Dragoon

A Guide to Level 80 Dragoon

by Eve Malqir on Balmung

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, Dragoon instead has static buttons to press in a specific order with very little variance. 

Gearing

Level 80 Gear Guide

Meld Priority

Crit > DH > Det > SkS

5.55 Best in Slot (BiS)

(Tentative pending further testing)

2.5 GCD

Smoked Chicken

2.46 GCD

Smoked Chicken

Opener & Rotation

The Dragoon opener has a backbone of GCD actions that never changes, but the two different chunks of off-global skills:
:pot:
and

Can be shuffled within their respective “slots” in the opener if necessary for encounter-related timings. Just keep in mind you should still never double weave with :pot: Potion, High Jump, Spineshatter Dive, or Dragonfire Dive, ever, opener or otherwise.}

The basic GCD backbone of the rotation does change as you level:

64-80:

58-63:

– ( )x2

56-57:

– ( )x2

50-55:

– ( )x3

26-49:

– ( )x4

18-25:

– ( )x6

Dragoon Controller Guide

by Eve Malqir on Balmung

People very frequently ask how to set up hotbars to play Dragoon more effectively on controller. This guide is designed to help illustrate for new players how best to set up their buttons to not be hindered by using a controller.

FAQs and Resource

Jumping to the right conclusions

When gearing up below maximum Item Level, you want to follow some general guidelines.

  1. Maximize Item Level in every slot. There are very few exceptions to this rule, which can be confirmed via the Gear Calculator http://bit.ly/DRG-Gear
  2. Build toward BiS whenever possible.
  3. Prioritize Sub-Stats in the general order of:
    Critical Hit Rate > Direct Hit Rate > Determination > Skill Speed

However, stats are not linear growth models. They function on a tiered system of bonuses. As such, it is highly recommended to use the provided Gear Calculation sheet in order to plug in your current set and work out your optimal melds!

In general, we aim to have as low of Skill Speed as possible, but that shouldn’t dictate your gearing. You’ll want to aim for Best-in-Slot and always be gaining Item Level first and foremost. Having “too much” Skill Speed might make some things different than you’re used to, but it won’t have as large of an impact negatively as you think it will, assuming you still play properly.

Raiden Thrust is an upgraded True Thrust. It combos into both Disembowel and Vorpal Thrust and replaces True Thrust on your bar when it’s ready. You activate it by successfully landing the positional on the fifth hit of your combo (Fang and Claw or Wheeling Thrust following Wheeling Thrust or (Fang and Claw, respectively). If you fail, you get to press True Thrust and hear a laugh track play in the background.

Short answer is no. You have two GCDs in which you can use Dragon Sight:. If it is not active before your first Chaos Thrust, then no amount of bonus damage your ally gains will account for the loss you just suffered. You tell them you can shift it forward or back 3 seconds, at best, either popping it pre-pull (and swapping the :pot:Strength Pot with it) or using it 1 GCD later, just ahead of Chaos Thrust (and swapping it with Lance Charge). That’s it.

In a pug group, prioritize whoever will actually be close to you when it’s Dragon Sight time. Delaying GCDs hunting down your Bard because they asked for tether but live in Narnia will cause more issues than it solves. If someone specifically asks for it, just tell them they need to be close to you when it’s time.

In a static group, on initial pulls of the fight while learning, prioritize in the same way as a pug group. After you have a few pulls, filter a series of fflogs parses from your group through https://tethercalc.herokuapp.com/ to get specific answers for each tether for your particular group on that particular fight.

There is no hard-and-fast rule of who to tether, but Summoner tends to be low on the totem pole, because the tether does not affect any pets.

In general, no. You should be pressing everything as soon as it comes up. However, if you know your target kill time and are certain that the delays will not cost a use on the fight, then it is perfectly acceptable to do so. Just be aware that delaying is never worth it if you end up with 1 fewer cast on the encounter because of it, especially in the case of High Jump and Mirage Dive.

After the opener, you are technically able to enter Life 30 seconds later. If you do so, you’ll land 3 Nastrond and Stardiver with no buffs on them. This is done by pressing your second Mirage Dive before your second Geirskogul. If, however, you hold the Mirage Dive until after the Geirskogul, you’ll essentially skip that Life cycle and delay it another 30 seconds. Doing this is considered “delaying” your Life cycle.

Do note that you never delay a Life cycle by delaying your cast of Geirskogul – you should always be pressing it when it’s ready, outside of very specific, encounter-related reasons.

In general, yes, you want to delay the first cycle. Doing so pushes it back to around 60 seconds after the opener, which also puts it around 20 seconds before your second Lance Charge, allowing 1 Nastrond and Stardiver to both land under that buff. When you exit that Life, you’ll also have 2 more eyes to enter again, allowing another Nastrond under that Lance Charge, followed by potentially the next 2 Nastrond and your Stardiver under the following Dragon Sight.

All of this is tasty and positive, assuming your delayed first Life (or the subsequent double life) doesn’t run into issues with fight phasing. If someone says you should be doing “early” life for a given fight (like in E3S), it simply means you should enter (Mirage Dive Geirskogul) instead of skipping on your second Geirskogul.

Every time you come up on Geirskogul at the same time as you come up on your second Eye from Mirage Dive, you can make the choice to activate it or delay it. You can make this choice by following this handy table of advice, based on the time remaining on your two primary buff actions, Lance Charge and Dragon Sight:

One of < 30s on cooldown = (enter)
Both > 30s, but one < 60s = (skip)
Both > 60s on cooldown = : (enter)

Following this general outline will allow you to maximize the number of Nastrond and Stardiver that you land under buffs (Lance Charge Dragon Sight Battle Litany) throughout an encounter. We don’t need to look at Battle Litany timings up above, since it should always coincide with every other Lance Charge. If it somehow de-syncs, prioritize Lance Charge and Dragon Sight over Battle Litany.

The short answer is yes – if you have two targets that will both be active for >30 seconds, you want to alternate targets, maintaining :ct: on both:

If any Life Surges come up in these scenarios, just use it on a Fang and Claw that has a positional hit, as it has no effect on the damage-over-time effect of Chaos Thrust. This rotation has approximately a 3% gain over the usual rotation if you have two targets to spread Chaos Thrust on.

When extending to 3 targets, if they’re all within range, you actually want to swap to your AoE rotation (Doom Spike Sonic Thrust Coerthan Torment ), since that’s something around a 25% damage gain over spreading Chaos Thrust around, even without Disembowel’s buff being active for the AoE, while counting it for the Chaos Thrust spreading.

Tethercalc

Tool made by Platinum Xephera

Log Analysis

xivanalysis is a fantastic site for an overview of your endgame encounter performance.

The Balance

An FFXIV community hub focused on teaching, learning, theorycrafting, and optimizing XIV jobs and encounters. 

Content on this page is provided in large part by the mentors and theorycrafters of the balance!