FFXIV: Endwalker Archer/Bard 1 to 90 Leveling Skills Guide

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
welcome to the bard 190 leveling skills guide in this guide we'll cover all of your skills as you train to finally be able to listen to your own music better than the rest of them but also hopefully kill your enemies along the way i want you to go from this to this the series is framed in the mindset of players completely new to final fantasy 14 or the mmo genre in general or generally just still inexperienced in that same vein this will merely be an overview of the actions and how to use them optimal rotations are better left to their own in-depth videos just due to how much complexity is involved in perfect openers and overall rotations this is not meant to be a purely optimal guide if you wish to be optimal at level cap there are further places you can research your job on we will however be crafting rotations as we go to help new players understand what goes through creating openings and give them a forward to push themselves into being able to do it on their own the goal is to draw players in on the ground level so they can make strides to improve themselves all tool tips will be shown at the level cap for each section level 50 for a round reborn level 60 for heavensward skills of 75 storm blood level 80 for shadow ringer stuff and level 90 for end walker i also recommend all players add sprint and limit break to their hot bars both found in the general tab of your actions menu and as for how my hotbar is build it'll make sense at 90. just put skills on your hotbars in a way you feel comfortable using as you're leveling everyone has their own way of doing things if you want more info on how i set up my ui check the description of the card for a video on it and keep the following in mind patches can change jobs still be sure to check the description for any patch notes for minor potency changes or skill changes or any other special notes with all that out of the way let's begin bart is a flexible ranged dps all about procs proxying one skill activating another by nature of these procs being random bart has become a very reactive job your rotation boils down to special song abilities and the rotation of those across two minutes some procs change based on which song you are currently using and alter the playstyle of the job for a little bit for the duration otherwise bard is known for their support with both small and high power buffs those aforementioned songs give passive buffs to yourself and everyone nearby you also have several different dedicated support abilities with different effects and as a range job you have extremely high movement just don't go far away you party can't hear the music if you're living in the arctic to play an archer you either start as one or pick up the class in the gridania archers guild after completion of your level 10 class quest as your first class let's get into the finer details of each skill level 1 heavy shot this is a basic attack it does 160 potency of damage to a target and as a ranged dps we can attack from far away most all attacks have a range of 25 yards and will from this point forward only be noted if it is not 25 yards but quickly we evolve into level 2 heavier shot and straight shot heavier shot adds an extra effect onto heavy shot there is a 20 chance this is pretty low to get a proc of straight shot ready for 30 seconds which allows you for a single use of the skill straight shot straight shot does a 200 potency hit to a target as a result our goal is to hit enemies with heavy shot until we get a proc then spend that proc on whatever is still alive you cannot stack procs so while you can probably use heavy shot to kill weakened enemies due to the low proc rate don't let straight shot ready timeout or get overwritten the proc rate is low but it happens level 4 raging strikes on a 2 minute cooldown this increases all damage by 15 for 20 seconds when we get into combat we can throw this up to do more damage for 20 seconds simple right now we don't have much to use this for but later on the timing of this is going to be a lot more effective for now just use it on cooldown as you fight once you get some more attacks aim to use raging strikes before you use it all increase the damage of as many things as you can and aim to weave it or use it between global weapon skills level 6 venomous bite this does a small hit of 100 potency to a target however this comes with a dot or damage over time effect this dot does 15 pounds of damage for 45 seconds dots work on server ticks which are 3 seconds so divide that by the timer and we get 15 ticks of the dot this is 225 potency or 325 potency total it takes at least 12 seconds to be equal to one heavy shot which is a decent length of time later levels this will be easy to achieve at this low level enemies might not live for even close to that but get used to putting your dot up anyway it's worth a large chunk of damage for every enemy you can get decent durations on at level 6 is also our first roll action lego grays range draw actions are a bit hit or miss even for soloing put them on your hotbars anyway but i will not talk about them here if you wish to hear more about the importance of these actions the card in the corner or the description will take you to a role actions guide we also have second wind at level 8 then foot graze at level 10 level 12 blood letter this is our first skill with charges which means it can stack multiple uses the charge time is 15 seconds and upon using a