Viper and Pictomancer are the two new jobs added to Final Fantasy XIV with the Dawntrail expansion, and while painting cute pictures sounds like a fun time, most people lean toward the former’s dual blades and flashy moveset.
The Viper Job in Final Fantasy XIV may seem like just another bog standard melee DPS class at first glance, but it has an extensive moveset with 100 levels of skills to learn. It forgoes party utility and buffs in favor of raw damage output, making the Viper Job similar to Samurai. It’s a pretty complex Job when you first pick it up, but you’ll master its many combos in no time.
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How to Unlock the Viper Job in Final Fantasy XIV
To unlock the Viper Job in Final Fantasy XIV, all you need to do is complete the level 80 quest “Enter the Viper.” Like most DLC Jobs, the starting Viper quest is located in one of the starting city-states of Eorzea. The Enter the Viper quest can be started by talking to the Worried Weaver in Ul’dah at the Steps of Nald (X: 9.3, Y:9.2).
You have to have at least one other Disciple of War or Magic class at level 80 in order to accept the quest, however, so you won’t be able to unlock this Job until you’ve sunk a lot of time into Final Fantasy XIV. The Viper Job starts at level 80, which is the reason behind the requirement. This means it’ll be 10 levels behind where the Dawntrail MSQ begins, so there’s some grinding in your future if you want to play through the 7.0 main storyline as a Viper.
All Viper Skills in Final Fantasy XIV
Since Viper begins at level 80, you’ll have most of these skills unlocked by default. Take the time to study them and read the tooltips before hopping into your first dungeon.
Action | Level Acquired | Effect |
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Steel Fangs | 1 | Delivers an attack with a potency of 200. |
Hunter’s Sting | 5 | Delivers 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 Fangs | 10 | Delivers 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 Snap | 15 | Delivers a ranged attack with a potency of 200. |
Swiftskin’s Sting | 20 | Delivers 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 Maw | 25 | Delivers an attack with a potency of 100 to all nearby enemies. |
Flanksting Strike | 30 | Delivers 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 Fang | 30 | Delivers 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 Strike | 30 | Delivers 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 Fang | 30 | Delivers 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. |
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Dread Maw | 35 | Delivers 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. |
Slither | 40 | Rush to a targeted enemy’s or party member’s location. Maximum Charges: 3 Cannot be executed while bound. |
Hunter’s Bite | 40 | Delivers 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 Bite | 45 | Delivers 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 Maw | 50 | Delivers 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 Maw | 50 | Delivers 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 Tail | 55 | Changes to Death Rattle, Last Lash, First Legacy, Second Legacy, Third Legacy, or Fourth Legacy when requirements for execution are met. |
Death Rattle | 55 | Delivers 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 Lash | 60 | Delivers 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. |
Dreadwinder | 65 | Delivers 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. |
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Hunter’s Coil | 65 | Delivers 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 Coil | 65 | Delivers 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 Dread | 70 | Delivers 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 Den | 70 | Delivers 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 Den | 70 | Delivers 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. |
Twinfang | 75 | Changes to Twinfang Bite, Twinfang Thresh, or Uncoiled Twinfang when requirements for execution are met. |
Twinblood | 75 | Changes to Twinblood Bite, Twinblood Thresh, or Uncoiled Twinblood when requirements for execution are met. |
Twinfang Bite | 75 | Delivers 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 Bite | 75 | Delivers 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 Thresh | 80 | 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. |
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Twinblood Thresh | 80 | Delivers 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 Fury | 82 | Delivers 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 Ire | 86 | Grants one stack of Rattling Coil. Grants Ready to Reawaken. Duration: 30s Can only be executed while in combat. |
Reawaken | 90 | Delivers 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 Generation | 90 | Delivers 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 Generation | 90 | Delivers 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 Generation | 90 | Delivers 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 Generation | 90 | Delivers 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 Twinfang | 92 | Delivers 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 Twinblood | 92 | Delivers 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. |
Ouroboros | 96 | Delivers 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 Legacy | 100 | Delivers 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 Legacy | 100 | Delivers 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 Legacy | 100 | Delivers 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 Legacy | 100 | Delivers 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. |
Final Fantasy XIV Viper Job Rotation
The main Viper rotation in FFXIV involves several fluid combos that end with unique skills that inflict status effects and raise the potencies of other skills. It’s a lot to take in at first, but it’s really just a bunch of plates that you need to keep spinning.
