My monk does Arm of the Destroyer -> Twin Snakes -> RockBreaker, Putting in Howling Gale (is that the right name?) whenever it's up. It wrecks my TP however, and I haven't mathed it out.
Use Dragon Kick over Arm of the Destroyer and tab over to the a mob after Rock Breaker. AoD needs to hit like 4 or 5 mobs to be marginal dps gain for twice the tp and dragon kicks debuff is super useful if magic damage is going out. Use Perfect Balance to spam Rock Breaker and cross class Bloodbath to heal up while you ignore aoes and make bad players report you for cheating cause your hp bar keeps going to 100% as soon as you take damage.
DRG's actually have really good AoE DPS, and can be almost equal to BLM in ideal situations. Just counting normal buffs for each job (Heavy Thrust+B4B on DRG, AF3+Enochain+Raging on BLM) makes Doomspike/Fire 2 pretty even in terms of PPS. It's true that if a fight goes on for too long, BLM will easily overtake the DRG due to TP issues, but I don't really see that happen often. I might just be lucky and have EX roulettes with decent DPS lol.
In regards to using parser information, it's always going to be hard to base your numbers against another persons. There are soooooo many factors contributing to/hindering DPS that you can only count on gauging numbers against yourself to see any real results.
For example, take @Delzhand 's 800 A1 number. I have no idea what gear he's using, if he's using food, if he used pots, or how long the overall fight was. Comparing that to the 1200 dummy parse he mentioned makes it seem like he's doing kinda bad. However, most dummy parses are "normalized" at 3.5-4 minutes to get in about 3 rounds of full buffs. I know for a fact A1 can easily be done in under 2 minutes, and when you parse for that shorter duration you're missing out on another B4B/BL/DFD/etc that would boost your numbers up.
And here I am with my almost-30 GLD, wondering how I'm supposed to manage enough abilities to stretch across two hotbars.
So which attack rotation should I be using solo at this point?
-Fast Blade > Savage Blade > Rage of Halone?
-Savage Blade > Rage of Halone?
-Fast Blade > Riot Blade?
Fast > Savage > Rage. Fast >Riot will become important - when you hit 54 and gain the final piece of that combo.
Fast > Riot > Goring > Fast > Savage > Rage > Fast > Savage > Authority > repeat. If you want to eke out a bit more DPS at the cost of lower enmity and increased mob damage, you can swap out Rage for a second Royal Authority.
Doesn't following that rotation require the DPS to hold themselves back a lot more since you will not be building threat as fast as with the Fast > Savage > Rage combo and will also not be reducing damage dealt to you? It strikes me as a rotation to use on easier content or content you overgear.
Doesn't following that rotation require the DPS to hold themselves back a lot more since you will not be building threat as fast as with the Fast > Savage > Rage combo and will also not be reducing damage dealt to you? It strikes me as a rotation to use on easier content or content you overgear.
The timer on Rage's damage reduction is almost long enough to sustain to the refresh (if you're executing perfectly, it wears just as you're delivering the Savage Blade leading into Rage.) You're also weaving your off-GCD abilities in as well. Combined with the enmity buff from Shield Oath, you shouldn't be worrying about enmity, especially with a NIN.
I think he meant during the first 6 GCDs before the first time you use Rage.
If you're really concerned, you can open with the Rage part, but you should be opening with Shield Lob, Circle of Scorn, Spirits Within woven into your GCD cycle.
I think he meant during the first 6 GCDs before the first time you use Rage.
If you're really concerned, you can open with the Rage part, but you should be opening with Shield Lob, Circle of Scorn, Spirits Within woven into your GCD cycle.
I'm only 58 at the moment, but I've run into lots of situations where front loading Shield Lob, Circle of Scorn, Spirits Within would not be enough threat without the whole Rage combo as well. It gets even worse when you have an AE crazy group or a healer who likes to drop large bomb heal just as you pulled a large pack of enemies. I can see having more safety to use a lower threat opener when tanking single enemy boss encounters with a group of people who know to hold back a bit. From what I've seen from the Duty Finder, such groups are not all that common and building a lot of threat at the start of the fight is needed to prevent an overzealous DPS pulling threat right on the initial pull.
I guess that video demonstrates what I want, but it's such a clusterfuck of a mess. I'd adore being able to slim down some of that information.
