Hello fellow Bard enthusiast, I’m back with my 3.0 Bard guide and I would like to share *my* thoughts, ideas & opinions on how to play a bard in a Endgame PVE environment during Heavensward.
In case you don't know me I play under the nickname Krietor Senpai, i'm part of the Angered Gaming Management and Sub-GM of the FC ANGERED on the Ragnarok[EU] Server.
I've been playing MMOs for as long as 18+ years, and I have always been a huge fan of proper in-depth Class/Job Guides. Therefore I decided when I started to play Final Fantasy XIV:AAR that I would also start doing my own guides, sharing my POV, thoughts and conclusions about the Job that i would be playing.

My Lodestone: http://eu.finalfantasyxiv.com/lodestone/character/2844227/

Twitch: http://www.twitch.tv/krietor

Twitter: https://twitter.com/krietor

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This guide will contain the following content:
  1. Racial Stats (Best Races).
  2. 3.0 Bard Skills (including revamped ones)
  3. Opener
  4. Priority Rotation
  5. Stance Dancing
  6. AoE Rotation
  7. Cooldown Alignment
  8. Double oGCDs
  9. Other oGCD's
  10. Songs
  11. DoT Applications vs Single vs Multiple Targets
  12. Current gear set.
  13. Macros (cough)
  14. 3.0 Accuracy Caps
  15. Stat Weights
  16. Stat Priority
  17. Ping (ms) & how it affects DPS
  18. Advanced Raiding Information
  19. Bard vs Machinist
  20. Dummy and Raid Parses
  21. Personal Infos

This Guide will be continuously update whenever i have time to update it. If you would like to get a notification every time i update this guide, just press on the Subscribe button above.

Last Update: 21.08.2015

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Racial Stats:


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#1 - Elezen (Wildwood) - 19 STR, 23 DEX, 18 VIT, 22 INT, 17 MND, 21 PIE.
#2 - Miqo’te (Seekers) - 21 STR, 22 DEX, 20 VIT, 18 INT, 19 MND, 20 PIE
#3 - Lalafell (Plainsfolk) - 18 STR, 22 DEX, 18 VIT, 21 INT, 20 MND, 18 PIE.


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3.0 Bard Skills:

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  • 220 potency
  • The best skill to combo with the new Barrage
  • oGCD
  • Short 15 second CD (Affected by SkS)
  • Can only be used Under Minuet



  • 100 Potency (580 oPotency on full duration)
  • Refreshes both Venomous and Windbite to their maximum Duration
  • Aligns the timer of both Dots
  • Costs only 60 TP vs. 160 TP to recast Venomous Bite and Windbite
  • 1 GCD instead of 2 from VB & WB
  • Can only be used under Minuet


  • Situational
  • 3 second cast time :(
  • only stops a single detrimental effect
  • not really worth using besides pre-casting during phase changes or pull (It now affects WAR pacification)



  • Instant cast
  • oGCD
  • Potency of 250 if both Wind and Venomous Bite are up
  • 60 Sec CD
  • Not Possible to use with Barrage since its an Ability and not a Weaponskill




  • No TP cost
  • Shares CD with Bloodletter
  • 10% less evasion is really good if your group needs to stack in front of a boss and doesnt meet the frontal acc.
  • Better then Bloodletter when there is more then 1 enemy stacked
  • Greater AOE potential since you can do it oGCD
  • Use it when you know that healers are DPSing and they dont have ACC cap.



  • Barrage no longer affects auto-attacks but instead affects weaponskills by multiplying their attacks by 3.
  • Buff is lost after its usage
  • Best Combo-ed with Empyreal Arrow
  • Direct Nerf to one of the best CDs the Bard had Pre 3.0



Like the description states this new Song increases damage dealt by 30% while ceasing auto-attack and adding cast time to all archer and bard Weaponskills.
Before 3.0 our Auto-Attacks were 30~35% of our overall dps. Now even with the DET nerf, our auto attacks consists of 20~25% of our overall dps depending on your crit rate/luck.

