How to Get ffxiv gil Fast in the Final Fantasy XIV

As we know ffxiv gil is very important in Final Fantasy XIV, you can use them to buy gears, mounts, equipment, armor, weapon, bags etc. Many things need to cost your gil, so you always feel your ffxiv gil not enough. Today, let’s summary of how to fast farm ffxiv gil quickly in the Final Fantasy XIV.

Professions and Free stuff
Make sure you level your chosen crafting ability. If you intend on wearing plate, then make sure you level plate. Same with cloth and leather (or all three if you are going to diversify). This will enable you to make new gear when you need it and joins on nicely to ‘Step Two’. The other thing is getting hirelings, all of them! You may think this is a waste of skill points, but it isn’t, not if you’re into making gold! They will send you lots of ‘Free Stuff’. Some of these will be useful for your chosen profession, some will not. Keep what you need and sell everything else!

Throw away gear
While leveling 1-50 do not buy or repair gear, it’s a money sink and will burn through your gil. Most new players seem to think they need to be in the best gear all the time, that’s nonsense! Run your gear down till it is broken (or close) and as I said above, do not repair. Get to a crafting station, take off all your clothes and make new gear. You do not need pay any repair bills in that way. At this point you also have two choices. Firstly, you can deconstruct everything in your profession line and level your crafting as fast as possible. Or you can just deconstruct enough to get the materials needed for new gear and sell everything! Though crafting leveling takes longer but you will have a bit more ffxiv gil sooner.

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How to Get ffxiv gil Fast in the Final Fantasy XIV

Become a long term Crafter
If you have time and are committed to making the most ffxiv gil, the best way to do this is via crafting. Late in the game, crafted items can be among the best you can equip. It takes a lot of time and effort to reach this point, but once you do, you will be among the 1% of the player base who can make elite, top tier items, and you will be able to charge a pretty heft price for the pieces you make. Crafters who focus on armor and weapons will be able to profit even more than others, but there will also be more competition, so keep that in mind when picking the trade of your choice.

Farm, Farm, Farm
By this I mean nodes. Nodes are your friends, they are a constant supply of free ffxiv gil. Free mats to sell, all you have to do is collect them. When you see any wood, ore, fibres, herbs (anything), farm it and sell it unless you need that type! The good thing about materials is they can be stacked in 100s, meaning it’s easy to collect a lot of them! It’s up to you if you want to spend a skill point on the ‘Keen eye’ perk. But it’s not essential, especially once you get to the point where you recognize all the materials easily.

Create a ffxiv Market
ffxiv, as we have established, is about the trade of items. A tough, but profitable way to make money is to manipulate the market. It can be a little underhanded, but you can also potentially make a fortune. The basic idea, is for you to buy up mass quantities of any one item, iron ore for example. If you own the majority of the ore in the game, then you can set the price higher, and people will be forced to pay it due to ore being so hard to come by, since you bought it all. It is a great way to make money, but you might lose a friend or two in the process!

Increase Bag Space & Buy a Horse
Make your bags bigger! More bag space means you can carry more, means you can sell more and more ffxiv gil! I’d suggest buying your first couple of upgrades as soon as you can. They are reasonable cheap and you can start mass collecting sooner. Bag space in this game costs a premium, I mean these prices are highway robbery. Once you get to the 90+ bag slots you are looking at over 10,0000, and it keeps getting higher after that! When you buy a horse you have the ability to upgrade that horses carrying ability. This makes your bags bigger. Every time you upgrade your horse you increase your bag size by 1 extra space. It costs 250k to upgrade a horse and you can do that every 20 hours. Think about it, at that rate/cost you will gain 10 extra bag slots for 25k. Much better than 100k, 150k, 200k per 10 slots from a vendor!

Repeat Dungeons
Gear is gil, so the more gear you find, the more gil you can make. Repeating Dungeons is a great way to earn extra gear, that you can then sell to others who may not be as inclined to repeat the same dungeon 10 times. Repeating them can be tedious, but you also get the benefit of earning extra levels for your character and skilling up your skills, should some of them be lagging behind in levels.


