Pictomancer DPS Rotation, Openers, and Abilities — Dawntrail 7.05

Last updated on Sep 01, 2024 at 00:00 by Laille 7 comments

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 Pictomancer DPS in Final Fantasy XIV: Dawntrail (Patch 7.05).

1.

Pictomancer Opener in Dawntrail

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The opener, as presented, allows us to get three different Living Muse spells under buffs, as well as a usage of Mog of the Ages Icon Mog of the Ages. The timing of being able to fit these in buffs will be somewhat tight, but the opening 20-30 seconds of fights generally aren't overly busy. The order has been slightly updated from launch to better accomodate card timings.

2.

Burst Window Sequences

Pictomancer also has many different possible setups for raid buff windows, due to a few different aspects of how the class is designed. For example, the normal "combo" sequence of the job is performed via a buff that has a 30 second duration, called Aetherhues. This means that performing whatever sequence of spells in between one "step" of the combo will not cause the window to use the second "step" of the combo to time out so long as the next step is taken before the 30 seconds elapses. You can also use Subtractive Palette Icon Subtractive Palette at any point during the combo and pick back up from the same spot in the Subtractive combo. For example, if you execute the second step of the base combo, then hit Subtractive Palette, you can immediately use the third step of the Subtractive combo.

2.1.

9 Spell Single Muse Burst

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The first, most potent setup for a burst window we have will include a single muse and nine spells. This setup requires a fairly strict execution, as the timing to fit these all inside of the burst window is very tight compared to the other options we have, as well as causing the potential for our raid buff to drift if this isn't mitigated elsewhere. That said, it only requires a single Living Muse charge to execute.

2.2.

8 Spell Triple Muse Burst

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The last setup we'll cover here also includes only eight spells, but crams three Muses into one window. This has a higher total potency than the 8-spell single muse setup and has less restrictive timing requirements than the 9-Spell Single Muse burst, but it's still a lower overall potency than the first example, and still has a relatively tight requirement to execute properly.

3.

Aetherhue

Pictomancer Gauge Aetherhue is the "filler" of the Pictomancer job, as well as its most basic concept. This combo consists of three parts and appears to generate a set amount of gauge, as well as either a white or black pip on another portion of the job gauge. The first bit of the Aetherhue combo is Fire in Red Icon Fire in Red, followed by Aero in Green Icon Aero in Green, finished off by Water in Blue Icon Water in Blue. This 1-2-3 combo generates 25 gauge, as well as a pip of white paint, which allows the Pictomancer to execute Holy in White Icon Holy in White.

At 50 gauge, the Pictomancer can execute an ability to invert the 1-2-3 combo, which features different spells that lead to a pip of paint at the end of the combo. Use of this ability also changes one of the already-earned white paint pips to a black-colored pip if one exists or ensures the next is a pip of black paint. The inverted combo begins with Blizzard in Cyan Icon Blizzard in Cyan, followed by Stone in Yellow Icon Stone in Yellow, then ending with Thunder in Magenta Icon Thunder in Magenta.

White paint pips can also be generated by Rainbow Drip Icon Rainbow Drip (unless you're in your Landscape, which we'll touch on below). This spell will immediately generate a white pip for your gauge, and will also be able to be executed instantly after casting five spells in your Landscape motif. Read on for more details about how these motifs work!

4.

Core Mechanic, Motifs

Pictomancer Motifs Gauge Pictomancer's resource gauge is comprised of a second half, called Motifs; three (initially) empty canvases that hold Motifs that the Pictomancer can prepare both before battle and during battle. Each of the canvases holds one specific type of Motif: the Creature Motif, the Weapon Motif and the Landscape Motif. While out of combat, these are instantaneous to prepare; during combat, however, these have varying cast times. Worth noting is that Swiftcast Icon Swiftcast is able to be used to prepare these Motifs, and the cooldown for Swiftcast was reduced to 40 seconds in Dawntrail with a new trait.

4.1.

