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Yes, I put "DPS" and "Bard" in one sentence because in Final Fantasy XIV:. It has an initial potency of 100 and ticks for 35 potency every 3 seconds.... The following items below are what I feel are best-in-slot items for Bard.


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Welcome~ thanks a lot for using my toolkit for Final Fantasy XIV!
Also if you want to support me with a little donation, I'd be more than happy!
Please let me know if you encounter any problems!
Click the "Show Weights" button in the Best in Best hunter solver.
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Import into base set.
Progress The Final Coil of Bahamuth Turn 1: Turn 2: Turn 4: Not cleared yet.
The Second Coil of Bahamuth Turn 1: Turn 2: Turn 3: Turn 4: Ffxiv bard best in slot 3 1 cleared yet.
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Last time, we covered the very, the Black Mage.
Now, let's look into the highly-mobile dps'er, the Bard.
Yes, I put "DPS" and "Bard" in one sentence because in these in-combat ministrels deal a ton of damage while providing much-needed support through song.
If you're looking to dish out pain while supporting your party with mana regen and damage reduction, well this is pretty much it right here.
This guide should be relevent up to this moment in time.
How to become a Bard In order to become a Bard, you need to attain.
Prior to A Realm Reborn's release, Bards used to require level 15 Conjurer.
Well that's not the case anymore because this particular job leans more towards damage-dealing than support.
I guess Square Enix did that for the sake of Duty Finder.
Alas, I still long for a pure support, none-healing job but you know, this is as close as I'm going to get.
The Archer's guild can be found in Gridania and once you have the nessecary pre-requirements full-filled, you'll want to teleport to Quarrymill and go just a touch West.
There, you will meet.
Also note, this is where you will go to complete your bard storyline from now on.
General damage compared to others You do a ton.
A lot of damage.
You can also use all of your abilities while moving which means your DPS is sustained and constant.
Even though your damage is fast and done in decievingly small numbers, you scale really hard from Critical Hits and generally come packed with a lot of it.
At the moment, you're the perfect DPS because you can avoid fight mechanics and still do ffxiv bard best in slot 3 1 />The only time your doing less damage is when you have a song active, which reduces your damage by 20% while active.
Even though you'll be called to do that every now and then in a fight, you'll still be on the charts doing a lot of overall damage.
As far as fight mechanics go, your damage draws from four skills on the 2.
Basically, you need to have fast fingers during your initial rotational combo as well as good judgement about which off-GDC skills you use.
AS OF NOVEMBER: Bards are.
Whether or not it's a nerf or not is something that shouldn't be dicussed at this time but I think Square Enix is looking to make some changes.
After all, there's still room for Musketeer and the "gun" class to be the real physical-based ranged DPS.
Please keep this somewhere easy to access.
Basically, it makes all your attacks during the duration draw https://microrcracing.com/best/best-slot-machines-to-play-at-ajax.html agro.
Abuse this skill till the key it's on no longer functions.
Best william hill vegas slot much your basic attack.
This is the skill you will be using a lot.
It's a 150 potency skill that gives a 20% chance for your next Straight Shot to guaruntee crit.
Straight Shot 2 - This skill is a little weaker than Heavy Shot being only 140 potency but it grants you a buff that increases your critical hit rate by 10%.
This buff has to be kept on permanently, either through use of Heavy Shot's proc or on your own accord.
Basically, use this skill every 18 seconds so you can keep the buff up for as long as possible.
Venomous Bite 6 - A single-target Damage over time skill that you must learn to keep up.
It has an initial potency of 100 and ticks for 35 potency every 3 seconds.
What's important about this spell spawns at Level 48 when you get a passice called River of Blood.
Windbite 30 - Your second ffxiv bard best in slot 3 1 damage-over-time skill that you must learn to keep up at all times.
It's a little weak initially being 60 potency but ticks for 45 potency every 3 seconds.
With venomous bite, you're doing an additional 80 potency worth of damage around your skills.
This spell also procs River of Blood at level 48.
OFF-GLOBAL COOLDOWN ABILITIES Bloodletter - The first skill you get that will be off the Global Cooldown.
It's a 150 potency attack that has a 15 second cooldown and no TP cost.
You can use this in-between any of the above mentioned skills to keep your damage more sustained.
Misery's End - The strongest single target damage skill in your kit.
At 190 potency you'll hit fairy hard and it's also on a 12 second CD.
It can only be used when target is under 20% which means your target is under 20% when it pops, heh.
Basically, once your target reaches that point your damage amps up because that's just more off-GDC skills at your disposal.
Basically, every time one of your DoT spells crit per tick not on-cast you have a 50% chance to completely reset Bloodletter.
Basically, if the RNG gods have decided it be so, you will pump a TON of damage spamming bloodletter in-between your skills.
Of course, don't forget to watch your hate!