FFXIV Palace of the Dead Floors 1-50 Overview & Guidethe Dead Floors

Great video and very helpful! I just started ffxiv arr myself and have a lvl 23 Rogue so if I start the quest for PoTD can I switch to a different job and lvl it in PoTD or must all the jobs I wish to lvl need to be lvl 17+ at least?

I’d say yes too. Not good at archer, didn’t like archer at all. Going into the POTD, gave me a better appreciation of the Archer/Bard. Found out ranged DPS has a ton of strengths.

New player here still getting the hang of the game, Im around lvl 22 right now, is PoTD something I should be doing/worrying about as a completely new player? Or is it something I should wait until I have a max class/job?

I think it is worth mentionin, that you can gain +30/+30 on your aetherpool equipment at the lower levels – no need to be deep for them. There is no soft cap of any other restrictions on the levelups of the things.

I personally had +30/+30 before I ever cleared floors 21-30, because I had a varying pool of friends who wanted to run the low floors, so there was a lot of repeating the low ones.

I just had a group started with 2 warriors a monk and a blm 41-50. I(warrior) start out with the monk behind me as the blm found his way to coffer with a mimic almost instant death the other warrior though tried his best fell to it as well. Mind you this is our 1st floor. We pushed to the revive Carin where after the second enemy in the room and two left the monk decides to try another route solo as the blm leaves the duty. I finish killing the third as the monk dies and then kill the fourth.

Still not enough so i find I Minotaur patrolling and kill that. Finally I can revive them as the monk wanted me to suicide. The moment I revive them we get a great healer. Saving the run but pressed for time we made it to Edna. Unfortunately the other warrior and I are were the only ones to not got hit by cold feet and after the second cast of it enough glyphs were lit. Very long story short…a waste of my time yet an enjoyable one nonetheless.

It may have attack spells from 4 or more of the 6 main elements

I hope it will have refresh (like Goad), a damage vulnerability debuff (Dia maybe), piercing resistance debuff, damage shielding cooldowns (Phalanxes), and maybe a single target or self Haste cooldown. Bravery/Faith/Aura are possible, but if its utility is soooo good, it’ll be unfair/OP. So personal buffs should probably be more prevalent than party member or party wide buffs. I hope it will have access to a basic healing cross role kit like PLD has now (and enough MND for Cure to be better than caster’s Physick, but still too weak for significant healing), combat raise, in addition to some dps and caster options.

I think it may have attack spells from 4 or more of the 6 main elements. Main stat will be INT. The way it moves in to melee and back out could potentially Cleric Stance its INT to STR, but it’d be fine if it was all INT like NIN is all DEX. I think it should use caster accessories and have its own left side sets (higher physical defense than caster/healer, higher mdef than melee/ranged). I’d prefer melee LB and competing for a melee slot in raids, but utility and playstyle may have it more like a caster/caster LB/caster spot.


I believe redmage is gonna be so much fun to play cause they are going for the route of:red mage is good at many different things so we are going to make a class that has a playstyle of being a master of combining those things.Honestly the aesthetic appeal of the playstyle and how its versatile in how it moves and how they made the class essentially a ranged magic/melee hybrid with quick positioning is an outstanding original solution to the dilemma of what red mage should be according to others. Everyone wants to focus on certain individual aspects such as black magic or white magic or fencing, but really the solution was to combine these three elements into a unique style unto itself…Red Magic. The hype is real for me.

We don’t know enough about the cross class/role system changes yet. But if there were splits between ranged, melee, tank, healer, and caster with maybe a bit of blending specific to certain jobs…. would RDM wind up with more options than most?

Anyone notice the 2 spells cast seem to have colors of fire and blizzard (orange/blue) and then the line that drew the rdm in for a lunge was yellow? I’m betting on using different combinations of your basic spell attacks to accomplish different melee attack strings and final results. Combos or their constiuent parts as they are now for other jobs result in direct damage, self buffs/buff renewal, resistance vulnerability, debuffs (slow/blind), and damage over time.

