Guide for FFXIV Viper Job: Optimal rotation, talents, hotbar configuration, leveling advice, and more

The two new occupations that have been introduced to Final Fantasy XIV underare

The two new occupations that have been introduced to Final Fantasy XIV underare Viper and Pictomancer .Using the Dawntrail expansion, and while if drawing adorable images seems like a good time, most people prefer the former because to its flashy moveset and twin blades.

In Final Fantasy XIV, the Viper Job may first seem to be simply another typical melee DPS class, yet it has a vast moveset with 100 levels of abilities to master. The Viper Job is comparable to the Samurai in that it prioritizes raw damage output above party usefulness and bonuses. When you first start up the job, it seems quite complicated, but you'll quickly become proficient in all of its combinations.

Contents Table

How to Get the Final Fantasy XIV

Viper Job Unlocked

All you have to do in Final Fantasy XIV to get the Viper Job is finish the level 80 quest "Enter the Viper."The first Viper quest may be found in one of Eorzea's founding city-states, much like the majority of DLC Jobs. Talking to the Worried Weaver in Ul'dah near the Steps of Nald (X: 9.3, Y: 9.2) will begin the Enter the Viper quest.

At least one additional level 80 Disciple of War or Magic class is required. You must first accept the quest, however, so you won't be able to access this Job until you've played Final Fantasy XIV for a long time. The need stems from the fact that the Viper Job begins at level 80. This implies that if you choose to go through the 7.0 main narrative as a Viper, you'll need to grind a little since it will start 10 levels behind where the Dawntrail MSQ starts.

Final Fantasy XIV's Complete Viper Skills

Since Viper starts at level 80, the majority of these abilities will be available to you right away. Spend some time examining them and going through the tooltips before entering your first dungeon.

ActionLevel AcquiredEffect
Steel Fangs1Delivers an attack with a potency of 200.
Hunter’s Sting5Delivers an attack with a potency of 260.
Additional Effect: Grants Hunter’s Instinct
Hunter’s Instinct Effect: Increases damage dealt by 10%
Duration: 40s
Can only be executed after successfully landing Steel Fangs or Dread Fangs.

This action cannot be assigned to a hotbar.
Steel Fangs changes to Hunter’s Sting when requirements for execution are met.
Dread Fangs10Delivers an attack with a potency of 140.
Additional Effect: Afflicts target with Noxious Gnash
Noxious Gnash Effect: Increases damage you deal to target by 10%
Duration: 20s
Extends Noxious Gnash duration by 20s to a maximum of 40s.
Writhing Snap15Delivers a ranged attack with a potency of 200.
Swiftskin’s Sting20Delivers an attack with a potency of 260.
Additional Effect: Grants Swiftscaled
Swiftscaled Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%
Duration: 40s
Can only be executed after successfully landing Steel Fangs or Dread Fangs.

This action cannot be assigned to a hotbar.
Dread Fangs changes to Swiftskin’s Sting when requirements for execution are met.
Steel Maw25Delivers an attack with a potency of 100 to all nearby enemies.
Flanksting Strike30Delivers an attack with a potency of 300.
360 when executed from a target’s flank.
Potencies are increased by 100 while under the effect of Flankstung Venom.
Additional Effect: Grants Hindstung Venom
Hindstung Venom Effect: Increases potency of Hindsting Strike by 100
Duration: 40s
Effect cannot be stacked with other viper venom effects.
Additional Effect: Increases Serpent Offerings Gauge by 10
Can only be executed after successfully landing Hunter’s Sting.

This action cannot be assigned to a hotbar.
Hunter’s Sting changes to Flanksting Strike when requirements for execution are met.
Flanksbane Fang30Delivers an attack with a potency of 300.
360 when executed from a target’s flank.
Potencies are increased by 100 while under the effect of Flanksbane Venom.
Additional Effect: Grants Hindsbane Venom
Hindsbane Venom Effect: Increases potency of Hindsbane Fang by 100
Duration: 40s
Effect cannot be stacked with other viper venom effects.
Additional Effect: Increases Serpent Offerings Gauge by 10
Can only be executed after successfully landing Hunter’s Sting.