charge the timer for the next charge begins in total it's a 30 second charge time to get back to maximum charges this is also an ability so the low 110 pouncy hit is 3 damage rather than a loss over heavy shot be sure to throw this out at every opportunity especially on enemies with a lot of hp like bosses level 15 repelling shot this is a class quest skill the first of many quest based skills if you are not doing a quest for gear do them for your skills going forward i will not be verbally mentioning it but in the top left is a denotion every time this crops up do your quests as for repelling shot it's not much of a shot it has a 30 second cooldown and a 5 yard range which means it's melee based it does no damage and causes you to leap back 10 yards away from the enemy given how mobile you are this has very little use if a boss is about to do a point-blank aoe and you're inside it you can hit repelling shot to get out of it or you can hit s or down on the control stick it has to be a really big aoe or you're really out of position for it to be effective i won't say it has no use but it's definitely more of a niche ability than it might otherwise be it can be used in very fancy ways or it leads you to jump off a platform and into a death pit level 18 quick knock this is our first aoe or area of effect skill it attacks on a cone in front of you hitting all enemies within the cone for 110 pouncey of damage the cone has a range of 12 yarms making it fairly large but also consider the cone originates from you a lot of newbie birds make the mistake of using this skill like the rest of the kit using it from far away they end up only hitting one to two enemies in a group because they're on the exact edge of the aoe range but melee range is the best place to be and where you'll hit most enemies with quick knock just see how wide this cone is you'll hit more enemies from up close because the furthest away enemies are also being hit when up against two or more enemies quick knock spam but also consider dots in aoe when a tank is pulling multiple groups it's hard to aim aoe and hit multiple enemies properly you can place dots on enemies then once the tank stops running unleash your aoe spam early on this won't mean much but later on it can be quite effective level 20 increased action damage this really isn't anything special all damage is up by 10 the thing is everything is balanced around this increase it doesn't change how you play at all either level 20 also gives us the role action peloton the exercise bike wishes it with this oh and then head gray's at level 24. level 30 wind bite this is your second dot much like venomous bite it lasts 45 seconds but this does 60 potency on hit and 20 potency every tick of the dawn this makes it a 300 potency dot and 360 potency total that means if you get the full duration of the dot this is stronger than venomous bite but most enemies who live long enough for one dot live long enough for you to put both dots on them prioritize win by on long living enemies and venomous fight for short-lived enemies to obtain the bard job you must first reach level 30 and complete the level 30 archer quest additionally complete the main scenario quest self-management which is at level 20 in the story return to the guild and the quest should be there for you level 30 mages ballad this is our first song ability giving us a brand new song gauge using mage's ballad does 100 potency of damage to a target and will buff everyone in the party for 45 seconds so long as they're within 30 ohms of your at least everyone affected will have their damage increased by one percent very tiny but remember that it's 45 seconds but it has an extra effect for us repertoire songs work like dots and that they tick every 3 seconds in this case there is an 80 chance every 3 seconds to trigger the repertoire proc and all three of her songs do this mage's ballad specifically has the repertoire effect of reducing the cooldown of blood letter by 7.5 seconds or half the charge time as a result while we are in mage's ballad we'll be passively gaining extra charges of blood latte up to 7.5 extra charges but on the average six extra charges as a result absolutely be sure to be spending blood letter during your time in mage's valid we don't really have a full opening but let's just do an example of what you can do just to get you thinking about rotations and an opener though to be fair even at level cap bard has one of the smallest openers in the game still heavy shot mage's ballad raging strikes wind bite blood letter venomous bite blood letter heavy shot straight shot spam we do a heavy shot to start the global cooldown before weaving in mage's ballad for the buffs which is why we also weave in raging strikes even if we got straight shot ready we prioritize putting our dots up because they're that strong plus the proc isn't going anywhere we'll also throw out blood letters here before defaulting to just spamming heavy shot over and over anytime we can straight shot we straight shot instead keep in mind mage's ballad also gives us many chances at more blood letters we cannot in any way predict how many procs we get in any of our openings we can assume an average but even that can be inaccurate so just remember while there are only two blood letters in this opener we might see one immediately after the second or third heavy shot eventually the song will fall off and so will the dots put the dots back up use blood letters as you can use them and put mages back up as soon as the cooldown ends our final roll