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FFXIV DPS Tier List – AAC Cruiserweight Patch 7.2

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FFXIV DPS Tier List – AAC Cruiserweight Patch 7.2

Are you preparing for the AAC Cruiserweight Savage raid tier in FFXIV Patch 7.2 and hoping to discover which DPS jobs rule the current meta? You’ve come to the right place. This FFXIV DPS Tier List will guide you through the best damage-dealers in Patch 7.2. We’ll examine each job’s performance in Savage, compare raw damage numbers and utility, and include feedback straight from players. Expect a chatty and approachable tone—like a friendly adventurer filling you in on the details. By the end, you’ll know which DPS job can help you dominate those Cruiserweight bosses and which ones may struggle to keep pace.

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Methodology & Tier Definitions

Methodology & Tier Definitions

Our tier list merges data with community insight so the final rankings reflect Week 2 Savage progression rather than just day-one impressions. Here’s how we approached it:

  • Log Analysis
    We checked pure DPS (pDPS) data to see which jobs top the meters in the AAC Cruiserweight Savage tier. By the second week, many groups have completed the encounters and refined their strategies, so the data showcases post-optimization trends.

  • Community Opinions
    Player experiences, especially on discussion boards, reveal how each job feels in actual raids. We noted which jobs soared in early progression for their utility, and which ones found a place on final kill teams thanks to monstrous damage or synergy.

  • Tier Criteria
    We placed jobs in S, A, B, or C based on overall raiding power in Patch 7.2. This isn’t only about top possible DPS. Factors like consistency, buffs, synergy, and how a job slots into a Savage group also matter.

    • S Tier – Meta-defining. These jobs either top the logs or make life much easier.

    • A Tier – Strong. Great in successful raid teams.

    • B Tier – Decent. Can clear content but require more effort or have minor drawbacks.

    • C Tier – Underperforming or niche. Still viable but clearly less favored by groups chasing optimal compositions.

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High-Level Tier Overview (S, A, B, C)

High-Level Tier Overview (S, A, B, C)

Below is a short breakdown before we examine each job in detail.

S Tier (Dominating the Meta)

  • Black Mage, Samurai, Viper, Pictomancer
    These four are shining brightest. Black Mage has an enormous damage ceiling if played perfectly. Samurai received notable buffs (roughly +2.5% overall) and has reclaimed its reputation as a top melee. The new Viper tears through multi-target phases with monstrous cleave and remains user-friendly. Finally, Pictomancer brings both high damage and impressive party support, turning it into a caster with near-limitless potential. These jobs define the meta in Patch 7.2.

A Tier (Strong and Viable)

  • Monk, Dragoon, Reaper, Ninja
    Each job in this category is a solid choice. Monk benefited from buffs to single-target and AoE. Dragoon brings reliable damage and party buffs (Battle Litany and Dragon Sight). Reaper blends bursty attacks with a straightforward rotation and a handy raid buff (Arcane Circle). Ninja might not top personal parses, but Trick Attack (via Mug) and excellent mobility keep it in high demand. These DPS jobs are slightly behind S-tier power but still show up often in groups that want strong synergy.

B Tier (Average / Situational)

  • Red Mage, Bard, Dancer
    Each is perfectly serviceable but trades personal DPS for strong utility. Red Mage offers a quick raise and extra mitigation (Magick Barrier), which is invaluable for learning fights. Bard and Dancer are physical ranged DPS that bring helpful party-wide buffs, but their personal damage is lower. However, the synergy from these supports often boosts the entire raid’s output in a significant way. They’re far from weak, so don’t hesitate to play them if they match your style.

C Tier (Struggling in 7.2)

  • Summoner, Machinist
    These jobs have had a rough go in the current patch. Summoner lacks enough damage or outstanding utility to stand out. Machinist suffers from low damage and minimal team support. Both are still capable of clearing content, but they’re less favored when other jobs can hit harder or provide more synergy. If you really love either job, you can succeed with dedication. Just expect some extra challenges.