This action cannot be assigned to a hotbar.
Swiftskin’s Sting changes to Flanksbane Fang when requirements for execution are met.
Hindsting Strike30Delivers an attack with a potency of 300.
360 when executed from a target’s rear.
Potencies are increased by 100 while under the effect of Hindstung Venom.
Additional Effect: Grants Flanksbane Venom
Flanksbane Venom Effect: Increases potency of Flanksbane Fang by 100
Duration: 40s
Effect cannot be stacked with other viper venom effects.
Additional Effect: Increases Serpent Offerings Gauge by 10
Can only be executed after successfully landing Swiftskin’s Sting.

This action cannot be assigned to a hotbar.
Hunter’s Sting changes to Hindsting Strike when requirements for execution are met.
Hindsbane Fang30Delivers an attack with a potency of 300.
360 when executed from a target’s rear.
Potencies are increased by 100 while under the effect of Hindsbane Venom.
Additional Effect: Grants Flankstung Venom
Flankstung Venom Effect: Increases potency of Flanksting Strike by 100
Duration: 40s
Effect cannot be stacked with other viper venom effects.
Additional Effect: Increases Serpent Offerings Gauge by 10
Can only be executed after successfully landing Swiftskin’s Sting.

This action cannot be assigned to a hotbar.
Swiftskin’s Sting changes to Hindsbane Fang when requirements for execution are met.
Dread Maw35Delivers an attack with a potency of 80 to all nearby enemies.
Additional Effect: Afflicts target with Noxious Gnash
Noxious Gnash Effect: Increases damage you deal target by 10%
Duration: 20s
Extends Noxious Gnash duration by 20s to a maximum of 40s.
Slither40Rush to a targeted enemy’s or party member’s location.
Maximum Charges: 3
Cannot be executed while bound.
Hunter’s Bite40Delivers an attack with a potency of 120 to all nearby enemies.
Additional Effect: Grants Hunter’s Instinct
Hunter’s Instinct Effect: Increases damage dealt by 10%
Duration: 40s
Can only be executed after successfully landing Steel Maw or Dread Maw.

This action cannot be assigned to a hotbar.
Steel Maw changes to Hunter’s Bite when requirements for execution are met.
Swiftskin’s Bite45Delivers an attack with a potency of 120 to all nearby enemies.
Additional Effect: Grants Swiftscaled
Swiftscaled Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%
Duration: 40s
Can only be executed after successfully landing Steel Maw or Dread Maw.

This action cannot be assigned to a hotbar.
Dread Maw changes to Swiftskin’s Bite when requirements for execution are met.
Jagged Maw50Delivers an attack with a potency of 140 to all nearby enemies.
Potencies are increased by 20 while under the effect of Grimhunter’s Venom.
Additional Effect: Grants Grimskin’s Venom
Grimskin’s Venom Effect: Increases potency of Bloodied Maw by 20
Duration: 40s
Effect cannot be stacked with other viper venom effects.
Additional Effect: Increases Serpent Offerings Gauge by 10
Can only be executed after successfully landing Hunter’s Bite or Swiftskin’s Bite.

This action cannot be assigned to a hotbar.
Hunter’s Bite changes to Jagged Maw when requirements for execution are met.
Bloodied Maw50Delivers an attack with a potency of 140 to all nearby enemies.
Potencies are increased by 20 while under the effect of Grimskin’s Venom.
Additional Effect: Grants Grimhunter’s Venom
Grimhunter’s Venom Effect: Increases potency of Jagged Maw by 20
Duration: 40s
Effect cannot be stacked with other viper venom effects.
Additional Effect: Increases Serpent Offerings Gauge by 10
Can only be executed after successfully landing Hunter’s Bite or Swiftskin’s Bite.

This action cannot be assigned to a hotbar.
Swiftskin’s Bite changes to Bloodied Maw when requirements for execution are met.
Serpent’s Tail55Changes to Death Rattle, Last Lash, First Legacy, Second Legacy, Third Legacy, or Fourth Legacy when requirements for execution are met.
Death Rattle55Delivers an attack with a potency of 250.
Can only be executed after successfully landing Flanksting Strike, Flanksbane Fang, Hindsting Strike, or Hindsbane Fang.

This action cannot be assigned to a hotbar.
Serpent’s Tail changes to Death Rattle when requirements for execution are met.
Last Lash60Delivers an attack with a potency of 100 to all nearby enemies.
Can only be executed after successfully landing Jagged Maw or Bloodied Maw.

