kazasin alseif - 50 blm - faerie
hey, this is a quick blm guide that covers rotation/priority system and stat priorities. i am assuming anyone reading this has a basic understanding of the job and the abilities listed. if you wanna blm like a god use this. if you use a different rotation, idc. if the meta changes i will update.
p.s. i know fire 1 and thunder 1 are named fire and thunder. intentionally added the "1" to avoid any confusion what so ever.
single target rotation/priority system
opener: thunder 3 (precast) > fire 3 > #raging strikes
opening/cd astral fire rotation: fire 1 x5 > !thundercloud thunder 3 > !firestarter fire 3 > #swiftcast > #flare > #convert > fire 1
standard astral fire rotation: fire 1 x5 > !thundercloud thunder 3 > !firestarter fire 3
umbral ice phase (ctd from last fire 1 in both opening/cd and standard astral fire rotations): blizzard 3 > thunder 1 > fire 3 (wait for full mana on single target normal situation. each tick is equivalent to gcd; 2.5s)
continue cd and standard astral fire rotations, respectively, after fire 3 in umbral ice phase
* if firestarter proc is up going into umbral ice, transpose on last tick of mana regen, then use fire 3
* cds marked # only used if not needed for specific burn phases (switcast exception, use discretion)
* thundercloud procs take precedence over firestarter procs
* don't overwrite thundercloud procs with hardcast thunders, just go back into standard astral fire (use discretion)
* pop quelling strikes between global cds and in accordance with current aggro while keeping in mind tanks potential aggro in the near future
standard aoe rotation: fire 3 > fire 2 (~100 mp) > blizzard 3 > repeat
standard aoe rotation w/flare: fire 3 > fire 2 (until ~300 mp) > flare > transpose > blizzard 3 > repeat
aoe rotation with double flare: fire 3 > fire 2 (until ~300 mp)> switcast > flare > convert > fire 2 > flare > transpose > blizzard 3 > repeat
* don't worry as much about mana ticks here, just continue back into astral fire for max dps. if you need to use this time for something, use it to move where you need to be next (if you can)
* standard rule is to use fire 2 down to the end if you aren't using flare, if you are, make sure to have at least 275 mp (absolute minimum) to get the flare off
* double flare is really helpful in aoe intensive fights, like turn 4, where pushing the aoe phase through double flare is much more helpful than single target flare/convert combo
* don't be afraid to pop quelling strikes for aoe phases where you know you might pull aggro. a good example being turn 4, on rook/bug spawn after first dreadnaught
thunder 1 vs thunder 2
thunder 1: ~285 dps (63,840 total dmg)
thunder 2: ~282 dps (61,992 total dmg)
* blizzard 3 start (unnecessary in raid)
* opener through 2nd raging strikes flare/fire 1 (~3:30)
* mean avg. of 100 tests (single target dummy)
* no food buff, no party
i have always used thunder 1 for a variety of reasons. while the overall dps of thunder 2 is a tiny bit higher (about 2 dps from base potency through dot), this means nothing. nearly all of our damage comes from fire 1 and fire 3 firestart procs (this fire damage will only increase the more crit you have). using thunder 1 will guarantee you 5 fire 1s in your astral fire phase if your fire 3 coming out of umbral ice phase deducted from max mana. the .5 seconds less on cast time adds up, allowing you to enter back into astral fire rotations faster. a much quicker cast time is also beneficial for fights where movement or target switching is predominant. in order to use your mana effectively in this regard, make sure to be in umbral ice before moving or switching targets. the only argument i have heard in light of the math is the increase dot time on thunder 2, giving you 1 extra tick and potentially a thundercloud proc on that last tick. this is pointless. as i mentioned before, nearly all of your damage will come from fire spells throughout a fight. relying on a 5% rng is not enough to justify using thunder 2.
stat priorities (in order from highest gain ratio to lowest)
intelligence > accuracy (430 cap for coil) > critical hit > determination > spell speed > *piety
your main stat will always be the strongest for the dps classes (in current meta). after that, the most important thing is to cap your accuracy at 430 for coil. while this is always important, it is extremely important for us in this game, considering the long cast times, long gcd and turret like nature that the blm has. after accuracy cap, critical hit is by far your most important stat, get as much as you can after making sure you are capped for accuracy (which can also be done with food if you are really looking for more crit to maximize dps). determination is much better than spell speed, in light of spell speed being literally useless. the * on piety is a theoretical wish at best. basically, if you have 251 piety, with party buff, you will be able to use thunder 2 while guaranteeing 5 fire 1s in your astral fire phase, much like thunder 1 does right now. potentially, this can be better if bis gear is meldable and is capped on crit, accuracy and possibly even determination. taking points out of intelligence in stat allocation is not an option. as i said before concerning other aspects of thunder 1 vs. thunder 2 (primarily cast time), i don't even really know if this would be a significant gain. nevertheless, i will investigate as the meta changes but, right now, i wouldn't consider it viable.
thanks for reading. if you have any questions you can try to reach me in game, names at the top.