soft targeting (up/down on d-pad) without a macro if you play with a controller.
Different options are listed below, with varying degrees of usefulness/ease of use.
Mouseover Macro | Mixed Macro | One Specific Ally |
/merror off /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo>/micon “Dragon Sight” | /merror off/ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo> /ac “Dragon Sight” <mo>/ac “Dragon Sight” <2> /ac “Dragon Sight” <2>/ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /micon “Dragon Sight” | /merror off/ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2> /ac “Dragon Sight” <2>/micon “Dragon Sight” |
Will simply place the tether onto your mouseover target. Just hover your mouse over the proper player in the party list and press the button and you cast it on the proper player. Optimal macro to use with mouse and keyboard. | Mixes left with right to create a macro that would prioritize your mouseover target, but default to your preferred party list position/member. Useful if you don’t trust your ability to mouseover, but you should really just practice that and shift to the mouseover one instead, eventually. | Specifically targets whoever is at position 2. The number or party list can be altered as needed. Rather inflexible in use, but very consistent in execution. Can also replace the number with a specific character name, for static raiding. |
For controller, I recommend learning to soft-target and dropping all reliance on macros.
For keyboard/mouse, I recommend 1-3 specific ally macros for reliable friends and a mouseover as a backup (or primary, your call).
Gearing Up
Best-in-Slot Gearsets
How to build a viable Best-in-Slot set:
- Pick a skill speed tier that’s comfortable for you.
- Maximize Critical Hit on the set (ideally hitting 2200+ at current)
- Pull up a Stat Tier List and do your best to hit tiers, starting Crit > Det > DH.
- ???
- Profit!
[ 2.45s GCD ][ Ariyala Link ]DPS @6:007263.18 (food+ds)FoodShakshoukaCritical HitDeterminationDirect HitSkill Speed255717961611655 | [ 2.19s GCD ][ Ariyala Link ]DPS @6:007257.66 (food+ds)FoodGinger SaladCritical HitDeterminationDirect HitSkill Speed217711507692400 |
Poorboy low sks (2.42) bis: 7239.65 dps [ Ariyala Link ]
Considerations:
- The 2.45 gcd set is definitively the best-in-slot gearset.
- The 2.19 gcd set is definitively the best option if you cannot afford the penta-melded accessories.
- If you do not like fast dragoon (or if it feels bad to you), the 2.42 set is the third-best option. It is not considerably worse than the 2.19, but the gcd tier is still slightly awkward.
- I and most others HIGHLY RECOMMEND going for the 2.45 set.
Gearing to Best-in-Slot
When you are below the item level of a Best-in-Slot set, which pieces you use and what your stats look like doesn’t matter, much. You should prioritize upgrades as follows:
- Upgrade pieces by item level. More Strength = better piece.
- Upgrade pieces to their Best-in-Slot item, according to the set you want to get.
- Upgrade according to side-grades at the same item level for marginal gains.
As such – you should not concern yourself with questions of which 380 piece is strongest, when you should be focused on how to upgrade it to 390 or 400, as fast as possible.
Melds
You should always meld pieces toward Best-in-Slot. If you get a piece from your BiS set, meld it so it will fit what the set uses. There’s no reason not to.
Outside of that, you have two options.
- Meld a general priority of Critical Hit > Direct Hit > Determination after reaching comfortable Skill Speed. Always prioritize 40 of a lower priority stat when the higher priority ones would meld less.
- Calculate the DPS of your given gearset and figure out what materia would increase your DPS by the largest margin at any given stage of upgrades. I’ve compiled and released a spreadsheet that can be used to calculate the expected DPS output of a given set of gear. Feel free to download, share, use it to your heart’s content!
