01 · Green

Bard

The Resonance

A DoT job with the raid's damage riding on its back, and a rotation that never stops moving.

Enter the Opera →
02 · Red

Dancer

The Ember Waltz

The lowest personal damage on the board and the strongest force multiplier in it.

Enter the Waltz →
03 · Blue

Scholar

The Opener & Rotation

A barrier healer with a deliberately thin kit. Every Aetherflow stack is spent on damage or a heal, and the choice is the job.

Enter the Opener →
Final Fantasy XIV · Dawntrail 7.x

ThreePaths

01

Choose a Path

Three jobs, three roles, three instincts. Bard rewards rigid timer discipline and a single perfectly-timed snapshot. Dancer rewards resource hoarding and a twenty-second detonation. Scholar rewards resource discipline and knowing when to spend a stack on damage or a heal. All three are strongest when the person behind them has stopped thinking about the buttons.

02

The Shared Inheritance

Bard and Dancer share a foundation from being Physical Ranged: no cast times, total freedom of movement, and a two-minute raid buff that other jobs plan their own bursts around. Scholar shares the two-minute spine as a healer, with Chain Stratagem as its raid contribution.

Movement

Nothing stops you casting

Bard and Dancer have no cast times. Scholar's Biolysis and Art of War are instant too, so across all three jobs you can reposition through mechanics without losing a single GCD. The only excuse for a dropped global is your own attention.

Cadence

A 120-second spine

All three live on the two-minute cycle: Bard's Raging Strikes and Radiant Finale, Dancer's Technical Finish and Devilment, Scholar's Chain Stratagem. The rest of each job exists to feed that window.

Contribution

Paid in other people's damage

Each carries a low personal ceiling and a raid buff. Your parse lives and dies on how well the party converts the window you hand them.

03

What's Inside

Bard — Resonance

  • Core mechanics — Repertoire ticks, DoT snapshotting, the Coda sacrifice
  • The opener — pre-pull, consumable logic, all eleven GCDs with weaves
  • Execution nuances — proc collision, Pitch Perfect, defensive mapping
  • Song cycle — 43 / 34 / 43 and reading the swap points
  • 3-6-9 vs 3-3-12 — the Skill Speed gate and when each rotation wins
  • Priority ladders — single target and Wanderer's Minuet oGCDs
  • Wide Volley — AoE swaps and the inverted gauge priority
  • Synced floors — level 50 and 70 openers, plus field notes

Dancer — Ember Waltz

  • Core mechanics — dance steps, Esprit, feathers, the 1.5s weave constraint
  • Level 90 → 100 — Last Dance, Finishing Move, Dance of the Dawn, Tillana normalised
  • The opener — the −15.5s pre-pull and the full burst table
  • When the pull goes wrong — short countdowns, delayed bursts, latency weaving
  • The cadence — 30 / 60 / 120 and what each clock demands
  • Filler priority matrix — nine ranks, sorted by cost of failure
  • Closed Position — partner tiers, swapping, verification
  • Gearing & utility — stat ladder, Ultimate syncs, raid mitigation

Scholar — Opener & Rotation

  • Executive summary — one DoT, one filler, one AoE, one oGCD nuke, one raid buff
  • Aetherflow economy — Energy Drain as release valve, Dissipation's healing-shaped cost
  • Chain Stratagem — the raid contribution and Baneful Impaction
  • DoT theory — Biolysis, clipping, and the early refresh
  • The Level 100 opener — pre-pull, timeline, and the Chain Stratagem placement
  • The 1 / 2 / 3-minute cadence — steady state and the six-Energy-Drain window
  • Priority systems — single target, multi-target, weaving quick reference
  • The healing layer — priority ladder and the burst-healing combo
  • Gear, patches & practice — quick-reference card and level-sync floors