Sep 12, 2013 FINAL FANTASY XIV c 2010-2013 SQUARE ENIX CO., LTD. All Rights Reserved. Downloadlink: Ein Guide wie ihr die FFXIV-APP. FFXIV Stormblood Role Analysis: Ranged DPS. All of the Graze abilities from Machinist have been shared with Bard here: Head Graze your silence, Arm Graze a stun, Leg Graze which inflicts a 40% heavy, and Foot Graze a bind, are all available. None of these abilities deal any damage, which to me, shows a move away from using these.
As far as PvP goes, Bard is kind of the Sniper class of FFXIV. You don't move anywhere close to the front lines of a skirmish. Because of WM and the skills gated behind it
Bard isn't as bad as people make it out to be. So don't let anyone tell you otherwise. I don't know much about Dragoon but I've leveled my Bard to 60 and have done Alex NM raids with it, so I'll try to give you some insight on it. In terms of PvP, I've also played Bard in it as well, so will go into that too.
With the introduction of Wanderer's Minuet, Bard becomes a mini-caster in a sense; however their cast times are alot shorter than actual mage classes. The cast time of each skill, I do believe, is around 1.25-1.50 of a Global Cool Down. That leaves you roughly 1sec of a Global Cool Down to:
- Weave in an Global Cool Down skill
- Weave in a buff
- Repositioning/moving in an anticipation of an AoE
The thing that people have hammered on the most is being stationary. Most of it is not true, as I've already stated above, you could still easily move and dodge things at no cost to your DPS output if done after or before a skill finishes casting and stopping to cast right before the Global Cool Down goes through a full cycle. If you've played a healer or a caster class, you would know that you can move a few miliseconds before the cast ends, and it will still execute allowing for further movement.
If you were to main a Bard, you'll still be very much in demand for progression. Do expect competitions for the spot with Machinists though.
Bard and Machinist are the only two classes that can help regen MP for healers which is a very welcomed asset for progression.
As far as PvP goes, Bard is kind of the Sniper class of FFXIV. You don't move anywhere close to the front lines of a skirmish. Because of WM and the skills gated behind it, you wanna use it as much as possible, plus the additional 20%-30% boost to dmg output. So to play this class effectively, you want to stay back and snipe. Let your melees or tanks do all of the distraction for you while you snipe at people. Find the right target and the right timing and you can burst down any non-tanks within seconds while you're in WM. Once people start focusing at you, you wanna turn WM off and pull back behind a group til you're no longer targetted and start sniping again.
So overall, Bard does not have a ton of firepower, but it is still viable for any raid currently available. But it's support abilities along with its strong capability to burst down a target, and be able to keep DPS uptime is probably many of the reasons I still love playing as Bard. Hope this helped you decide Buy FFXIV Gil! Good luck!
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Final Fantasy XIV ARR: The logic behind Warrior and Dark Knight getting their stances at 30
When I leveled my Final Fantasy XIV Paladin about 2 years ago, I had 0 aggro issues. No class could pull off me in dungeons 30 to 40. (Nor before or after for that matter lol)
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When did you start tanking in Final Fantasy XIV?
The learning curve and challenge really held my interest in FFXIV, my first mmorpg, as I read guide after guide and asked endless questions on FFXIV Realm.
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Leveling Bard after getting 60 FFXIV Machinist let me explain my feelings
Stronger DoT effects, they get two DoTs that I find super effective and that in my opinion invalidate the 80 'potency' turret that the Machinist gets
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I'm perfectly fine with ammo Utilization for FFXIV Machinist
While I'm perfectly fine with ammo as it is, I can get behind the idea of it adding a different effect to skills outside of the primary 1,2,3 rotation.
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FFXIV Paladin’s are all about group utility in PvP
Node defense is the one area where Paladin’s fall short to other tanks. You only have two skills that can interrupt node captures: Glory slash and Circle of Scorn.
![Ffxiv bard midi files Ffxiv bard midi files](/uploads/1/2/5/8/125831219/306257269.png)
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Final Fantasy XIV 3.0 Paladin Adjustments
Sword Oath damage bonus - No. Paladin DPS in Sword Oath is fine enough. What is not fine is their enmity generation in Sword Oath. They need to have the enmity of their Rage of Halone combo buffed by a substantial amount
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![Ffxiv bard midi files Ffxiv bard midi files](/uploads/1/2/5/8/125831219/775760598.png)
Node defense is the one area where Paladin’s fall short to other tanks. You only have two skills that can interrupt node captures: Glory slash and Circle of Scorn.
1.Use your map. It’s you best friend, and allows you to pinpoint your team, which nodes you have, possible safe zones/escape routes and where the enemy is currently engaged in combat. It is very important in PvP to never lose tracking on your team. Staying together keeps people alive. You can only do that when you know where everyone is.