I’m fine with some situational support abilities, much like SMN and BLM have, but I keep seeing requests for heals, and the last thing I want is for it to have tacked-on healing. Something oGCD that happens to heal self or ally while it applies a useful buff/debuff or deals damage would be okay for a niche bonus or clutch support skill, but since RDM is going to be a DPS class, any ability that consumes GCDs while failing to enhance or protect its ability to deal damage is going to be nigh-useless.

Thinking about RDM having heals brings to mind some Russian proverb I once heard about a priest needing an accordion. If we don’t want DPS to be casting heals (and we really don’t), we shouldn’t make them part of their kits outside of the obligatory cross-class Cure/Physick for low-level hijinks or the emergency self-heal.

Past Red Mages have had healing as well as attack spells and the like so it isn’t surprising that people expect/want this version to have something similar as well. On the other hand Red Mages are a mix of Black and White magic, NOT attack and healing magic. The White Mage in this game is probably one of the most offensive-styled ones due to being connected to Conjurer which also works well in making Red more offensive as well.

If they do get heals it will either be oGCD OR possibly be a GCD skill(s) that can work with the Chainspell so it can still help the big damage spell at the end. Atleast if I understood right that the Chainspells lead up to one big blast.

Red Mage? That’s me! [FFXIV Machinima]

I’ll always love Final Fantasy XIV and I try to play it in my spare time – sometimes those play sessions spur silly ideas for a video and so I make it a reality! This is all just in good fun, so I hope you enjoy them and can relate in same way as well!

such cool class designs and fantasies like I love 1h sword +caster like Forceblader in cabal but if only FFxiv was good game.. wtihout 2secs GCD and that weird thing where u cant spam a key so that u cast the spell upon stoping movement since it will start casting the while you move which leads to a delay/lag kinda bad coding consol port shit thingy.

The 2.5s GCD doesn’t feel slow once you hit lvl 60, you’re busy weaving oGCD’s between every GCD so you’re pretty much hitting buttons nonstop. As for mashing spells, near the last 20% of the spell cast you can queue up the next one. So if you don’t want it to queue, you don’t mash.

Yeah first of all, everyone says that but if the road to 60 is a pain why even bother. And second thats not what I meant. There is a bug/game issue where u basically like u would in EVERY other MMO mash a key while mid jump or mid movement so you would start casting that spell upon standing still but in FF XIV you start casting that spell regardless for like 0.3secs THAN the game notices you were mid movement/jump and cancles it which leads to you not being able to cast it right away as you should and would if the game was programmed and coded properly.

Some ppl might argue ”yeah but thats the way the game is designed and its a skill thing which is intended so you dont mash your head on your keyboard” but its not, it comes from the first rly rly bad version of the game after the whole rework thing and the fact that its a consol game too.

PvP is very social and premades should be allowed

These restrictions leave you with two choices. Join the loser GC that wins 1 out of 10 battles and get fast ques or join the winning GC and get maybe 1 que pop a night if lucky. The GC rectrictiosn are KILLING frontlines! I enjoy it so much but these restrictions just doesn’t make it balanced. It was a good concept but it is time to admit it was a mistake and time to lift the restrictions! This is what the players want!

To be honest, yes please. I only did my first frontlines match ever today and I actually really enjoyed it. The wait wasn’t too bad but I feel like I was just lucky. I would rather the restrictions not be there because even if i would get decent times normally, without the restrictions I would get even faster times generally.

Pretty sure this has been done before, and SE promptly ignored it; so, I’m not expecting anything to come of this. All the same, you can count my signature on the list. GC restrictions need to go. Either that, or SE needs to stop making PvP content and pretending they actually care about it or the players who play it.


To be fair SE has already said that lore isnt really the reason they wont abolish GC restrictions. They did say some nonsense about lore being the reason why frontlines came out with this GC restriction in place and why they would initially prefer to keep it in place but have since backed off that and said they were more concerned about win trading and the integrity of frontline matches should they remove them (one of the multitude of other threads regarding this links the quote). So people should stop bringing up lore now, something so frivolous and insignificant as lore isn’t reason enough for SE to cling to a system that the player base wants gone so badly.