action is already in its arm's length at level 32 level 35 the warden's pian this is our first dedicated support ability on a 45 second cooldown you can remove a single negative status effect from yourself or an ally if no negative effects are present you give the player a buff for 30 seconds so it will automatically remove the first negative effect it can summarily this is bard's ability to assuna mostly this is a helis thing to worry about but this is a very nice ability to have for helping your healers if you stand in a poison puddle and get poisoned hit pn just to remove your own poison it's free and not for cusco and can be weaved between gcds healers lose an entire cast just to get you healed or maybe the tank has something to cleanse or mechanic in the fight is cleansing a debuff you can do it for the healers and you really should if you notice it cleansable debuffs have a white line in them like so if this white line is there throw out a pian for whoever has it if there's no white line ignore it you can't do anything about those it's some other kind of mechanic or debuff you need to just let timeout level 38 barrage on a 120 second cooldown this causes your next single target weapon skill to hit three times any effects only apply one time though you have 10 seconds after hitting barrage to use it so don't just randomly press it to prepare for later or something essentially you triple the damage of your next weapon skill which should always be straight shot barrage gives you a free proc of straight shot ready it's guaranteed that your next skill after barrage is straight shot which also means you need to be wary when hitting barrage if you already have straight shot ready use it first straight shot barrage straight shot overriding procs isn't the best idea and this one is entirely on you to do and let me say again single target weapon skills only you cannot barrage a quick knock level 40 increased action damage too just like the first one you've gone up ten percent more damage this doesn't affect the play style of the job just keeps you on par with a realm reborn balancing level 40 armies pian our second song in the line songs all have the same basic effects the differences are the buff and repertoire this repertoire effect is reduced cast time and auto attack delay you can have up to four stacks each granting four percent speed totaling to 16 while mage's ballad has a wide curve up or down of how many blood letters you get you're almost guaranteed to get all four stacks of repertoire at some point 80 is still 80 though so theoretically you could end up getting no stacks but the odds are so infinitely small you're basically always seeing four stacks so for the duration of army's pn expect to be hitting heavy shot and you dodge a bit faster but it's only for 45 seconds the order of her songs is mage's ballad then army's pian then 30 seconds of no songs assuming a boss with constant uptime at least armies is a bit stronger than mage's ballad so he prioritize that level 45 reign of death this is tied directly to bloodletter it and all of its charges are shared with bloodletter if you use a bloodletter you lose a reign of death and vice versa the catch is that this is an aoe it has an 8 yard radius doing 100 potency of damage to a target and all enemies within the radius and if you noticed this is only 10 potency lower than blood letter blood data you use for single target because that extra potency does add up in boss fights but the moment there are two or more enemies use reign of death and because tanks like to grab multiple groups on average any and all trash mob fights will lead to a lot of enemies this makes mages valid extremely strong for aoe and your best song for it by a mile level 50 battle voice another two minute cooldown this increases direct hit rate of all players within 20 ohms of you by 20 percent this lasts for 15 seconds the problem is you must be singing a song to use battle voice if you try to use battle voice without a song running it won't let you now given how bard works this is basically never an issue but you do need to keep in mind it always comes after a song similarly to raging strikes you want to use this before going crazy with big attacks the more things you buff the better it is and you'll be ideally timing it along with your party members they will also be throwing out any of their buffs every two minutes multiplying everything together for big gains otherwise simply put use this on cooldown where you can but now let's go into a real opening and discussion about the opener given you'll be sticking with level 50 part for a while you'll get synced down it needs it or at least something to get you going heavy shot mage's ballad raging strikes heavy shot battle voice blood letter wind bite blood letter venomous bite barrage straight shot heavy shot spam once again we start with heavy shot just to get us going we weave in both mages valid and raging strikes to get the buffs going another heavy shot later we end up with battle voice so all the buffs are up double weave in bloodletter to start the cooldown wall under all the buffs and potentially not losing any ticks of repertoire now that we have the buffs up we put up wind bite and venomous bite weaving in the second bloodletter to have used both procs when to bite is first since it's technically stronger with our dots running we pop out barrage for our triple straight shot before we're left with just spamming heavy shot forever but i'd like to once again go over a caveat there's our two heavy shots this