This action cannot be assigned to a hotbar.
Serpent’s Tail changes to Last Lash when requirements for execution are met.
Dreadwinder65Delivers an attack with a potency of 450.
Additional Effect: Afflicts target with Noxious Gnash
Noxious Gnash Effect: Increases damage you deal target by 10%
Duration: 20s
Extends Noxious Gnash duration by 20s to a maximum of 40s.
Additional Effect: Grants a Rattling Coil, up to a maximum of 3
Maximum Charges: 2
Shares a recast timer with Pit of Dread.
Hunter’s Coil65Delivers an attack with a potency of 500.
550 when executed from a target’s flank.
Additional Effect: Grants Hunter’s Instinct
Hunter’s Instinct Effect: Increases damage dealt by 10%
Duration: 40s
Additional Effect: Grants Hunter’s Venom
Hunter’s Venom Effect: Increases potency of Twinfang Bite by 50
Duration: 30s
Additional Effect: Increases Serpent Offerings Gauge by 5
Upon successfully landing this action, Twinfang changes to Twinfang Bite, and Twinblood changes to Twinblood Bite.
These actions can be executed a total of two times following Hunter’s Coil.
Can only be executed after landing Dreadwinder or Swiftskin’s Coil.
This weaponskill does not share a recast timer with any other actions.
Swiftskin’s Coil65Delivers an attack with a potency of 500.
550 when executed from a target’s rear.
Additional Effect: Grants Swiftscaled
Swiftscaled Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%
Duration: 40s
Additional Effect: Grants Swiftskin’s Venom
Swiftskin’s Venom Effect: Increases potency of Twinblood Bite by 50
Duration: 30s
Additional Effect: Increases Serpent Offerings Gauge by 5
Upon successfully landing this action, Twinfang changes to Twinfang Bite, and Twinblood changes to Twinblood Bite.
These actions can be executed a total of two times following Swiftskin’s Coil.
Can only be executed after landing Dreadwinder or Hunter’s Coil.
This weaponskill does not share a recast timer with any other actions.
Pit of Dread70Delivers an attack with a potency of 200 to all nearby enemies.
Additional Effect: Afflicts target with Noxious Gnash
Noxious Gnash Effect: Increases damage you deal target by 10%
Duration: 20s
Extends Noxious Gnash duration by 20s to a maximum of 40s.
Additional Effect: Grants a Rattling Coil, up to a maximum of 3
Maximum Charges: 2
Shares a recast timer with Dreadwinder.
Hunter’s Den70Delivers an attack with a potency of 250 to all nearby enemies.
Additional Effect: Grants Hunter’s Instinct
Hunter’s Instinct Effect: Increases damage dealt by 10%
Duration: 40s
Additional Effect: Grants Fellhunter’s Venom
Fellhunter’s Venom Effect: Increases potency of Twinfang Thresh by 30
Duration: 30s
Additional Effect: Increases Serpent Offerings Gauge by 5
Upon successfully landing this action, Twinfang changes to Twinfang Thresh, and Twinblood changes to Twinblood Thresh.
These actions can be executed a total of two times following Hunter’s Den.
Can only be executed after Pit of Dread or Swiftskin’s Den.
This weaponskill does not share a recast timer with any other actions.
Swiftskin’s Den70Delivers an attack with a potency of 250 to all nearby enemies.
Additional Effect: Grants Swiftscaled
Swiftscaled Effect: Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%
Duration: 40s
Additional Effect: Grants Fellskin’s Venom
Fellskin’s Venom Effect: Increases potency of Twinblood Thresh by 30
Duration: 30s
Additional Effect: Increases Serpent Offerings Gauge by 5
Upon successfully landing this action, Twinfang changes to Twinfang Thresh, and Twinblood changes to Twinblood Thresh.
These actions can be executed a total of two times following Swiftskin’s Den.
Can only be executed after Pit of Dread or Hunter’s Den.
This weaponskill does not share a recast timer with any other actions.
Twinfang75Changes to Twinfang Bite, Twinfang Thresh, or Uncoiled Twinfang when requirements for execution are met.
Twinblood75Changes to Twinblood Bite, Twinblood Thresh, or Uncoiled Twinblood when requirements for execution are met.
Twinfang Bite75Delivers an attack with a potency of 100.
Hunter’s Venom Potency: 150
Additional Effect: Grants Swiftskin’s Venom when executed after Hunter’s Coil
Duration: 30s
Can only be executed after successfully landing Hunter’s Coil or Swiftskin’s Coil.

