Ffxiv Dragoon Macros

Your Role in Feast

I know it is far from optimal, but I posted them mainly as attack space savers for macro's. I also have the philosophy that if you aren't on CD on your CD's you are also wasting damage potential. Then there is also the attack rate no recognizing.1 seconds. For Final Fantasy XIV Online: A Realm Reborn on the PC, a GameFAQs message board topic titled 'Do good Dragoons use ANY macros?'

Skills, Abilities, and Your Gauge

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Additional PvP Actions

PvP Traits

“Rotation”

Helpful Tips and Macros

Contents

As a Melee DPS in Feast your role is to be the backbone DPS of your team. You will often be asked to take the lead in calling out targets (though by no means an exclusive role) and help set the point of attack in each skirmish.

Dragoon, in particular, is a melee DPS whose primary focus is to generate very high DPS pressure at the expense of lower utility, mobility, and defensive abilities.

Generating resources as a Dragoon is achieved via uptime. Establishing your position as a very aggressive melee by the nature of the kit.

Glass cannon by default, a Dragoon’s best defense is it’s offense.
If you’re interested in a melee that provides ample opportunity to oppress the enemy with it’s quick pressure, sustain, high spike damage and flashy acrobatics all the while keeping the user honest to respond with creative maneuvering to supplement poor defensives, read on.

+Strength – able to generate and initiate the highest frequency of burst attacks of all the melee DPS

+Strength – Has excellent reach with its signature burst abilities and a powerful ranged GCD

+Strength – Extremely flexible ways of bursting and baiting

+Strength – AOE Damage from burst skills to generate extra pressure

Weakness – Inherent lack of defensives makes it a more vulnerable target than other melees

Weakness – Damage from DRG’s burst combos tend peak lower than other MDPS jobs

Weakness – Offers little utility to the party

Weakness – Can easily drop stance if not consistently attacking, ruining your flow

  • Dragoon skills overview: Dragoon revolves around filling your Dragon Gauge; blood of the dragon and life of the dragon, blue aura, and red aura, respectfully.

Each gauge has a default 15 second expiry only further extended via finishing your 4 step combo, adding an additional 15 seconds to that particular gauge.

The second mechanic for Dragoon is managing the “eyes”; a 3 step gauge, filled via either, finishing your GCD combo, or your damaging Jumps.
Upon achieving 3 eyes, you’re granted the ability to execute Geirskogul or Nastrond. Using Geirskogul will open your red aura, and the 3 step gauge to filling your eyes begins anew, until you’re ready to unleash Nastrond, bringing you full circle again.

  • Blood of the Dragon:
    • Instant cast ability – 5 second recast
    • Increases potency of Jump and Spineshatter Dive by 50%
    • Syntax for Geirskogul under the effect of Blood of the Dragon (Blue Aura)
    • Syntax for Nastrond under the effect of Life of the Dragon (Red Aura)

Dragoon’s “stance.”

Having BoTD activated allows you to generate eyes for your Dragon Gauge.

Using a GCD finisher, as mentioned, will grant you ⅓ eyes necessary to unleash Nastrond/Geirskogul and will further extend the duration of BoTD by 15 seconds. BoTD buffs your jumps by a staggering 50%, and grants one eye each time you use them on a target. Do not even think to use your damaging jumps without having this ability up; it is in essence, a double negative and makes your impact that much removed.

Ffxiv Dragoon Macros Build

Keeping this up is integral to being proficient at Dragoon and allows you to generate consistent bursts throughout a match.