Ready for the deeper look? Let’s see how each job stands in week-two Savage.

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Detailed Job Analysis

Detailed Job Analysis

Below is a job-by-job look at FFXIV 7.2. We’ll explore what’s great about them, where they falter, and how the community feels after a couple of Savage-progression weeks.

Viper

Tier Placement: S Tier

Why It’s Great: This brand-new melee DPS from Dawntrail entered the game with lethal dual-blade combos and formidable AoE burst. Many groups noted Viper’s ability to annihilate add waves in the second Savage encounter, making progress smoother. Even more appealing is its straightforward rotation. Some players say, “You can’t really mess up Viper combos,” which means excellent output while mechanics fly across the screen. That reliability plus raw power makes it a top pick.

Utility: Viper is a “selfish” DPS, so you don’t get team buffs. Even so, the massive damage it brings compensates for that. Viper also carries decent defensive options, staying alive to keep up relentless pressure.

Community Reaction: Many saw it as a flashy newcomer but quickly realized it was also a raid powerhouse. Some fun combos even involved two Vipers in the same group to shred add phases. It’s an easy choice for players seeking big melee damage without a steep learning curve.

Samurai

Tier Placement: S Tier

Why It’s Great: Samurai is synonymous with personal DPS. Patch 7.2 gave it a generous buff—about +2.5% in overall damage—and improved its multi-target capabilities. That means Samurai, which was already strong at single-target, can now handle small bursts of AoE without falling behind. On many fights, it rivals or even surpasses top DPS jobs like Black Mage.

Utility: Pure personal output is its game. Samurai has no party buffs or defensive aids to share. This absolute focus on damage can be a minor drawback when groups still learn mechanics. Yet once the strategy is comfortable and minimal mistakes happen, Samurai’s raw power ends fights faster than ever.

Community Reaction: Samurai mains are thrilled that their job feels incredible, delivering monstrous hits with a rotation that’s simple to grasp but rewarding to master. Many groups want a Samurai in the lineup to speed up kills. The lack of group support doesn’t matter much if your teammates can handle everything else.

Black Mage

Tier Placement: S Tier

Why It’s Great: Black Mage is the undisputed king of pure DPS. In perfect hands, no one pumps out more damage. A well-prepared BLM who positions intelligently can unleash staggering burst phases. By the second week of Savage, skilled Black Mages have studied each encounter, which allows them to place Ley Lines at optimal spots, time Triplecast for movement, and keep their Astral Fire buff rolling.

Utility: It brings none. There’s no raise, no party buff, and no extra mitigation. Black Mage compensates by annihilating bosses. It’s a high-risk job since any mistake (like a death) costs you dearly, but the reward is huge.

Community Reaction: It remains a “love or hate” job. Party Finder groups sometimes worry about a BLM failing mechanics, but a pro-level Black Mage will carry your damage beyond measure. Many statics happily slot in a BLM, trusting them to handle raid dances with minimal lost casts. That synergy among group members often pays off on the parse charts.

Reaper

Tier Placement: A Tier

Why It’s Great: Reaper delivers respectable burst windows and an easy-to-understand rotation that includes Enshroud for potent damage spikes. Its kit also offers a small raid buff (Arcane Circle), plus a minor shield from Arcane Crest. Though Reaper might no longer be the talk of the town since it’s no longer brand-new, it still feels great to play.

Utility: Arcane Circle hands out a 3% damage increase for 15 seconds. That boost helps the entire party. Reaper also features straightforward mobility (Hell’s Ingress/Egress), which aids uptime in tricky fights.

Community Reaction: Players appreciate Reaper’s consistency and the lack of positional attacks. Smooth damage, decent synergy, and a comfortable rotation define it. While it isn’t out-damaging Samurai or Viper, it’s never a bad pick if you enjoy the scythe aesthetic.

