4.x Bard Guide v1.3
By Aileena Chae (Tonberry server) + Sana Cetonis (Mateus server)
Info: Twitch Youtube Lodestone FFLogs Reddit ||| Lodestone FFLogs Reddit
5.x Bard Guide V0.1 Note (May 29th 2019) by Aileena:
As of writing this note, the media embargo on Shadowbringers content will be lifted in 7 hours. A small group of Balance Discord Ranged mentors, Cetonis, and myself have agreed to collaborate together to make a comprehensive 5.x Bard guide. It has been encouraging to see how the 4.x guide has helped newer and veteran players alike when it comes to learning the depths of Stormblood Bard, so we hope that with more chefs in the kitchen, we will be able to bring out a product that will further enrich the Bard community. Let’s get this Shadowbringers hype train rolling!
For those who would like to provide feedback or comment on the guide in any way, contact me on Discord @aileena#0165. I’d be happy to chat!
Important Sections
Basic Concepts of Bard Optimization 25
Basic Skill Rotation Priority 27
Rotation Optimization Overview (TL;DR) 34
Changes of Lvl 1~60 skills from 3.x to 4.x 5
Damage Abilities (Off-GCDs) 10
Non-damage Abilities (Off-GCDs + Role Actions) 11
Heavensward Bard vs. Stormblood Bard 23
Basic Concepts of Bard Optimization 25
Basic Skill Rotation Priority 27
Aileena’s Foe Requiem Setup 31
MP Restoration Optimization 31
Late RA Proc, Barrage+EA Opener 38
MB to AP Transition (Possible 3rd EA in MB) 43
20s AP vs. 30s AP (relegated) 44
“Barrage-SS” Buff Refresh Criteria 48
Word from Miyuri and Cetonis 50
Aileena’s Iron Jaws Guidelines 53
Relegated Foe Requiem Section 56
Relegated MP Restoration Optimization 57
Relegated 20s AP vs. 30s AP Section 59
August 26th 2017 (v1.0) - Guide release
August 28th 2017 (v1.1)
December 18th 2017 (v1.11)
February 11th 2018 (v1.2)
October 10th 2018 (v1.3)
The motivation for this guide came mainly from the pre-Stormblood hype from the media event and from my previous experiences in making the 3.x Bard Guide. Shortly after the media event, I (Aileena) contacted Cetonis with the hope of teaming up once again to create a comprehensive Bard guide that would cover the complete spectrum of its gameplay, from basic fundamentals to the complexities of advanced DPS optimization. After months of procrastination, deliberation, and word pounding, we have finally created a product worthy of public release.
While I did the majority of the work in terms of wording and formatting, Cetonis was the brains of most of the advanced concepts and provided the foundation in which I was able to expound my conclusions and guidelines. This guide would have been impossible without his professionalism, expert assistance and proactive support, so I am grateful for the opportunity to work with him once again. Cetonis’ fingerprints are all over this guide and he deserves all the credit he gets for it.
Special shoutout goes out to John Nguyen for helping with proofreading, providing a second opinion, and making sure what I was writing wasn’t a load of rubbish. As the best Bard on Tonberry, I’m sure you’ll soon find a new static where you will be treated with love and tenderness :^).
As someone who's never been all that good at execution on Bard, I've always sought to make sure I'm comfortable with the theory and numbers so that I can at least get that part right. In Stormblood, that stuff frankly matters less compared to Heavensward (save for some stuff surrounding buff juggling), but it's nice to be clear on the hows and whys underneath even the more 'obvious' best-practices nonetheless.
And as you can see by the length of this guide, there's still a lot of room to discuss certain optimizations. Even as long-winded as I am, I couldn't imagine ever writing up something this comprehensive, so all the props to Aileena for taking this on and bringing in the bulk of the core ideas discussed here.
I'm happy to have been able to help with some numerical backing, and the back and forth has been good for motivating deeper looks into various areas. So hopefully this can be useful to Bard newbies, and at least get some wheels turning for veterans on matters they maybe hadn't thought too much about before.
Patch 4.06 (August 8th 2017) | ||
Action | Adjustment | Aileena’s Comments |
Straight Shot | Effect duration increased from 20 to 30 seconds | This is a minor buff that reduces the number of usages of SS in a fight while theoretically allowing for easier alignment with the song durations of 30s. I think it actually makes SS management harder, as mentioned in the Straight Shot section below (under Army’s Paean section). For sanity’s sake, just use SS after transitioning from one song stance to another. Loss of potency by clipping into <10s of SS duration is near negligible. |
Barrage | Recast time reduced from 90 to 80 seconds | While innocuous on the surface, this is a HUGE change for Bards. This puts to bed the argument of 20s vs 30s Army’s Paeon, which I had written extensively on prior to this patch. Barrage should now be grouped with Raging Strikes and WM everytime now. For those interested, the section on 20s vs. 30s AP can now be found in the Appendix section at the end of the guide. |
Song Stances (WM, MB, AP) | Song effect will now be granted even when the attack deals no damage to the target. | More of a quality of life change than anything else. Nothing is more frustrating that not having a stance go off because of the song effect being dependent on whether or not damage is applied. This fixes that and shouldn’t be noticeable in most cases. |
Refer to 3.x guide for information on 3.x bard skills.
Skill Name (Level obtained) | Skill Icon (TP cost) | Max Level Tooltip | Aileena’s Comments |
Heavy Shot (Lvl. 1) | 50TP | Delivers an attack with a potency of 150. Duration: 10s | The most used skill in any single-target encounter. Will almost always be the top “damage done”. Procs Straighter Shot , which guarantees a critical hit Straight Shot or allows the usage of Refulgent Arrow. |
Straight Shot (Lvl. 2) | 50TP | Delivers an attack with a potency of 140. Duration: 30s | 10 less potency than Heavy Shot but applies 30s crit buff. Becomes top priority GCD when buff is about to fall off. Important to maintain 100% uptime on buff when possible. |
Venomous Bite (Lvl. 6) | 60TP | Delivers an attack with a potency of 100. Replaced by Caustic Bite at Lvl. 64 due to Bite Mastery Trait | One of the two 18s DoTs that bards must manage pre-Lvl 64. Initial attack has higher potency than Windbite but lower potency for the DoT. Does overall less damage than Windbite. Should be applied 2nd after Windbite. DoT damage ticks every 3 seconds for a total of 6 ticks at 340 total potency (including initial damage). |
Windbite (Lvl. 30) | 60TP | Deals wind damage with a potency of 60. Replaced by Stormbite at | One of the two 18s DoTs that bards must manage pre-Lvl 64. Initial attack has lower potency than VB but higher DoT potency. Does overall more damage than VB. Should be applied 1st before VB. DoT damage ticks every 3 seconds for a total of 6 ticks at 360 total potency (including initial damage). |
Caustic Bite (Lvl. 64) | 60TP | Delivers an attack with a potency of 120. | One of the two 30s DoTs that bards must manage post-Lvl 64. Does overall less damage than Stormbite. Should be applied 2nd after Stormbite. DoT damage ticks every 3 seconds for a total of 10 ticks at 570 total potency (including initial damage). |
Stormbite (Lvl. 64) | 60TP | Deals wind damage with a potency of 120. | One of the two 30s DoTs that bards must manage post-Lvl 64. Does overall more damage than Caustic Bite. Should be applied 1st before Caustic Bite. DoT damage ticks every 3 seconds for a total of 10 ticks at 670 total potency (including initial damage). |
Iron Jaws (Lvl. 56) | 50TP | Delivers an attack with a potency of 100. | The most useful skill added to the bard kit with the introduction of Heavensward and will still be vital in Stormblood. Resets both SB and CB DoTs to 30 seconds with one GCD, allowing for easier DoT and TP management. At Level 64+, Iron Jaws shells out a whopping 1100 potency (including initial damage). |