That was to illustrate how fast A1 can be downed, not to show off UI stuff.
And its a pretty on par dps rotation for most things. The first three dps were breaking over 1k dps thru the fight. With my parser up my A1s generally have maybe 1 or 2 800 dps and the rest at 600 or below. and I don't dps as much as that whm so I"m lucky if I'm at 78 dps that fight compared to his 550+
So yeah, assuming you have a group (more than likely non pug) that has that type of dps you can drop things very quickly. Which of course then shows off how a pug can really be slow compared to a non pug / PF group.
Greetings Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armada.
I think he meant during the first 6 GCDs before the first time you use Rage.
If you're really concerned, you can open with the Rage part, but you should be opening with Shield Lob, Circle of Scorn, Spirits Within woven into your GCD cycle.
I'm only 58 at the moment, but I've run into lots of situations where front loading Shield Lob, Circle of Scorn, Spirits Within would not be enough threat without the whole Rage combo as well. It gets even worse when you have an AE crazy group or a healer who likes to drop large bomb heal just as you pulled a large pack of enemies. I can see having more safety to use a lower threat opener when tanking single enemy boss encounters with a group of people who know to hold back a bit. From what I've seen from the Duty Finder, such groups are not all that common and building a lot of threat at the start of the fight is needed to prevent an overzealous DPS pulling threat right on the initial pull.
I was listening to the Best Friencast today where they brought up some very....interesting things that can be viewed from a distance in this game, hinting what may come in the next update.
Anyone got any screenshots of the things they mentioned?
I was listening to the Best Friencast today where they brought up some very....interesting things that can be viewed from a distance in this game, hinting what may come in the next update.
Anyone got any screenshots of the things they mentioned?
Stupid emergency four hour maintenance happening right now.
I had two hours more of play time.
I was going to work on my Monk.
Waaaaaa. :razz:
destroyah87 on
+3
JakarrdIn the belly ofOklahomaRegistered Userregular
edited July 2015
We had Mara/Masha/Rie/Myself/Trooper/Myuze/Nermits/November rushing A1. we cleared our last just before maintanence and got at least 6 people their drops. not sure if all 8 got it since we had a couple of pedals dropped that most didn't need but that was like 45 mins of pure blunt force trauma. yay! :biggrin:
Jakarrd on
Greetings Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armada.
I guess that video demonstrates what I want, but it's such a clusterfuck of a mess. I'd adore being able to slim down some of that information.
That was to illustrate how fast A1 can be downed, not to show off UI stuff.
And its a pretty on par dps rotation for most things. The first three dps were breaking over 1k dps thru the fight. With my parser up my A1s generally have maybe 1 or 2 800 dps and the rest at 600 or below. and I don't dps as much as that whm so I"m lucky if I'm at 78 dps that fight compared to his 550+
So yeah, assuming you have a group (more than likely non pug) that has that type of dps you can drop things very quickly. Which of course then shows off how a pug can really be slow compared to a non pug / PF group.
Just thinking through the fight though, burning hard at the start would be the best way to deal with it and it makes complete sense. The boss doesn't have high damage, I had a MNK tank one for the last 20% one time. The appearance of the duplicate is based off time, not percent HP so if you can maximise your initial burn before the appearance of the duplicate, you can make a huge gain in progress as the duplicate copies HP when it activates. Getting to 80% when the duplicate appears means you need to do 180% damage to clear. Push to 30% and you'll need to do 130%.
It makes complete sense for everyone to be going balls to the wall with doing damage including the healers. Eos/Selene + HoTs can easily cover the tank.
I wonder if this is a hint towards what needs to be done in Savage
We had Mara/Masha/Rie/Myself/Trooper/Myuze/Nermits/November rushing A1. we cleared our last just before maintanence and got at least 6 people their drops. not sure if all 8 got it since we had a couple of pedals dropped that most didn't need but that was like 45 mins of pure blunt force trauma. yay! :biggrin:
I got a bolt. Which will actually let me finish doing daily hunts a little sooner, since my right side contains the only few i170 items I still have. I got the chain last week (which seems to be the highly desired item).
+1
Kevin CristI make the devil hit his kneesand say the 'our father'Registered Userregular
Finally had time tonight to play. Emergency Maintenance until 11p or later. hoo ray.