Lets list the BAD of Minuet:
  • Casting Times
  • Restricted Mobility
  • Rotation Fluidity is worse
  • No Auto Attacks (20~25% of our dps)
  • Missing potential Bloodletter procs by not being able to spam it while Casting other skills.
  • Double OGCd not advised
  • Unable to queue Flaming Arrow while casting
  • Recasting after moving or using repelling is clunky and if not done properly it will result in an interrupted cast.

Now the Good of using Minuet:


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Opener:

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Double Empyreal Arrow Opener:


-> 12Sec Pre-Pull
http://xivdb.com/?skill/3559/the-Wanderer%27s-Minuet
http://xivdb.com/?skill/3561/the-Warden%27s-Paean on WAR
http://xivdb.com/?skill/115/Foe-Requiem
http://xivdb.com/?skill/104/Quelling-Strikes
http://xivdb.com/?skill/118/Battle-Voice
http://xivdb.com/?skill/99/Hawk%27s-Eye
http://xivdb.com/?skill/85/Blood-for-Blood
http://xivdb.com/?skill/101/Raging-Strikes
-> PULL http://xivdb.com/?skill/3558/Empyreal-Arrow (need to hit when the tank does the first hit on the boss)
http://xivdb.com/?skill/117/Rain-of-Death or http://xivdb.com/?skill/110/Bloodletter (if healers are not dpsing)
http://xivdb.com/?skill/98/Straight-Shot
http://xivdb.com/?item/12623/Draconian-Potion-of-Dexterity
http://xivdb.com/?skill/113/Windbite
http://xivdb.com/?skill/59/Internal-Release
http://xivdb.com/?skill/100/Venomous-Bite
http://xivdb.com/?skill/102/Flaming-Arrow
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/3562/Sidewinder
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/107/Barrage
http://xivdb.com/?skill/3558/Empyreal-Arrow
http://xivdb.com/?skill/110/Bloodletter (if Hawks Eye @ 3 sec left)
http://xivdb.com/?skill/3560/Iron-Jaws
http://xivdb.com/?skill/110/Bloodletter
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/110/Bloodletter (if not then)
http://xivdb.com/?skill/109/Blunt-Arrow
http://xivdb.com/?skill/98/Straight-Shot
http://xivdb.com/?skill/110/Bloodletter (if not then)
http://xivdb.com/?skill/112/Repelling-Shot
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/110/Bloodletter (if not then)
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/3558/Empyreal-Arrow
-> Priority "Rotation"

This is currently my preferred opener since its doesn't rely on Bloodletter procs to pull ahead

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Minuet off for 2 GCDs Opener:

-> 10Sec Pre-Pull
http://xivdb.com/?skill/115/Foe-Requiem
http://xivdb.com/?skill/104/Quelling-Strikes
http://xivdb.com/?skill/118/Battle-Voice
http://xivdb.com/?skill/99/Hawk%27s-Eye
http://xivdb.com/?skill/85/Blood-for-Blood
http://xivdb.com/?skill/101/Raging-Strikes
-> PULL http://xivdb.com/?skill/117/Rain-of-Death (need to hit when the tank does the first hit on the boss)
http://xivdb.com/?skill/98/Straight-Shot
http://xivdb.com/?item/12623/Draconian-Potion-of-Dexterity
http://xivdb.com/?skill/113/Windbite
http://xivdb.com/?skill/59/Internal-Release
http://xivdb.com/?skill/3559/the-Wanderer%27s-Minuet
http://xivdb.com/?skill/100/Venomous-Bite
http://xivdb.com/?skill/102/Flaming-Arrow
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/107/Barrage
http://xivdb.com/?skill/3558/Empyreal-Arrow
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/3562/Sidewinder
http://xivdb.com/?skill/97/Heavy-Shot
http://xivdb.com/?skill/110/Bloodletter (if not then)
http://xivdb.com/?skill/109/Blunt-Arrow
http://xivdb.com/?skill/3560/Iron-Jaws
-> Priority "Rotation"

This the Opener "Rinchan Nau" currently prefers and i do agree that might be better if you get bloodletter procs, and the weaves feel more natural then the double Empy Opener

Source: http://pastebin.com/i0gMaCAi

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I should also mention that the reapplication of dots @ 7 seconds during the opener will also be affected/snapshotted by buffs such as http://xivdb.com/?status/64/Vulnerability-Up or http://xivdb.com/?skill/3557/Battle-Litany