Monk

Tier Placement: A Tier

Why It’s Great: Monk gained noticeable buffs to single-target and AoE damage this patch. In the right hands, it can match or even exceed some top melees. The kit revolves around positional attacks, high actions per minute, and masterful Blitz combos. Those who love a busy rotation will find Monk’s gameplay fun and rewarding.

Utility: Monks bring Brotherhood, which boosts physical damage dealt by the party, and Mantra, which increases healing received for a short window. Both add real value. Combine that with strong personal DPS and you have a competitor for top melee spots.

Community Reaction: Many Monk fans are excited to see their job’s upgrades. It remains one of the more complex melees, so performance hinges on skill. Less experienced players may fall behind a simpler job, but an expert Monk can place itself near the top of the charts.

Dragoon

Tier Placement: A Tier

Why It’s Great: Dragoon thrives on powerful hits, consistent combos, and excellent raid buffs. Its multi-target output is strong, and single-target damage stays quite high. Even if it doesn’t always top personal DPS, Dragoon boosts overall group damage via Battle Litany (increased crit rate) and Dragon Sight (direct tether buff).

Utility: This job is the quintessential team player among melees, thanks to big raid buffs. Battle Litany, on a 120-second cooldown, synergizes beautifully with other damage windows. Dragon Sight further amplifies a single teammate’s damage. On top of that, Dragoons often handle certain mechanics well with jumps and dives if timed correctly.

Community Reaction: Players see Dragoon as a “glue job” that boosts raid synergy. It remains a mainstay in many Savage groups, especially if you want to highlight a monster DPS teammate like a Samurai or Black Mage. The only gripe is the occasional clunky jump animation lock, though many Dragoons have mastered weaving these leaps into downtime.

Ninja

Tier Placement: A Tier

Why It’s Great: Ninja revolves around Trick Attack (now applied via Mug) which debuffs enemies to take 5% more damage. That single utility often boosts total raid DPS more than selfish jobs can with personal output. Ninjas also enjoy high mobility via Shukuchi. The rotation includes plenty of off-global abilities, so it stays busy and engages players who enjoy weaving.

Utility: Mug (Trick Attack) is the big one: 5% bonus damage from everyone for 15 seconds, every minute. Feint (role action) is also handy for reducing physical damage from tough raid hits. Ninjas can also manipulate enmity with Smokescreen or Shadewalker if needed.

Community Reaction: Ninja rarely hits top personal DPS, yet it remains vital in many comps. A well-timed Trick Attack window can shave a boss’s health by a massive margin when the group aligns cooldowns. Anyone who likes a fast-paced rotation with big synergy potential will love Ninja.

Pictomancer

Tier Placement: S Tier

Why It’s Great: The brand-new Pictomancer soared to the top of caster lists for bringing high damage alongside raid support (like defensive art “paintings” or small healing features). Players describe it as having “almost everything” except a standard resurrection, which sets it apart from Summoner or Red Mage. In a skilled group that doesn’t need constant raises, Pictomancer’s damage and utility outclass most others.

Utility: It brings potent instant-cast spells that allow almost uninterrupted damage, plus party buffs and mitigation that can save runs. A Pictomancer still can’t raise, but it covers that loss by boosting team survival in other ways.

Community Reaction: Many find it more forgiving than Black Mage due to easier movement. The output nearly matches BLM’s best-case scenario yet demands less greed. Groups that want stable, consistent damage and a bit of extra defensive help often choose Pictomancer over a less forgiving caster.

Machinist

Tier Placement: C Tier

Why It’s Great (or Not): Machinist is meant to be the “selfish” physical ranged job, trading team buffs for higher personal damage. In 7.2, it fails to produce enough DPS to justify skipping synergy. That leaves Machinist struggling at the bottom of the logs. It has no unique group support, so it can feel overshadowed by Bard and Dancer.

Utility: Aside from a small party damage reduction every ranged job has, Machinist offers no significant buffs. It must rely on big personal burst windows (Wildfire + combos). Sadly, that burst isn’t enough this patch to make up the gap.