I think he meant during the first 6 GCDs before the first time you use Rage.
If you're really concerned, you can open with the Rage part, but you should be opening with Shield Lob, Circle of Scorn, Spirits Within woven into your GCD cycle.
I'm only 58 at the moment, but I've run into lots of situations where front loading Shield Lob, Circle of Scorn, Spirits Within would not be enough threat without the whole Rage combo as well. It gets even worse when you have an AE crazy group or a healer who likes to drop large bomb heal just as you pulled a large pack of enemies. I can see having more safety to use a lower threat opener when tanking single enemy boss encounters with a group of people who know to hold back a bit. From what I've seen from the Duty Finder, such groups are not all that common and building a lot of threat at the start of the fight is needed to prevent an overzealous DPS pulling threat right on the initial pull.
Are you running full VIT accessories?
I've got a mixed bag of accessories with Vitality and Strength on them since I'm leveling. That could be the issue, since I've been focusing on ilevel over stat distribution. I've put about 75% of my level up stats into strength.
0
JakarrdIn the belly ofOklahomaRegistered Userregular
I guess that video demonstrates what I want, but it's such a clusterfuck of a mess. I'd adore being able to slim down some of that information.
That was to illustrate how fast A1 can be downed, not to show off UI stuff.
And its a pretty on par dps rotation for most things. The first three dps were breaking over 1k dps thru the fight. With my parser up my A1s generally have maybe 1 or 2 800 dps and the rest at 600 or below. and I don't dps as much as that whm so I"m lucky if I'm at 78 dps that fight compared to his 550+
So yeah, assuming you have a group (more than likely non pug) that has that type of dps you can drop things very quickly. Which of course then shows off how a pug can really be slow compared to a non pug / PF group.
Just thinking through the fight though, burning hard at the start would be the best way to deal with it and it makes complete sense. The boss doesn't have high damage, I had a MNK tank one for the last 20% one time. The appearance of the duplicate is based off time, not percent HP so if you can maximise your initial burn before the appearance of the duplicate, you can make a huge gain in progress as the duplicate copies HP when it activates. Getting to 80% when the duplicate appears means you need to do 180% damage to clear. Push to 30% and you'll need to do 130%.
It makes complete sense for everyone to be going balls to the wall with doing damage including the healers. Eos/Selene + HoTs can easily cover the tank.
I wonder if this is a hint towards what needs to be done in Savage
If it is what needs to be done in savage then you'll really need to have decent tanks that know their cd management. Rie and I generally had no problems keeping mara/masha up and we only really had one death (due to Nov getting prey and us letting him get under 40%) and then a wipe near last due to masha having issues gaining second boss upon arrival so they were tethered for too long. But even maintaining 300+ dps myself plus healing there were times that had any of our dps gotten into serious hp straits I'd been hard pressed to not be at zero mana. That's usually why in pugs I don't over attack much becuase either the tanks need more focus or the dps are taking more damage than they should and I can't afford to be spending rezs left and right.
Given all that, though, I do think you might be right that they'll just tune savage so that both healers need to push 300+ dps consistently to dps the fight. Unless they introduce more mechanics it just feels like they are gonna increase hp of boss and tune up various damage by 25% or better; maybe a third laser. That might mean more hps going out than dps unless we see some hard engrage beyond just the self destruct pop up.
It will be fun to see though, at least from a healer perspective!
Greetings Starfighter! You have been recruited by the Star League to defend the frontier against Xur and the Ko-Dan Armada.
I picked FF X back up to tide me over. I remember why I put it down, I refuse to proceed until I beat the Goers - the smarmy bastards.
As soon as you can get control of the ball, pass it to your backfield then have them swim into your goal and pass it back and forth until there's a little more than a minute left on the clock. The AI usually will go back to their side of the field and let you sit there. At that time, have your defenders pass to your Letty and have him drive forward and to the north. The AI players will converge on him, have him pass to Tidas just before they reach engagement range. Tidus goes straight to the goal as closes as he can possibly get without defenders engaging him, then takes his shot with about 15s left on the clock. Should be enough time to make the goal and have it count, with no time left on the next position for an enemy score.