is two potential chances to get straight shot ready which changes the opening a bit if it's the second one let's assume we get to venomous bite and we have straight shot ready instead of using barrage we would just use the proc we already have delay barrage until after to do it as i established earlier straight shot barrage straight shot the same goes for blood letter we don't know when or how many procs we will get assume we will get a lot of them but the win can change every run this is the big flex point of board and one you need to get used to now i try to build muscle memory or otherwise direct you to practicing later level rotations as early as possible that is the lesson i want to focus on here needing to manage your straight shot ready and blood letter follow the opener but if you get procs you replace heavy shot with straight shot even if it means you delay barrage and the biggest issue is this is the worst point for bard once we get into heaven's word everything plays a million times better so let's not hover on this for any longer and move on to the karaoke opener karaoke openers are characterized by me saying the skills as i use them this follows the pace of the opening exactly rather than just listing skills off in skill order so let's do this one heavy shot mage is valid raging strikes heavy shot battle voice blood bloody wind bite blood loader venomous bite barrage straight shot heavy shot spam let's get to hepatoid now the job just feels so wrong without it and you're gonna see why very quickly level 52 the wander is minuet and pitch perfect our third and final song comes with an extra skill the buffett gives is a two percent crit rate to everyone in range repertoire can be stacked up to three times but you only need one to be able to use the attached skill pitch perfect this is an ability so we can use it between our normal attacks with one stack of repertoire it does 100 poetry of damage to a target with two stacks 220 potency and at three full stacks you get 360 potency of damage so stack one is 100 potency stack two worth 120 potency and the third stack worth 140 potency this alone makes wanderers our strongest song for single target fighting when using pitch perfect always wait for three stacks of repertoire the only exception is if wanderes is about to wear off or you're otherwise not going to be able to use all three stacks if you have three seconds left of wanderer's minuet throw out whatever pitch perfect you can better than just losing the stacks entirely some damage is better than none and so now we have our final song order this is how we will use our songs up to level cap in single target 45 seconds of the wanderer is minuet 30 seconds of mage's ballad 45 seconds of army's pen in that order 45 plus 45 plus 30 equals 120 seconds or exactly two minutes if we want to get technical it's 43 34 43 but the point is we're cutting mages short since for single target it's our weakest song half of a blood letter is not that good the confusing bit is why we have mages valid in the middle if it's so weak this will make sense later but also there's burst phases to consider mage's ballad we're going to want to spend blood let it as soon as possible so we don't accidentally overcap and lose some during army's pain though we can hold on to some of our bloodletters when we get back into wanderers minuet we'll be able to do our openness again and if we have two bloodletters going into it we get the benefits of all of our buffs just make sure you don't overcap you'll get three blood letters in the duration of army's pen so you need to use at least one usually two for trash mobs our ideal order is mage's ballad army's pn wanderers minuet going 45 45 30. mages is strongest for aoe and pitch perfect is only single target so wanderers ends up being the worst for group fights so cutting it short we end up getting the best rotation for trash the issue is at lower levels trash mobs don't often last that long it's only later that fights tend to last minutes to even get that much rotation time this order otherwise goes across multiple different fights as a result but that's songs and i hope you build up the timing and muscle memory just fine going forward we will see more to benefit this cycle and be absolutely sure you're using the next song before the previous one ends might as well buff that 100 punchy with the song's passive buff level 54 imperial arrow on a 15 second cooldown this does 200 points of damage to a target right now it's just a stronger bloodletter you can't get two stacks of right now it's literally just a philly button but later on this is key get used to it level 56 iron jaws this is a weapon skill doing a paltry 100 pointsy to a target however if you hit an enemy with dots on it those dots will be refreshed completely so now instead of needing to wind bite and venomous bite to refresh your dot just hit iron jaws to send both timers back to max careful you don't let the dots drop off as then you'll need to manually place them back on anyway this only refreshes not puts them on further let's talk about snapshotting quick if you have a buff running when you put a dot up say raging strikes the entire dot gets the boosted damage not just while raging strikes is up if you put venomous bite up when raging strikes has one second left the full timer of venomous bite still gets boosted by raging strikes as a result we're going to be using and abusing this in the openness going forward level 60 on a 60 second cooldown this does 300 pounds of damage to a target that's it this