Community Reaction: Machinist mains hope for buffs. While the job is playable and can clear all content, many groups avoid it because the upside is small and the downsides are large. If you love guns and turrets, you can still do well with dedication, but it’s an uphill climb compared to other physical ranged.

Red Mage

Tier Placement: B Tier

Why It’s Great: Red Mage has moderate damage but top-tier progression utility. Its instant Dualcast Raise can save runs, especially in early prog when people make mistakes. It also offers Embolden (party damage buff) and Magick Barrier (magic mitigation) to help the entire team. This robust support toolkit makes RDM fantastic in rough fights or for groups just learning mechanics.

Utility: Dualcast Raise is the big one. You can resurrect allies quickly and keep the run alive. Magick Barrier reduces incoming magic damage for everyone. Embolden adds party-wide damage for a limited duration. Red Mage also has healing spells (Vercure) to spot-heal if needed.

Community Reaction: Early in a tier, Red Mage is gold because it forgives mistakes and keeps everyone afloat. By week two, once groups have stable clears, RDM’s lower DPS often prompts teams to replace it with a higher-output caster like Black Mage or Pictomancer. Despite that shift, RDM stays a friendly, all-rounder pick for many players.

Summoner

Tier Placement: C Tier

Why It’s Great (or Not): Summoner offers a simpler rotation with mostly instant casts and the ability to raise. However, its personal DPS is too low. Furthermore, Red Mage does everything Summoner does—except better: faster raises, stronger damage, and better mitigation. The Summoner’s 3% party damage buff isn’t enough to stand out either.

Utility: It can resurrect allies, but not as quickly as Red Mage. Summoner also provides a small 3% buff (Searing Light) and moderate mobility. In theory, it’s easy to keep uptime, yet that advantage doesn’t close the gap in damage.

Community Reaction: Players who love Summoner’s rework enjoy the straightforward nature of the kit. But many feel overshadowed by Red Mage or Pictomancer. It’s still perfectly fine for clearing all content, though it’s difficult to justify if your group wants maximum efficiency. Hopefully, future updates bring Summoner out of the slump.

Dancer

Tier Placement: B Tier

Why It’s Great: Dancer invests in boosting a chosen partner’s damage through dances and finishing moves, rather than building its own personal DPS. It also helps the entire group with AoE buffs, plus some minor healing. This approach makes Dancer the “force multiplier” in parties that have strong teammates to buff.

Utility: Dancer’s entire design screams synergy. Standard Finish and Technical Finish increase damage for everyone. Devilment raises the partner’s crit and direct hit rate. Shield Samba grants partywide damage reduction. Curing Waltz adds a bit of free healing.

Community Reaction: Dancers rarely top logs themselves, but they often drive up the entire party’s numbers. Many players appreciate how a Dancer can salvage runs with Shield Samba or spot heals. Partnering with a high personal DPS job, like Samurai or Black Mage, can turn an already-strong ally into a monstrous damage powerhouse.

Bard

Tier Placement: B Tier

Why It’s Great: Bard is the oldest support DPS in the game and still thrives on providing consistent party buffs through its songs. Its personal damage is a bit higher than Dancer’s, but it lacks the direct synergy of a dance partner. Bard, however, offers a continuous background buff and strong defensive tools (like Troubadour).

Utility: This job cycles three unique songs that effectively boost raid DPS. It also brings Battle Voice (increased crit rate) and Radiant Finale (more damage), plus Warden’s Paean to cleanse a debuff on one ally. Nature’s Minne can boost incoming heals on a targeted player.

Community Reaction: Bard is comfortably placed in the middle of the pack. It does more personal DPS than Dancer but can’t deliver the same burst synergy. That trade-off works fine for many groups. Bards usually keep the party afloat with small improvements to damage, mitigation, or cleanses. Groups focusing on kill consistency more than raw parse might prefer a Bard.