Empyreal Arrow (Lvl. 54) | 50 TP | Delivers an attack with a potency of 230. This weaponskill does not share a recast timer with any other actions. Recast: 14~15s Enhanced Empyreal Arrow trait (Lvl. 68) Guarantees the trigger of the additional effects for Mage’s Ballad, Army’s Paean, and the Wanderer’s Minuet when these actions are executed under the effect of Empyreal Arrow | The 2nd most powerful weaponskill before Refulgent Arrow. Cooldown decreases with higher skillspeed. Different CD timer from GCD; acts like off-GCD weaponskill. Lvl.68 trait allows for guaranteed song procs which opens the door for creative optimization mappings with regards to EA placement. Two EAs can be cast within a single song buff window, allowing for two song procs. |
Refulgent Arrow (Lvl. 70) | 0 TP | Deals wind damage with a potency of 300. Can only be executed while under the effect of Straighter Shot . | The new king of the Bard arsenal and owner of the Barrage combo. Highest single target weaponskill. Acts as a free cost weaponskill that can only be used when Straighter Shot proc is active. |
Quick Nock (Lvl. 18) | 120 TP | Delivers an attack with a potency of 110 to all enemies in a cone before you. Range: 12y Radius: 12y | The only AoE weaponskill. Lost its Enhanced Quick Nock trait but still maintains its 12y range and radius. |
Skill Name (Level obtained) | Skill Icon (Recast time) | Max Level Tooltip | Aileena’s Comments |
Bloodletter (Lvl. 12) | 15 sec | Delivers an attack with a potency of 130. Additional Effect of Mage’s Ballad: Resets Bloodletter and Rain of Death recast time if critical damage over time is dealt by Caustic Bite or Stormbite | The crown jewel skill of Heavensward Bard has found a new place within the revamped song system. BL acts as a normal off-GCD outside of Mage’s Ballad and then gets a 100% reset proc when CB or SB crits when inside of Mage’s Ballad. (Used to be 50% chance at reset proc under River of Blood trait). |
Rain of Death (Lvl. 45) | 15 sec | Delivers an attack with a potency of 100 to target and enemies near it. Range: 25y Radius: 8y | The AoE version of Bloodletter. During AoE situations, Rain of Death is preferred over Bloodletter in almost all cases. Putting DoTs on multiple targets and switching over to Mage’s Ballad should allow for RoD reset heaven! |
Misery’s End (Lvl. 8) | 12 sec | Delivers an attack with a potency of 190. | Bard’s finishing move. Low recast time combined with high potency make this one of Bard’s highest priority off-GCDs. Make sure it’s on cooldown always! |
Sidewinder (Lvl. 60) | 60 sec | Delivers an attack with a potency of 100. | 2nd highest potency off-GCD ability when used in the proper conditions. Requires for DoT damage to register in order to get effect bonus potency. Therefore, using it at least one GCD after the 2nd DoT is applied is recommended. |
Pitch Perfect (Lvl 52) | 3 sec | Delivers an attack with a potency of 100 when Repertoire stack is 1, 240 when Repertoire stack is 2, and 420 when Repertoire stack is 3. Can only be executed when the Wanderer’s Minuet is active. Additional Effect of Wanderer’s Minuet: Allows execution of Pitch Perfect if critical damage over time is dealt by Caustic Bite or Stormbite. Can be stacked up to 3 times. | The new stackable off-GCD damage skill introduced with the Stormblood expansion. As an off-GCD with a 3 second recast time, this skill should be used at max stacks as many times as possible and right before the conclusion of the Wanderer’s Minuet window. |
Skill Name (Level obtained) | Skill Icon (Recast time) | Max Level Tooltip | Aileena’s Comments |
Bard-only Abilities | |||
Raging Strikes (Lvl. 4) | 80 sec | Increases damage dealt by 10%. Duration: 20s | The sole damage buff left standing in the Bard skillset. The 80s recast time lines up well with the 80s recast time of song stances, allowing for consistent CD alignment. |
Barrage (Lvl. 38) | 80 sec | Triples the number of strikes for a single-target weaponskill. Additional effects added only once. Duration: 10s | Barrage has been changed back to allow critical hits! At end-game, Barrage should be paired with Refulgent Arrow if possible but can be paired with Empyreal Arrow if Refulgent Arrow isn’t available for certain timings. |
Repelling Shot (Lvl. 15) | 30 sec | Jump 10 yalms back from current target. | Useful in movement and repositioning situations. Potency has been removed. |
Ranged DPS Role Actions | |||
Second Wind (Lvl. 8) | 120 sec | Instantly restores own HP. Cure Potency: 500 Cure potency varies with current attack power. | Vital self-heal that can help you survive sticky situations. Near mandatory pick. |
Foot Graze (Lvl. 12) | 30 sec | Binds target. Duration: 10s Range: 25y Cancels auto-attack upon execution. Target unbound if damage taken | Repackaging of the horrible Shadowbind skill. There will be little usage of this outside of PvP. |
Leg Graze (Lvl. 16) | 30 sec | Inflicts target with Heavy +40%. Duration: 10s Range: 25y | Niche utility skill that has seen previous usage in savage raid content. May be considered depending on fight mechanics. |
Peloton (Lvl. 20) | 5 sec | Increases movement speed of self and nearby party members as long as they remain within distance. Effect ends upon reuse or when enmity is generated. Cannot be used in battle Radius: 20y | Party-wide movement speed boost utility song. Useful when moving within dungeons between monster pulls. Slightly slower than Sprint. |
Invigorate (Lvl. 24) | 120 sec | Instantly restores 400 TP. | Important role action that allows better self-management of TP. Near mandatory pick. |
Tactician (Lvl. 32) | 180 sec | Gradually restores own TP and the TP of all nearby party members. Duration: 30s Radius: 20y Additional Effect: Halves enmity. | The new “TP song” remade into a 3 min role action skill. Useful in situations where other TP management skills (Invigorate, Goad) are not enough to meet demands. |
Refresh (Lvl. 36) | 180 sec | Gradually restores own MP and the MP of all nearby party members. Duration: 30s Radius: 20y Additional Effect: Halves enmity. | The new “MP song” remade into a 3 min role action skill. Provides 10 ticks of 600 MP for a total of 6000 MP. It can extend the uptime of Foe Requiem when used in tandem. Must-have action! |
Head Graze (Lvl. 40) | 30 sec | Silences target. Duration: 1s Range: 25y | The new silence that replaces the old Blunt Arrow. Niche utility skill that has seen previous usage in savage raid content. May be considered depending on fight mechanics. |
Arm Graze (Lvl. 44) | 25 sec | Stuns target. Duration: 2s Range: 5y | Short-range stun which has seen previous usage in savage raid content. May be considered depending on fight mechanics. |
Palisade (Lvl. 48) | 150 sec | Reduces physical damage taken by a party member by 20% Duration: 10s Range: 30y | The physical version of Apocatastasis. Will be useful in fights with physical-based tank busters. Considered based on fight. |
Song Name (Level obtained) | Song Icon (Recast time) | Max Level Tooltip | Aileena’s Comments |
Stance Songs | |||
Mage’s Ballad (Lvl. 30) | 80 sec (Spell) | Deals unaspected damage with a potency of 100. Range: 25y Additional Effect: Increases critical hit rate of all party members within a radius of 20 yalms by 2%. Duration: 30s Effect is lost if party members move out of hearing distance. Additional Effect: Resets Bloodletter and Rain of Death recast time if critical damage over time is dealt by Caustic Bite or Stormbite. | Refer to “Song Stance Priority” section below for comment. |
Army’s Paeon (Lvl. 40) | 80 sec (Spell) | Deals unaspected damage with a potency of 100. Range: 25y Additional Effect: Increases critical hit rate of all party members within a radius of 20 yalms by 2%. Duration: 30s Effect is lost if party members move out of hearing distance. Additional Effect: Grants Repertoire if critical damage over time is dealt by Caustic Bite or Stormbite. Repertoire Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 4%. Can be stacked up to 4 times. | Refer to “Song Stance Priority” section below for comment. |
The Wanderer’s Minuet (Lvl. 52) | 80 sec (Spell) | Deals unaspected damage with a potency of 100. Range: 25y Additional Effect: Increases critical hit rate of all party members within a radius of 20 yalms by 2%. Duration: 30s Effect is lost if party members move out of hearing distance. Additional Effect: Allows execution of Pitch Perfect if critical damage over time is dealt by Caustic Bite or Stormbite. Can be stacked up to 3 times. | Refer to “Song Stance Priority” section below for comment. |