  • Wheeling Thrust Combo: Also known as the Chaos Thrust(CT) combo, this is the weaker of the two combo, potency wise and is generally used to increase a target’s vulnerability to your own attacks.
    • Impulse Drive: 500 potency / 2.3s recast / 3 yalm range
    • Disembowel: 1000 potency / 2.3s recast / 3 yalm range
    • Chaos Thrust: 1250 potency / 2.3s recast/ 3 yalm range
      200 potency DoT / 18s duration
      Increases damage you deal to target by 15% / 18s duration
    • Wheeling Thrust: 1250 potency / 2.3s recast/ 3 yalm range
      Strengthens the gaze on your Dragon gauge by 1
      Extends the duration of BoTD by 15 seconds, for a maximum of 30 seconds
  • Fang and Claw Combo: Dragoon’s highest damage combo and the one that generates its highest burst damage.
    • True Thrust: 750 potency / 2.3s recast / 3 yalm range
    • Vorpal Thrust: 1250 potency / 2.3s recast / 3 yalm range
    • Full Thrust: 1750 potency / 2.3s recast / 3 yalm range
    • Fang and Claw: 1250 potency / 2.3s recast / 3 yalm range
      Strengthens the gaze on your Dragon gauge by 1
      Extends the duration of BoTD by 15 seconds, for a maximum of 30 seconds
  • Jump: At the cost of 350 TP, when fully buffed, Jump is your highest damaging ability with the exception of Nastrond/Geirskogul. Ability animation can be lengthy and cause you to stand in place and fall behind targets and field props, moving away from you. Fastest way to generate eyes with its 5 second cooldown, albeit expensive – do your best to use this ability wisely for pressure and burst.
    • 1250 potency / 5s recast / 350TP / 15 yalm range
    • 1875 potency under the effect of BoTD
    • Strengthens the gaze on your Dragon gauge by 1
  • Spineshatter Drive: Dragoon’s signature gap closer ability. Jumps to selected enemy target within range. Its long range makes it great for offensively diving backline healers/RDPS that are normally out of your immediate reach and defensively escaping if the target is in a more favourable position.
    • 750 potency / 15s recast / 15 yalm range
    • 1125 potency under the effect of BoTD
    • Strengthens the gaze on your Dragon gauge by 1
  • Elusive Jump: Very useful movement skill which puts you far forwards or far backwards. depending on which direction you are facing. Removes soft CC such as bind. Can be used both defensively to escape or offensively as a semi-accurate gap closer. Keep in mind that you are not safe, rather, you are not your target destination until your feet touch the ground; meaning, while soaring through the air, you may still take damage.
    • Instant ability / 30s recast / 15 yalm range
    • Executes a jump to a location 15 yalms behind you
    • Removes bind or heavy status effect, including holmgang
  • Dragon Sight: Your second buff ability, outside of BoTD(which you should technically always have UP). Dragon Sight(DS) is a huge buff for you and a teammate, use wisely as it is a very bright and obvious ability. Enemy players will know for a fact you are bursting while this is up so it is best used when they have little to no defenses/responses to your damage. Keep in mind that it is necessary to stay tethered to your desired teammate for them to receive the 10% damage buff; you will always retain the buff.
    • Instant ability / 60s recast / 10s duration / 15 yalm range
    • Increases your damage by 10% and a target party member’s damage by 10%
  • Piercing Talon: Incredibly useful ability, your only GCD tied ranged weapon skill, ramped up the lower a target’s health percentage is. Potentially your strongest GCD ability. Piercing talon’s animation is incredibly fast, and can be used to your advantage; it’s damage will go out faster than a cure will register – keep this in mind.
    • GCD tied / 2.3s recast / 200TP / 15 yalm range
    • Potency increases up to 400% the lower the target’s HP
    • 500 potency at base
    • 2000 potency at max
  • Skewer: Another ability in your arsenal that can be used with offensive and defensive intent. Extremely quick animation and decent damage makes it useful as part of any burst. As a trick, you can use Skewer a multitude of ways, but one way to realize potential is to use it as ‘cutting’ OGCD; making it easy to double weave with and ‘cut’ the animation of your previous ability. Sufficing multi purpose.
    • Ability instant / 1000 potency / 60s recast / 3 yalm range
    • Reduces target’s attack potency by 10%
    • Reduces target’s healing magic potency received by 10%
  • Geirskogul: The first ability you gain access to upon accumulating 3 Dragon’s eyes under the effect of Blood of the Dragon. Geirskogul is unique in that it is a line cleave; meaning anyone that’s in front of the intended target will get damaged. Geirskogul is also a ranged OGCD, allowing for flexibility in execution. There is many upsides to this style of ability, in that it can identify dragoon as a pressure, ranged melee, with it’s quick resource build and long range; however, Geirskogul in particular can backfire for pinpoint damage if the damage is diluted among enemy party members. Geirskogul is only available in your blue aura(Blood of the Dragon) and with it, can give away your existing damage potential to the opposition. Geirskogul is also a very quick ability, animation wise, and, as such can be used to secure kills and objectives akin to piercing talon and skewer.
    • Ability instant / 2000 potency / 5s recast / 15 yalm range
    • Costs 3 Dragon’s eye units in Blood of the Dragon (blue aura)
    • Delivers an attack to all enemies in a straight line before you with a potency of 2,000 for the first enemy, 25% less for the second, 50% less for the third, and 75% less for all remaining enemies.
  • Nastrond: The second ability you gain access to upon accumulating 3 Dragon’s eyes under the effect of Life of the Dragon. Nastrond, shares the same properties as Geirskogul, the only difference being a 500 potency bump. It is your highest damaging ability, clocking in at 2500 potency. Nastrond is only available in your red aura(Life of the Dragon), and, as such can make the enemy a bit more careful around you, polarizing all CC onto you. Nastrond, unfortunately, has a bit of a longer wind up, animation wise in comparison to Geirskogul, plan accordingly.
    • Ability instant / 2500 potency / 5s recast / 15 yalm range
    • Costs 3 Dragon’s eye units in Life of the Dragon (red aura)
    • Delivers an attack to all enemies in a straight line before you with a potency of 2,500 for the first enemy, 25% less for the second, 50% less for the third, and 75% less for all remaining enemies.