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FFLogs Data vs. Community Opinions

  • Top Parsers: Looking at pure personal DPS, Black Mage, Samurai, Viper, and Pictomancer dominate. Monk, Dragoon, and Reaper follow closely. Ninja logs a bit lower because part of its “DPS” is boosting others. Bard and Dancer lag behind on personal meters, but they buff teams well. Summoner and Machinist often find themselves at or near the bottom.

  • Week 1 vs. Week 2: Many groups used safer picks early on (Red Mage for raises, for instance). By Week 2, players often swap to higher-damage jobs. Summoner or Red Mage can get replaced once the group rarely dies.

  • Exceptions and Synergy: Sometimes real-world parties deviate from pure parse data to solve mechanics. For example, double Viper teams crushed add phases in M6S. Ninja’s Trick Attack can dramatically raise total DPS even if the Ninja’s personal parse looks modest. Bard or Dancer can also produce large net gains for the entire raid.

Numbers tell only part of the story, so consider how comfortable you are with each job’s style. Also remember that a job with extreme potential (like Black Mage) might deliver subpar results in unsteady hands. Dragonsong’s Reprise (DSR) is known as one of the toughest challenges in FFXIV, testing even the most dedicated raiders with complex mechanics and precise timing. If you’re tired of endless attempts and want those elite rewards, our FFXIV DSR Boost helps you clear it smoothly, without stress or wasted hours.

Essential Tips: Gear, Gil, and Party Synergy

Essential Tips: Gear, Gil, and Party Synergy

A job’s performance depends on both skill and preparation. Here are must-know pointers:

  1. Gear Up Efficiently
    Focus on capping tomestones weekly and upgrading your gear. Weapons and large-stat pieces (chest, legs) often give the biggest boosts. If you can afford crafted gear melded with materia early, you’ll cruise through your first kills. Also meld everything—sometimes a pentamelded crafted item outperforms a higher ilvl piece without materia.

  2. Use Food and Potions
    Always go into Savage with job-appropriate food. The stat gain can be the difference between meeting an enrage timer and falling just short. Stock up on potions too. These items can be pricey during the first weeks of a tier, but they’re a wise investment for higher DPS.

  3. Pentameld vs. Savage Gear
    Pentamelded gear can carry you until you grab the actual raid pieces. Overmelding might drain your gil, but it’s often worth it if you crave an early edge. As more people clear, craft materials usually drop in price, so keep an eye out for bargains.

  4. Coordinate Party Synergy
    Mix utility and personal DPS. For instance, having both a Dragoon (Battle Litany) and a Ninja (Trick Attack) dramatically boosts a selfish DPS like Samurai or Black Mage. Reaper pairs well with a Dancer who times buffs for Enshroud. Also ensure you have at least one raise-caster if you expect mistakes in progression.

  5. Align Raid Buffs
    Talk with your party about a burst window. Stacking Trick Attack, Battle Litany, Dancer’s Technical Finish, or Bard’s Radiant Finale all at once can melt bosses. Don’t press your big hits right before the Ninja uses Mug—wait a moment and sink everything during the 5% damage window for bigger results.

  6. Manage Gil Smartly
    In addition to potions and food, buy or craft the right melds for your job. If you’re short on funds, gather or craft items to sell. Treasure maps are also popular for quick gil. View consumables like potions and high-grade materia as an investment, not a burden.

  7. Balance the Party
    Don’t run 4 selfish DPS or 3 heavy utility DPS. Aim for synergy. If you bring Machinist (an underdog), perhaps add a Bard or Dancer for extra buffs. If your group wants a double Viper approach, coordinate around the insane AoE potential.

  8. Choose a Job and Commit
    Don’t split your weekly raid tokens to gear two DPS jobs at once unless your group has a reason for you to switch regularly. Gear up one job thoroughly for maximum impact. Use leftover resources for an alt if you must, but your main job deserves the best gear first.