Non-stance Song Abilities | |||
Foe Requiem (Lvl. 35) | 2.5 sec (Spell | Increases damage taken by nearby enemies by 3%. MP is drained while singing. Effect is lost if targets move out of hearing distance, and ends upon reuse. Cast time: 1.5s Radius: 20y | Refer to “Foe Requiem Usage” section for comment. |
Troubadour (Lvl. 62) | 180 sec (Ability) | Adds an additional effect to the song currently being played. Mage’s Ballad Effect: Increases maximum HP by 15% Army’s Paeon Effect: Reduces physical vulnerability by 10% Wanderer’s Minuet Effect: Reduces magic vulnerability by 10% Duration: 30s Can only be executed if a song is being song. | Refer to “Defensive Utility Usage” section for comment. |
Nature’s Minne (Lvl. 66) | 45 sec | Increases HP recovery via healing magic for a party member or self by 20% Duration: 15s Range: 30y | A shortened “Convalescence” which can be applied from a distance. The short recast time allows for a theoretical uptime of 33%. |
The Warden’s Paeon (Lvl. 60) | 45 sec (Ability) | Removes one select detrimental effect from a target party member or pet. If the target is not enfeebled, a barrier is created nullifying the target's next detrimental effect suffered. Can be used with other songs. Range: 30y | Single-target “Esuna”-like utility skill. Used primarily in 3.x to cleanse “Pacification” status off of Warriors after their “Berserk” effects expired but with the removal of Pacification in 4.x, can now be situationally. |
Battle Voice (Lvl. 50) | 180 sec (Ability) | Increases direct hit rate of all party members under the effects of your Mage’s Ballad, Army’s Paeon, or Wanderer’s Minuet by 15%. | The remade version of the old Battle Voice now provides a direct hit rate buff instead of doubling the effectiveness of songs. Doesn’t apply to self. |
Skill Name (Level obtained) | Skill Icon (Recast time) | Max Level Tooltip | Aileena’s Comments |
Debuffs Applied to Enemy | |||
Chain Strategem (Scholar | 120 sec | Increases rate at which target takes critical hits by 15%. Duration: 15s Range: 25y | A single-target, “Battle Litany”-like debuff on an enemy which increases the rate of critical hits taken by 15%. A godsend skill for Bards! |
Disembowel (Dragoon Lvl.38) | 2.5 sec (GCD) | Delivers an attack with a potency of 100. Duration: 30s | Increases majority of bard, machinist, and dragoon damage by 5%. Able to be reapplied flexibly due to GCD nature, allowing near 100% uptime. Nerfs to the percentage to 5% in 4.x from 10% in 3.x reduces the necessity of having a dragoon in a party to maintain high raid DPS. |
Trick Attack (Ninja Lvl.50) | 60 sec | Delivers an attack with a potency of 240. Duration: 10s | One of the best skills in the game. High potency off-GCD while increasing raid-wide damage by 10 seconds every minute. Sidewinder should be used within Trick Attack whenever possible. |
Rook Autoturret Hypercharge (Machinist Lvl. 58) | 120 sec | Deploys a single-target battle turret which will deliver auto-attacks with a potency of 80 to its master's target. Using a weaponskill will cause turret to change targets. Range: 25y Hypercharge Potency: 160 Hypercharge Overcharges your autoturret, increasing its effectiveness. | Received a slighthy remake by changing physical damage taken increase to ALL damage taken increase and having its potency nerfed to 5% from 10%. Falls in line with the changes to raid buffs of ranged DPS to apply regardless of party composition. Total duration of debuff is ~30 seconds. Was buffed to 6% briefly in Patch 4.1 and then changed back to 5% in Patch 4.2. |
Radiant Shield (Summoner Ifrit-Egi Skill | 60 sec | Delivers an attack with a potency of 50 every time damage is suffered. Additional Effect: Increases target's physical damage taken by 2% Duration: 4s | Ifrit-Egi’s Radiant Shield now provides a physical vulnerability debuff each time the counterattack damage from the shield is applied to the target. Theoretically provides a debuff for 20~24s every minute the shield is applied. |
Buffs Applied to Party Member(s) | |||
Brotherhood (Monk | 90 sec | Increases damage dealt by self and nearby party members by 5%. Also grants a 30% chance of opening a chakra when party members under the effect of Brotherhood execute a weaponskill. Duration: 15s Radius: 15y | Monks can finally provide a raid-wide damage buff! While not an overwhelming buff, it does help fix a problem of Monks not contributing to overall raid DPS via raid buffs. |
Embolden (Red Mage | 120 sec | Increases own magic damage dealt by 10% and physical damage dealt by nearby party members by 10%. Both effects are reduced by 20% every 4s. Radius: 15y | A tapering, physical raid-wide DPS buff. Begins at 10% and then decreases to 8% after 4s and then to 6% after 8s etc. This type of tapering buff will require high potency skills to be used within the first 4s of the buff in order to achieve maximal value. |
Devotion (Summoner Pet Skill activated by Aetherpact | 120 sec (Aetherpact) | Increases damage dealt and reduces damage taken by all party members within a 30-yalm radius by 2%. Also increases healing magic potency of all party members by 5% Duration: 15s | Changes in Patch 4.1 changed a single-target, 5% damage buff provided by the summoner’s pet into an AoE 2% damage buff. Cooldown time increased from 90s to 120s. Could also be used as a damage mitigation buff. |
Dragon Sight (Dragoon | 120 sec | Grants Right Eye to self and Left Eye to target party member, increasing your damage dealt by 10% and the target party member’s damage by 5%, as long as the target remains within 6 yalms. Duration: 15s Range: 12y | A short range tether buff provided by the Dragoon that buffs both members that share the tether. The buff’s original short 6y range and single target nature most likely excluded ranged DPS classes from selection consideration, but with the extension of the range to 12y in Patch 4.05, its usage becomes far more forgiving towards ranged players. |
Battle Litany (Dragoon Lvl.52) | 180 sec | Increases critical hit rate of self and nearby party members by 15%. Radius: 15y | Another great damage-increasing utility skill in the Dragoon kit. The increased importance of critical hit DoT procs within the 4.x Bard rotation makes Battle Litany more valuable to Bards than it has ever been before. |
The Balance (Astrologian Lvl.30) | 30 sec | Increases damage dealt by a party member or self by 10%. Expanded Royal Road: Increases target and nearby party members' damage dealt by 5%. Enhanced Royal Road: Increases damage dealt by a party member or self by 15%. Extended Royal Road: Increases damage dealt by a party member or self by 10%. | The infamous Balance needs no introduction. Astrologian buffs in patch 3.4, especially to Balance, had pushed Astrologians into the limelight as the meta healer. Patch 4.05 brought nerfs to the Balance potency from 20% to 10%, reducing the impact of AST on overall raid DPS. Nonetheless, Balance is still extremely good and will still be the best card in the Astrologian arsenal. |
The Arrow (Astrologian Lvl.30) | 30 sec | Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of a party member or self by 10%. Expanded Royal Road: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of target and nearby party members by 5%. Enhanced Royal Road: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of a party member or self by 15%. Extended Royal Road: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of a party member or self by 10%.. | While significantly weaker than Balance, the reduced weaponskill cast time and recast time gained from Arrow still provides a small DPS increase. This does not increase skillspeed, thereby does not affect DoT potency. |