This is how your buff bar should look like in a raid environment:


Don't forget that an Opener dps is subject to http://xivdb.com/?skill/110/Bloodletter proc luck, and ofc Crit luck :)


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Priority System "Rotation":

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1. http://xivdb.com/?status/130/Straight-Shot must have an 100% uptime (If http://xivdb.com/?status/130/Straight-Shot aligns with your Dots clip it and recast it @ ~6 seconds)
2. http://xivdb.com/?skill/113/Windbite (330 oPotency) before http://xivdb.com/?skill/100/Venomous-Bite (310 oPotency). Only use Iron Jaws only afterwards for DoTs reapplication
3. http://xivdb.com/?skill/3560/Iron-Jaws (580 oPotency) When you see 3 Seconds left on your Dots recast Iron)
4.http://xivdb.com/?skill/3562/Sidewinder (250 Potency If both DoTs are up)
5. http://xivdb.com/?skill/103/Misery%27s-End - (instant 190 Potency oGCD)
6. http://xivdb.com/?skill/110/Bloodletter (instant 150 Potency)
7.http://xivdb.com/?skill/3558/Empyreal-Arrow (220 Potency)
8. http://xivdb.com/?status/122/Straighter-Shot (140*50% CritBonus = ~210 Potency ) Make sure 1 2 & 6 are on CD or applied
9. http://xivdb.com/?skill/102/Flaming-Arrow (350 oPotency)
10.Align your http://xivdb.com/?skill/3558/Empyreal-Arrow casts after a http://xivdb.com/?status/122/Straighter-Shot Proc cast (under 6 seconds waiting time)
11. http://xivdb.com/?skill/97/Heavy-Shot (150 Potency)
12. http://xivdb.com/?skill/112/Repelling-Shot (Weave it only if 6 is on CD)
13. http://xivdb.com/?skill/109/Blunt-Arrow (Weave it only if 6 is on CD)

NOTE: Due to cast times under minuet Bloodletter became more valuable due to its free cost and being instant.

TIP:


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Stance Dancing:

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Stance Dancing is the ability of going in and out of http://xivdb.com/?skill/3559/the-Wanderer%27s-Minuet.
In order to minimize your dps loss to a bare minimum you will need make sure all your buffs are on CD and your dots are applied/renewed.
Both http://xivdb.com/?skill/3562/Sidewinder & http://xivdb.com/?skill/3558/Empyreal-Arrow also need to be on CD.
Once these conditions are met you can go out of Minuet for a maximum of 15 seconds, before you have to renew your DoTs.

By doing this it will give you the ability to move around freely with a minimum dps loss due to the fact that everything is on CD including your Minuet snapshotted DoTs and you'll also have your auto-attacks turned back on.

NOTE: There's currently a bug while your moving & dropping minuet, your next ability will still have casting time as if u were still in minuet but the damage dealt will be as if theres no minuet up. This will also prevent you to cast double oGCDs during that period.


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AoE Rotation:

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http://xivdb.com/?skill/102/Flaming-Arrow : It should always be used in any AoE situation.

http://xivdb.com/?skill/106/Quick-Nock: is your go to AoE skill if you can position yourself correctly.

http://xivdb.com/?skill/111/Wide-Volley: There are 2 situation when using Wide is better then quick.
  1. Tank pulled and your still running trying to position yourself to cast Quick-Nock. Use it! dont waste time.
  2. The Pack pulled is HUGE and Quick wont cover all the mobs pulled
http://xivdb.com/?skill/117/Rain-of-Death: Since its now oGCD spam the shit out of it, especially if you multidot!



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Cooldown Alignment:

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Ive created a new 3.0 spreadsheet that shows in a "patchwerk" 10 min type of fight, where i align the cooldowns & Weaponskills for maximum optimization:

https://docs.google.com/spreadsheets/d/1h0tWa_uJmAPAi0meJUB86ip_ahRLjUkjk_x775PCwnA/edit?usp=sharing

This spreadsheet uses my opener, therefor timings for everyone else's openers would be different, and the alignment too.
Also in this spreadsheet i handle Bloodletter/RoD as a 15 sec recast time ability instead of a proc based ability.
Use the priority rotation displayed above to know when to cast procced Bloodletters

This spreadsheet also does not take into account milliseconds, the amount of skillspeed you have, nor your connection to the servers (ping"ms"), its just a rough estimate.