Then comes the idea of premades – should they be allowed? Yes. PvP is very social and premades should be allowed. Arguably makes it harder for the other team, so whoever has the least amount of premades in their alliance gets more wolf marks on kills/win (testing results of a few samples would easily give the percentage needed to balance the 2) – I’m ballparking 20-30%.

I’m pretty sure they had more or less given up on the lore aspect of things when they effectively wrote it out with the “Before the Fall” patch (2.5). Regardless, win trading and match integrity is just as ridiculous of an excuse as lore is for keep this asinine system in place. SE is not fooling anyone here. The odds of people successfully win trading with 24-72 people in a single match are laughably low, especially in a first come first serve system where they could, potentially, be slotted against any number of randomly queued players/pre-mades. Pre-made teams are already allowed right now, and even having one pre-made stacks the deck and messes with both the match and queue times. Further, Front Lines isn’t even ranked, so win trading is only viable for mount farming anyway.

As far as I’m concerned, SE doesn’t have a valid reason for not removing GC restrictions. Even “match integrity” is a frivolous and insignificant excuse, and SE has yet to provide any concrete data for why match integrity would be compromised in the first place. They’re just blowing hot air to avoid doing actual work.

Premades can hog the queue in Frontlines, like let’s say Maelstrom on Primal data centers. Theory is that during times when it’s 24-person only matches (majority of the day that isn’t peak PVP time), the premade of 8 constantly gets into new matches because there are not 8 people queued up solo at that time. As a result, the 7 or less solo queue people are locked out until an eighth person queues up. Those 8 people then have to remain queued until the match slot opens up, so if even one person drops queue, the premade will still get in right away. Essentially this keeps happening and you never get 8 people queued during the small window when a new match is ready for participants. Once you hit peak hours with enough people queuing, this no longer is an issue.

So you know Balmung has an all GC pvp linkshell where we hang around and bitch. This is 100% of the case. The duty finder will not take ther random filled party over the premade party. They end up in a dead lobby while games pop nonstop all night with the 8 man premade. It is possible they never got 8 players its also possible they created a new lobby and the awesome system filled the new lobby and ignored the old lobby, like that would ever happen.

Signed, but reminding everyone that this won’t change anything. The dev team are already fully aware and have commented on it a few times. I’m actually very surprised that shatter has these restrictions, and nobody is surprised that it was bad. On this issue the dev team is going against feedback that they are already fully aware of (and evidently ignoring for whatever reason).

FFXIV ARR: How To Quickly Spiritbond Gear & Get Materia

True, and I think materia has been lower on their totem pole until recently. I doubt they’ll ignore the crafting/market much longer. They have to basically band-aid the market with each ilvl release.

I’d really like to see crafted gear include other previous crafted gear as material. Must have a minimum of x stats via meld and you can craft it into ilvl x+10, with slots open to meld new materia on it. This would make crafted items much more viable for the average person.

You need to be able to raid to get the stuff to uncurse (or even craft) the gear, and then high level crafters to make it and meld etc. Wish they would have left some of the stats from 1.23 alone though. I miss having +attack/magic attack, store TP and critical hit damage. I like that materia isn’t so random in the values anymore but its power level is so dramatically lower now (especially with the stat caps).

For those who complain about how Mr. Happy delivers his videos, quit trolling. Mr. Happy is “instructing” not only on the How… but also the Why. He is qualifying his statements and showing you everything about Spiritbonding.

If he didn’t spell it all out, half of you would be posting in the comments about things like, “Oh yeah, well how did you come up with the answers that you did because I think your wrong”… By explaining it, he shows everyone that he isnt just ripping off the info from someone else. If you don’t like his videos, go “read” a website that has the same content.

