FFXIV 7.0 Level 100 Pictomancer Rotation - with commentary
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- Опубликовано: 24 авг 2024
- UPDATE 7/23/24: Eksu has released a Pictomancer video guide that is much more detailed and in depth than my own! I encourage you to check it out: • FFXIV Dawntrail - Pict...
Wanted to make a better version of my previous rotation demo. I hope this helps any burgeoning Pictomancers looking to pick up the brush.
This video assumes you are familiar with all of Pictomancer's toolkit up to level 100, as well as an understanding of the fundamentals of FFXIV's combat.
Thank you to The Balance for theorycrafting the basis for which the rotation is established, as well as creating the infographics used in the video:
Website: www.thebalance...
Discord invite: / discord
Definitely the best video showcasing picto rotation! I have a few questions I was wondering about though:
Is there a benefit for using star prism at the end of the combo?
Do you free fire the moogle and only use madeen for the burst window?
And is it better in a movement to swiftcast a painting (even if no charges exist) or to use it on the drip beam?
Thanks!
I'm glad you liked the video!
1. Star Prism can be placed anywhere inside of burst as long as it catches all raid buffs and is one of the spells buffed by Hyperphantasia. Since it's our highest potency spell, we should try to be cognizant and aware of our party's buffs so we know when best to use it. Since there's also a small AOE heal attached to it (since you know... why not) we can also use it after instances of raidwide damage during burst to help top up the party.
2. Yes, Mog of the Ages can be freely used outside of our burst window. A caveat to this is that if you choose to Madeen in every consecutive 2 minute window following the opener, you are forced to Mog during the 8 minute window or you will not have a creature portrait to place inside of it. You can opt to shift a Mog into the 6 minute window to instead get the Madeen into the 8 minute window. Since Madeen is 100 higher potency than Mog, the decision to do so comes down to when your group decides to use potions.
3. At first glance Swiftcast Rainbow Drip seems like a great option for both damage and movement. In reality, it's actually quite horrible for our DPS. 1,000 potency with a 6 second recast time places it at a lower potency per second than Fire in Red, our level 1 basic filler spell. It also doesn't build up any Palette gauge like the RGB combo does. We have to consider the opportunity cost of each spell when we use them, and using a Rainbow Drip mid-rotation that isn't buffed by Hyperphantasia means that for 6 whole seconds, we don't get to cast any other, more useful spells. It is okay to use it prepull or Swift it as the very last GCD of a fight because we essentially get it for free through precasting it during the countdown/the boss dying. The reason it's okay to Swiftcast our paintings is that they are tied to resources we NEED to use regardless, those being the Muses. We have to paint our Motifs to use the charges and get our raid buffs out no matter what, so if there's an opportunity to Swiftcast them and free up 4 seconds of movement out of it as well, then that's great! And yes, it's totally fine to paint even when you have 0 charges on your Muses.
@@corim__ Excellent thank you so much for your detailed response! I've had a lot of fun learning picto and raiding with it, and pushing myself to be better with it. This definitely helps, and your video, truly, is the best picto one out there. There are so many that are wrong and incomplete it is astounding (like you need to put grass where people can get the buff by standing on it lol). Thanks again!
@@LegalSenpai Pictomancer is still a very new job, so I'm sure there are still many misconceptions surrounding it. When making this video I wanted to make sure I was thorough in my research and had enough actual raiding experience on it to be certain I wouldn't get any of the little things wrong. I knew a video of this length wouldn't be able to cover everything though, which is why I hope people pose more questions like yours in the comments. Thanks for watching!
picto feels like a very proactive job post-opener. that meaning Learning the boss mechanics and movement heavy phases and having to adjust your rotation timing to match. how many aetherhue casts you'll get before hammer makes more sense due to movement will be different per fight. similarly, due to the fact that your 2 minute starry muse might come up during said heavy movement, you might not be afforded the time to sit and farm rainbow drip, which is up to you and your party comp to decide if is would make more sense to drift 2 minute, or use it but forget about rainbow drip. Im no expert and am bumbling through it myself, but i like how freeform picto feels in this aspect.
awesome! Can you use this for dungeon runs too or is this just for bosses? What rotation would you suggest for that?
A rotation like this is mainly suited for scenarios where you would get a proper countdown and where raid buff alignment matters, like in Extreme trials or Savage raids. In dungeons you can mostly just use your cooldowns as they come up, prioritizing your AOE abilities on trash packs. Pictomancer has a lot of incredibly strong AOE cleave in its kit and feels really satisfying to play in dungeons because of it.
@@corim__ Yea it’s awesome. I had my blm friend watching me attack the striking dummy and was going but on the dps! I’m lovin it !
from my experience its clunky not free. When things are so "free" only means there is alot to mess up on
Some people are more comfortable with more rigid rotations and that's perfectly alright! I don't think Pictomancer is a job for everyone, nor does it have to be.
@@corim__ but I want it to be.
how are you able to show the skills up the top, that would be super helpful
Dalamud plugin most probably :)
ACT probably
i love le sserafim
Is hammer muse outside of opener not a DPS loss? I had been told that outside of AoE that it deals more damage to do basic combo.
I’m very much not a math person.