Ive asked myself the following questions many times, so i took into my own hand in finding out.
You might ask why is CD alignment better?
- after extensive research and testing ive found out that CD alignment is indeed better, due to the fact that you are making your Barrage much stronger during that period
Aren't we losing dps by waiting when a cd is available?
- It depends on the fight, but if you can use B4B without risk of dying you should always use Hawks+B4B+Barrage together.


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Double oGCDs:

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How do i weave so many oGCDs knowing that with minuet i can only do 1 ogcd after each cast?`

Well that's not entirely true, due to the sheer amount of ogcds we have, we actually NEED to double ogcd from time to time, but NOT always.

You can Double oGCD on the following occasions:



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Other oGCDs:

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The following Cooldowns should be weaved in between GCDs

http://xivdb.com/?skill/102/Flaming-Arrow: Use it every time that its off GCD, but make sure its always ticking for its full duration since it has 350 oPotency.
under Minuet this skill CANNOT be queued so be careful, wait for the cast to finish and then press on it.

http://xivdb.com/?skill/109/Blunt-Arrow: Is our go to Silence Skill, but if your in a fight which doesnt require you to focus on interrupting, this skill should be weaved in in between GCDs everytime that its off GCD and Bloodletter/RoD is on CD.

http://xivdb.com/?skill/112/Repelling-Shot: Its a Nice skill that allows you not just do extra DPS, but it also helps you out insta dodging Plumes, or re-position yourself in a fight. Use it wisely.
Under minuet use it when you get a straighter shot proc so you don't interrupt a GCD rotation cast.

http://xivdb.com/?skill/80/Invigorate: Use it @ 560~580 TP, right after the tick of its normal TP regeneration.

http://xivdb.com/?skill/76/Feint: Use it ONLY if you gotta move and you do cannot/should not go our of Minuet. This is extremely situational though.

http://xivdb.com/?skill/57/Second-Wind - Who doesnt like selfheals?

http://xivdb.com/?skill/77/Keen-Flurry vs http://xivdb.com/?skill/65/Mantra: Both of them are situational, but is going to be better then the other depending on what encounter your dealing with. Although i still prefer to use the occasional Feint to avoid dps loss while moving.


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Songs:

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Our Songs are pretty Straightforward, but there are some rules on when to pop them to maximize dps, while buffing your team.

Rule #1 - http://xivdb.com/?skill/110/Bloodletter needs to be on CD (although it might be reseted while casting a song).
Rule #2 - If you have any of the following buffs activated, do NOT use songs:
Rule #3 - Make sure your http://xivdb.com/?skill/113/Windbite &http://xivdb.com/?skill/100/Venomous-Bite are up on your target and still have at least 6 sec uptime on it
Rule #4 - http://xivdb.com/?status/130/Straight-Shot should be up, so that you don’t have to deal with recasting it and your dots right after the song cast is finished
Rule #5 - Time your songs with the Boss phase transitions, where the boss is either invulnerable, not target-able, or just pure downtime where Ballad and/or Paeons should always be used to top off everyone’s resources
Rule #6 - Research fights beforehand and make sure that when you sing, all the CD stated above are on CD.
Rule #7 - If you need to sing Peon for yourself, make sure to cancel it once invigorate is back up
Rule #8 - Insist that your healers use X-Ether on Cooldown, so that you spend less time singing for them thus increasing overall & personal DPS.
Rule #9 - Ask for http://xivdb.com/?skill/2249/Goad don’t be Shy

Use http://xivdb.com/?skill/115/Foe-Requiem if you have a BLM/SMN.
Use http://xivdb.com/?skill/116/Army%27s-Paeon when you have your http://xivdb.com/?skill/80/Invigorate on CD and you got 200 or less TP, once http://xivdb.com/?skill/80/Invigorate is about to be ready, turn off http://xivdb.com/?skill/116/Army%27s-Paeon ASAP.
Use http://xivdb.com/?skill/114/Mage%27s-Ballad if a Healer/SMN is running out of mana, or after a healer dies.
Use http://xivdb.com/?skill/118/Battle-Voice to augment any of the voices described above, by an extra 10% (The augmentation wont affect the caster… unfortunately).