  • Raw Destruction: This is your personal Adrenaline Rush, or your Limit Break. This ability is shared with all melees, and has the same properties – unable to be augmented offensively by any means. Your Adrenaline Rush gauge charges slowly over the course of a match, pending engagement, it is an ability that generally fills up every 3 minutes. To expedite, Adrenaline boxes when acquired, will charge 25% of your gauge. 4 Adrenaline boxes are available to be fought over in a given match. Prioritizing Adrenaline boxes in a match is highly important; the timestamps in which they spawn, 2 at a time, are 4:30 and 1:30, game time remaining. In order to secure an Adrenaline box, your team must deal more than 50% of the damage to the box. Your LB can be snuffed by defensive properties, like shields and damage reduction abilities; likewise, while casting, you are extremely vulnerable to CC effects interrupting you and the range thereof the intended target getting too far away.
    Generally speaking, this ability requires coordination and assistance from your entire team to execute flawlessly. 2 LB’s per match will be a standard in terms of resource and execution – do not forsake this ability.
    • 9000 potency / 2s cast / 8 yalm range
    • Can only be executed while the Adrenaline Gauge is full
  • Your choice in additionals is ultimately yours, all we can do is suggest; the right choice will vary per situation. Keeping an open mind and being adaptable will be the key to success while being a true team player.
  • One ability that you should almost always slot will be Safeguard, it is very hard to go wrong with this ability; so if you always choose Safeguard and flex the other, you’ll be well prepared for what the match may bring, reactively or proactively.
  • Do not be scared to experiment; the worst you can do is get comfortable with an ability and never swap off – keep your comfort, but at the same time, do understand and be aware of possible advantages and disadvantages.
  • Safeguard
    • Very potent survival skill. A must as one of your two chosen abilities. As a melee DPS you will be at the blunt of almost all incoming damage, in order to peel you off the enemy team and relieve pressure.
    • Can be used both offensively (when diving targets) and defensively (surviving bursts) – able to be used proactively and reactively.
    • Almost guarantees you will live for the duration if timed correctly; one of the greater skill facets will be recognizing when to use this ability.
    • If chosen, Safeguard will generally be one of your only forms of defense. Be mindful when it’s down as you will be a juicy target when it’s down.
  • Recuperate
    • Decent defensive skill on a lower cooldown than Safeguard but less effective as it’s purely reactive and can’t protect you against sustained pressure/burst
    • Can react and heal yourself faster than your healer as the ability registers rather quickly, but do be mindful of using the ability for no reason – it will halt a white mage’s lily generation if you heal yourself to full
    • Can make up for the extra defensive skill dragoon lacks in comparison to other melees, especially when combined with Safeguard – make sure to generally use Recuperate first, before Safeguard, if coupled together. As it’s your immediate supplement; save Safeguard for devastating incoming damage, it will take some time to develop awareness to utilize effectively.
    • Recuperate is usually enough to survive bursts, very powerful if used correctly
  • Enliven
    • Allows you to quickly ramp up bursts by providing more Jumps and more Piercing Talons, alleviating the need to be conservative with your TP
    • Great for generating immediate re-burst after a target’s primary defensive abilities have already been used
    • Allows for more damage overall if used aggressively, sitting on TP with this ability and overwriting its use when not under half TP is very punishing, rendering the ability obsolete, best replaced by another option listed
    • Purely offensive, be mindful that you do not have any defensive prowess other than additional pressure
  • Concentrate
    • Situational but crucial in those situations where you are being CC’d every burst
    • Causes the enemy to waste important skills (stuns/sleeps) trying to stop you
    • Almost guarantees your adrenaline rush cast will complete when used together
    • Hybrid in nature, Concentrate can be used offensively and defensively, to survive, or to execute your pressure/burst damage; be mindful that this ability will raise eyebrows and focus fire CC and attention on you during its duration
  • Bolt
    • Moving faster allows you to stay on targets more often increasing uptime and reach, extending your already impressive OGCD reach to your GCD abilities
    • Gives no numerical advantage offensively or defensively, highly personal in it’s choice, Bolt does fall behind in higher end games as it does not provide a concrete advantage for DRG as the other listed options
    • Easier to bait and fake targets because of higher movement speed
    • As the size of the current map is akin to a shoebox, your performance with bolt will be akin to running in place, as excellent as it may be to retreat or charge
  • Purify
    • Purely reactive, an option favourable in anticipation of rendering dangerous CC effects ASAP, such as a stun step for a Machinist’s BTE(Between the eyes)
    • Requires extremely well trained reaction time, as most CC effects are 2 seconds in duration, demanding of the user to purify within the second
    • Consider Purify defensive in nature and offensive in prolonging your CC diminishing return – a tricky and advanced choice comparative to others listed
  • Increased Damage Dealt
    • An asset in creating pressure. As a cleave specialist, every bit of damage will add up and work in your favour to force a defensive stance.
  • Increased TP regeneration
    • Another offensive trait. Useful in keeping your TP refreshed and ready to amp up.
    • DRG is very TP hungry and is the only melee that requires TP for OGCD and GCD.
    • At times it’s overkill and you may find yourself sitting on an abundance, if coupled with Enliven. However, if you’re aggressive and able to plan out your resources you should be able to make the most out of the steady flow.
  • Increased HP
    • Augments your already beefy HP pool for a boost to 14000 Max HP.
    • Works cohesively with Recuperate
    • Burst to burst phases, extra HP will be extremely valuable
  • Decreased Damage Taken
    • Generally a secondary pick to HP+
    • Excellent choice to combat persistent attackers and pressure
    • Good choice coupled with another defensive trait, but not solo
  • Increased Action Speed
    • An interesting choice, albeit a greedy one
    • Can be used to simulate a higher pressure output
    • Resource acquisition expedited via GCD
    • Higher chance to clip, be wary
  • Increased Resistance Duration
    • Wise choice vs a DRK or PLD
    • Grants +5 seconds to the default 10s resistance window
    • Invaluable versus CC spam heavy compositions