This action cannot be assigned to a hotbar.
Twinfang changes to Twinfang Bite when requirements for execution are met.
Twinblood Bite75Delivers an attack with a potency of 100.
Swiftskin’s Venom Potency: 150
Additional Effect: Grants Hunter’s Venom when executed after Swiftskin’s Coil
Duration: 30s
Can only be executed after successfully landing Hunter’s Coil or Swiftskin’s Coil.

This action cannot be assigned to a hotbar.
Twinblood changes to Twinblood Bite when requirements for execution are met.
Twinfang Thresh80
Delivers an attack with a potency of 50 to all nearby enemies.
Fellhunter’s Venom Potency: 8
Additional Effect: Grants Fellskin’s Venom when executed after Hunter’s Den
Duration: 30s
Can only be executed after successfully landing Hunter’s Den or Swiftskin’s Den.

This action cannot be assigned to a hotbar.
Twinfang changes to Twinfang Thresh when requirements for execution are met.
Twinblood Thresh80Delivers an attack with a potency of 50 to all nearby enemies.
Fellskin’s Venom Potency: 80
Additional Effect: Grants Fellhunter’s Venom when executed after Swiftskin’s Den
Duration: 30s
Can only be executed after successfully landing Hunter’s Den or Swiftskin’s Den.

This action cannot be assigned to a hotbar.
Twinblood changes to Twinblood Thresh when requirements for execution are met.
Uncoiled Fury82Delivers an attack with a potency of 600 to the first enemy, and 50% less for all remaining enemies.
Additional Effect: Grants Poised for Twinfang
Poised for Twinfang Effect: Increases the potency of Uncoiled Twinfang by 50
Duration: 60s
Rattling Coil Cost: 1
This weaponskill does not share a recast timer with any other actions.
Serpent’s Ire86Grants one stack of Rattling Coil.
Grants Ready to Reawaken.
Duration: 30s
Can only be executed while in combat.
Reawaken90Delivers an attack with a potency of 700 for the first enemy, and 60% less for all remaining enemies.
Additional Effect: Grants 5 stacks of Anguine Tribute
Duration: 30s
Serpent Offerings Gauge Cost: 50
First Generation90Delivers an attack with a potency of 400 to the first enemy, and 60% less for all remaining enemies.
Potency is increased to 600 when executed after Reawaken.
Anguine Tribute Cost: 1
This weaponskill does not share a recast timer with any other actions.

This action cannot be assigned to a hotbar.
Steel Fangs and Steel Maw change to First Generation when requirements for execution are met.
Second Generation90Delivers an attack with a potency of 400 to the first enemy, and 60% less for all remaining enemies.
Potency is increased to 600 when executed after First Generation.
Anguine Tribute Cost: 1
This weaponskill does not share a recast timer with any other actions.

This action cannot be assigned to a hotbar.
Dreadfang and Dread Maw change to Second Generation when requirements for execution are met.
Third Generation90Delivers an attack with a potency of 400 to the first enemy, and 60% less for all remaining enemies.
Potency is increased to 600 when executed after Second Generation.
Anguine Tribute Cost: 1
This weaponskill does not share a recast timer with any other actions.

This action cannot be assigned to a hotbar.
Hunter’s Coil and Hunter’s Den change to Third Generation when requirements for execution are met.
Fourth Generation90Delivers an attack with a potency of 400 to the first enemy, and 60% less for all remaining enemies.
Potency is increased to 600 when executed after Third Generation.
Anguine Tribute Cost: 1
This weaponskill does not share a recast timer with any other actions.

This action cannot be assigned to a hotbar.
Swiftskin’s Coil and Swiftskin’s Den change to Fourth Generation when requirements for execution are met.
Uncoiled Twinfang92Delivers an attack with a potency of 100 to the first enemy, and 50% less for all remaining enemies.
Poised for Twinfang Potency: 150
Additional Effect: Grants Poised for Twinblood
Poised for Twinblood Effect: Increases the potency of Uncoiled Twinblood by 50
Duration: 60s
Can only be executed after Uncoiled Fury.

This action cannot be assigned to a hotbar.
Twinfang changes to Uncoiled Twinfang when requirements for execution are met.
Uncoiled Twinblood92Delivers an attack with a potency of 100 to the first enemy, and 50% less for all remaining enemies.
Poised for Twinblood Potency: 150
Can only be executed after Uncoiled Fury.