actually is just a filler skill you use every minute on cooldown the problem is this is a leftover from previous iterations of bard it used to scale based on your dots and made dots feel more important now it just feels pointless but let's fit this all into our open it anyway we got a lot of big changes here that make barry feel a lot smoother and proper so let's just get into it wind bite the wanderers minuet raging strikes venomous fight imperial arrow blood letter heavy shot battle voice heavy shot barrage straight shot sidewinder heavy shot blood letter heavy shot heavy shot imperial arrow iron jaws blood letter similar but a bit different we actually start with wind bite to start the dot running sooner rather than later then we weave in wanderers and raging strikes to start building repertoire and even get the buff running venomous bite comes out for the same reasons as wind bite just to get it going even without buffs weave in imperial arrow and bloodletter just to get the cooldowns running here's where things get complicated heavy shot into battle voice gets the buff going and might have given us a proc of straight shot ready then our next heavy shot might be straight shot as a result but it might not depending on things will barrage or sidewinder here if this specific heavy shot gives a straight shot ready you sidewinder into straight shot if we do not have straight shot ready use barrage into straight shot watching your procs is a big thing here whatever one you don't use use after if barrage first sidewinder second if you already have a proc sidewind it first then barrage second from there we have one more blood letter to use because of timings and lots of empty space before we can weave imperial arrow again however consider pitch perfect all the weaving windows we have here can be pitch perfect prioritize pitch perfect over blood letter delay blood letter as needed we have time finally at the end though we have iron jaws this is here because of our dots remember that we used them before all of our buffs were up here we refresh them snapshotting the dots under all of our buffs use the last blood letter we have then we have nothing but filler left keep hitting heavy shot you straight shot when procked and pitch perfect at three stacks now let's karaoke open it i'm going to include pitch perfect uses well this is not guaranteed if i hit pitch perfect i'll be speaking it wind bite the wanderers minuets raging strikes venomous fight imperial arrow bloodline heavy shot battle voice heavy shot barrage straight shot sidewinder pitch perfect heavy shot blood delay heavy shot heavy shot imperial arrow iron jaws pitch perfect bloody so despite having small openers they're no less confusing or busy next to other jobs and it's going to get busier still level 62 troubadour 120 second cooldown with a 20 ohm radius this reduces damage taken by yourself and all nearby allies by 10 percent for 15 seconds this is much less situational than warden's opinion any time there is damage happening this is a good skill to pop raid wide damage is common from even basic dungeon bosses now is the boss about to do damage to everyone troubadour to reduce how much you all take but another way is to not help the party instead you help just the tank you've probably seen plenty of tanks doing big pulls they're taking a lot of damage with six seven eight or even more enemies on them pop troubadour to reduce it and make the gila have less trouble the tank should be using their own cooldowns but one extra is always a nice thing to have especially if you are familiar with tanking and see they use most of all they have and ran out of cooldowns level 64 bite mastery caustic bite and storm bite we've gotten some upgraded dots storm bite and caustic fight are much more powerful versions of your dots the timers are the same but caustic bite is 150 potency on hit with a dot worth 300 potency total length 450 potency storm bite meanwhile is 100 potention hit with a dot of 375 potency in total 475 pound c putting dots on enemies as you run with the tank is better now more than ever and hopefully you've been doing that for a little extra damage still takes forever to get their full potencies though prioritize storm bite on most enemies since slightly better level 66 nature's min another dedicated support skill nature's men has a 90 second cooldown this places a buff on a target which can be yourself increasing how much healing they receive by 20 percent it lasts for 15 seconds once again this is ideally used on the tank there can be situations where other players would do well to have extra healing on them such as the player collecting vulnerability stacks in bosses but usually it's best to use to help the tank get healed during trash or difficult hard hitting boss fights level 68 enhanced imperial arrow let's refer back to the level 60 opener for this one enhanced imperial arrow has turned imperial arrow into a proc every time you use it repertoire will activate this happens during all of your songs and in our opener we use imperial really early this grants us our first or even second repertoire of a fight meaning we'll already nearly be able to use pitch perfect this early into the fight and will get a second one later in the opening near the end and for every imperial arrow after the one thing you need to worry about is overcapping pitch perfect you can only hold three stacks and any extra are lost if you're about to use imperial arrow and you're already at two stacks you may just want to fire pitch perfect early sure