Some people want the easy answer but couldn’t care less about learning something. Those are also the people that probably just button mash and don’t even bother trying to “learn” a rotation. Take the time to learn the Why and you can come up with the new answers if something in the game were to change the dynamic.

Ok let me break it down for you all. The best way to spirit bond items, any rather it be battle, crafting, or gathering, is yes affix all free materia slots, if your high rank in an fc activate that which binds us 2, and go to urth’s fount in south shroud they are quick spawning water sprites lvl 50. That means water crystal drops as well. What I do is what I said above with a spiritbond potion active and a full party. 2 with thier battle gear preferably a tank and a AOE DPS like bard or BLM., and the rest with all crafting/gathering gear. thats a minimum of 66 tier 3 materias per full gear bond and a chance for tier 4 if your using ilvl 45+ gear. Have the tank run around and gather all the sprites and the BLM AoE them. Should spiritbond everything every 30 mins. Get rich quick.

I did some research of my own. So the grade of the materia doesnt effect the rate of spiritbond with higher grade materia. Also one time when I had materia affixed to an item that was below the grade materia required it made the higher up. It was level 44 and it made a materia 3, maybe it only being one level lower or the materia affixed to it helped but ive also noticed that as u materia farm sometimes u get level 4 materia with the closer to 50 gear and I can’t help but that think that affixed materia increases the chance of a higher grade of materia.

A DPS job can often do way less damage than a tank/healer does

Progression is great and all, but I don’t want to do something that I dislike multiple times a week for gear that only lasts a few months give or take, it’s simply not worth the investment. I am really waiting for this game to give me that endgame excitement XI did. Dynamis: loved it, Salvage: was a hoot, Sky: let’s go, Assault: I’m there, etc etc even after doing it regularly for literally years. I actually still run coil with people when they need clears just for kicks even if its a faceroll now. I enjoy it. But Alex?

Coils felt rewarding to do. It gave character growth to the NPCs involved and your own character. What did you get from Alex? I felt more attached and sympathetic towards the primal itself than the characters involved. Coils story felt like a part of the world where Alex felt more like some side thing you won’t hear mentioned from NPCs outside the quest line. It left no impact to me, no feelings, no changes, no feeling of satisfaction that my character did a great thing. It was like another quest completed. But coils? Even if it was no longer current content, I went to prod my friends who joined after HW to do it cause it was that amazing and I gladly helped some clear it.

It’s true that a high percentage of players is not raiding but not necessarily due to the lack of skill. Personally, i find raiding to be extremely stressful from my small experience. Also, the gear is indeed the best in terms of stats but why should i bother with raiding when i can get second best just by waiting a few weeks with tomes? Last week i got my shire weapon and finished shire armor. In 3.5 i will get each piece to i270 and even though it will take some time, im more than fine with that not to mention that my gear will be comparable to the raid gear in terms of basic stats which is all i want in the first place.


I beg to differ on the “lack of skill”. DPS discrepancy is huge on each job. The same job can do as high as 3k dps, and as low as 300 dps. A DPS job can often do way less damage than a tank/healer does which is a bizarre occurrence. And it has become a “stigma” for basically any player with low DPS output, which normally is way off from the standard the general players should do. In a raid environment, you are required to at least know 60-80% of your basic DPS rotation to clear, the more the better and most players seemingly fail at this department very often.

Stress is sadly unavoidable in a harsher environment. This is mainly due to how the environment is designed around tighter checks, the requirement is tuned much higher which contributes to having to perform better and better to improve the rate of success. Mostly performance issue is what leads to stress. The argument on stress can be bad and/or good depending on how you see the situation.

Coil was more successful because it was more worthwhile. There was a major story behind it that tied in really well to 1.23 and the calamity. That alone was the motivation for a lot of players to push through. personally it was the ONLY reason I completed coil in ARR. certainly didn’t care about the gear cos it was all junk..