Ffxiv Macro Generator

STAPLE (STRONGLY RECOMMENDED)ViableSituationalNot viable
SafeguardEnlivenRecuperateBoltConcentrateMusePurify
Dragoon has no real built in defensive skills like Riddle of Earth or Hissatsu: Chiten. Safeguard is strongly recommended to keep yourself alive in the windows where you healer/tank do not have the time or resources to cover a burstEnliven is the strongest offensive additional to have on dragoon. It allows you to have build burst more often through more jumps or extra piercing talons to finish off an enemy. It can even been seen as allowing the user to have additional jumps to bait with before commiting to the actual target. Recuperate is in the same boat as safeguard where it serves to cover dragoon’s lack of defensives which dragoon needs help with more than other melees.Bolt is a common tool for newer players to have more uptime since they can chase enemies easier, however it does not allow the user any strong tools like being able to restore their own health or main resource for damage. Bolt’s only viability in higher level play is that it allows the user to move more quickly between targets and be able to bait with their own positioning a lot easier. Concentrate is strong for when the user is being stunned often and wants to ensure that their burst goes off before a stun or pull, however it can easily be knocked off by a tomahawk or silence. Dragoon is also the melee that is least affected by CC since has a built in semi-Purify through elusive jump which allows the dragoon to break out of binds and slows. That is why Purify is not needed and Dragoon does not use MP so Muse is not used.