This action cannot be assigned to a hotbar.
Twinblood changes to Uncoiled Twinblood when requirements for execution are met.
Ouroboros96Delivers an attack with a potency of 1,050 to the first enemy, and 60% less for all remaining enemies.
Reawakened effect expires upon execution.
Requires at least one stack of Anguine Tribute.
This weaponskill does not share a recast timer with any other actions.

This action cannot be assigned to a hotbar.
Reawaken changes to Ouroboros when requirements for execution are met.
First Legacy100Delivers an attack with a potency of 250 to the first enemy, and 60% less for all remaining enemies.
Can only be executed after First Generation.

This action cannot be assigned to a hotbar.
Serpent’s Tail changes to First Legacy when requirements for execution are met.
Second Legacy100Delivers an attack with a potency of 250 to the first enemy, and 60% less for all remaining enemies.
Can only be executed after Second Generation.

This action cannot be assigned to a hotbar.
Serpent’s Tail changes to Second Legacy when requirements for execution are met.
Third Legacy100Delivers an attack with a potency of 250 to the first enemy, and 60% less for all remaining enemies.
Can only be executed after Third Generation.

This action cannot be assigned to a hotbar.
Serpent’s Tail changes to Third Legacy when requirements for execution are met.
Fourth Legacy100Delivers an attack with a potency of 250 to the first enemy, and 60% less for all remaining enemies.
Can only be executed after Fourth Generation.

This action cannot be assigned to a hotbar.
Serpent’s Tail changes to Fourth Legacy when requirements for execution are met.

Job Rotation for Final Fantasy XIV Vipers

In Final Fantasy XIV, the primary Viper rotation consists of many fluid combinations that culminate in special abilities that boost the potencies of other skills and inflict status ailments. Although at first it seems overwhelming, it's actually simply a lot of plates that you have to keep spinning.Level 80 Viper Rotation

When you initially get Viper at level 80, you'll just need to care about the Job's fundamental combinations. Concerning the Job gauge, don't worry or meters just yet. When you get abilities like Uncoiled Fury at level 82 or Reawaken at level 90, they become active. Just concentrate on mastering the staple combinations for the time being.
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For Viper, there are two single target combo strings () and two AOE combo strings (). Either Steel Fangs or Dread Fangs opens the main combo sequence. Either Hunter's Sting or Swiftskin's Sting may be the second assault. (These may be used as a follow-up to any Fang assault). Lastly, there are two possible outcomes from Hunter's Sting: Flanksting Strike or Flanksbane Fang, and Hindsting Strike or Hindsbane Fang from Swiftskin's Sting.It may seem overwhelming, but allow me to explain. Simply press the flashing buttons when they appear for a simple explanation. The subsequent steps in the combination will instantly take the place of the current actions on your hotbar and be highlighted so you can quickly identify which ones to push. You may choose any highlighted skill by pressing on it. When you're just getting started using Viper, that's basically all you really need to know. If you want a more thorough description of what each feature does, you may continue reading.The initial strikes for the single target combination are essentially the same: Steel Fangs and Dread Fangs. However, the latter creates a debuff known as Noxious Gnash , which amplifies your damage to a target by 10%. After that, Hunter's Instinct and Swiftscaled are applied by Hunter's Sting and Swiftskin's Sting, respectively. The former lowers your auto-attack latency, while the latter adds an additional 10% to the damage you do.Ultimately, any combo finisher whose name starts with "Flank" or "Hind" is just a positional that does more damage to a target's side or back. Each one bestows a benefit that raises the other positional's damage on the same side. For instance, Flanksbane Fang's damage will increase when Flanksting Strike is used, and the same is true for Hind assaults.To ensure that they are always boosted, you should ideally switch between the two attacks for each position. Apply both Fangs, then both Strikes, and then repeat. You will be able to employ Death Rattle as an all-powerful combo finisher after landing any of these positionals.
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The same bonuses are applied to the second single-target combination, however the opener has a 40-second cooldown .therefore you won't be able to utilize it very frequently. This is due to the fact that this combination raises your Serpent's Offering and gives Rattling Coils .meter, significant indicators on your job gauge that will gain significance as you achieve further talents.Fortunately, the second combination is considerably simpler. Simply complete Dreadwinder , Hunter's Coil , and Swiftskin's Coil. You may use both of the coil talents after Dreadwinder in any sequence since they are interchangeable. But keep in mind that they're positionals!
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The primary AOE combination for Dreadwinder is the same as the single-target combo, but with different names while it's on cooldown.The first trio consists of Steel Maw, Hunter’s Bite, and Jagged Maw, while the second trio consists of Dread Maw, Swiftskin’s Bite, and Bloodied Maw. It should come easy to you since they have the same principles and provide the same bonuses as single-target combos.
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This is the best Final Fantasy XIV level 80 basic Viper rotation. To help you understand why each talent is positioned where it is, the buffs that are applied by each skill are stated in parenthesis.
  1. Dreadwinder
  2. Hunter’s Coil (Hunter’s Instinct)
  3. Twinfang Bite
  4. Twinblood Bite
  5. Swiftskin’s Coil (Noxious Gnash)
  6. Twinfang Bite
  7. Twinblood Bite
  8. Dread Fangs (Noxious Gnash)
  9. Hunter’s Sting (Hunter’s Instinct)
  10. Flanksting Strike
  11. Death Rattle
  12. Steel Fangs
  13. Swiftskin’s Sting (Swiftscaled)
  14. Hindsting Strike
  15. Death Rattle
  16. Steel Fangs
  17. Hunter’s Sting
  18. Flanksbane Fang
  19. Death Rattle
  20. Steel Fangs
  21. Swiftskin’s Sting (Swiftscaled)
  22. Hindsbane Fang
  23. Death Rattle
To restart, just rinse and repeat this combination list until Dreadwinder becomes accessible once again. For further protection, mix in Dread Fangs and Hunter's Sting to keep your buffs up at all times. Just hit the bright buttons, remember.

