Dragoon DPS Rotation, Openers, and Abilities — Endwalker 6.4
On this page, you will learn how to optimise your opener and rotation in both single-target and multi-target situations. We also cover the use of your cooldowns, to ensure you can achieve the best use of them every time as a Dragoon DPS in Final Fantasy XIV: Endwalker (Patch 6.4).
Dragoon Rotation Guide
This page details the ins and outs of the Dragoon rotation at level 90. The general idea of the Dragoon rotation is to perform a simple "backbone" of ten weaponskills in sequence while weaving your jump and dragon-themed abilities in-between their cooldown spins. When you perform the rotation properly, everything slots neatly in its place, and you feel a nice payoff as you ebb and flow between Blood and Life of the Dragon.
Weaponskill Rotation
The backbone of the rotation revolves around two combos, which we often refer to as the
Chaotic Spring combo (1) and the
Heavens' Thrust combo (2):
True Thrust →
Disembowel →
Chaotic Spring →
Wheeling Thrust →
Fang and Claw
True Thrust →
Vorpal Thrust →
Heavens' Thrust →
Fang and Claw →
Wheeling Thrust
Disembowel applies a passive +10% damage buff called Power Surge, and
Chaotic Spring applies a powerful damage-over-time (dot) effect. If that dot
effect lasts longer than 15 seconds, the first combo deals more total damage than the second, assuming
Power Surge doesn't fall off. However, due to the timer of 24 seconds on the dot and 30 seconds on the buff,
we have plenty of time to perform the second combo without losing uptime on either effect. As such, our basic
rotation of ten GCDs is simply the
Chaotic Spring combo followed by the
Heavens' Thrust combo.
Of note, upon completion of either of these five-hit combos, you gain the Draconian Fire buff, which
wholesale replaces True Thrust on your hotbar with
Raiden Thrust. Each time you
use
Raiden Thrust, you gain a stack of Firstminds' Focus, which allows you to execute
Wyrmwind Thrust once you have collected two stacks. As such, you want to always try to complete
your current combo rather than abort it to restart with
True Thrust. Most content in the game should
be completed with only a singular use of
True Thrust in its entire duration. This is because of the 30-second
timer on all combo actions and the fact that the only way to break your combo is if you press a combo starter (
True Thrust
or
Doom Spike) without the Draconian Fire buff. As such, mid-rotation, your ten-hit combo should always be:
Raiden Thrust - 280 potency
Disembowel - 250 potency (Power Surge)
Chaotic Spring - 300 potency (45p damage-over-time)
Wheeling Thrust - 300 potency
Fang and Claw - 400 potency
Raiden Thrust - 280 potency
Vorpal Thrust - 280 potency
Heavens' Thrust - 480 potency
Fang and Claw - 300 potency
Wheeling Thrust - 400 potency
Often overlooked in the Dragoon skills is the trait we learn at level 64, Lance Mastery. This improves your
Fang and Claw and
Wheeling Thrust, specifically when used back-to-back, as the trait allows. It
is why the fifth hit of the combo is listed here as 400 potency instead of the listed 300 in the skill's tooltip.
Lastly, if you are ever forced to disengage from your target for an extended period of time to where your global
weaponskill recast will refresh, you can utilize Piercing Talon to pad the downtime and minimize your losses.
Positional Requirements
Like all Melee DPS Jobs in FFXIV, Dragoon has positional requirements on several of its weaponskill actions. In order to maximize your damage, you must be on the correct side of the boss when you arrive at these points in the rotation. Thankfully, it flows rather nicely, so you can be on the rear for five GCDs in a row, then switch to the flank for the next five.
- Rear Positionals:
Chaotic Spring and
Wheeling Thrust
- Flank Positionals:
Fang and Claw
Ability Rotation - Jumps and Dragon Abilities
Dragoon has a wide variety of off-global abilities that they need to weave between their weaponskills with precision in order to maximize their damage output. Thankfully, the cooldowns on all of these abilities align quite nicely with one another to create something of a rotation in their own right, which overlays on the weaponskill rotation to create the complete Dragoon rotation. Once you have committed the weaponskill/GCD rotation to muscle memory, you just let that flow in order while focusing on maintaining uptime on all of your off-global abilities.
Off-Global Damage Abilities
These should always be pressed on cooldown as soon as possible. If you follow the recommended opener listed below and maintain their cooldowns perfectly, they will remain in the same order during every burst window.