Dragoon Mouse Over Dragon Sight

STAPLE (STRONGLY RECOMMENDED)ViableSituationalNot viable
Increased TP RegenerationIncreased HPIncreased Damage DealtDecreased Damage Taken
Increased Resistance DurationIncreased Action Speed
Increased MP RegenDecreased Recast TimeIncreased Healing Potency
Dragoon’s main resource is TP which you need to do damage and build your burst. As a DPS class you are there strictly for damage making “increased TP regen” thus increased damage the most important trait.I recommend you use the staple trait, and 2 of the other viable traits unless you feel you need any of the situational traits. They are viable because, as a DPS you are there strictly to damage so increased damage makes your job easier, however the meager 3% it increases your damage by (if your burst does 7500 damage it only adds 225 more damage) makes the other options appear beneficial. I say this because as the melee, you are likely to be the one the enemy team is bursting the most and the one they are building their burst off if not the tank, so added defenses through traits is a must. If you are taking TP/Damage and cant decide on HP or Defense, the formula is “Let’s say you get bursted for 13000 damage, exactly, the defensive trait (13,000[health]-13000x.97[taken damage mitigated]) will leave you 390 health in comparison to to the HP trait where (13500[health]-13000×1.00[taken damaged mitigated]) will leave you with 500 hp
Break even point being; 17,166*.97=16,666 and 16,666+500=17,166”
TLDR, if you take more than 16,666 damage during a burst, defensive trait is better, otherwise mathematically speaking, HP trait will leave you the healthiest. Although it can be hard to determine if you are taking that much or not, easiest way to think about it is if you are getting bursted and attacked A LOT then I would take defensive trait because odds are it will be more than 16,666 damage thrown at you over a given period (20,000 damage over 15 seconds of the enemy building burst off you) so it will save the healer from needing to restore health over a couple GCDs.If you are getting CC’d a lot and you would prefer to have an extra few seconds before you get stunned again, Increased Resistance Duration can buy you sometime. Increased Action Speed in short is just greedy, it gives you more GCDs over the entirety of the game, so more bursts or bursts built faster and there is some cool things you can do, an example being in the “Few Notes” section, however the other options are far better in almost all situations. The other 3 are not needed at all.
DpsGoodNeutralPoor
BardSummonerBlack MageRed MageMachinist
Bards and Summoners build their burst fairly quickly which lines up with Dragoon’s burst. Black Mages burst can line up just as well as Bard and Summoner but sometimes at the cost of Thunder and also Dragoon AoE skills can wake up targets slept by the Black Mage. Red Mages and Machinists both require long periods to have their burst or meaningful burst which leaves the Dragoon often bursting alone.
TanksGoodNeutralPoor
WarriorDark KnightPaladin
Warriors and Dark Knights with their dashes can jump to targets along with Dragoon and support their dps with their strong burst. However Dark Knights and Paladins defensive skills can cover for the lack of defensives skills that Dragoon has, however Dragoons can mistakenly Elusive Jump out of Covers wasting that skill.
HealersGoodNeutralPoor
White MageAstrologianScholar
White Mages with their numerous defensive skills can cover the windows where Dragoon does not have Safeguard or Recuperate which is the window it becomes the most vulnerable of the melees. Same can be said for Scholars and their shields increasing the estimated total health of the Dragoon making it tougher to kill, however an overcommitted Dragoon can easily drain all the Scholar’s resources, leaving them vulnerable. Astrologians with their potent heals can keep Dragoons up but not under heavy damaging conditions which Scholars and White Mages would cover more easily.

All this information is great! Now let’s put it to use. You are probably asking, what combo do I even use and how I do even do burst. I feel the best way to describe what combos to use when strictly building gauge is through a table:

Basic Combos1st GCD2nd GCD3rd GCD4th GCDTotal
Full Thrust Combo7501,2501,7501,2505,000
Chaos Thrust Combo5001,0001,250 + 200 pot DoT for 18s (1,200 total dot damage) + 15% damage increased to target1,4375,387
You guessed it, it is better to build your gauge through constant use of Chaos Thrust because of its higher overall damage and the bonus of increased damage to a target for the duration of the damage of time given from your 3rd GCD in the combo.