  9. Leverage Team Buffs
    Personal DPS spikes if you align your bursts with the group. For instance, if you’re a Samurai and you know Trick Attack is coming soon, hold your Midare Setsugekka for a few seconds so it lands during Trick’s 5% damage window. That synergy might not show on your personal parse as Trick Attack damage, but it helps the entire team kill faster.

  10. Stay Alive
    Uptime wins fights. Every death costs far more DPS than any minor optimization. Use personal cooldowns (Second Wind, Manaward, Arcane Crest, etc.) to survive. Bring potions of healing if you need an emergency top-up. Dead DPS deal no damage.

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Pros & Cons Tables at a Glance

These tables summarize each job’s major strengths and weaknesses in Patch 7.2:

JobProsCons
Black Mage+ Highest raw DPS potential.
+ Punishing bursts with Ley Lines and Triplecast.
+ Skilled players can top all parses.
– No raid utility.
– Very punishing if forced to move or if you die.
– Demands team support (healer raises, etc.).
Samurai+ Extremely high personal damage (~+2.5% buff).
+ Straightforward burst (Midare, Ogi).
+ Now stronger in small AoE.
– Provides no team buffs or mitigation.
– Mistakes in rotation hurt DPS a lot.
– Needs near-constant melee uptime.
Viper+ High damage and fantastic AoE cleave.
+ Very forgiving rotation.
+ Dominates multi-target phases in fights.
– No raid buffs (pure self-focused).
– New job subject to future tuning.
– AoE advantage less relevant on purely single-target bosses.
Pictomancer+ Excellent DPS close to BLM levels.
+ Includes party buffs and mitigation options.
+ Mobile instant-cast gameplay.
– Cannot raise like RDM/SMN.
– Complex if you want to fully optimize support spells.
– Could see balance changes if devs consider it too strong.
Monk+ Great sustained DPS, with new buffs to AoE.
+ High mobility with Thunderclap.
+ Brotherhood and Mantra bring moderate team support.
– Heavy positional requirements.
– Blitz rotation can be complicated.
– No large group mitigation outside of healing buffs.
Dragoon+ Strong personal damage, especially in 2-target phases.
+ Battle Litany and Dragon Sight significantly boost allies.
+ Consistent contributor to overall party DPS.
– Jumps can be clunky if timed poorly.
– Has positionals on some combos.
– No built-in resurrection or broad mitigation.
Ninja+ Trick Attack (via Mug) grants 5% partywide damage.
+ Good burst every minute.
+ Top-notch mobility for mechanics.
– Personal DPS slightly lower due to a utility trade-off.
– Mudra inputs can be error-prone.
– Can feel squishy if you mistime your defensive.
Reaper+ Big burst windows (Enshroud) and decent sustained DPS.
+ No positionals, making it simpler in chaos.
+ Arcane Circle offers a 3% raid buff.
– Doesn’t excel in one specific category.
– Lacks strong group utility beyond Arcane Circle.
– Missed burst phases or forced downtime hurt a lot.
Red Mage+ Amazing emergency utility: quick raises and minor heals.
+ Magick Barrier and Embolden for party support.
+ Easy to learn, less punishing in movement.
– Low personal DPS (pays a “utility tax”).
– Not as strong in raw damage as BLM or Pictomancer.
– By week two, might get replaced once fights are mastered.
Summoner+ Full mobility (mostly instant casts).
+ Simple rotation that’s beginner-friendly.
+ Has a slower combat raise and a small party buff.
– Damage is underwhelming this patch.
– Overshadowed by Red Mage’s better utility and damage.
– May need buffs to stay competitive in future.
Dancer+ Premier support DPS: buffs a partner significantly.
+ Excellent defensive utilities (Shield Samba, Curing Waltz).
+ Highly mobile, minimal downtime.
– Lowest personal DPS by design.
– Relies on pairing with a strong partner.
– Party synergy dictates DNC’s overall effect (timing, alignment).
Bard+ Balanced support with consistent raid damage buffs (songs).
+ Battle Voice (crit rate) and Radiant Finale (damage buff).
+ Can cleanse a debuff via Warden’s Paean.
– Personal DPS still mid-range.
– RNG reliance on procs can feel erratic.
– Lacks big burst windows compared to Dancer’s Tech Steps.
Machinist+ Potentially strong burst with Wildfire combos.
+ Easy ranged rotation in simpler content.
+ Straightforward “gunner” aesthetic.
– Very low overall damage right now.
– Zero raid buffs or synergy to offset subpar DPS.
– Feels overshadowed by Bard or Dancer in group content.