The Spear (Astrologian Lvl. 30) | 30 sec | Increases critical hit rate for a party member or self by 10%. Expanded Royal Road: Increases critical hit rate for a party member or self by 5%. Enhanced Royal Road: Increases critical hit rate for a party member or self by 15%. Extended Royal Road: Increases critical hit rate for a party member or self by 10%. | Newly remade in Patch 4.05, Spear is now a critical hit buff and the Bard’s new favourite card! Although still underwhelming compared to Balance, Spear has increased value when used on Bards due to how DoT crit procs allow for more off-GCDs. Considering how Spear was nearly useless prior to the change, this remake is very welcome indeed. Patch 4.2 brought duration buffs to put it in line with the durations of Balance and Arrow (30s). |
Fey Wind (Scholar Lvl.40) Selene Pet Action | 60 sec | Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay of self and nearby party members by 3%. Duration: 30s Radius: 20y | A “poor-man’s AoE Arrow”. Despite the small increase, the short recast time and long duration makes this a useful DPS-increasing party buff. |
Grade 3 Infusion of Dexterity | NQ: 5 min HQ: 4m30s | This diluted brew temporarily increases dexterity, but for twice the duration of similar potions. Duration: 30s NQ: Dexterity 8% (max. 180) HQ: Dexterity 10% (max. 225) | The newly remade potions of Stormblood! These potions have lower potencies but have double the duration, allowing for more GCD and off-GCD usages within its duration. Updated for Patch 4.4 (Grade 3). |
Useful links
HS | Heavy Shot | CB | Caustic Bite | WP | The Warden’s Paean |
SS | Straight Shot | SB | Stormbite | Tro | Troubadour |
VB | Venomous Bite | RA | Refulgent Arrow | Ref | Refresh |
WB | Windbite | PP | Pitch Perfect | Tact | Tactician |
IJ | Iron Jaws | RS | Raging Strikes | Pall | Pallisade |
EA | Empyreal Arrow | BV | Battle Voice | ||
QN | Quick Nock | NM | Nature’s Minne | ||
BL | Bloodletter | Foe | Foe Requiem | ||
RoD | Rain of Death | WM | Wanderer’s Minuet | ||
ME | Misery’s End | MB | Mage’s Ballad | PPS | Potency per second |
SW | Sidewinder | AP | Army’s Paean | Pot | Infusion of Dexterity |
Heavensward Bard (“bowmage”) | Stormblood Bard |
Implementation of 1.5s cast times on weaponskills after activation of WM (a “stance-like” song that increased bard damage by 30% and took away auto-attacks) | All weaponskills are now cast instantly (cast times are removed) |
1 song stance (Wanderer’s Minuet) which activated cast times and was nearly 100% active due to its lack of duration timer. | 3 song stances (WM, MB, AP) that each have unique properties and require rotation due to their 30s duration timers. |
Difficult to use more than 1 off-GCD after a GCD with cast time without clipping GCD | Able to use 2 off-GCDs comfortably after every GCD |
Venomous Bite and Windbite DoTs lasted for 18s, requiring frequent Iron Jaws refreshes | Caustic Bite and Stormbite DoTs last for 30s, lessening the frequency of Iron Jaws. |
5 single-target damage off-GCDs excluding EA (Misery’s End, Blunt Arrow, Repelling Shot, Sidewinder, Bloodletter) and 2 AoE damage off-GCDs (Rain of Death, Flaming Arrow) | 4 single-target damage off-GCDs excluding EA (Misery’s End, Bloodletter, Pitch Perfect, Sidewinder) and 1 AoE damage off-GCD (Rain of Death) |
3 songs with cast times (Foe, MB, AP) that depleted MP while active Army’s Paeon and Mage’s Ballad provided TP and MP regeneration respectively | Only Foe Requiem has a cast time and depletes MP while active TP and MP regeneration provided by role abilities Tactician and Refresh respectively |
4 personal damage increasing buffs (Hawk’s Eye, Blood for Blood, Raging Strikes, Internal Release) Foe Requiem reduced enemy magic resistance by 10% (didn’t affect bard DPS) | Only 1 personal damage increasing buff (Raging Strikes) Foe Requiem now increases total damage taken by 3% (affects bard DPS) |
Empyreal Arrow and Iron Jaws were only available under WM and had cast times | EA and IJ are now available at all times and no longer have cast times |
The cooldown of Bloodletter and Rain of Death resets at a 50% rate after a DoT applies critical hit damage at any time | The cooldown of BL and RoD resets at a 100% rate after a DoT applies critical hit damage ONLY under MB song effect |
The release of Stormblood brought with it a plethora of changes to all battle jobs, but none were more affected than Bard and Machinist. The changes to Bard and Machinist were so extensive that even Yoshida acknowledged that they would feel the most different from what they played like in the previous Heavensward era. The table above compares some of the differences of the Heavensward and Stormblood Bard skillsets, revealing just a glimpse of the makeover that Bard underwent.
The gameplay difference is noticeable right out of the Stormblood gate. As many 2.x Bards complained about in the past, Heavensward Bard felt like a semi-caster that had to juggle a large number of off-GCDs--majority being Bloodletter procs--in a limited window after the casted GCD, while also maintaining 18s DoTs, a 20s crit buff, and providing whatever utility was required from them (Warden’s Paean on the Warrior, MP song for healers etc.). To the average player, playing Bard was a hectic experience, and to the player who wished to optimize, it was a highly challenging task due to how sensitive Bard was towards small mistakes and latency.
The FFXIV dev team realized this predicament and lowered the Bard skill floor at the onset of Stormblood by taking away cast times and reducing the number of off-GCDs used in the Bard rotation. This along with the new additions of 30s song stances and new proc-dependent skills have given Bard new dynamism while opening the door to new and creative optimization methods. The new remake feels more in line with the Bard theme as a whole and is satisfying to play with its new raid utility and proc-based damage abilities.
Overall, I have thoroughly enjoyed learning the new 4.x Bard and becoming familiar with its intricacies. We hope that this guide can clearly expound our findings in a manner that is both clear and informative.
The process of discovering how to play a newly remade battle job at an optimal level in FFXIV can be a grueling yet fulfilling experience, the new Bard being no exception. As with any other DPS class, there are fundamentals to Bard gameplay that are essential to knowing how to approach any sort of DPS optimization. This may be preaching to the choir for some of the more experienced players but for the newer players, here are some of the important 4.x Bard essentials that are helpful to know.
The process of optimization is not something that can be achieved solely in the realm of theorycrafting and mathematics alone. Raid buffs, party compositions, and execution all must be taken into account, along with a sense that what has been agreed upon is both intuitive and structured. Most of what is expounded on here will have a mathematical basis to their inclusion but they may also be potency losses for the sake of CD alignment and structure. Not everything in this guide will be perfect so take everything critically with a grain of salt and let it be a platform for further optimization discussion. With that aside, let’s move onto the new kids on the block-- the song stances!
The first order of business for optimization is to determine the values of the newly-introduced song stances. As 30 second duration skills on an 80 second cooldown timer, these song stances were designed to be rotated amongst themselves in 80~90 second intervals at near 100% uptime. The unique additional effects of the songs contribute to the differences in potency per second (PPS hereafter) between the stances and account for the unique styles of gameplay experienced while playing 4.x Bard.
Cetonis has done the concise calculations regarding the PPS of each song in this pastebin, and leaves little room for doubt as to the hierarchy of the songs in terms of PPS.
In combat, the songs will be used in the order of WM→MB→AP at 30s→30s→20s intervals. Their overall rotations and optimization intricacies will be further described in detail in the following sections.
Compared to 3.x when cast-times and instacast skills complicated matters, the skill rotation priority for 4.x Bard is fairly straightforward. GCD weaponskill priorities depend on the state of DoTs, SS buff, and SS procs, while the 5 off-GCD skills (excluding song stance skills) are each unique in their own ways. It is on top of this basic rotation that the work of optimization is done.
Is only one of your DoTs up? If so, apply missing DoT.