Viper AOE Rotation at Level 80

The fundamental AOE rotation is essentially the same thing for Viper, although with different skill names. The basic idea remains the same, and you will still get the same benefits. This AOE Viper rotation should be used while facing up against a group of foes.
  1. Pit of Dread
  2. Hunter’s Den
  3. Swiftskin’s Den
  4. Dread Maw
  5. Last Lash
  6. Hunter’s Bite
  7. Jagged Maw
  8. Last Lash
  9. Steel Maw
  10. Swiftskin’s Bite
  11. Bloodied Maw
  12. Last Lash
It is essentially the same thing, as you can see. You repeat the primary combination to maintain the effects of your buffs, and there's a combo that adds items to your Job gauge while it's on cooldown.Viper Rotation at Level 90

At level 90, your Viper rotation is mostly unchanged, but you must take note of three new abilities. Uncoiled Fury is the first, an AOE that uses up a Rattling Coil. You may get two of them at a time by working through your basic combinations. All you need to do is plop Uncoiled Fury into your hotbar anytime it begins to glow.Serpent's Ire is the next ability you should be aware of, in relation to Uncoiled Fury. Use this everytime it comes off cooldown since it only gets you a Rattling Coil.Ultimately, the most crucial addition to your Viper rotation is Reawaken . It's a strong AOE that will inevitably appear as you go through your combinations since it requires 50 Serpent's Offering gauge points. Your talents will instantly become First Generation, Second Generation, Third Generation, and Fourth Generation once you perform Reawaken. This combination is just very potent. Simply go back to your regular combination rotation until the Reawaken combo appears again after using it!Step 100 Viper Rotation

With a few minor adjustments here and there, the Viper rotation mostly stays the same at level cap of 100. At level 90, the primary mechanic of the Job, Reawaken, became accessible, meaning there isn't much else to learn. Actually, after you reach level 90, you are unable to add anything else to your hotbar!Once you reach level 90 as a Viper, every new talent you get is merely an enhanced version of an already-existing one. After using Uncoiled Fury, for instance, you may employ upgraded versions of the fundamental abilities, such as Uncoiled Twinfang and and Uncoiled Twinblood . Ouroboros is a fresh combination finisher for the burst phase of Reawakening. Your burst phase becomes even more potent when you add an extra set of abilities that finish in "Legacy" to the Generation set of skills.That is all there is to know about playing as a level 100 Viper in Final Fantasy XIV. Continue to manipulate your positionals and buffs, push the glowing buttons, and use your Reawaken burst when it appears. Cheers to your successful search!