Step-by-Step: Choosing the Right DPS

Step-by-Step: Choosing the Right DPS

Unsure which job to pick? Follow this straightforward process:

  1. Clarify Your Goals

    • Do you want top damage potential?

    • Do you prefer a role that offers party-wide support?

    • Do you enjoy a simple or a complex rotation?

  2. Check the 7.2 Meta Highlights

    • S-tier for raw performance (BLM, SAM, Viper, Pictomancer).

    • A-tier for strong picks (Monk, Dragoon, Ninja, Reaper).

    • B-tier for utility or consistent synergy (RDM, Bard, Dancer).

    • C-tier if you love a challenge or simply adore that job style (Summoner, Machinist).

  3. Consider Group Composition

    • Does your group lack Trick Attack, raid buffs, or a reliable raise?

    • Do you need more synergy or raw personal DPS?

  4. Try a Test Run

    • Practice an Extreme trial or a few dungeons. A job can feel different in action than it does on paper.

    • Evaluate if the rotation clicks for you. Do you enjoy its flow?

  5. Gear Up One Job

    • Once you decide, funnel your tomestones and savage tokens into that job for maximum performance.

    • Meld your gear. Overmeld if you have the gil.

  6. Master the Rotation

    • Learn optimal openers for each fight.

    • Align your burst with any party buffs.

    • Focus on uptime and avoid deaths.

This approach ensures you pick a DPS job that fits your style and meets your raid’s needs. If you love Summoner but your group begs for more synergy, maybe Ninja or Red Mage is a better choice. On the other hand, if you want top damage, Samurai or Black Mage might suit you best.

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Community Strategies & Extra Insights

Players in the community have identified multiple trends and “tricks” to handle the Cruiserweight fights efficiently:

  1. Cleave Tricks in M6S
    Some groups even brought double Viper to shred an intense add phase, ignoring the usual synergy that a Trick Attack or other buffing job might offer. The faster adds died, the simpler the encounter became.

  2. Party Finder Priorities
    Reliability often matters more than theoretical DPS in random groups. If you’re prone to mistakes on Black Mage, picking Pictomancer or Red Mage might yield better clears.

  3. Stacking Buffs
    Coordinating Ninja’s Trick Attack with Dragoon’s Battle Litany or Dancer’s Technical Step can create monstrous damage spikes. It’s all about synergy windows—align them for maximum success.

  4. Week 1 vs. Week 2 Mindset
    Many players use a Red Mage or Summoner early for the safety net of a quick raise. By the time mechanics become familiar, they switch to jobs that focus on raw DPS.

  5. Job-Specific Optimizations

    • Black Mage: Plan your Ley Lines carefully.

    • Dragoon: Don’t forget you can tether from any range now.

    • Monk: Use Thunderclap for movement to maintain positionals.

    • Bard: Warden’s Paean can cleanse certain boss debuffs, so keep an eye out.

    • Dancer: Always maintain your partner’s buff uptime, and use Shield Samba at key AoE moments.

  6. Gil and Economy
    Progression can be expensive. Many raiders stock up on potions and food. They also sometimes run treasure maps as a group to generate money for these consumables.

  7. Enjoy Your Job
    Performance matters, but so does fun. A strong performance depends on mastery. You might do better on a B-tier job you love than an S-tier job you find clunky.