Disclaimer:

All of these combos, skills, and math are simulated in a vacuum, no damage trait increase, no defensive trait on the enemy, no missed GCDs because of CC or the target ran away, and no defensives on the enemy. These examples are just the best abilities and order to use them in a burst, assuming it is all allowed to happen. In an actual game, where these all come into play, the numbers will be slightly varied and you may be interrupted mid-burst, causing you to want to use other skills instead, say for example you get stunned and target runs away so you use Piercing Talon or Spineshatter Dive to pick up where you left off. It is wise to know how to handle these situations which vary game to game, making no match of PvP the same. Keep an open mind and know the tools you have to get the job done.

Raw Target(Geirskogul/Nastrond First)3rd Tier GCDGeirskogul4th Tier GCDJumpTotal
Full Thrust Combo17502000125018756,875
Chaos Thrust Combo125020001437+200 (DoT tick from 3rd tier GCD)21567,043
Now you may be asking why I have separate charts for both Geirskogul used after the 3rd tier GCD and Jump used after the 3rd tier GCD. This is because the first OGCD used after Chaos Thrust, does not receive the damage increase because the debuff registers so slow on the target, that you have already landed your jump or Geirskogul on them before it is actually applied.
Raw Target(Jump First)3rd Tier GCDJump4th Tier GCDGeirskogulTotal
Full Thrust Combo17501875125020006,875
Chaos Thrust Combo125018751437+200 (DoT tick from 3rd tier GCD)23007,062
This second chart solidifies that using Jump (the lower potency OGCD) after your 3rd tier GCD is better for your burst since it is the least detrimental to missing the debuff damage increase and also that Chaos Thrust combo is more overall damage when bursting a target with no Chaos Thrust on them already. This is a commonly used in hardswaps.
Into Target with Chaos Thrust Debuff already applied3rd Tier GCDJump4th Tier GCDGeirskogulTotal
Full Thrust Combo20122156143723007,905
Chaos Thrust Combo143721561437+230 (DoT tick from 3rd tier GCD)23007,560
Once full buffs come into play, and this can include Dragon Sight, Full Thrust will be more burst damage when you have chaos thrust already on them, this is commonly used when sitting on a single target.
Into Target with Butchers Block (No CT)3rd Tier GCDJump4th Tier GCDGeirskogulTotal
Full Thrust Combo19252062137522007,562
Chaos Thrust Combo137523721437+220 (DoT tick from 3rd tier GCD)25307,934
The damage gap between Chaos Thrust and Full Thrust combo when bursting only increases when other party member’s damage modifiers come into play. Full Thrust combo will only be more damage if the target already has Chaos Thrust applied to it, any other damage multiplier and Chaos Thrust will be more.
Into Target with 2 seconds of Chaos Thrust debuff left 3rd Tier GCDGeirskogul4th Tier GCDJumpTotal
Full Thrust Combo20122300125018757,437
Chaos Thrust Combo143723001437+230 (DoT tick from 3rd tier GCD)21567,560
Because of Chaos Thrust’s 18 seconds debuff timer, it is possible to finish a Chaos Thrust combo on the 1st target, then complete a combo on the 2nd target, then go back to the 1st target and they still have the Chaos Thrust you originally put on them (assuming no GCDs are clipped), however it will fall off at the end of your oGCD after your 3rd tier combo. That is the reason we use Geirskogul first instead of jump when bursting here, because of its higher potency than Jump so the higher potency move receives the Chaos Thrust buff if you choose to do Full Thrust instead of Chaos Thrust where in this situation, the order doesn’t matter. Chaos Thrust combo is still more damage here however.