2.STAY TOGETHER. I know I said that already, but this is super important, especially for tanks. You are practically useless on your own, except as 5 points for the enemy team to steal off of you if you’re caught alone. So don’t stray from the team.
3.Keep your formations tight. Close knit groups make it difficult for enemies to pick out specific targets, and staying stacked up makes it substantially easier for healers to find you if you’re dying, or simply group heal. Tanks usually stay close to the front for the sake of baiting and trapping, but this also allows you to dip into the safety of the group if you’re health is getting low. The only time you want to be wary of being in a tight group is if you have a coordinated team using multiple caster FFXIV Limit Break’s at the same time. So keep your defensive CD’s ready and be quick on your toes.
4.Do your job. Even in PvP, Tanks,FFXIV Healers, and Dps have specific roles to play. Learn your role and stick to it. You’ll only be helping your team if you know your part and preform it well. It’s not all about getting the personal kill. It’s about getting the group kill.
5 Consider making a PvP specific hotbar. Your PvP rotation will be wildly different than your PvE one. Targets move around a lot, and you have specific PvP skills that are very useful to have at the ready. It's a pain in the ass to do this, I know, and the community would greatly benefit from having PvP specific character build slots so we don't have to share cheap ffxiv gil our PvE hotbars with our PvP load outs, but, until SE get's their heads out of their butts, you're gonna want to clear a hotbar specifically for the moves you use most commonly in PvP.
FFXIV Paladin’s are all about group utility in PvP. Think of your class the same way you would in a raid.
In PvP, Tanks serve as baits, snares and distractions. Unless you’re on healer protection duty, you’re gonna want to be on the front line. Pop a defensive cooldown, dip into the enemy, and then dip back behind your defensive line. The bigger threat you are, the more likely you’re going to get yourself a bite. You want a dps or two to chase you. If they follow you into your own group, or even just separate a good distance from theirs, stun lock them and let your dps go to town. All tanks do this their own way, but Paladin excels at cock blocking attacking dps. Shield bash and Shield swipe are your two most useful moves when it comes to trapping enemies, and any smart dps on your team will be watching you to see what you trap, so they can pounce on the kill.
Advanced tactics use your PvP skills. When dipping behind enemy lines, use Push Back. The more dmg you’re taking the more dmg you’ll be doing to the enemy squad, weakening them for your DPS. Any DPS who chase you will have already taken dmg to them just by letting them beat on you, and your DPS will make short work of them. Use Full Swing on snared targets to make them die all that much faster.
Be wary of other tanks. They’ll be doing the same thing, and you might get a tank when you cast yourself out as bait. If this happens, you can still burn them down, but be careful. I don’t usually waste a Full Swing CD on a tank unless I’m sure they’re not getting healed or multiple DPS on my team are helping me kill him.
Otherwise, your job is all about reading the battle field and acting accordingly. If the fight is turning into a massive brawl, or you severely outnumbered, or you just want to seal the deal for your team, activate your def PvP CD: testudo. If you see a huge amount of incoming dmg (caster Limit Break’s, for example), pop your FFXIV Limit Break with Testudo and save your team. Remember that in PvP, your FF14 Limit Break is specific to you. Don’t be shy about using it.
Node defense is the one area where Paladin’s fall short to other tanks. You only have two skills that can interrupt node captures: Glory slash and Circle of Scorn. If your node is being swarmed, throw a glory slash at the enemy and then high tail it to your healers and defend them. Leave the node defense to the other tanks who have a spam-able AoE.
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Final Fantasy XIV ARR: The logic behind Warrior and Dark Knight getting their stances at 30
When I leveled my Final Fantasy XIV Paladin about 2 years ago, I had 0 aggro issues. No class could pull off me in dungeons 30 to 40. (Nor before or after for that matter lol)
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Difference in tanking between Paladin and Marauder - FFXIV A Realm Reborn
In key though, the overall differences:FFXIV 3.0 Paladin is a master of damage mitigation. They are the class that just straight up regularly takes the least damage in the game
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Anyone else feel like Dark Knight is a bit lacking in Final Fantasy XIV?
Darkside annoys me, I wish they'd have given Dark Knight Mana Draw... MP is definitely the biggest issue with Dark Knight in PvP. Without Darkside or MP for Dark Arts, Dark Knight just becomes completely rubbish.
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Leveling Bard after getting 60 FFXIV Machinist let me explain my feelings
Stronger DoT effects, they get two DoTs that I find super effective and that in my opinion invalidate the 80 'potency' turret that the Machinist gets
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Final Fantasy XIV Dark Knight
Change or replace smokescreen, a 3minute CD quelling strike is useless. If the healer gets aggro on trashpulls we can simply shadeshift to the tank and rip the monsters off the healer.
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Final Fantasy XIV Leveling 48 Astrologian and need a bit of advice
As a disclaimer, I am only a level 48 Astrologian, and I do not have end-game healing experience, so I cannot say exactly how to prioritize everything.