Raging Strikes 4 - The typical "buff your damage roflcopter big numbers" skill.
This buffs your damage by a flat 20% every 120 seconds thanks to the passive Enhanced Raging Strikes 28.
You'll definitely want to fit this somewhere in your rotation but becareful, hate will be a potential issue.
If it isn't, this'll make your super small numbers turn into super fast medium numbers, rawr.
Abuse this skill till the key it's on no longer functions.
Internal release - This buffs your crit rate by 20% every 60 seconds.
Basically, if you want to see big numbers more often use this spell as soon as it's up.
Hawk's Eye 26 - A spell I feel Black Mage shouldn't have access to but they do anyways.
Anyways, this will give source flat 15% DEX increase as well as a 20% buff to physical accuracy every 90 seconds.
Assuming you've somewhat itemized your character to where you're supposed to be, accuracy isn't a big issue.
Basically, even more bigger numbers.
Barrage 38 - Probablly one of the most under-used or incorrectly used skills in your kit.
Basically, it makes it so your auto-attacks do 3 strikes instead of one eveyr 90 seconds for 10 seconds.
What some people don't know is auto-attacks still go off in-between skills so this skill makes for a mega-ton of burst damage.
Use it between your GDC skills somewhere but please.
Flaming Arrow - An AoE damage over time skill that's off the GDC.
It does 35 damage potency per tick, which means with all 3 DoTs at your disposal, you're doing 110 potency worth of damage in-between your skills for near-free.
Remember though, this is terrain-based so you don't want to place it somewhere where a creature will walk over it and agro your group.
Area of Effect Damage skill Wide Volley 50 - Your standard "spam this for instant AOE" skill.
It's a 110 potency skill that has a fairly wide radius.
Even though AoE is great, this spell costs 160TP which means you'll burn your 1k TP bar in the blink of an eye.
The one great attribute about this skill is it has here 15% chance to make your next Rain of Death cost 0 TP Quick Knock 18 - Another AoE spell that has 110 potency.
This skill has a 140 TP cost, making it cheaper but has zero procs.
This is actually the succesor to Rain of Death in the AoE damage rotation because that skill has a 15% chance to make Quick Knock cost 0TP.
Mage's Ballad 30 - Gives your party mana.
As a utility DPS, please watch your healer's mana and be the one to decide when mage's ballad is appropriate for you to use.
You don't want to use songs during DPS-races however, you don't want healers running out of mana.
While it's their job to be as efficient as possible, you provide an amazing buffer that could potentially negate failure due to mana issues.
Foe's Requiem 35 - A buff you should permanently keep up when your partner DPS or part majority are casters.
It doesn't reduce your DPS at all but increases there's by minimum 10% for the duration of your mana.
Army's Paeon 40 - This gives your party TP.
Definitely something to think about using when your TP becomes low because that means the other DPS are likely running dry as well.
Don't use this spell when you hit 0 TP.
It's best to use it around the 300 range so you can stop it when you're at the 600 range and you don't lose too much DPS.
Rain of Death 45 - As a support DPS, please make the needed TP calculations to make room for this skill during damage-intensive situations.
It's an AoE skill that costs 200TP A TON but it reduces damage done by the targets struck by 10%.
That doesn't seem like a lot, just click for source with combined party effort and other spells like Virus being put out, you could be negating 400 damage that couldn't be healed by your healer.
Also has a 15% chance to make Quick Knock cost 0TP.
An added bonus I suppose.
Battle Voice 50 - Ah, I remember FFXI.
This skill doubles the effectiveness of whatever song you have out.
You can restore your Healer's mana to full in seconds or make your casters do more damage!
Generally, when you are taking the time to sing a song, you should probablly just pop this skill anyways.
The 300 second CD is something to decide on usage on your own.
click the following article skill SILENCES which prevents most enemies from casting skills.
A DPS with a 30 second cooldown on his silence is excellent to have, especially since this ffxiv bard best in slot 3 1 class is ranged.
It's also off the GDC, meaning once it's up it's up.
Repelling Shot - The old 'jump back' move.
You actually jump back pretty far.
Keep this skill handy but don't use it all the time.
Sometimes, when BRDs pull agro, they use this skill and it further increases the distance between them and the tank.
This is mainly good for avoiding close-range indicated moves when you happen to take agro and the creature happens to be casting one.
Shadowbind - Your bind spell.
It has it's uses but is immediately canceled when whatever this was cast on is attacked.
Good for getting away with things during missions and story.
Damage Rotation Your damage rotation will come from how well you know the above spells.
Remember to not have Bard-itis please and let your tank actually hit the intended target before unloading!
Once that's been established, you can get through most of your rotation without pulling all the hate.
Remember: Straighter Shot proc as well as River of Blood take priority.
The rest of the time, your on-GDC spammable skill will be Heavy Shot.