you lose the extra potency of stacking three but it's a bigger loss to stay at the same time as imperial arrow your song procs a second stack over capping you to four that loses an entire stack of repertoire losing at least 100 potency so basically use imperial arrow if you have 0 or 1 repertoire stacks if at two or three use pitch perfect and weave in imperial after during mage's ballad and army's pn this isn't something you need to worry much about extra procs but not as easy to overcap level 70 straight shot mastery and refulgent arrow straightshot is seeing a major upgrade to the much cooler reforging arrow it does 280 potency of damage rather than 200. it's a very big increase especially considering things like barrage nothing we do with this skill changes though but it's much stronger and more important for you to always use straight shot ready every chance you get which is also weird because we physically can no longer use straight shot but that's it for storm blood some very nice stuff but nothing at all changed our opening it's busier for sure but there's still no guarantee of when we get pitch perfect still can assume an average timing but it's not always accurate just be sure to put even more focus on pitch perfect over blood letter as we head into shadowbringers level 72 enhanced quick knock and shadow bite been a while since we properly talked about aoe enhanced quick knock gives it a 35 chance to have a proc of its own shadow bite ready this is the straight shot and refulgent arrow of aoe it hits a target with an aoe of 170 potency all enemies within five ohms of the original enemy are also hit it's small but very deadly if you aim it right this is also a reason why you should have been in the melee range for aoe you need to target the middle enemies in a group not the back edge but that's not all look at that it says barrage potency well barrage still only gives a straight shot ready if you have the opportunity to weave in barrage before a shadow bite use it to boost it to 270 potency on every enemy it isn't as amazingly strong as tripling the damage you do but an aoe 100 points the extra is a huge deal also weird note shadowbite is stronger than heavyshot it's not worth using a single target because you can't proc straight shot ready but it's funny otherwise as i said treat this as your aoe version of refurgent get a proc use it level 76 bite mastery 2. storm bite caustic bite and iron jaw has been given a 35 chance to grant straight shot ready this is not only better than the chance heavy shot has but means you can now proc straight shot ready any time you need to manage your dots this includes in your opener your first heavy shot might now just be reforging arrow well i say that but there's a reason the chance to proc is higher level 76 heavy shot mastery and burst shot heavy shot is now burst shot doing 220 points to a target and having an improved 35 percent chance to proc straight shot ready you will now much more often be getting refusing arrow in your filler phases level 78 enhanced armies pn this is a really big trait and you should be happy it wasn't added to the army's peon tool tip when using any other song when under army's pian you will gain army's muse for 10 seconds if army's pn runs out on its own you will have army's ethos for 30 seconds singing another song within those 30 seconds will grant you army's muse this ethos effect is so if you're in the boss and it becomes invulnerable or leaves the arena entirely you can still get the army's muse buff when it comes back or between groups of enemies provided it's within those 30 seconds anyway army's muse scales in power giving you a stronger speed boost depending on how many stacks of repertoire you had when army's p and finished one stack is one percent two stats is two percent three stacks is forty percent and all four stacks is the much more massive 12 percent buff essentially you're carrying the effect of army's pn into your next song this is why we have our song order the way it is because wanderers minuet is when we use all of our buffs we want to buff that section as much as we can again i'll bring this up 43 seconds 34 seconds 43 seconds this is the ideal length of each of your songs 45 30 45 to be simpler but that's not as strong those seconds matter and the order for the single target is wanderers mages armies aoe you do mages army's wanderers with wander as being 30 seconds level 80 soul voice and apex arrow we have another gauge the soul gage repertoire now has a secondary effect granting us 5 soul gauge every time it triggers and given it's every 3 seconds that's potentially 5 soul gauge every 3 seconds the only use of this is apex arrow this is a weird one having a scaling potency based on how much gauge you have to break it down consider every 5 gauge to be 25 potency linearly scaling so 100 potency at the minimum cost of 20 gauge to 500 potency for 100 gauge this will spend the full gauge regardless of how high it is it does a nice size aoe and a 25 yard straight line in front of you so a yet still different shape to quick knock and shadow bite and generally we want to only use this when the gauge is at 80 or higher we'll come back to this but bards i know and high-end resources say to treat this like a 60-second cooldown there are some flex points with it in aoe or the boss is about to die but generally stick to 80 plus gauge only and once again our opening does not change our skills are stronger they have higher chances to give a straight shot ready and reopen his two minutes into our fight