High Jump - 30s
Mirage Dive - 1s (Only available once within 15s after using
High Jump)
Geirskogul - 30s
Spineshatter Dive - 60s (Two charges)
Dragonfire Dive - 120s
Nastrond - 10s (Only available in Life of the Dragon)
Stardiver - 30s (Only available in Life of the Dragon)
Wyrmwind Thrust - 10s (Unlocked after two
Raiden Thrust uses)
Off-Global Buffing Abilities
These should always be pressed as soon as they are available, after the timings listed in the opener in the next section. Each one will enhance the power of the following attacks for a short duration, and, as such, we try to pack as many of the prior damage-dealing actions into each window as possible.
Life Surge buffs one weaponskill to be a critical hit. 40s cooldown, two charges.
Lance Charge +10% damage - 60s cooldown, 20s duration.
Dragon Sight +10% damage - 120s cooldown, 20s duration. Also buffs your chosen target by 5%.
Battle Litany +10% crit rate - 120s cooldown, 15s duration. Also buffs your allies.
Dragon Sight also provides the same benefits as
True North for its full 20s duration.
This buff allows you to ignore all positional requirements of your actions during your larger buff windows, which makes the opener
and each subsequent even-minute burst window substantially easier to pull off.
Life Surge has the most nuance out of the buff actions. Everything else is just used whenever it's ready.
Which weaponskill you should use it on becomes rather obvious, however, when you look at the potency breakdown and factor in
the above buffs. The only reasonable options, because
Life Surge doesn't affect damage-over-time, are
Heavens' Thrust
and one of the fifth hits of either combo, assuming it lands on the proper positional. The full list of the various circumstances
are as follows. These numbers ignore Power Surge because it is assumed to always be active.
- Potency: 580.8 -
Heavens' Thrust with both +10% buffs
- Potency: 528 -
Heavens' Thrust with just
Lance Charge
- Potency: 484 - Fifth Combo Hit with both +10% buffs
- Potency: 480 -
Heavens' Thrust with neither +10% buff
- Potency: 440 - Fifth Combo Hit with just
Lance Charge
- Potency: 400 - Fifth Combo Hit with neither +10% buff
As such, you almost exclusively will be pairing Life Surge with
Heavens' Thrust.
The cooldown of the ability and the fact it has two charges means you can almost always use one under buffs without
wasting a usage. So long as that lands on
Heavens' Thrust or a fifth combo hit specifically during your
even-minute burst windows, you want to hold for burst windows. Otherwise, using it on an unbuffed
Heavens' Thrust
is worth it, but only to avoid overcapping the cooldown.
Of note, as of patch 6.2, you gain an additional amount of bonus damage on your Life Surge Weaponskill when used
while under the effects of
Battle Litany. As such, you do want to absolutely prioritize a double-buffed fifth combo
hit that also catches
Battle Litany over unbuffed
Heavens' Thrust uses.
Life of the Dragon
Mastering Life of the Dragon can be rather difficult, and it is arguably the most complicated part of the entire Dragoon rotation. First,
you need to use
High Jump to unlock
Mirage Dive to increase your Gaze of the First Brood stacks.
Then, once you have two stacks, you need to press
Geirskogul to enter Life of the Dragon. Sounds confusing? Let's
break it down.
With the way Final Fantasy XIV works combat, these considerations and conditions tend to become a moot point. The optimal
thing to do in almost any encounter and under almost any circumstance is to simply push all of your buttons as soon as they
become available. That being said, you just push Geirskogul and
High Jump every 30 seconds
like clockwork and, as long as you remember to press
Mirage Dive within 15 seconds of every
High Jump,
you'll enter Life of the Dragon on every other
Geirskogul. If you follow the order in the Opener below, the order of
these three actions will never change throughout the course of the encounter. You will always press them in this order:
Geirskogul
→
High Jump →
Mirage Dive.
As listed in the 'Use Everything On Cooldown' section below the opener, you can see that following this order forever will cause you
to gain your first eye during the opener, then your second Geirskogul will land before you get your second eye at 30s.
From there, your next
Geirskogul will consume those eyes to enter Life prior to overcapping, and you'll therefore
gain your first eye again after entering Life. Because the cycle then lasts for 30 seconds, you always exit Life with
Geirskogul
as well as
High Jump and
Mirage Dive, in that order, gaining you a second eye at around 90s to set up
for another entry into Life at 120s - right during your next burst!