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DoT Applications vs Multiple Targets:

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http://xivdb.com/?skill/113/Windbite (330 oPotency) - Although it has a higher potency then Venomous this DoT is actually weaker for the first 14 seconds.
http://xivdb.com/?skill/100/Venomous-Bite (310 oPotency) - Higher Potency for the first 14 seconds but windbite will win on the last 2 ticks.
http://xivdb.com/?skill/102/Flaming-Arrow (350 oPotency)
http://xivdb.com/?skill/3560/Iron-Jaws (580 oPotency)
http://xivdb.com/?skill/117/Rain-of-Death


As a general rule Bards should apply their DoTs on all Mobs if each of them take longer then 20 Seconds to kill.

We should apply 1 set of of DoTs on the first focused mob, and while we apply our DoTs on the 2nd, 3rd & 4th Mobs, the first focused mob should be dying, so make sure you use http://xivdb.com/?skill/117/Rain-of-Death as much as possible and also http://xivdb.com/?skill/103/Misery%27s-End on the dying Mob.
When you swap to the 2nd mob you have to decide if you are reapplying your DoTs based on the HP of the 2nd mob, if its lower then 40% then apply/reset your DoTs on the 3rd and 4th Mob, and help killing mob number 2 with the normal Priority "Rotation" and spam http://xivdb.com/?skill/117/Rain-of-Death as much as possible. Same rule will apply to the rest of the mobs, if the 3rd add is under 40% HP apply/reset your DoTs again on the 4th mob and help killing mob number 3.

If you go any higher the 5 Mobs with Multidotting, it will be almost impossible to cast any oGCDs & other GCDs besides IJ and RoD, therefore in my own opinion after several hours of testing, i think that 5 targets should be the MAXIMUM amount for Multidotting.

Multidotting 5 targets is extremely hard to keep up, especially with Tab targeting system being so wonky. If Tanks move quite a lot is going to be even harder to target the right mobs so you can do your reapplications, therefore the only advice i can give you is, Work with the Enemy List and don't skip and RoD procs.

I also would like to add that reapplying/resetting your DoTs when you know that its a phase change and the boss will be either untarget-able or invincible is a pure TP to Potency loss. That being said you have to know exactly the percentages of when the boss is about to phase change so that you can decide if you should reapply or Not.

Ive created a spreadsheet so its easier to understand when our DoTs ticks are stronger and at what timings.
https://docs.google.com/spreadsheets/d/1iR9Mh7Sl9Ret_1uag1SsT1QsHQAvtQEn5ElBSo_qTvk/edit?usp=sharing


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Current Gear Set:

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Crit BiS:
http://ffxiv.ariyala.com/R8EG

DET BiS:
http://ffxiv.ariyala.com/RV6Z

Balanced BiS:
http://ffxiv.ariyala.com/RV6Y

Ill later post my personal BiS for each Alex Turn.


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Macros:

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Ask your tanks to use the following macro so that your allowed to do your opener smoothly:
/micon "Pull"
/p <se.9> Pulling in 10 <wait.2>
/p <se.9> Pulling in 8 <wait.1>
/p 7 ... <wait.1>
/p 6 ... <wait.1>
/p 5 ... <wait.1>
/p 4 ... <wait.1>
/p Pulling in 3 ... <se.7> <wait.1>
/p Pulling in 2... <se.7> <wait.1>
/p Pulling in 1... <se.7> <wait.1>
/p PULL! <se.7>
/p 凸(`⌒´メ)凸

I also use the following macro to let my group know how long my CD's will take in between pulls/trys.

/p       -------- CD's ----------
/p Hawk's Eye: <recast.Hawk's Eye>
/p Raging Strikes: <recast.Raging Strikes>
/p Blood For Blood: <recast.Blood for blood>
/p Internal Release: <recast.internal release>
/p Battle Voice: <recast.Battle Voice>

Since the introduction of Minuet, not being able to queue Flaming Arrow has been a real pain in the ass, therefore "aiurily" came up with the following macro to alleviate the timing on the cast.