Final Fantasy XIV's Greatest Viper Hotbar Configuration

If you're playing FFXIV's Viper Job, we suggest setting up your hotbar like this. Your AOE and single-target talents are all kept separate, while the more situational abilities are kept in their own column on the right.
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The Top FFXIV Viper Weapons and How to Get Them

In Final Fantasy XIV, there are many of amazing Viper weapons to find, but most of them aren't accessible until you hit the level limit of 100. when leveling up will still need you to purchase new swords, you shouldn't simply buy every piece of leveling equipment when studying Viper.Visit the Crystarium after accepting the job at level 80 to get the Augmented Cryptlurker Viper weapon for Allagan Tomestones of Poetics. This should be sufficient for you until you reach level 90, at which time you should go to either or Sharlayan .Radz-at-Han to get the level 90.Upgraded Clintum a weapon for your Viper.Your augmented Crendulum gear will get you through the majority of the Dawntrail MSQ, but around level 95 is when you should start looking for replacements. Playing through dungeons allows you to just roll on any Viper weapon you see, making the gearing procedure considerably simpler at these levels. Visit the market board if you need to level up your items and are having trouble finding drops from dungeons.or have a buddy construct the best pair of swords you can equip you .

FFXIV Dawntrail: How to Level Viper to 100 Quickly

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It will take some time to level up the Viper Job to the Dawntrail level cap of 100; fortunately, the Dawntrail MSQ simplifies the level 90–100 grind considerably if you want to play the Viper in the 7.0 narrative. There will be a lot of slogging ahead if not.When using any of these tactics, be sure to consume food in order to get the XP bonus, and join an active Free Company in order to benefit from their additional XP buff. Additionally, if you have the Azeyma's Earring pre-order bonus , remember to equip it. Through level 90, you will get a 30% additional XP for this. Magnificent TailsOne of the simplest methods to make quick progress in the Viper leveling process is to play Wondrous Tails . No matter where you are in the leveling process, just go to Khloe in Idyllshire to claim a journal each week and do enough tasks to get a guaranteed half level of XP.But regardless of your level, you always earn a half level of XP, therefore we advise saving Khloe's notepad for last, once you've completed all the other daily and weekly XP farms available. In Final Fantasy XIV, roulettes are the main way to level up most jobs, including Viper. There's no reason to turn in your Wondrous Tails journal at level 80 to receive half a level of experience when you can complete your roulettes and other XP farms at level 82 or 83. Once Viper has been unlocked, hit them all each day. You won't need to level the job up to access high-level roulettes since it begins at level 80. Simply complete them all—yes, even Frontline—to earn a significant amount of experience points each day.

Bojza

The Bozja ( )As long as you have the patience, grinding offers a never-ending supply of experience points. Even if Jobs 71–90 are mostly leveled with them, you may still get decent experience points (XP) beyond 90 as you go towards 100. You may be better off sticking out in Bozja and grinding FATEs, since both Dawntrail Jobs are DPS classes and dungeon lineups can be rather lengthy.

Quests of the Allied Society

Although not as profitable, the tasks that were once called Tribal Quests provide a substantial daily XP boost, and they're quite fast and simple to complete. You may complete the Arkasodara and Pixie tasks in Thavnair and Il Mheg, respectively, since Viper is a Disciple of War Job. You may finish them quickly, taking just a few minutes apiece, and get right into your regular grinding workouts.

Spam Dungeon

One of the quickest methods to level up the Viper Job in Final Fantasy XIV is to repeatedly queue for the highest-level dungeon that is accessible to you, provided that you don't mind waiting. Since this is a DPS job, there will be lengthy lines. While you wait, grind FATEs in high-level zones. Before you go to the next dungeon, you must complete each one two or three times to get to a high enough level.Fortunately, if you don't mind going on adventures with non-player characters, you can use the Trust system to bypass the lines. Although the dungeon clearing process may take longer, you'll have a stress-free atmosphere to perfect your Viper rotation and get knowledgeable about the nuances of the Job. Additionally, this is a fantastic method of leveling the Pictomancer Job!That is all there is to know about Final Fantasy XIV's Viper Job! One of the most rewarding classes in Final Fantasy XIV, it pairs well with some of the new challenges included in the Dawntrail update. Additionally, the new graphics update included in version 7.0 makes all of the Viper gear appear fantastic.

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