(refer to Relegated Foe Requiem Section in Appendix for my former opinion on this topic)
Foe Requiem--the iconic battle song that increased caster and healer DPS by reducing magic defence--has been remade into an AoE debuff that increases damage taken by 3% for as long as there is MP remaining on the Bard. There have also been a few subtle changes to Foe Requiem which isn’t noticeable from the tooltips. The changes are as follows:
# of Foe Requiem Ticks (seconds) | Range of MP required | Notes |
7 (23s) | 9135 ~ 9480 |
|
6 (20s) | 7644 ~ 9135 | |
5 (17s) | 6153 ~ 7644 | |
4 (14s) | 4662 ~ 6153 | |
3 (11s) | 3171 ~ 4662 | |
2 (8s) | >1680 ~ 3171 | |
1 (5s) | ≤1680 |
Considering how the Machinist Hypercharge is a 5% damage taken increase debuff that lasts for up to 30 seconds at a 2 minute cooldown timer, Foe Requiem can feel underwhelming in comparison. Without the help of any external mana regeneration, Foe Requiem would be a 3% damage taken increase debuff that lasts for 23 seconds and cannot be used at 100% MP until 2.5 minutes had passed after reaching 0% MP. However, with the introduction of new role abilities such as Refresh and the caster Mana Shift, there is now room to be creative with how Bard MP can be managed with regards to Foe Requiem usage, whether it be for the sake of extending the duration of Foe Requiem or reducing the time it takes to get back to 100% MP.
Disclaimer!
The timings of when to use Foe Requiem will always be a topic of debate and is highly dependent on encounter timings and raid composition. Regardless of those variables, there are a few concepts regarding Foe Requiem and Refresh that should be considered whenever one goes about planning their usages during any fight. They are the following:
With these guidelines in mind, I propose that Foe Requiem be used in the following manner:
The main goal of this setup is to maximize the usages of Foe Requiem within important raid buff windows for at least 5 ticks per usage while managing MP so that it doesn’t remain maxed out for any extended duration of time.
Let’s move onto more empirical observations when it comes to the MP restoration department and provide more concrete numbers to the setup laid out above.
There are currently 3 external means for Bards to receive extra MP restoration help aside from the 2% MP gained every 3 seconds from server-side ticks: Ewer cards from Astrologians, Mana Shift from caster role abilities, and Refresh from ranged DPS role abilities. As mentioned above, in most circumstances, it isn’t ideal to use Refresh in tandem with Foe Requiem just for the sake of extending the duration of Foe Requiem, but there may be cases where knowing how much Foe Requiem can be extended by as a result of external MP regeneration can be helpful
Below is a table of the Foe Requiem durations under the effects of various combinations of MP regeneration skills. Mana Shift was used when the Bard dropped below 7800 MP and the other MP regen skills were used in tandem with Foe Requiem. Refresh has been observed to provide 10 ticks of 600 MP to provide 6000 MP, regardless of the MP totals of affected members. The original times were measured manually using a stopwatch but have been adjusted in the table to match the formula of [3s x (# of Foe ticks-1) + 5s].
Extra MP regen skill(s) | Additional Foe Ticks | Total Foe Requiem Duration |
Foe Requiem w/o MP regen | 0 (0s) | 23s |
Mana Shift (~2800 MP) | 2 (6s) | 29s |
Ewer | 2 (6s) | 29s |
Extended Ewer | 3 (9s) | 32s |
Enhanced Ewer | 3 (9s) | 32s |
Refresh (6000 MP) | 3 (9s) | 32s |
Refresh + Mana Shift | 5 (15s) | 38s |
Refresh + Enhanced Ewer | 7 (21s) | 44s |
Refresh + Extended Ewer | 8 (24s) | 47s |
Considering how there will hardly be any situation where Ewer will be used instead of Balance, Arrow or Bole, let’s exclude Ewer from the MP regen optimization puzzle and focus on Mana Shift and Refresh.
TO BE CONTINUED
The 4.x Bard remake brought with it a plethora of utility skills that has solidified Bard’s position as the go-to support job in Stormblood. Each defensive utility skill will be touched on briefly, along with useful macros that have been found to be helpful in their executions.
Ideal Usage Conditions | Prime Examples | |
WM Effect | Consistent raid-wide magical damage. | 1st Grand Cross Delta + Almagest (O4s) |
AP Effect | Consistent raid-wide physical damage. | Frenzied Fists (O4s) |
MB Effect | Non-consistent heavy raid-wide damage. Raid-wide mixed damage. | Spellblade Holy during Book Phase (O3s) |
Nature’s Minne | Palisade |
/micon "Nature's Minne" | /micon "Palisade" |
This section will go through each of the rotation phases in detail, beginning with the openers and ending with the non-opener WM phase following the transition from AP. Most of the following details were first discussed between myself and Cetonis over mail and then practiced over many hours of SSS dummy simulation. I was able to further refine my gameplay with the help of various FFXIV subreddit discussions on 4.0 Bard spearheaded mainly by Aiuri and Miyuri, whose guide can be found here. By no means am I promoting this guide as the only way to play Bard; if anything, I hope that the explanation for my Bard playstyle can provide a platform for more discussion on how to maximize the potential of this newly remade skillset.
As mentioned in the Song Stance Priority section above, the song rotation will be used in the order of WM→MB→AP at 30s→30s→20s intervals.
After much discussion, theorycrafting, and number-crunching, it is fair to say that the Bard community has come to a consensus on an overall framework for the optimal opener. Some off-GCD placements may vary here and there but the skeleton of a DoT-first, double-IJ opener should be consistent in most good Bard openers. The opener that I use was first released by Aiuri and Miyuri in this reddit post and I have come to adopt it for how well it synergizes with raid buffs and for how off-GCDs such as Bloodletter and Empyreal Arrow line up later on as WM winds down. Aiuri and Miyuri have since updated their Bard opener in their ranged dps FAQ by swapping BV and EA in response to the BV bug fixes that came with patch 4.01 and by adding a 5th Heavy Shot before the Barrage+EA and Iron Jaws.
The openers below vary slightly with Miyuri’s initial opener in the following manners:
Unlike Miyuri’s updated Bard opener, I have maintained the original placement of EA and stuck with 4 Heavy Shots before Barrage+EA, because even if there was a Straighter Shot proc after the 5th Heavy Shot, there would be no way to get both Barrage+RA and Iron Jaws under the raid buffs. One or the other would have to be outside of raid buffs so instead of delaying Barrage until after IJ or sacrificing buffs onto DoTs, if there is no Straighter Shot proc after the 4th Heavy Shot, going straight into Barrage+EA after the 4th Heavy Shot should be preferable.
I have also stuck with the original 4 Heavy Shots before Iron Jaws instead of the 5 Heavy Shots that Miyuri promotes. I have found that doing 5 Heavy Shots and then trying to get Raging Strikes onto the second Iron Jaws can get very tight, especially in situations where a 3-stack Pitch Perfect proc may cause GCD clipping due to possible triple weaving of off-GCDs. Not to mention that getting raid buffs such as Chain Strategem and Battle Litany onto the 2nd IJ can be difficult if the raid doesn’t perfectly execute their buff timings. Pulling off 5 Heavy Shots and getting Raging Strikes onto Iron Jaws should be more comfortable at higher skillspeeds but as of now, going with the more cautious approach of 4 Heavy Shots before Iron Jaws should be the more consistent option. I will list a high skillspeed option that is more in line with Miyuri’s opener as the exception rather than the norm.
Three openers will be listed, each varying on if and at what point Straighter Shot procs occur during the Heavy Shot spam following the first Iron Jaws. Pitch Perfect usages haven’t been listed due to obvious RNG dependency issues, but will be explained in more detail in the WM Phase section below.