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FAQ: Quick Questions, Fast Answers

Q: Which DPS is considered the best in Patch 7.2?

A: Black Mage typically has the highest damage ceiling. Samurai and Viper also rank very high. Pictomancer delivers stellar numbers plus support. “Best” depends on your skill and your group’s needs.

Q: What is the meta composition for AAC Cruiserweight Savage?

A: Many groups run two melees (like Samurai and Viper), one caster (Black Mage or Pictomancer, or a Red Mage if raises are needed), and one physical ranged (Bard or Dancer). Ninja is often slotted in for Trick Attack. There’s no single perfect lineup—though big damage plus synergy is always in demand.

Q: How do I boost raid DPS if we’re failing checks?

A: Check gear, melds, food, and potions first. Then coordinate raid buffs to stack for big bursts. Also reduce deaths through better personal cooldown usage and consistent practice. Any avoidable death slashes your overall DPS far more than job differences.

Q: Is Machinist really that bad right now?

A: Yes, it’s underpowered in 7.2. You can still clear content, but you’ll have to work harder. Bard or Dancer are often chosen for their buffs if you want a physical ranged slot.

Q: Pictomancer or Black Mage for top caster DPS?

A: Black Mage usually wins in raw numbers. However, Pictomancer is close and brings more utility, which many groups prefer. If you want savage boss melts but easier movement, pick Pictomancer. If you want the highest skill reward, pick Black Mage.

Q: Can we clear without a re-raise caster?

A: Yes, especially by week two. Early on, Red Mage or Summoner can save runs. Once your group knows the mechanics, you might drop them for a higher-damage caster. The trade-off is fewer safety nets.

Q: Which is better: high DPS or high utility for Savage?

A: A balanced mix. Too many selfish DPS might cause problems if someone needs a raise or if the group requires extra mitigation. Overloading on support can also slow your kills. The best parties usually slot in some synergy or utility (e.g., Ninja or Bard) along with a couple of big personal DPS jobs (e.g., Samurai, Black Mage, Viper).

Q: Any tips to maximize uptime?

A: Knowledge of mechanics is key. Pre-position for knockbacks. Use teleports, sprints, or personal shields to stay in range. Save burst for synergy windows. Communicate with tanks if you need the boss in a certain spot. Minor tweaks here and there add up to huge gains in total damage.

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Conclusion

Patch 7.2’s AAC Cruiserweight raid tier gives DPS players an exciting new playground. Jobs like Viper and Pictomancer entered the scene and shot straight to the top, while classics like Black Mage and Samurai remain formidable in raw damage. A broader spread of jobs—Monk, Dragoon, Ninja, Reaper—offer strong alternatives for those who like varied rotations or a balance of utility and burst. Meanwhile, Summoner and Machinist lag behind, though they still manage to clear content if you love them enough to conquer the hurdles.

Ultimately, the “best” job is the one that meshes with your team’s goals and your personal playstyle. You can create a great group by pairing top DPS with synergy-based roles (like Ninja, Dancer, or Bard) and tossing in a raise-caster if you need extra security. Once you’ve ironed out the synergy, focus on gear progression, materia melds, potions, and fight familiarity.

Stay alert for future tweaks that might shake up the meta. For now, the FFXIV DPS Tier List – AAC Cruiserweight Patch 7.2 stands as a blueprint for which roles shine and which are finding it tough. Yet skill and dedication often outweigh raw tier listings. If a particular job resonates with you, don’t let the community’s verdict hold you back. All jobs can clear Savage in capable hands. What matters is mastering your choice, staying alive, and making the most of your party’s synergy.

Gear up, join the fight, and push for those sweet Savage clears. Whether you prefer the lethal elegance of a Samurai, the arcane chaos of a Black Mage, or the supportive swirl of a Dancer, you have plenty of paths to victory. Best of luck, and may your loot coffers overflow with treasures from every boss you topple!

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