Few notes:

  • Although the burst combos I listed show it GCD -> oGCD -> GCD -oGCD, it doesn’t have to always be in this order, it can be GCD -> oGCD -> oGCD -> GCD, in some situations you may have to do this to stay on a target by throwing in a Spineshatter Dive after you did Jump because the target ran away.
    • In the combo I listed above, “Into Target with 2 seconds of Chaos Thrust debuff left,” if you have the Action Speed Increase trait on, if you do Full Thrust -> Geirskogul -> Jump, all 3 will receive the Chaos Thrust damage buff that is about to fall off, pushing its damage ahead of using Chaos Thrust as your combo of choice here.
  • You have may have noticed that Skeweris not listed in any of the burst combos and you are right. Although, Skewer is commonly written off as just 1000 potency that you throw in when its off cooldown, there is a lot of little things you can with it that can give you even the slightest advantage over other Dragoons.
    • Personally, if I am going to use Skewer on a DPS while bursting, I will do it on a target that I know will not have any defensives thrown on it. I try to treat it with the same respect as I would Dragon Sight because it adds 1000 potency to your burst and when you think about it, 1000 potency is more damage than Dragon Sight will increase YOUR OWN damage by in a given burst window.
      • Also when using it, I will use it as the last oGCD I thrown in, if the target has no defensives which made me decide to use Skewer, they may die so fast from a coordinated burst, I may not even have to commit my 60 second cooldown that is Skewer on it and instead have only used my standard burst which will come back in just a few seconds.
    • When bursting a healer, I will actually use Skewer as my first oGCD of choice. It reduces healing done by 10%, and when you think about it, the more heals the healer casts on themself after you have used Skewer, the more impact it has and higher theoretical potency it can be seen as having.
      • For example, Skewer used on Healer, they cast Cure 2 which would normally be about 4,500 health restored, that reduced by 10% is taking away 450 healing restored, so from one Cure 2, their health is 450 lower than it would have been, if I had not used Skewer or used it later, so essentially it can be seen as having 1000 (damage from oGCD) + 450 (health not restored that normally would have been) so 1450 theoretical potency in this way, and this theoretical potency only increases the more times they try to heal themselves while getting bursted. They try casting another Cure 2, that is another 450 health restored taken away from them, so after 2 Cure 2s they are 450+450 so 900 health lower than what they should have been, giving Skewer a theoretical potency of 1900 and so on.
    • Skewer is also very very effective when counterbursting, for example if the enemy Samurai is bursting me and I am bursting them, I will consider using Skewer if I have no defensives since it will reduce their burst damage by 10% and be more damage in my burst from me thrown at them tipping the odds in my favor.
      • Skewer is also Dragoons only ability that can help the team defensively, so if you see one of your teammates about to get bursted, say for example they are all running at your healer at the end of a match, Skewer can reduce one of the enemy player’s bursts in this situation by just a tiny bit, which is better nothing! You are probably preventing 600-700 damage and that may save the game in this situation!

Dragon Sight Macros:

Tether Ranged

/micon “Dragon Sight” pvpaction
/pvpaction “Dragon Sight” <4>

Tether Tank

/micon “Dragon Sight” pvpaction
/pvpaction “Dragon Sight” <2>

EXPERIMENTAL MACRO

/micon “Dragon Sight” pvpaction

Macros

/merror off

/tpc

/pvpaction “Dragon Sight”

/pvpaction “Dragon Sight”

/pvpaction “Dragon Sight”

Ffxiv

/pvpaction “Dragon Sight”

/pvpaction “Dragon Sight”

Ffxiv Dragoon Macros

/pvpaction “Dragon Sight”

/pvpaction “Dragon Sight”

/pvpaction “Dragon Sight”

Ffxiv Dragoon Macros

Ffxiv Dragoon Macros

Macros For Dragoon Ffxiv

/pvpaction “Dragon Sight”

/pvpaction “Dragon Sight”

/pvpaction “Dragon Sight”

/tle

This macro targets the closest ally “/tpc” and then uses tether on them, then targets the last enemy you targeted “/tle” after executing Dragon Sight. The other macros are better for sure, but this is just an option from the norm. A downside to this macro being is it can sometimes tether the healer if they are closer to you than the ranged or tank that are on your team.

Ff14 Dragoon Macros 2020

As with all dashes in this game, Elusive Jump can still travel you the distance you want despite there being a wall in the way, but only if the wall is diagonal from you and as you would slide on the wall mid dash, you would still be in the animation so it snaps you to where you would be (15y back) if the wall wasnt even there