/micon "Flaming Arrow"
/ac "Flaming Arrow" 
/ac "Flaming Arrow"
/ac "Flaming Arrow" 
/ac "Flaming Arrow"
/ac "Flaming Arrow"
/ac "Flaming Arrow" 
/ac "Flaming Arrow"

Here's an Example:

Source: https://www.reddit.com/r/ffxiv/comments/3g9nxk/flaming_arrow_macro_to_allow_queuing_during/

ELSE DO NOT USE Macros, they will just lower your overall DPS

See here why:


Anyways, here are some useful Macros if your starting out, but please do not get used to it!

/macroicon "Venomous Bite"
/ac "Misery's End" <t>
/ac "Venomous Bite" <t>
/ac "Bloodletter" <t>

/macroicon "Windbite"
/ac "Misery's End" <t>
/ac "Windbite" <t>
/ac "Bloodletter" <t>

/macroicon "Heavy Shot"
/ac "Misery's End" <t>
/ac "Heavy Shot" <t>
/ac "Bloodletter" <t>

The following macro is the only macro that has the less dps impact while being used:
/macroicon "Bloodletter"
/ac "Misery's End" <t>
/ac "Bloodletter" <t>

Make an habit of spamming http://xivdb.com/?skill/110/Bloodletter keybind during GCD just incase it procs.
If you want to use an oGCD skill, you should still spam the http://xivdb.com/?skill/110/Bloodletter keybind during the first half of the GCD since the oGCD will only go off during the 2nd half of the GCD.

Until you perfect the bloodletter spamming, you can use the bloodletter macro, since the dps loss is almost negligible.

Dont forget to acquire cat like reflexes to use http://xivdb.com/?skill/103/Misery%27s-End once you switch out of the bloodletter macro.


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Accuracy Cap:

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These are rough numbers according to my experience during Alexander progression. These number might NOT be 100% correct, but i can tell you that they are pretty close.





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Stat Weights:

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These new values were calculated with Minuet turned on and they are 95% correct. According to iDervy there might be small adjustments, but you can already base your new BiS selection upon these numbers, cause even if they change it will be by a small margin.

3.0 EU/NA Bard Weights
WD - 11.602
CRIT - 0.224
DET - 0.140
SKS - 0.111


3.0 JP Bard Weights
WD - 11
CRIT - 0.179
DET - 0.137
SKS - 0.128

Of course, it's hard to find a static-weight which is 100% accurate, but these weights are as close as you can get which include slight variations due to peoples gear and their actual stats.

That's why every major item level increase patch, or significant changes in the jobs skills/traits, the weights change.


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Stats Priority:

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Weapon Damage > Dexterity > Critical > Determination > Skill Speed

Additional Info on Crit:
Critting increases its damage by 50% & the max Critical damage too.

Check out the following sources:

http://www.bluegartr.com/threads/125988-Critical-Hit-Rate-3.0-Bardshrekt

https://dervyxiv.wordpress.com/2015/07/04/3-0-critical-hit-chance-damage-formulae/#more-137

https://docs.google.com/spreadsheets/d/1M-nITtpCHrtxlAXP7udxY4qZ4VheRncv9uBPqMVtKR8/edit#gid=94249285

Additional Info on SkS and Lag:
I would also would like to mention that having around 450+ SkS (or Lower) and a connection under 150ms will allow you to cast 2 oGCD spells weaving it in between your main rotation (no Minuet) without losing any dps at all. The more SkS you have the harder it will get to use 2 oGCD Skills, because higher sks will decrease the time between GCD skill usage.
Abilities with Big Animations, or Potions wont allow the use of 2 oGCD without losing dps.

Now Under Minuet its a different story, the more SkS you have faster your casts are, which is a direct DPS increase. Lets also not forget that SkS effects DoT damage (although you'll need a truckload of it to even make a difference)

Additional Info on Weapon Damage and DEX:
Bards work differently from other DPS because of their lower Weapon Damage. You can clearly see that for melees, their secondary stat weights hover around 0.2-ish range compared to the Bard 0.33-ish range. BRDs DPS is mostly critical hit based due to http://xivdb.com/?skill/110/Bloodletter procs.