At half-time, if you pulled it off (particularly if you got first possession) they should gain no experience except the goalie pity XP, and your defenders and Tidus should each get a level. Put Jecht Shot in Tidus' new tech slot (you did get Jecht Shot right? otherwise try sphere shot).
2nd half, similar trick until about 2:00, have Tidus drive forward and use Jecht Shot (he can take up to 2 engaged defenders out of play with this).
After the cutscene, try and do a thing similar to first half with Wakka.
I picked FF X back up to tide me over. I remember why I put it down, I refuse to proceed until I beat the Goers - the smarmy bastards.
As soon as you can get control of the ball, pass it to your backfield then have them swim into your goal and pass it back and forth until there's a little more than a minute left on the clock. The AI usually will go back to their side of the field and let you sit there. At that time, have your defenders pass to your Letty and have him drive forward and to the north. The AI players will converge on him, have him pass to Tidas just before they reach engagement range. Tidus goes straight to the goal as closes as he can possibly get without defenders engaging him, then takes his shot with about 15s left on the clock. Should be enough time to make the goal and have it count, with no time left on the next position for an enemy score.
At half-time, if you pulled it off (particularly if you got first possession) they should gain no experience except the goalie pity XP, and your defenders and Tidus should each get a level. Put Jecht Shot in Tidus' new tech slot (you did get Jecht Shot right? otherwise try sphere shot).
2nd half, similar trick until about 2:00, have Tidus drive forward and use Jecht Shot (he can take up to 2 engaged defenders out of play with this).
After the cutscene, try and do a thing similar to first half with Wakka.
Honestly, I got my husband to do it, he loves blitzball as much as I hate it and won 2 - 0. He's pretty excited that I told him he can use my game to play blitzball whenever he wants.
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I guess that video demonstrates what I want, but it's such a clusterfuck of a mess. I'd adore being able to slim down some of that information.
That was to illustrate how fast A1 can be downed, not to show off UI stuff.
And its a pretty on par dps rotation for most things. The first three dps were breaking over 1k dps thru the fight. With my parser up my A1s generally have maybe 1 or 2 800 dps and the rest at 600 or below. and I don't dps as much as that whm so I"m lucky if I'm at 78 dps that fight compared to his 550+
So yeah, assuming you have a group (more than likely non pug) that has that type of dps you can drop things very quickly. Which of course then shows off how a pug can really be slow compared to a non pug / PF group.
Just thinking through the fight though, burning hard at the start would be the best way to deal with it and it makes complete sense. The boss doesn't have high damage, I had a MNK tank one for the last 20% one time. The appearance of the duplicate is based off time, not percent HP so if you can maximise your initial burn before the appearance of the duplicate, you can make a huge gain in progress as the duplicate copies HP when it activates. Getting to 80% when the duplicate appears means you need to do 180% damage to clear. Push to 30% and you'll need to do 130%.
It makes complete sense for everyone to be going balls to the wall with doing damage including the healers. Eos/Selene + HoTs can easily cover the tank.
I wonder if this is a hint towards what needs to be done in Savage
If it is what needs to be done in savage then you'll really need to have decent tanks that know their cd management. Rie and I generally had no problems keeping mara/masha up and we only really had one death (due to Nov getting prey and us letting him get under 40%) and then a wipe near last due to masha having issues gaining second boss upon arrival so they were tethered for too long. But even maintaining 300+ dps myself plus healing there were times that had any of our dps gotten into serious hp straits I'd been hard pressed to not be at zero mana. That's usually why in pugs I don't over attack much becuase either the tanks need more focus or the dps are taking more damage than they should and I can't afford to be spending rezs left and right.
Given all that, though, I do think you might be right that they'll just tune savage so that both healers need to push 300+ dps consistently to dps the fight. Unless they introduce more mechanics it just feels like they are gonna increase hp of boss and tune up various damage by 25% or better; maybe a third laser. That might mean more hps going out than dps unless we see some hard engrage beyond just the self destruct pop up.
It will be fun to see though, at least from a healer perspective!
Healer DPS though is the most inefficient sources of damage. No accuracy on gear, and even with the reduced accuracy requirements we're still missing a fair bit. We have around 350 accuracy at base so foods won't prop us up that much.
Also yeah, the more we have to dip into the high throughput abilities to cover dips because we're short on GCDs, the more it'll cost in MP.