@@jakegallant2021 Hammer muse outside of the opener or burst is very much NOT a DPS loss. One of the underlying goals of our rotation is to maximize the usage of our muses as they are very powerful, and then to fit those muses in buffs when possible. People seem to think that because there is a longer cast time attached to the motifs that they aren’t worth using, which is not the case.
For Hammer specifically, each hit of the combo is a guaranteed critical direct hit, meaning that on average the Hammer combo is actually some of our strongest GCDs. It’s also an incredible tool for movement as well, as for the 30 seconds the Hammer buff is active, we get 3 instant cast GCDs we can use whenever we want within those 30 seconds. 2 charges of Striking Muse with a 60 second cooldown means we should aim to place 1 Hammer combo in every 2 minute buff window, leaving one to use flexibly for movement.
It’s not as high in terms of the potency number on the actual tooltips but that guaranteed crit/dh from hammer time is really freaking strong, don’t sleep on it!
Hey :)) at 6:43 did you hold mog of the ages to align it with stary muse? Or for a different reason?
I think I genuinely just didn’t feel like pressing it lol. There was nothing stopping me from just using it as soon as it came up and I wanted to a put a Madeen and not a Mog in the next Starry Muse window anyways.
Ah I see, so it’s basically fine having either a mog or a Madeen in buffs (with tending a bit more to madeen due higher potency). And thank you for the quick reply ❤
@@zinaellevitharias5551 I mentioned this in a previous comment but you can fit a Madeen into every burst window except the 6 or 8 minute, where you choose between Madeen or Mog.
Picto is really fun but i dont really like his turret playstyle when you actually have so much flexibility. I dont like the fact that you overcap your Ressources on purpose. I hope they change White Paint/Holy to make it at least dmg neutral. Also i wished we would get the Spellspeed increase from our Landscape by just pressing it. Now were BLM 2.0 stick in our colorful Leylines. When i look at EW playing Picto in Savage could be brutal. Lots of 2 min were while moving especially on the last Raidtier.
While it is a little awkward to let your white paint overcap at first, I personally like that it's not something you have to actively manage like on other charge-based jobs and instead another resource that you gain with no strings attached. In the video I mention that it's a small DPS loss in a vacuum, but in reality its potency is equal to Water in Blue. This means that in very high end optimization, where you are spreadsheeting your rotation and your group is planning around a specific kill time, you can map out how many Holy in Whites you can use and see if it would cost you a use of Subtractive Palette.
In regards to the Inspiration buff (the "Land Lines"), it's already much larger than BLM's Ley Lines, only has five charges, and only works on specific spells (RGB, CYM, Star Prism, Holy in White, and Comet in Black). This offers you a great deal of flexibility to move around during your two minutes bursts, and is partially what I touched on during the video.
I'll give two examples of this, both in EX1:
1. In your opener, during the Spikecicle dodges, you can rush to consume all five of your Hyperphantasia charges and get rid of the Land Lines, leaving you with your full Hammer combo and the instant cast Rainbow Drip to handle the Spikecicle movement.
2. The burst window at 2 minutes comes up during the moving light party stacks with the healers and fire puddles. If you use Starry Muse off to the side of where your party is stacking at the start, you can use a couple of your Hyperphantasia GCDs before you need to move, use your Hammer combo to move with your party out of the lines (note that this is NOT a waste of the Land Lines, because they don't work on your Hammer combo) and then move back into your Land Lines to finish your burst.
Adjusting your rotation around forced movement during mechanics is one of the most interesting parts about playing casters to me, and is why I tend to gravitate towards playing them. Pictomancer has a lot to offer in this regard, with so many different ways to handle movement for both newer and more experienced players. Very rarely are two Pictomancers' rotations going to look the same on the same fight.
@@corim__ I have a question. You're overcapping on white but it's 520 potency over 2.5. Isn't that a potency gain for filler when you average the neutral spell? Why hold onto it?
@@Saisouchi I touched on this briefly but the reason Holy in White goes largely unused is because it doesn't generate any Palette gauge. Compare the potency per second of the Subtractive Palette combo and Comet in Black to that of the normal combo and Holy in White and it becomes clear that an underlying goal of our rotation is to maximize usages of Subtractive Palette. The more Holy in Whites we use, the higher the chance of losing a Subtractive Palette use over the course of a fight becomes. This is also why the (now dead) click off tech was a small gain, as it allowed you to generate a little bit more Palette gauge than normal.
If you are playing around a known kill time and are willing to spreadsheet your rotation, then you can map out your exact usages of Holy and see if it would cause you to lose a use of Subtractive Palette at your predicted kill time. For the vast majority of players however, the general recommendation of not using Holy unless needed for movement is good enough.
Picto clearly was the new class they didnt put much effort into. Sitting there for 2sec casting a motif that does 0 damage and uses gcd time, thats just dumb. Having the regular combo skill and subtractive skills as 2 different buttons is also dumb. You cant use one while the other is in use so why not make them turn into the other?
The motifs don't really do "0 damage" as casting them gives you access to the muses, which are some of the strongest parts of your entire kit. Being proactive and finding time during a fight to get away with your long casts while saving your shorter and instant casts for periods of movement is a core part of playing any caster, Pictomancer included. In regards to Subtractive not converting your base combo that seems more like a personal thing; I personally don't mind it and it's not like this job really struggles for hotbar space anyways. I really believe this is one of the best designed jobs SE has ever released. It has a very strong identity and theming and is very satisfying to play well.