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Ping (ms) & how it affects DPS:

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Ill be posting a video soon of WAR doing his 27sec opener with and without WTFast.
But basically what happens is that without WTFast (40ms Extra) he cannot cast is last skill due to the fact is still @ 50% of his last oGCD, therefore we can safely say that every ~50 seconds he will lose 1 GCD skill which means that he will lose more then 10 GCDs skills in a 10 minute non stop fight….


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Advanced Raiding Information

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I will do doing my own write up soon, but if you are really interested into upgrading your raiding bard arsenal you should definately check out Cetonis post on Reddit

Source:https://www.reddit.com/r/ffxiv/comments/3rmk4b/bard_by_number_30_cutting_our_losses/

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Bard vs Machinist:

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  • Bard has 3 Songs that require the same mana pool, while MCH only has 2 turrets.
  • 265 MP for both MCH and BRD, per tick of MP regeneration.
  • 30 TP for both MCH and BRD, per tick of TP regeneration.
  • Both songs and Turrets have the same range, with turrets being better due to the fact that you can deploy them wherever you want them to be
  • http://xivdb.com/?skill/118/Battle-Voice - doubles the regen/foes for 30seconds every 5 minutes. Applied only to party members no the caster.
  • http://xivdb.com/?skill/2885/Hypercharge - Doubles the regen/turretdps for 15s every 2 minutes. Applied to everyone in your party including yourself
  • http://xivdb.com/?skill/2885/Hypercharge is also similar as Foes but it depends on turret you have up. Physical or Magical Vulnerability will be applied for the duration of Hypercharge depending on what turret was deployed.
  • MP/TP songs come @ a cost of 15% of bards dps to be decreased, while the turrets come at a cost of 10~14% of Machinists overall dps
  • Singing MP/TP song costs 1.5 GCds and 2 oGCDs (3 sec cast time)
  • The amount of MP drain while singing/promoting is the same.
  • Deploying a Turret and promote it costs the Machinist 2 oGCDs (2 instants)
  • Machinist http://xivdb.com/?skill/2889/Promotion works during oGCD making turret activation and deactivation much easier without losing dps.
    On bard you have to wait until the GCD is finished to be able to turn off a song, sometimes resulting in a small dps loss
  • You can deploy and Promote even if you are moving or stutter stepping.
    On bard you'll have to stand for 3 sec and finish the cast.
  • A Mini Virus and a mini Fever (http://xivdb.com/?skill/2882/Rend-Mind & http://xivdb.com/?skill/2887/Dismantle) is also on the MCH arsenal and unfortunatly Bard has no equivalent.
  • Bard has probably the most underated skill that no one is talking about which is http://xivdb.com/?skill/117/Rain-of-Death and Machinist has no equivalent.
    It should NOT be used to meet accuracy requirements but only to boost accuracy. ex. (T9-stacking in front of the boss)

Now lets talk about Math for a Second:
Comparing both of their "DPS" boosts in 2x Melee and 2x Mage party comps:
  • (.78%/.57%)MCH - 2x Melee Group - .78% | 1x Melee - .57% (Math Below)
  • (1.2%/2.16%)BRD - 1x Mage Group - 1.2% | 2x Mage - 2.16% (Math Below) (Do note that results may vary depending on if a Brd can consistenly play Foe. Also Caster dps deal slightly lower dps than melees)
  • (1.15%/2.07%)BRD with only 2x BV Foes - 1.15% / 2.07% Respectively

Paste bin link w/ Math include: http://pastebin.com/qQTwe237

These are rough estimates of course but it is very apparent that even in single Caster compositions, Bard Still provides more group dps even when assuming they can only cast 2 Foes in one encounter.

Credits goes to: Eliroo for working out the rough math

DPS Skills:


WORK IN PROGRESS


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Dummy and Raid Parses:

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Dps and the numbers you produce are co-related with the connection you have.
Assuming the same class and same skill same rotation someone with 200 ms, will never beat someone with a connection of 100 or less.

ilvl 209 - 3:30 on Dummie with Steamed Staff, Drac Pot and party(no miserys, no Disembowel):


For Alexander Raids:
http://www.fflogs.com/rankings/character/9876/7/#boss=20


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