4s Pre-pull: Foe Requiem (Refresh + Infusion of Dexterity)
Pull: Stormbite (Bloodletter + Raging Strikes) > Caustic Bite (Wanderer’s Minuet + Empyreal Arrow) > Straight Shot (Battle Voice + Nature’s Minne) > Iron Jaws > Heavy Shot > Heavy Shot (Sidewinder) > Heavy Shot (Bloodletter) > Heavy shot (Barrage + Empyreal Arrow) > Iron Jaws > Heavy Shot
High Skillspeed option: Swap positions of 5th Heavy Shot and 2nd Iron Jaws
Opener Notes:
4s Pre-pull: Foe Requiem (Refresh + Infusion of Dexterity)
Pull: Stormbite (Bloodletter + Raging Strikes) > Caustic Bite (Wanderer’s Minuet + Empyreal Arrow) > Straight Shot (Battle Voice + Nature’s Minne) > Iron Jaws > Heavy Shot*** >
Heavy Shot*** (Sidewinder) > Heavy Shot*** (Bloodletter) > Heavy shot (Empyreal Arrow) > Iron Jaws > Heavy Shot
*** : Straighter Shot proc activates; next Heavy Shot is replaced with Barrage+RA
High Skillspeed option: Swap positions of 5th Heavy Shot and 2nd Iron Jaws
Opener Notes:
4s Pre-pull: Foe Requiem (Refresh + Infusion of Dexterity)
Pull: Stormbite (Bloodletter + Raging Strikes) > Caustic Bite (Wanderer’s Minuet + Empyreal Arrow) > Straight Shot (Battle Voice + Nature’s Minne) > Iron Jaws > Heavy Shot > Heavy Shot (Sidewinder) > Heavy Shot (Bloodletter) > Heavy shot*** (Barrage + Empyreal Arrow) > Iron Jaws > Refulgent Arrow
*** : Straighter Shot proc activates
High Skillspeed option: Do Barrage+RA Opener with an Iron Jaws afterwards
… > Iron Jaws > Heavy Shot > Heavy Shot (Sidewinder) > Heavy Shot (Bloodletter) > Heavy shot*** (Empyreal Arrow + Barrage) > Refulgent Arrow > Iron Jaws > Straight Shot (Refresh)
Opener Notes:
Optimization of the WM revolves around the proper usage of Pitch Perfect, which is far more complicated than one would expect when looking at it at face value. This complication derives from the fact that while it is possible to get 2 stacks at one time via both Stormbite and Caustic Bite applying critical hit damage simultaneously, it is not possible to exceed 3 stacks of Pitch Perfect at any one time. In other words, it is possible to “lose” a Pitch Perfect stack by getting 2 stacks of PP while sitting on 2 stacks. There is no visual tell that indicates stacks have been lost but one must take into account the possibility of lost potency from lost PP stacks and adjust gameplay accordingly in order to maximize the DPS potential that Bard has to offer.
It is easy to see that a 3-stack PP will always be stronger than a 2-stack PP in isolation but when you take possible lost stacks into account, we can see how the potency of two 2-stack PPs overtakes a single 3-stack PP by +60p. It is important, therefore, to think of the various scenarios where the chances of getting a double stack while sitting on two PP stacks will be greater than the chances of getting a single stack leading into a 3-stack PP.
Cetonis has gone through the grueling simulation work of solving this puzzle and has expounded his findings in an intuitive manner in this pastebin. I will be sharing his conclusions in the form of PP usage guidelines and add my own explanations onto them.
Following the Wanderer’s Minuet phase will be Mage’s Ballad and with it, the return of the Bloodletter spam. This phase is basically “2.x Bard on steroids” since Bloodletter resets now proc after any DoT crit at a 100% rate, whereas the River of Blood trait in pre-4.x would only proc Bloodletter resets at a 50% chance after a DoT crit. This makes it more important to be aware of the DoT timer and to proactively keep Bloodletter on cooldown whenever possible.
The additional effect of Empyreal Arrow providing a guaranteed song proc along with the reduced recast time of EA with increasing skillspeed allow for some interesting cooldown mappings that can lead to DPS increases. One of these mappings is to try and fit 3 EAs into the MB phase by using EA at the beginning, middle, and end of the MB phase. Since using 2 EAs within MB is the norm, the third EA provides an extra Bloodletter reset in exchange for a Repertoire stack in the AP phase, which is not nearly as valuable as the 130 potency that a Bloodletter can provide upfront.
This begs the question of why Triple EA isn’t used during the WM phase. The main reason is due to the fact that Pitch Perfect usage is locked outside of WM, thereby requiring EA and PP to be used immediately prior to the expiration of WM. Also, on a pure potency comparison, a reset Bloodletter has a +10p advantage over an EA-obtained PP stack when PP is used at 1 or 2 stacks. If you can determine that there are no longer any DoT procs under WM and it’s possible to use EA into a 3-stack PP before WM expiring, then a triple-EA during WM can be risked but it would be an extreme exception that may end up backfiring heavily if unsuccessful.
With that aside, below are conditions that must be satisfied in order for the Triple-EA MB phase to be successful.
The first condition above is the most important and can only be satisfied if EA has been utilized properly in the WM phase. I will explain in more detail in the WM to MB Transition section below.
I believe that the beauty of the opener first described by Miyuri is not in the opener itself but in how it plans for the MB phase with near perfection due to the placements of the off-GCDs within the first 2 GCDs. To recall, the beginning of the opener looks like this:
Stormbite (BL + RS) > Caustic Bite (WM + EA) > Straight Shot …
With BL having a 15s recast timer, using it one GCD prior to the WM cast in the opener guarantees that the 3rd BL will be used just as WM is about to expire. This allows for the first EA immediately after the MB cast to pay immediate dividends with a BL reset proc, since BL will always be on cooldown as MB begins, and to set up for a possible Triple-EA MB phase.
The transition from WM to MB following the opener will look similar to the following:
Heavy Shot (BL + PP) [WM falls off] > Heavy Shot (MB + EA + BL) > Heavy Shot …
I prefer to triple weave all three of MB, EA, and BL to avoid losing the EA reset proc during the Heavy Shot cast but a combination of HS (MB+EA) > HS (BL) is completely fine as well for those who feel punished for triple-weaving.
Cetonis writes the following argument against triple-weaving:
The WM to MB transition after the opener is fairly consistent but when outside of the opener WM phase, things do not fall into place as neatly. The main reason behind this lies in the difficulty to predict where the Bloodletter CD timer will be as the non-opener WM phase approaches its end. In the transition from AP to WM, an effort is made to group Empyreal Arrow with WM so using EA with MB later on is not really an issue (details below in the AP to WM Transition section).
In non-opener WM to MB transitions, there are two scenarios that tend to play out:
The goal in both opener and non-opener WM to MB transitions is to get the maximum number of Bloodletter usages during MB as possible, so there is no need to always try for a Triple-EA MB phase if a BL usage from its natural cooldown is wasted by a forced reset from the first EA of the MB phase.
The second Empyreal Arrow is used at the midway point of the MB phase and with it is where we find the next mental hurdle. The goal is to use EA without wasting the BL reset proc it provides, but there are certain scenarios where simply using EA can be problematic. I will be listing the scenarios below with my recommended solutions and explanations.
If all the stars have aligned and you find that the EA cooldown after your mid-MB EA is slightly less than the remaining duration of MB, it is time to consider a 3rd EA before the expiration of MB. It would look something like the following:
Heavy Shot (EA [MB expires] + AP) > Heavy Shot (BL) ...
The main obstacle to executing this would come from an untimely BL proc that occurs just as EA is about to be used, somewhat similar to the third scenario mentioned in the Mid-MB EA Usage section above. This reset BL would need to be used prior to the EA cast, which could push back the EA enough to cause it to be outside of the MB duration. That said, it is still a gamble worth trying if one thinks that there would be enough elbow room to squeeze EA inside MB after the BL usage. The three scenarios play out like this:
If the gamble pays off, it’s a gain of a Bloodletter and if it backfires, it’s a loss of a Repertoire stack in AP, so it’s not a hugely punishing gamble to make if the conditions are there to make it. Gamble at your own discretion!
Unlike WM and MB, Army’s Paeon doesn’t bring a damage off-GCD with it, making it a bore to optimize. If damage increased with each stack as was first speculated prior to the Stormblood release, then it would have been much more interesting to optimize, but even that was denied to AP. In the end, AP ends up playing the role of the “filler” stance that consists of mainly pressing GCDs faster than one would outside of AP. That said, the importance of a well-executed transition from AP to WM cannot be understated, which is explained in more detail below.
Prior to Patch 4.06, Barrage had a cooldown of 90s, opening up the discussion of a 20s AP versus a 30s AP, but with the changes to match the Barrage cooldown with the EA and RS timers, this discussion is no longer valid.
As it stands, there is no reason to go for a 30s AP unless there is a transition/down-time phase that will not allow sufficient usage of the following WM phase. In nearly all circumstances, 20s AP is the way to go.