In other words, if you press the buttons in the opener in the order as written, then all you need to do for the rest of the encounter is use everything on cooldown, and your Life of the Dragon cycles will solve themselves.
Dragoon Opener
Below is the general-purpose opener that is used in almost all scenarios. If you cannot afford to use potions, simply leave that weave slot empty. Shifting everything forward by one GCD actually results in lower overall damage (in general).
True Thrust → Current Tincture of Strength
Disembowel →
Lance Charge →
Dragon Sight
Chaotic Spring →
Battle Litany →
Spineshatter Dive
Wheeling Thrust →
Geirskogul →
Life Surge
Fang and Claw →
High Jump
Raiden Thrust →
Dragonfire Dive
Vorpal Thrust →
Life Surge
Heavens' Thrust →
Spineshatter Dive
Fang and Claw
Wheeling Thrust
Raiden Thrust →
Wyrmwind Thrust
Disembowel
Use Everything On Cooldown
Following this opener and then pressing every button on cooldown will lead to each subsequent burst window feeling neat and orderly, following that same basic layout. Every two minutes, we loop back around to a re-opener, of sorts, but with Life of the Dragon entry.
Action | 0s | 30s | 60s | 90s | 120s |
---|---|---|---|---|---|
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X | X | X | X | X |
Life Entry | !!! | !!! | |||
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X | X | X | X | X |
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X | X | |||
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2 buffed | 2 buffed | |||
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X | X | |||
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2X | X | X |
With practice, you'll also find that you can fit one to two Wyrmwind Thrust actions into every buff
window, depending on where the buffs fall on your backbone rotation.
Multi-Target Rotations
The basic idea of combat in multi-target is identical to that in a single target scenario. You have a static set of weaponskills you execute in order, laying on your ability rotation over the top of them. Almost nothing else is changed, aside from what weaponskills you are using. Of note, we perform different rotations against two targets versus three or more.
Two-Target Rotation
Base weaponskill rotation:
Raiden Thrust
Disembowel
Chaotic Spring (Target one)
Wheeling Thrust
Fang and Claw
Raiden Thrust
Disembowel
Chaotic Spring (Target two)
Wheeling Thrust
Fang and Claw
You can use Life Surge on fifth hits, but use it only to prevent overcapping the cooldown. Otherwise, it's better
to just hold for a future
Heavens' Thrust or the next larger pack for a
Coerthan Torment. While
using this rotation, you should make sure to keep using your actions to get into
Life of the Dragon, as many of your
normal skills hit multiple targets and gain more benefit against two compared to one enemy.
Three or More Targets
Base weaponskill rotation:
Draconian Fury - 130p per target (390+)
Sonic Thrust - 120p per target (360+)
Coerthan Torment - 150p per target (450+)
You should be using buffs whenever they're available and saving Life Surge for
Coerthan Torment.
It will make every hit of the action an automatic critical hit. In addition, this combo automatically refreshes Power Surge and gives
stacks of Firstminds' Focus, allowing you to execute
Wyrmwind Thrust. Since the combo is shorter - three GCDs instead of five -
it also means you will gain a significantly large amount of additional uses of this powerful crowd-control move by using this rotation.
When running dungeon content with regular trash packs, you can feel free to save your Spineshatter Dive charges to
chase the mobs as the tank gathers them. Also, make sure to use
High Jump as close to on cooldown as possible. It's a
single-target hit, so landing it and
Mirage Dive while running to gather mobs helps to jumpstart your Life cycles.
Changelog
- 27 May 2023: Updated for Patch 6.4.
- 11 Jan. 2023: Updated for Patch 6.3.
- 20 Sep. 2022: Updated for Patch 6.2.
- 20 Apr. 2022: Updated for Patch 6.1.
- 10 Feb. 2022: Guide added.
Guides from Other Classes
Eve Malqir is a Dragoon theorycrafter and has been playing FFXIV since the Realm Reborn re-launch in 2013. He started the game way back then on Lancer, and has called Dragoon his main spec ever since. Eve cleared every raid tier of the Binding Coil of Bahamut in A Realm Reborn, every Alexander raid in Heavensward, and the Omega raids in Stormblood. He has been a Dragoon Mentor and guide writer for The Balance since early Heavensward, and greatly enjoys helping others improve at the game. He can be contacted directly via DMs over Discord (Evie#1153) or through the Dragoon channels in The Balance Discord.
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