I don't feel that healers will be required to be DPS'ing anywhere near 50%+ of the time and the expected contribution won't be that high. The cost in MP would be far too great and there'll be a point where if you can have healers DPS for that high a time, you're better off cutting a healer and bringing in another DPS and try to puzzle out the GCD bandwidth bottlenecks.
Certainly I feel that healers will be contributing SOME damage, but that damage will probably be centred around smart burst and/or high efficiency DoT application. Ravana EX for example during the burn phases, I would be clocking 650-700+ DPS and probably more if I decided to really step on it and line up as many CDs as possible.
Floor 4; a WHM can comfortably take down one of the adds during the 2nd phase. That can free up a melee DPS to keep chewing on a leg.
I don't think it's so much of putting out the raw numbers, but knowing when smart application of damage can give back far more than you'd expect. Fast burning Floor 1 would be a smart application since damage you deal before the duplicate rolls in is effectively 'doubled'.
However, there's a little bit of an elephant in the room: ASTs. I'm not entirely certain of their offensive prowess but I do recall that the design goal for them was to cut back on personal damage in exchange for the buffs they give to others.
I got all my alexander drops today. Now I will... uh... what do I do now
0
StragintDo Not GiftAlways DeclinesRegistered Userregular
My Black Mage is now 45. Doing my next Black Mage quest and the rewards are armor pieces but each is level 50 so I can't even equip them. What is up with that?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Posts
My monk is also 47, should have mentioned that.
Fast > Savage > Rage. Fast >Riot will become important - when you hit 54 and gain the final piece of that combo.
That skill filled a hole for me.
Basically, the endgame PLD rotation is:
Fast > Riot > Goring > Fast > Savage > Rage > Fast > Savage > Authority > repeat. If you want to eke out a bit more DPS at the cost of lower enmity and increased mob damage, you can swap out Rage for a second Royal Authority.
The timer on Rage's damage reduction is almost long enough to sustain to the refresh (if you're executing perfectly, it wears just as you're delivering the Savage Blade leading into Rage.) You're also weaving your off-GCD abilities in as well. Combined with the enmity buff from Shield Oath, you shouldn't be worrying about enmity, especially with a NIN.
If you're really concerned, you can open with the Rage part, but you should be opening with Shield Lob, Circle of Scorn, Spirits Within woven into your GCD cycle.
I'm only 58 at the moment, but I've run into lots of situations where front loading Shield Lob, Circle of Scorn, Spirits Within would not be enough threat without the whole Rage combo as well. It gets even worse when you have an AE crazy group or a healer who likes to drop large bomb heal just as you pulled a large pack of enemies. I can see having more safety to use a lower threat opener when tanking single enemy boss encounters with a group of people who know to hold back a bit. From what I've seen from the Duty Finder, such groups are not all that common and building a lot of threat at the start of the fight is needed to prevent an overzealous DPS pulling threat right on the initial pull.
That was to illustrate how fast A1 can be downed, not to show off UI stuff.
And its a pretty on par dps rotation for most things. The first three dps were breaking over 1k dps thru the fight. With my parser up my A1s generally have maybe 1 or 2 800 dps and the rest at 600 or below. and I don't dps as much as that whm so I"m lucky if I'm at 78 dps that fight compared to his 550+
So yeah, assuming you have a group (more than likely non pug) that has that type of dps you can drop things very quickly. Which of course then shows off how a pug can really be slow compared to a non pug / PF group.
Are you running full VIT accessories?
Anyone got any screenshots of the things they mentioned?
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Curious to see this myself.
I had two hours more of play time.
I was going to work on my Monk.
Waaaaaa. :razz:
I'm already going through withdrawal. ;_;
It's actually convenient timing for me as I'm currently busy with something else, otherwise I'd be going through the shakes as well. :?
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
Just thinking through the fight though, burning hard at the start would be the best way to deal with it and it makes complete sense. The boss doesn't have high damage, I had a MNK tank one for the last 20% one time. The appearance of the duplicate is based off time, not percent HP so if you can maximise your initial burn before the appearance of the duplicate, you can make a huge gain in progress as the duplicate copies HP when it activates. Getting to 80% when the duplicate appears means you need to do 180% damage to clear. Push to 30% and you'll need to do 130%.