Cetonis contributes to this discussion by adding the following suggestion:
If you wish to see my writeup on this point, which was written not too long before Patch 4.06 sadly, you can find it in the Appendix section at the bottom of the guide.
Assuming the 20s AP is being used, there are a few things to be mindful of during the transition into WM. Most of the things listed below comes from my personal experience during this phase and will differ according to how DoT and SS buff timers have been lined up prior to the transition.
All of these points add up to create a transition rotation that resembles the following:
… Heavy Shot [EA off CD] > Iron Jaws > Heavy Shot (BL) > Heavy Shot (WM+RS)
> Heavy Shot (EA) > HS spam … > Barrage+RA or Barrage+EA … >
Iron Jaws as RS falling off > Heavy Shot ...
… Heavy Shot [EA off CD] > Iron Jaws > Heavy Shot > Heavy Shot (BL+RS)
> Heavy Shot (WM+EA) > HS spam … > Barrage+RA or Barrage+EA … >
Iron Jaws as RS falling off > Heavy Shot ...
(For high latency users with GCD clipping issues)
… Heavy Shot [EA off CD] > Iron Jaws > Heavy Shot (WM+BL)
> Heavy Shot (RS+EA) > Heavy Shot > HS spam … >
Barrage+RA or Barrage+EA … > Iron Jaws as RS falling off > Heavy Shot ...
For those with triple-digit ping, double weaving off-GCDs during a 4-stack AP can lead to heavy GCD clipping. It can be argued that double-weaving with GCD clipping during the AP phase isn’t necessarily a loss compared to double-weaving with no clipping in WM or MB due to how the GCD timings would still be objectively faster in AP regardless of clipping. In the end, it’s the same difference so use your own discretion when executing this transition.
Cetonis’ comments on this are as follows:
The WM phase following AP doesn’t differ much from the opener WM phase, with PP usages still following the guidelines stated in the WM Phase section above.
Before laying out headache-inducing material on when to refresh SS, Cetonis had been kind enough to take the saner approach towards SS management, with good reason as well. His thoughts are worth taking into account and are below:
Putting this into application, the WM to AP transition would change into something like the following:
… Heavy Shot [EA off CD] > Iron Jaws > Heavy Shot > Heavy Shot (BL+RS)
> Straight Shot (WM+EA) > HS spam … > Barrage+RA or Barrage+EA … >
Iron Jaws as RS falling off > Heavy Shot ...
This would cut into the Straight Shot buff timer in most cases but it will be easier of manageable options and will be able to be repeated each time.
For those who don’t like cutting corners…
Patch 4.06 brought with it a buff to the SS buff duration and in turn, another buff that becomes harder to manage when trying to optimize. When SS buff was 20 seconds long, the timings in which SS was reset felt predictable due to the 80 second nature of the 3-song rotation. However, since SS buff is now 30 seconds, there is now an extra duration of SS buff remaining as we enter the next WM phase. This is illustrated in the diagram below.
The easy way out of this would be to just clip into the remaining SS buff and to use SS as we enter WM but that would be too easy. The other option is to refresh SS during the RS+WM phase as the buff is running down but this opens up a new headache connected with the newly buffed Barrage.
Since Barrage is now to be used within every Raging Strikes window, one must be extra vigilant in SS buff management during this period. There will be situations where SS procs during Raging Strikes when Barrage is <10 seconds and if you find yourself in a position where the SS buff is close to falling off, you are left with either the decision to go multiple GCDs outside of SS buff for the sake of Barrage+RA or wasting a SS proc to refresh SS buff and perhaps having to settle for a Barrage+EA. Both scenarios are not ideal and feel bad, so I’ve made myself a special SS buff refresh criteria when it comes to Barrage, which is the following:
In other words, I’m making sure that I have 100% SS uptime in the case of a SS proc that can be paired with Barrage. This may cut into the remaining SS buff timer by up to 8~9 seconds but if it guarantees that SS buff will be up during a possible Barrage+RA, I think it is still worthwhile (though math may prove me wrong).
The timings and the need to do this kind of SS refresh depends on when Barrage was used previously. For example, if Barrage was used early in the opener, such as after the first HS, then it’s possible that the Barrage CD could be shorter than the remaining SS buff duration. But if Barrage was used with EA at the backend of the opener, there’s a high chance that the Barrage-SS refresh will have to be used.
The changes to weaken personal damage buffs (removing Hawk’s Eye, Blood for Blood etc.) while increasing the impact of raid-wide buffs have made high-end optimization into a difficult endeavor. The most difficult part is on deciding when to refresh DoTs early via IJ for the sake of applying raid buffs that come out at certain timings of a fight. The table in the following page shows the timings of major raid buffs and is to be used for personal reference.
Time In Seconds
| ||||||||||||
20 sec | ✔ | ✔ | ✔ | ✔ | ||||||||
20 sec | ✔ | ✔ | ||||||||||
10 sec | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ||||||
15 sec | ✔ | ✔ | ✔ | ✔ | ||||||||
15 sec | ✔ | ✔ | ✔ | ✔ | ||||||||
20 sec | ✔ | ✔ | ✔ | |||||||||
15 sec | ✔ | ✔ | ✔ | |||||||||
~30 sec | ✔ | ✔ | ✔ | |||||||||
15 sec | ✔ | ✔ | ✔ | |||||||||
20 sec | ✔ | ✔ |
There has been a lot of discussion and theorycrafting regarding this so far, so I will first post what others have said and derive my own conclusions from them.
Miyuri in her ranged dps FAQ (page 20) mentions the following regarding this topic:
yes. IJ is incredibly strong right now; it’s basically a 1100 potency GCD; 100 initial hit, 1000 DoTs over 30s. even a double refresh can be worth it in some situations.
assuming your previous IJ was unbuffed, it’s fairly easy for most buffs/debuffs to make it worth refreshing IJ earlier than usual so that you get the most out of it.
with crit buffs, you’ll gain increased crit rate for extra DoT damage and extra procs. for damage buffs, you’ll gain potency overall compared to a heavy shot.
to make things simple; assuming 15s~ of time difference between 1st and 2nd IJ at minimum in case of double refresh
Cetonis elaborates further in much greater detail in a recent email he sent to me. It is quite long but I think it adds enough to the discussion to warrant its full inclusion here (added bold and red text for emphasis).
Both Miyuri and Cetonis go over a lot of content so I will do my best to put my own spin on how to deal with this conundrum.
There are a few conclusions that can be derived from the numbers in Cetonis’ discussion that may help guide our decision-making on when to re-apply Iron Jaws early. They are as follows:
Now that we’ve seen just how strong crit buffs are on DoTs, let’s move onto some guidelines. They probably won’t differ much from what has been mentioned above but I’ll try and provide sufficient reasoning behind each guideline for the sake of clarification. Since things get overly complicated if we take replacing currently buffed DoTs with other buffed DoTs, it is assumed that the prior DoTs are NOT buffed in any way.
While this may be common knowledge to most FFXIV users, I just thought I’d make a short section on available tools to help make bard gameplay easier for PC users (sorry PS4 peeps!).
Anyone who has levelled a class to Lvl.60 will have experienced hotbar bloat and have thought about how to hotkey the overwhelming amount of skills that one has to manage. With a MMO gaming mouse, this issue is largely resolved. While possible to play any class optimally with a normal mouse and keyboard, why make life difficult for yourself when tools are available to help?
The two most popular MMO gaming mice are the Razer Naga and Logitech G600, both receiving positive reviews from their respective users. More information can be found in their official websites linked above.
Yoshi-P may have his reasons for not implementing an official parser to the game but to anyone who wishes to master any DPS class in this game, having a DPS parser is mandatory. If having a parser is not possible (like for PS4 users), then referring to FFLogs or another person’s logs is the alternative option. The point is that without feedback on DPS via parsing, it is difficult to objectively evaluate one’s own performance. Just like how video replay analysis is used to help athletes fix their mistakes and see their weaknesses and strengths, parsers and FFLogs should be used by any FFXIV user who wishes to take the next step towards improvement and optimization.