Since then though it’s not been worthwhile. Players won’t raid for rewards that aren’t worth it. The gear is ultimately junk there is no story. And as such there is no reason to even attempt raids. look at midas savage. 240 gear but still junk the second 3.4 landed and raider s went out and got 250 for creator savage….

savage 270 armor that’s not necessary for anything isn’t a motivation either when players will have 270 armor thrown at them in a couple of weeks augmenting there shire stuff with no real effort involved…

you can see it with primals… a lot of people won’t even bother with Sophia ex for 255 weapons because screw that, get 255 weapons from palace of the dead that are just as good…. and they ain’t wrong…

The ONLY way Yoshi is going to get substantially more players raiding / taking on harder content is to make it worthwhile to do so.

Look at MMO’s of days gone past. FFXI pre Abbysseaa for example something like HALF the playerbase cleared CoP which was widely regarded as the games toughest content. and at least half those that hadn’t cleared it were progressing through it to varying stages..

Despite being notoriously hard players still did it because it was worthwhile and the rewards were valuable.. people spent months on end trying to clear divine might back in the day and they kept on trying till they did it because them earing were “epic” they weren’t just some junk that you’d chuck away next week… the final chapter of cops boss fights were the same because those rings at the end were again “epic” rewards.

FFXIV Heavensward: The Aetherochemical Research Facility Dungeon Guide

On my run, we only killed ice and not the fire and it worked just fine. Also, we had the tank gather up all the orbs and the healer just healed through it. Was wondering what the better strategy was.

I think taking someone else’s orb does less damage than taking your own. I did this as a WHM and we had a very undergeared Bard who was getting nearly 1-shot by his own orb. Then he started picking up our DRG’s orb and suddenly I didn’t have to waste my Bene’s and Tetra’s on him.

I’m about to run this place for the first time, and I’d like to know what the Avatar’s missiles do to you. As somebody who never ran the Coils past turn 5, I’d like to go in with whatever information I can, and “Just do it, otherwise you won’t like the results” isn’t enough info for me. Is it an insta-kill? Massive damage? Major debuff? This early in the life of the expansion, yours is the only reliable guide, and this is information we need, so we can prepare for mistakes.

Other than that, I’ve been using your guides to get me through Heavensward content, and they’ve been a major boon! Thanks a lot for your hard work making the videos!

Just beat this tonight. And my responce to the final boss when it appeared was. ‘Well that’s not creepy as fuck.’ It kind of was. But a good fight. Mind you Bismark was still my favorite even if it took me 5 tries. But good mechanics there.

FFXIV: HW – 3.0 Advanced Dragoon Rotation Guide & Tips

That would work in an ideal situation when you can keep attacking the boss for all that time, but what about situations when you can’t? How should I adapt to changing fight circumstances? What are the priorities? You said to use cooldowns right as they are available, but which cooldowns were you talking about? Everything except life surge (which has to be combined with 4th or a full thrust) and geirskogul? Also, could you say more about skipping combos or redirect me to some guide? I tried asking uncle Google but he’s not been helpful.

I’m new to these types of games, and im a dragoon. The one thing im unsure about is how i should position my hands on my mouse/keyboard. Currently, i often end up with both hands on my keyboard with my left hand on wasd and on 1-5, with my right hand on 6-0. This however makes it impossible to use my mouse. Im not sure if i am supposed to be using my mouse during combat, but at the same time, i find it difficult to use my skills with one hand on the keyboard and one on the mouse. Firstly, i often fat-finger the wrong hotkeys on 6-0. Secondly, pressing those hotkeys requires me to lift my left hand off of wasd, making it impossible to move around.

You’re going to have to get used to using ALT/CTRL for keybinds if you do not have an MMO Mouse, as well as using q,e,t,c,v etc. That’s the only way to use all of the buttons required. You should never keybind more than 1-5. I can only reach 1-4 as I have smaller hands.. 6 and onwards are too hard for anyone to reach, unless you literally have giant hands.

i scrapped the usage of the alt/ctrl cause of a self perceived lack of coordination. the method i used was to keybind 4 of the hotbars into the shape of the keyboard and map it to the qwerty layout with 1 through = on top. in that setup i bound the skills into groups based on the part of the rotation i was at to allow for “free flowing” utilization. everything is available with a single key stroke. im probably the only one in my fc that does this, but i find it to be the most efficient setup for myself.