It makes complete sense for everyone to be going balls to the wall with doing damage including the healers. Eos/Selene + HoTs can easily cover the tank.
I wonder if this is a hint towards what needs to be done in Savage
I got a bolt. Which will actually let me finish doing daily hunts a little sooner, since my right side contains the only few i170 items I still have. I got the chain last week (which seems to be the highly desired item).
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Yeah apparently there was some sort of Cluster duping exploit people were using that prompted this maintenance. Yay.
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PSN Hypacia
Xbox HypaciaMinnow
Discord Hypacia#0391
I've got a mixed bag of accessories with Vitality and Strength on them since I'm leveling. That could be the issue, since I've been focusing on ilevel over stat distribution. I've put about 75% of my level up stats into strength.
If it is what needs to be done in savage then you'll really need to have decent tanks that know their cd management. Rie and I generally had no problems keeping mara/masha up and we only really had one death (due to Nov getting prey and us letting him get under 40%) and then a wipe near last due to masha having issues gaining second boss upon arrival so they were tethered for too long. But even maintaining 300+ dps myself plus healing there were times that had any of our dps gotten into serious hp straits I'd been hard pressed to not be at zero mana. That's usually why in pugs I don't over attack much becuase either the tanks need more focus or the dps are taking more damage than they should and I can't afford to be spending rezs left and right.
Given all that, though, I do think you might be right that they'll just tune savage so that both healers need to push 300+ dps consistently to dps the fight. Unless they introduce more mechanics it just feels like they are gonna increase hp of boss and tune up various damage by 25% or better; maybe a third laser. That might mean more hps going out than dps unless we see some hard engrage beyond just the self destruct pop up.
It will be fun to see though, at least from a healer perspective!
https://store.na.square-enix.com/product/286517/final-fantasy-xiv-heavensward-plush-emerald-carbuncle
https://store.na.square-enix.com/product/286522/final-fantasy-xiv-heavensward-plush-topaz-carbuncle
Both come with their respective Minions of course.
At half-time, if you pulled it off (particularly if you got first possession) they should gain no experience except the goalie pity XP, and your defenders and Tidus should each get a level. Put Jecht Shot in Tidus' new tech slot (you did get Jecht Shot right? otherwise try sphere shot).
2nd half, similar trick until about 2:00, have Tidus drive forward and use Jecht Shot (he can take up to 2 engaged defenders out of play with this).
After the cutscene, try and do a thing similar to first half with Wakka.
Honestly, I got my husband to do it, he loves blitzball as much as I hate it and won 2 - 0. He's pretty excited that I told him he can use my game to play blitzball whenever he wants.
PSN Hypacia
Xbox HypaciaMinnow
Discord Hypacia#0391
and now the launcher crashes on Windows 10.
false alarm. a reboot fixed it
Healer DPS though is the most inefficient sources of damage. No accuracy on gear, and even with the reduced accuracy requirements we're still missing a fair bit. We have around 350 accuracy at base so foods won't prop us up that much.
Also yeah, the more we have to dip into the high throughput abilities to cover dips because we're short on GCDs, the more it'll cost in MP.
I don't feel that healers will be required to be DPS'ing anywhere near 50%+ of the time and the expected contribution won't be that high. The cost in MP would be far too great and there'll be a point where if you can have healers DPS for that high a time, you're better off cutting a healer and bringing in another DPS and try to puzzle out the GCD bandwidth bottlenecks.
Certainly I feel that healers will be contributing SOME damage, but that damage will probably be centred around smart burst and/or high efficiency DoT application. Ravana EX for example during the burn phases, I would be clocking 650-700+ DPS and probably more if I decided to really step on it and line up as many CDs as possible.
Floor 4; a WHM can comfortably take down one of the adds during the 2nd phase. That can free up a melee DPS to keep chewing on a leg.
I don't think it's so much of putting out the raw numbers, but knowing when smart application of damage can give back far more than you'd expect. Fast burning Floor 1 would be a smart application since damage you deal before the duplicate rolls in is effectively 'doubled'.
However, there's a little bit of an elephant in the room: ASTs. I'm not entirely certain of their offensive prowess but I do recall that the design goal for them was to cut back on personal damage in exchange for the buffs they give to others.
Get this guy in Record Keeper and the next Dissidia.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.