In my opinion, bard is one of the most ping-sensitive classes in the game due to how Bloodletter procs can cause GCD clipping if they occur at the late-end of the GCD timer. As a result, I regard any method to reduce ping and thereby reduce clipping to be a part of DPS optimization. Through a recommendation from another fellow bard user, I was able to reduce my ping from 60~80ms to 35~40ms via VPN and I haven’t looked elsewhere since. Once you experience the life of low ping, it’s hard to go back.
There are many VPN softwares that have different results depending on where one is connecting from. Korea (where I play from) and Singapore users have gotten good results from Battleping whereas Australia users tend to use Pingzapper or WTFast. There’s no real way to find out which is best until it is trialed.
Test out multiple VPNs from the list below and see what is best for you.
For Windows 10 users, ping for FFXIV can be observed via the following steps:
The section below was written with the 30s AP rotation in mind, but after adopting the 20s AP rotation and thinking over better ways to optimize Foe Requiem usage, became somewhat inferior in my eyes. However, some may glean some insight from what I’ve written, so I’ve decided to just leave it in its entirety below. I DO NOT RECOMMEND THIS NOW!
After much experimentation within my proposed rotation, I’ve come up with the following conclusion as to what I believe is the optimal usage of Foe Requiem:
Not everyone will agree with this but allow me to explain my reasoning for including Foe Requiem as a vital part of the Bard rotation. The reasons are as follows:
Let’s move onto some MP restoration optimizations that will help us achieve the above goal of getting as many 23 second Foe Requiems as possible.
There are currently 3 external means for Bards to receive extra MP restoration help aside from the 2% MP gained every 3 seconds from server-side ticks: Ewer cards from Astrologians, Mana Shift from caster role abilities, and Refresh from ranged DPS role abilities. As mentioned above, in most circumstances, it isn’t ideal to use Refresh in tandem with Foe Requiem just for the sake of extending the duration of Foe Requiem, but there may be cases where knowing how much Foe Requiem can be extended by as a result of external MP regeneration can be helpful
Below is a table of the Foe Requiem durations under the effects of various combinations of MP regeneration skills. Mana Shift was used when the Bard dropped below 6600 MP and the other MP regen skills were used in tandem with Foe Requiem. The original times were measured manually using a stopwatch but have been adjusted in the table to match the formula of [3s x (# of Foe ticks-1) + 5s].
Extra MP regen skill(s) | Additional Foe Ticks | Total Foe Requiem Duration |
Foe Requiem w/o MP regen | 0 (0s) | 23s |
Mana Shift (~2800 MP) | 2 (6s) | 29s |
Ewer | 2 (6s) | 29s |
Extended Ewer | 3 (9s) | 32s |
Enhanced Ewer | 3 (9s) | 32s |
Refresh (~6000 MP) | 3 (9s) | 32s |
Refresh + Mana Shift | 5 (15s) | 38s |
Refresh + Enhanced Ewer | 7 (21s) | 44s |
Refresh + Extended Ewer | 8 (24s) | 47s |
Considering how there will hardly be any situation where Ewer will be used instead of Balance, Arrow or Bole, let’s exclude Ewer from the MP regen optimization puzzle and focus on Mana Shift and Refresh.
What would normally take 2.5 minutes to restore MP from 0% to 100% without external MP regen help takes only 55 seconds to go to 100% MP under the effects of Refresh, permitting a full 23 second duration Foe Requiem during the 2nd WM phase. Mana Shift has a 2.5 minute CD while Refresh has a 3 minute CD, so the 1st Mana Shift can be used to extend the first Foe Requiem by 2 ticks and the 2nd Mana Shift can be used to help extend the 3rd Foe Requiem which will not have full MP due to the lack of Refresh. The 4th Foe Requiem will have the full 23 second duration since the 2nd Refresh used after the 3rd Foe Requiem depletes the MP reserves.
The flowchart below will help visualize the process.
Before delving into the details of WM transitions, I want to diverge by touching on differing mindsets that may exist regarding when to leave AP. With song stances and Raging Strikes having an 80s cooldown, there is a fair bit of flexibility when it comes to transitioning into WM after using MB and AP than would be the case if the cooldowns were a more strict 90s instead. This flexibility opens up the question of if it is worthwhile to cut the duration of AP short to about 15~20 seconds and go into WM+RS as soon as they come off cooldown.The potency per second disparity between AP and the other two song stances of WM and MB provides enough motivation to throw aside AP early. This reasoning in support of a shortened AP looks sound in isolation; however, when Barrage is taken into account, opinions can become divided.
Unlike the WM and RS, Barrage has maintained its original cooldown timer of 90 seconds. The gap between WM+RS and Barrage cooldowns puts Barrage in an awkward position of potentially not being inside Raging Strikes if WM+RS is used as soon as they come off cooldown during the AP phase. This distance between WM+RS and Barrage further widens in subsequent AP phases if priority is given to reducing AP uptime for the sake of faster WM+RS usages. To those who appreciate rotations that have predictable cooldown timings and placements, the mismatch between Barrage and WM+RS cooldown timers will definitely be annoyance.
While I had originally been of the opinion that Barrage should be grouped with WM+RS, my thoughts have since changed as I have experienced the negative effect it has had on my DPS output. By lining up Barrage with RS, I had to sacrifice WM and AP uptime as well as reduce the number of song casts I would use in a fight, which at 100 potency per cast, can add up fairly quickly in any extended fight. Not only that but using Barrage with EA in order to get in under RS tended to be more of a loss than fishing for a Refulgent Arrow to use with Barrage (more details in Barrage section below). All in all, the sacrifices made in order to cater to Barrage for the sake of maintaining a clean-looking rotation are too costly and should not have to be made in the majority of circumstances.
It’s a shame that Barrage has to be sent into the rotation wilderness but it is a sacrifice that must be made within this new rotation framework.
≤ 20s AP [RECOMMENDED!] | ~30s AP (Aligning Barrage with WM+RS) | |
Pros | - Potentially longer WM+RS and MB uptime by reducing AP uptime. (depends on fight timings + durations) - More usages of 100-potency WM, MB, AP song off-GCDs during an extended fight. | - Guarantees Barrage+EA/RA receives Raging Strikes buff. - Predictable Barrage placement within rotation. |
Cons | - Gap between Barrage and WM+RS increases with every subsequent use. - 80s rotations may cause awkward alignment of raid buffs. | - Potentially shorter WM+RS and MB uptime by increasing AP uptime. (depends on fight timings + durations). - Less usages of 100-potency WM, MB, AP song off-GCDs during an extended fight |
The table below helps to visualize the mappings of song usages throughout extended fights. Since each 20s AP phase creates a 10 second gap from the 30s AP song rotation, eight rotations of 20s AP (80s x 8 = 640s) create the required 80 second gap that allows for an extra WM+RS when compared to the 30s AP rotation. For shorter fights, the gains from using 20s AP rotations diminish but even that depends on encounter timings and details. Song optimization is a very encounter-dependent process so it’s helpful to be conscious of these details while planning.
Duration of Fight | 20s AP | 30s AP | ||
Song Spread | Last Song + Remaining Time | Song Spread | Last Song + Remaining Time | |
7 minutes (420s) | 6/5/5 (16 casts) | WM with 10s remaining | 5/5/4~5 (14~15 total casts) | MB with 0s or AP with 30s remaining |
8 minutes | 6~7/6/6 (18~19 casts) | WM with 30s or AP with 10s remaining | 6/5~6/5 (17~16 casts) | WM with 0s or MB with 30s remaining |
9 minutes (540s) | 7/7/6~7 (20~21 casts) | MB with 0s or AP with 30s remaining | 6~7/6/6 (18~19 casts) | AP with 0s or WM with 30s remaining |
10 minutes (600s) | 8/8/7 (23 casts) | MB with 20s remaining | 7/7/6~7 (20~21 casts) | MB with 0s or AP with 30s remaining |
10min 40sec (640s) | 8~9/8/8 (24~25 casts) | WM with 30s or AP with 10s | 8/7/7 (22 casts) | WM with 20s remaining |
11 minutes (660s) | 9/8/8 (25 casts) | WM with 10s | 8/7~8/7 (22~23 casts) | WM with 0s or MB with 30s remaining |