Creature Motifs

Beginning our deep dive at the Creature Motif Icon Creature Motif, this part of the Motif System allows you to prepare a portion of the creature, then execute it to perform an attack tied to the Creature Motif that you painted. You begin by preparing Pom Motif Icon Pom Motif, executing it with Pom Muse Icon Pom Muse. Next comes Wing Motif Icon Wing Motif and Winged Muse Icon Winged Muse. Once these two Muse actions have been executed, the Pictomancer gains access to Mog of the Ages Icon Mog of the Ages. You keep these creature parts and execute and render two more Motifs (and their matching actions), Claw Motif Icon Claw Motif, Clawed Muse Icon Clawed Muse, Maw Motif Icon Maw Motif and Fanged Muse Icon Fanged Muse. Like before, casting these two Muses will allow you to use a new ability -- Retribution of the Madeen Icon Retribution of the Madeen, which is a powerful, instant-cast line AoE, much like Mog of the Ages Icon Mog of the Ages. Executing this spell resets the player to the beginning of the Creature Motif combo, starting with Pom Motif Icon Pom Motif again. The skill used to execute the Creature Motif holds up to three charges, with a 40 second cooldown on each at level 100.

4.2.

Weapon Motifs

The second type of motif that the Pictomancer has access to is the Weapon Motif Icon Weapon Motif. This prepares a three-part Hammer combo. This combo deals damage guaranteed to crit and direct hit for each step of the combo, resulting in a nice bit of burst damage when executed. In addition, each Hammer combo is an instant cast, making it a strong option for movement without having to sacrifice potency while doing so. All three steps of the combo can be executed from range, in spite of the weapon, giving players even more flexibilty. The skill used to execute the Hammer Motif can hold up to two charges, with a 60 second cooldown on each.

4.3.

Landscape Motifs

Finally, the third and final motif that the Pictomancer can make use of is the Landscape Motif Icon Landscape Motif. The Landscape Motif allows access to Pictomancer's raid buff, Starry Muse Icon Starry Muse. This places a ground AoE on the field, granting a wide array of buffs. The first is a party-wide 5% damage buff, which lasts for 20 seconds. The rest are specific to the Pictomancer, including a cast and recast time reduction on each of the next five Aetherhue spells (or Star Prism Icon Star Prism) cast inside of the drawn circle on the ground. Once all five stacks of this effect, called Hyperphantasia, are consumed, you gain an instant cast of Rainbow Drip Icon Rainbow Drip. Last, but not least, each use of Starry Muse Icon Starry Muse grants a free use of Subtractive Palette Icon Subtractive Palette, which allows access to the Subtractive Combo and converts a pip of white paint to black paint (or ensures the next pip generated is a black paint pip).

5.

Pictomancer Utility

Pictomancer also has access to other spells that increase its utility in a group setting. Tempera Coat Icon Tempera Coat is a personal shield that grants a shield to the user for 20% of their max HP. This shield has a cooldown of 120 seconds, but if the shield is consumed in its entirety by damage, this is reduced to 60 seconds. You can also use Tempera Grassa when under the effect of Tempera Coat to spread this shield to your nearby party members, creating a shield for 10% of their max HP for each player affected by it. This comes with an identical cooldown to Tempera Coat, but is reduced by 30 seconds if the shield is consumed.

Lastly, Pictomancer also has access to Smudge Icon Smudge, a strong movement skill that allows the user to dash 15 yalms forward. This only has a cooldown of 20 seconds, so it's available to use relatively frequently. Stronger still is the effect it grants to the user: a movement speed increase that lasts for five seconds, which is invaluable in content that requires the caster to move often instead of remaining stationary.

6.

Pictomancer's AoE Rotation

Pictomancer's AoE rotation is relatively straightforward, though there are plenty of options. Amongst the strongest available is Star Prism Icon Star Prism, which is the job's level 100 capstone spell. This spell deals heavy damage to the first enemy hit, with a 50% fall-off after that. It also heals all party members with an AoE heal, bringing a good amount of utility as well, though this shouldn't be saved for the heal. This, however, can only be executed when you have the Starstruck buff from Starry Muse Icon Starry Muse, so usage of this will be more restricted.