Thanks for this Dervy. Been away from the game for 7 months and just came back and used this video last night to re-train my dragoon. I really appreciate your explaining how to maximize your GK + B4B usage. It was easy to manage once I got the hang of it.

Whats the minimum attributes that I need to successfully pull off his rotation? My SS is 697 and on the opener i cannot seem to get the last tier 4 before the BoD drops. Now with 3.2 I’m not for sure if the SS requirement has changed from the previous 590.

I’m currently at ilvl 199 and I cant seem to go above 1.3k 3min parse, is it because I’m too slow or I’m just bad. I’m using your opener btw and my ping is roughly 280ms. Reason I ask is because people keep bothering me how it should be higher.

Thundercloud is the best single target spell in the game

I think it’s a good change. Thunderclouds have and always granted us mobility (mobility check.) the potency was increased so its more on par with fire 4 if the ACTIVE dot is about to wear off (potency issues vs fire 4 check.) And DOUBLE the proc chance? I’ll take it. Also enochian change will make floor 3 less of a headache because on that floor I actually do get ahead of the enochian cast curve occasionally.

Well, the math says, Thundercloud is now worth 780 potency that scales higher with SS higher than F4, so it’s certainly stronger than F4 now. The only thing about it is the opportunity cost, IE it won’t necessarily be worth dropping a F4 for a Thundercloud because you will often want to use Thunder as filler for MP ticks (if, say, you can only do Thundercloud or F4 as your last move in a rotation, F4 will take precedence because you’ve got half the Thundercloud damage coming more than 50% of the time anyway). I’m looking at this change as a raw DPS upgrade for now without trying it, our odds of using a very strong Thundercloud as our filler in UI (and yes, we always have this capability, even if it’s after B4) just shot way up. Using it in place of F4 in AF, I don’t believe that is the intent unfortunately, the stipulations on using it are still going to be high in a F4 rotation except specific rotations and timings but we’ll see.


Since F3 is less damage than our primary dps spell now, that would turn it into a utility proc, rather than the flat dps boost it used to be. With a fresh enochian we could potentially eke out an extra F4 but that wouldn’t make us OP, and the increased mobility of being able to move and keep AF up would make enochian less frustrating over all.

Proving once again the only way to fix something is to increase potencies and worsening the problem with Thundercloud by doubling the procs. It’s definitely a boost for stuff like A1 and at a base of 780 Potency. Thundercloud is the best single target spell in the game. With that potency so high, you can recast a proc under 18 seconds to have a better Potency than F4. Under 21 second is barely a lost.

Been doing some Alex NM farm before we can raid later … BLM feels exactly the same. The Enochian buff is so far as situational as it sounds (you really don’t want to turn rotation 3 into rotation by default, Sharpcast isn’t up usually even if you would), and the Thundercloud buff, you really can’t use them without sacrificing F4 for, because the later your rotation is before B4, even if you technically have time, that makes dodging that much hairier and limits your options greatly.

Just my impression after a few dummy trials and some A1-4s. It is a DPS increase just on the fact that you can use Thundercloud as filler more often, and Thunder does a little more, but it’s not a big increase, and I kind of wonder why they did it in the first place when the complaints were about Enochian timers.

It feels Spell Speed will get a stronger impact. That said, they definitely missed the train on making Thundercloud part of the rotation. First dummy try when I logged I did 1220 single target Dummy 4 minutes parse with an X-Potion. The buff is noticeable and I guess you lose less DPS from moving if you get more procs.

Fact is Thundercloud is superior to Fire IV. You need to clip a Thunder dot higher than 18 seconds to actually lose DPS versus Fire IV. So you might lose some Fire IVs but it’s still a gain and a proc = mobility. There is also a situation you can Enochian in the middle of your astral fire so you don’t lose any Fire IV. At best, you get a Thundercloud and replace that Fire IV by a Fire I which is still a DPS gain.