are buffed by army's muse and ideally we'll use apex arrow there too that's the benefit of board well our opening can be different every different run the general flow is the same for much of your time and maga doesn't really step out of this mold either though we will finally get some changes in it level 82 quick knock mastery and laden's bite quick knock has been upgraded to laden's bite doing an extra 20 potency per use and that's it cool animation and better shows how wide the aoe is level 84 enhanced blood letter this allows us to stack a whole three blood letters and reigns of death this is extremely useful for making sure we don't overcap and during army's peen i mentioned holding on to your blood letters for when you get back into wanderers well 45 second total charge time means you're able to go into wanderers with more blood letters stocked up or just spam more aoe in trash mobs that works too level 86 enhanced apex arrow and blast arrow this is why we want to only use apex arrow on 80 or higher gauge if we don't wait we won't get to use the enhanced apex arrow if using apex when the soul gage is 80 or higher which is 400 or more potency it upgrades to blast arrow the size and shape are the same but blast arrow has a 600 pouncy aoe guaranteed but to 60 less to all enemies after the first that's 240 potency still a really big aoe hit as a result if you weren't doing it before only use apex at over 80 gauge the exceptions still apply but much less so than before if it's the final boss it's about to die and you only have 70 gauge or so for a 350 potency hit might as well make use of it but anything below 60 is like pointless at that point you're losing damage almost level 88 enhanced troubadour troubadour has been reduced to a 90-second cooldown this means more potential uses and more protecting your party from big attacks this is especially useful in the harder content types where bigger hits are even more common otherwise just generally nice to have level 90 minstrels coda and radiant finale this is our final party buff adding another feature to the song gage three icons each representing our songs wanderers mages and armies each coda strengthens our final skill radiant finale it has a 110 second cooldown this is for making it smoother to use and grants yourself and everyone within 20 yards a damage buff for 15 seconds the strength of this is determined by how many koda we have each one being worth two percent however because of it essentially having a two-minute timer and our songs being on a two-minute timer generally we're gonna always get the six percent buff this only becomes a question for trash pools any downtime between groups can cause this to come up before getting a third coda but that's less to worry about than you might think with our final skill gained let's go over our final opening it hasn't really changed but we do want to fit in radiant finale at least and that extra letter but we'll see it in action storm bite the wanderers minuet raging strikes caustic bite imperial arrow blood letter burst shot radiant finale battle voice burst shot barrage refuge and arrow sidewinder burst shot blood letter birth shot blood letter first shot imperial arrow iron jaws so it's all the same as we start until we reach the weave with battle voice we put radiant finale here despite it only being worth two percent that two percent is worth a lot more when you're pairing it with all your other buffs and all your allies buffs you're also ensuring that in two minutes when you loop back around to wander as minuet you have all three coda for reopening and you didn't waste the first one otherwise the only other addition is the present of a third blood letter just remember this is taking up a weave slot that you may need to be ready for pitch perfect those will still happen randomly waiting for three repertoire and use your straight shot readies for refuge and arrow anytime you can let me pull up the adjusted for prox opener again remember any of these can turn into refuginero you can delay barrage so you don't waste any procs all that stuff we already discussed again fairly simple open it but it keeps changing every pool you just have to react so really all we have left now is to karaoke open air isn't that irony the song base job has little to no karaoke storm bite the wanderer is minuet raging strikes caustic bite imperial arrow blood letter birth shot radiant finale battle voice burst shot pitch perfect barrage refusing arrow sidewinder burst shot blood letter birth shot blood butter birth shot imperial arrow pitch perfect iron jaws things could be worse and walker actually treated bard fairly well they took out their earplugs the job isn't dead like a certain that part i know expected it to be thank you for watching this void one to ninety leveling skills guide feel free to give feedback or ask questions on what might still be confusing to you i'm always seeking to improve as should you don't stop with this guide even if i succeeded in helping you improve please leave a rating comment sub those really do help creators or even go follow my patreon have fun in your adventures across aoria and may the power of anne and hogslay waste to your enemies you
Info
Channel: WeskAlber
Views: 134,498
Rating: undefined out of 5
Keywords: ff14, beginner, learning, guide, endwalker, skills, leveling, opener, rotation, DPS, ARC, BRD, ranged, physical
Id: eC4ihry1vYA
Channel Id: undefined
Length: 43min 29sec (2609 seconds)
Published: Sat Feb 19 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.