The next-best option Pictomancer has is the Hammer combo, each step of which hits in an AoE and is guaranteed to direct hit and critical hit each enemy. These also have a fall-off of 50% after the first enemy hit, but with potencies of 520, 580 and 640 with each step, these are still a massive amount of damage that also allows for the Pictomancer to move freely due to their instant cast.

Pictomancer's living muses and portrait skills are the next strongest ability in its toolkit when it comes to AoE damage. Given that painting motifs is instant out of combat, take care to prep another use of each inbetween pulls. While the cast after the first is a three-second cast while in combat, it's generally still ideal to use the muse you painted between pulls, then hardcast a second use to make the portrait, be it Mog of the Ages Icon Mog of the Ages or Retribution of the Madeen Icon Retribution of the Madeen, available to use before enemies start to die, as the value on these skills fall as enemies die.

Comet in Black Icon Comet in Black hits for 780 potency, with a 50% fall-off, and similarly to the Hammer combo, is an instant cast. Due to this, it's still a strong option for AoE, though due to how Black Paint is gained, it's unlikely to be available as often as you'd otherwise like during dungeons. Holy in White Icon Holy in White is the next-best option to it when Comet in Black isn't able to be used, being 480 potency (also with the 50% fall-off), which is still a very strong option for AoE situations.

One of the odder options available after these is Rainbow Drip Icon Rainbow Drip, which has a higher potency than the options following it. Rainbow Drip is 900 potency, with a 50% fall-off and hits in a line AoE in front of the caster. While this is a large amount of potency (even if it has a long cast), it's important to note that this spell doesn't generate any Palette Gauge to access Subtractive Palette Icon Subtractive Palette or Comet in Black Icon Comet in Black, so using the next options instead of Rainbow Drip to be able to use Comet in Black on the next pull is a consideration to keep in mind.

Lastly, we have the two AoE combos that Pictomancer has. The better of the two is, of course, the stronger Subtractive AoE combo, which consists of Blizzard II in Cyan Icon Blizzard II in Cyan, Stone II in Yellow Icon Stone II in Yellow and Thunder II in Magenta Icon Thunder II in Magenta. These spells have a longer cast time than the normal AoE combo, but have beefier potencies to make up for it, offering 160, 180, and 200 potency respectively. This combo also will convert White Paint to Black Paint when using Subtractive Palette Icon Subtractive Palette to access this, which as mentioned above, is a strong AoE skill for large pulls, as well as giving you another White Paint (or Black Paint, if no Paint is currently held by the caster). The normal AoE combo of Fire II in Red Icon Fire II in Red, Aero II in Green Icon Aero II in Green and Water II in Blue Icon Water II in Blue close out the AoE options. Given their relatively low potencies (which may be fixed before final release of Dawntrail) at 80, 100 and 120 respectively, these should only be used when there are no other options and you need to build White Paint for Holy in White Icon Holy in White.

7.

Changelog

  • 01 Sep. 2024: Updated to remove references to early information.
  • 01 Aug. 2024: Updated standard opener to better accomodate AST card timings.
  • 02 Jul. 2024: Finalized opener section for launch Dawntrail.
  • 24 Jun. 2024: Added graphics for burst sequences, as well as a third sequence. Added AoE section. Updated odds and ends section with info about Tempera Coat, Tempera Grassa and Smudge.
  • 16 Jun. 2024: Added tentative burst sequences for Media Tour build.
  • 13 Jun. 2024: Context added for both Openers added, added second opener image.
  • 07 Jun. 2024: Pictomancer Opener added.
  • 31 May 2024: Updated information in the Motifs and Aetherhue sections, added link to PLL Digest.
  • 30 May 2024: Guide added.
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