Straight Shot - You open your fight with Straight Shot to give yourself the 10% crit buff right off the bat.
Bloodletter - Remember, Straight Shot is a GDC skill so now this is where you insert a non-GDC skill.
I prefer Bloodletter just to get it up again in the next 15 seconds assuming poor Continue reading />Venoumous Bite - Apply DoT number 1 so that River of Blood has a chance to proc.
Internal release - I've found applying this here has increased my DPS.
I assume with the 20% crit increase, River of Blood procs more often.
Windbite - Having applied Internal release and raising your crit, now you want to complete your DoT rotation to have a better shot at applying River of Blood.
Quelling Strikes - This might be a good time to apply this skill since your about to prepare your amp damage abilities.
Depending on your tank, sometimes, this skill can be placed later in the order but for the learning bard, get used to using it and placing click here.
Post-20% HP on Target 7.
Misery's End - Plug this skill in-between all on-GDC skills once your target is at 20%.
Fairly straight foward, it's like having a second, stronger Bloodletter available to use.
This is where you need to determine in what order is best for your your party.
I often outgear my PUG parties so I can't unload as I'd like but proper rotation order can still help you pump damage while still being efficient.
I personally prefer to avoid macros and do everything by hand just so I can pick and choose what my next inbound abilities are.
Macros are totally fine and do reduce human error but sometimes, you just need to take matters into your own hands.
It's not much of a difference but sometimes the tank needs an extra split second to finish his agro rotation and the last thing he needs is for his target to run away.
Barrage will give click the following article decent opening damage but shouldn't be enough to pull total hate.
visit web page you pop quelling strikes to soften the blows on Hawk's Eye THEN Raging Strikes.
This essentially gives your tank a ton of extra time to establish hate which should free you up to unload at the end of this rotation.
Why is Fire Arrow last?
At the end of your rotation is where your off-gdc skills begin to die down.
Fire arrow adds more DoT damage while i'm only spamming Heavy Shot and should wear off by the time you're ready to start your next set of off-GDCs.
Why wasn't Blood for Blood included?
Because and is not included as part of this basic BRD rotation guide.
BfB is essentially a second Raging Strikes and should be used with absolute caution.
It's also on an 80 second CD so placing it into your rotation is easier yet trickier in-terms of hate.
All of these are TP extensive and shouldn't be spammed in a real raid scenario, unless of course it calls for AoE damage.
Despite weapon damage being above the stat chain, Bard is one of the few occassions where you don't actually make the +1 relic weapon your first purchase.
Dexterity - Affects your ranged attack damage as well as your parry and block rates, though the latter is not why we're here.
Unfortunately, I don't know how much crit rate equate to 1% but I can tell you every bit helps in conjuction with two of your crit buffs: Straight Shot + Internal Release.
This stat priority is why I consider not replacing Toxote's Ampadoor Keep legs and hands till I can acquire iLevel90 equipment.
Determination - Determination is not the highest priority by any means but it does trump Skill Spell in in its current state.
However, it takes 50 or so Determination to equal 1 weapon damage so don't work to obtain this, just be happy if your gear has it.
Fashion Points or Stat points Ultimately, you're going to have to choose between these two options unless you like bubblegum pink and jester tights than golly, more power to you!
Here's a stat comparrison between all the items for you to look at: Special thanks and credit to Best in Slot Patch 2.
The items on the list also assume accuracy cap for The Second Coil of Bahamut.
After the above the rest is OPTIONAL.
With ths whole set, it should ensure maximum accuracy for Coil Minimum: 482 Turn 5 while providing the most amount of Critical Hit possible.
Remember, we want to avoid most pieces with the secondary stat Skill Speed as Determination and Critical Hit as well Accuracy up to a certain point have more overall value.
Useful Cross Class Abilities Feint Lancer lv.
This will help keep your tanks alive in times of need.
This is Final Fantasy, every skill at your disposal can't be ignored.
If you're a career BRD and you don't have this, shame!
Not really needed till endgame but definitely something you have to plan.
A skill that gives you free TP means less Army's Paeon and less Army's Paeon means less 20% damage reduction.
Blood for Blood Lancer lv.
If you are going to be a career BRD, you have to level Lancer to 34 to get this because it's basically a second Raging Strikes for you to use.
It increases your damage by a flat 20% but increases damage taken by 25%.
Basically, your trading defense for offense which isn't a huge issue on a ranged DPS.
Also, this is on an 80 second CD so if you do some calculations, that equates to more off-GDC skills up for you to use over the course of your battles.
Second Wind Puglist Lv.
Even though it's not "needed", DPS do no damage when they're dead so say that again when you stay alive and out dps everyone.
Internal Release Pugilist Ffxiv bard best in slot 3 1 />We talked about this before -- 20% crit chance every 60 seconds.
That's as delicious as it gets.