Level 80 Viper Rotation
At level 80 when you first unlock Viper, you’ll only have to worry about the basic combos of the Job. Don’t worry about the Job gauge or meters just yet. Those come into play when you unlock skills like Uncoiled Fury at level 82 or Reawaken at level 90. For now, just focus on nailing the bread-and-butter combos.
There are two single target combo strings and two AOE combo strings for Viper. The main combo sequence begins with either Steel Fangs or Dread Fangs. The second attack can be either Hunter’s Sting or Swiftskin’s Sting (either of these can follow up either of the Fang attacks). Finally, Hunter’s Sting can lead to either Flanksting Strike or Flanksbane Fang, and Swiftskin’s Sting can lead to either Hindsting Strike or Hindsbane Fang.
I know it sounds like a lot, but let me break it down for you. For a basic explanation, just press the glowing buttons when they pop up. The actions on your hotbar will automatically be replaced by the next steps in the combo and they’ll be highlighted so you know which ones to press. If multiple skills are highlighted, you can press either one. That’s all you really need to know for Viper when you’re first starting out, but you can keep reading on if you want a more detailed explanation of what everything does.
Steel Fangs and Dread Fangs (the starting strikes for the single target combo) are really the same thing, but the latter applies a debuff called Noxious Gnash which increases the damage you do to a target by 10%. From there, Hunter’s Sting and Swiftskin’s Sting apply Hunter’s Instinct and Swiftscaled respectively. The former increases the damage you deal by a further 10%, while the latter reduces your auto-attack delay.
Finally, each of the combo finishers with names beginning with “Flank” or “Hind” are just positionals that deal increased damage to a target’s side or rear. Each one applies a buff that increases the damage of the other positional on the same side. For example, Flanksting Strike will make Flanksbane Fang deal increased damage, and the same goes for the Hind attacks.
Ideally, you want to alternate between the two attacks for each position so they’re always buffed. Use both Strikes, then both Fangs, then repeat. After landing any of these positionals, you’ll be able to use Death Rattle as an all-powerful combo finisher.
The second single-target combo applies the same buffs, but the opener has a 40-second cooldown so you can’t use it that often. This is because this combo grants Rattling Coils and increases your Serpent’s Offering meter, very important icons on your Job gauge that will become important later once you unlock more skills.
The second combo is thankfully much more straightforward. Just do Dreadwinder followed by Hunter’s Coil and Swiftskin’s Coil. Both Coil skills are interchangeable, so you can use them in either order after Dreadwinder. Remember that they’re positionals, though!
While Dreadwinder is on cooldown, the main AOE combo is the same as the single-target one, just with different names. Steel Maw, Hunter’s Bite, and Jagged Maw are the first trio, and Dread Maw, Swiftskin’s Bite, and Bloodied Maw are the second. These follow the same rules and give the same buffs as the single-target combos, so it should come naturally to you.
Here’s the ideal level 80 basic Viper rotation in Final Fantasy XIV. The buffs applied by each skill are listed in parentheses to give you a better idea of why each skill is placed where it is.
- Dreadwinder
- Hunter’s Coil (Hunter’s Instinct)
- Twinfang Bite
- Twinblood Bite
- Swiftskin’s Coil (Noxious Gnash)
- Twinfang Bite
- Twinblood Bite
- Dread Fangs (Noxious Gnash)
- Hunter’s Sting (Hunter’s Instinct)
- Flanksting Strike
- Death Rattle
- Steel Fangs
- Swiftskin’s Sting (Swiftscaled)
- Hindsting Strike
- Death Rattle
- Steel Fangs
- Hunter’s Sting
- Flanksbane Fang
- Death Rattle
- Steel Fangs
- Swiftskin’s Sting (Swiftscaled)
- Hindsbane Fang
- Death Rattle
Just rinse and repeat this combo list until Dreadwinder becomes available again, at which point you start all over again. Make sure to mix in Hunter’s Sting and Dread Fangs to keep your buffs up at all times, too. Remember, just press the glowing buttons.
Level 80 Viper AOE Rotation
The basic AOE rotation for Viper is basically the same thing, only with different skill names. You’ll still get the same buffs and the general concept is still the same. If you’re faced with a group of enemies, use this AOE Viper rotation.