[Link] – Last updated: 12/14/2018
Savage Raiding and Dragoon
Dragoon is a funky boy who uses lots of cool sick moves to DOMINATE the competition. This causes issues, because sometimes the spicy boys we fight against like to be rude and kill us due to our immense levels of style and grace. In this section, I’ll include some fight-specific intricacies for the current tier of Savage. You know, ways to not die. There will be no mechanics discussion, unless it is a specific issue only for Dragoons. I will not be discussing obvious things like “use Elusive Jump to get back to the boss :B”
Alphascape v1.0 – Omega, but he will KNOCK YOU ALL DOWN
Tsunami
- If Tsunami comes first, do yourself a favor and hold your second Jump until after Umbral Smash. You’ll thank me later.
Cyclone
- Do not hold Jump, Spineshatter Dive, or Dragonfire Dive to chase Umbral Smash. Instead, pre-pop Sprint and chase with Elusive Jump, obviously avoiding the circle of death in the center of the arena.
Alphascape v2.0 – Omega, but he’s cosplaying as Shinryu or Nidhogg?
- Immortal Nails tend to die too quickly for Chaos Thrust Combo to be useful, unless you are killing one alone. The one exception is at the start, you can prime Impulse Drive while the nails are invulnerable and apply Disembowel and Chaos Thrust immediately to the first nail you attack.
- Let your Eyes fall off after adds.
- Maintain your Eyes after Hot Tail.
Alphascape v3.0 – Omega for real this time
Phase 1
- End the phase with a Full Thrust Combo
Level Checker
- You may want to reverse your rotation, as explained above.
- The transition between Level Checker death and the return of Omega is long enough that it is best to settle for a Life cycle with just 2 Nastronds to open the following phase.
Pantokrator
- Contrary to the idiots who write fight guides, there is plenty of time to press Jump, Spineshatter Dive, or Dragonfire Dive between puddles, if you move fast enough out of the most recently-spawned one. Use Sprint for added safety, if you want it.
Alphascape v4.0 – Omega, but he has a waifu now
Pre-split
- If you end the phase on Heavy Thrust, you may want to reverse your rotation, as above.
Alphascape v4.5 – Omega, but he’s a centaur
Archive-All
- After the Left Arm is defeated, you may end up reversing your rotation, as above.
Glossary of Terms
Many people in the Dragoon community will use shorthand when referring to the various actions in our kit. This is intended to simply list off such shorthand for those new to these things.
GCD Actions | Combos | Blood Mechanics | |||||
HT | Heavy Thrust | IDC | Chaos Thrust Combo | BotD | Blood of the Dragon | ||
ID | Impulse Drive | TTT | Full Thrust Combo | LotD | Life of the Dragon | ||
DE | Disembowel | IDCWFIDC45 | Chaos Thrust Combo + 4th and 5th hits | GSK | Geirskogul | ||
CT | Chaos Thrust | NAS | Nastrond | ||||
TT | True Thrust | TTTFWTTT45 | Full Thrust Combo + 4th and 5th hits | ||||
VT | Vorpal Thrust | Buff Actions | |||||
FT | Full Thrust | Jumping Actions | B4B | Blood for Blood | |||
FC | Fang and Claw | Jump | Jump | DS | Dragon Sight | ||
WT | Wheeling Thrust | SSD | Spineshatter Dive | BL | Battle Litany | ||
DS | Doom Spike | DFD | Dragonfire Dive | LS | Life Surge | ||
ST | Sonic Thrust | MD | Mirage Dive | ||||
Standard Terminology | |||||||
DoT | Damage over time effect | ||||||
GCD | “Global Cooldown” aka Weaponskill Actions | ||||||
oGCD | “Off-Global Cooldown” aka Abilities or Sprint |
Index
How do I know if I’m at the Side or Rear of a target?
The Life and Death Blood of the Dragon
The “Standard but without pots” Opener
The “I’m falling behind wait for me!” Opener
2.19 GCD and other SUPERSPEED sets
Mirage Dive and “Eating” Dragon Eyes
Alphascape v1.0 – Omega, but he will KNOCK YOU ALL DOWN
Alphascape v2.0 – Omega, but he’s cosplaying as Shinryu or Nidhogg?
Alphascape v3.0 – Omega for real this time
Alphascape v4.0 – Omega, but he has a waifu now
Alphascape v4.5 – Omega, but he’s a centaur