- Pit of Dread
- Hunter’s Den
- Swiftskin’s Den
- Dread Maw
- Last Lash
- Hunter’s Bite
- Jagged Maw
- Last Lash
- Steel Maw
- Swiftskin’s Bite
- Bloodied Maw
- Last Lash
As you can see, it’s basically the same thing. There’s a combo on cooldown that adds stuff to your Job gauge and a main combo that you repeat to keep your buffs active.
Level 90 Viper Rotation
Your Viper rotation remains mostly the same at level 90, but there are three new skills that you need to pay attention to. The first is Uncoiled Fury, an AOE that consumes a Rattling Coil. These are obtained by going through your standard combos, and you can have two of them at once. Just pop Uncoiled Fury whenever it starts to glow on your hotbar and you should be fine.
Speaking of Uncoiled Fury, the next ability you need to watch out for is Serpent’s Ire. This just grants you a Rattling Coil, so use it whenever it comes off cooldown.
Finally, Reawaken is the most important new step of your Viper rotation. It’s a powerful AOE that costs 50 Serpent’s Offering gauge points, so it’ll come up naturally as you progress through your combos. After you cast Reawaken, your skills will automatically transform into First Generation, Second Generation, Third Generation, and Fourth Generation. This is just a really strong combo. After you use the Reawaken combo, just return to your normal combo rotation until it comes back up!
Level 100 Viper Rotation
At the level cap of 100, the Viper rotation remains mostly the same, just with a few additional tweaks here and there. The core mechanic of the Job — Reawaken — became available at level 90, so you don’t have much more to learn at this point. You actually can’t even put anything else on your hotbar past level 90!
Every new skill that you learn as a Viper past level 90 is just an upgraded version of an existing one. Uncoiled Twinfang and and Uncoiled Twinblood are enhanced versions of the base skills that can be executed after you use Uncoiled Fury, for example, and Ouroboros is a new combo finisher for your Reawaken burst phase. The Generation set of skills expands with an additional set of skills ending with “Legacy” as well, making your burst phase even more powerful.
That’s all you need to know about level 100 Viper gameplay in Final Fantasy XIV, though. Just keep pressing the glowing buttons, managing your positionals and buffs, and popping your Reawaken burst when it comes up. Happy hunting!
Best Viper Hotbar Setup in Final Fantasy XIV
We recommend this hotbar setup if you’re playing the Viper Job in FFXIV. It keeps all of your single-target and AOE skills separated and keeps the more situational abilities in their own section on the right.
Best Viper Weapons in FFXIV and How to Get Them
There are a ton of cool Viper weapons to discover in Final Fantasy XIV, but most of them aren’t available until you reach the level cap of 100. You’ll still need to get new swords as you level up, though, but you shouldn’t just buy every piece of leveling gear as you’re learning Viper.
When you pick up the Job at level 80, pay a visit to the Crystarium to obtain the Augmented Cryptlurker Viper weapon for Allagan Tomestones of Poetics. This will serve you well enough until you reach level 90, at which point you should visit Sharlayan or Radz-at-Han to get the level 90 Augmented Crendulum weapon for your Viper.
Augmented Crendulum gear will carry you through most of the Dawntrail MSQ, but you should start seeking replacements after level 95 or so. The gearing process is much more straightforward at these levels, though, since you can just roll on any Viper weapons that you see when playing through dungeons. If you need to increase your item level and get unlucky with dungeon drops, just hit up the market board or have a friend craft you the highest-level pair of swords that you can equip.
How to Level Viper to 100 Fast in FFXIV Dawntrail
Leveling up the Viper Job to the Dawntrail level cap of 100 will take quite some time, but thankfully, the Dawntrail MSQ makes the level 90-100 grind much easier if you’re planning on doing the 7.0 storyline as a Viper. If not, then there’s a lot of grinding ahead.
With all of these strategies, make sure you’ve eaten food to get the XP buff and join an active Free Company to take advantage of their XP buff on top of that. Also, don’t forget to equip the Azeyma’s Earring pre-order bonus if you have it. This will give you 30% bonus XP through level 90.
Wondrous Tails
Wondrous Tails is one of the easiest ways to get a head start on the Viper leveling process. Just hit up Khloe in Idyllshire to claim a journal every week and complete enough activities to get a guaranteed half level of XP regardless of where you are in the leveling process.
Since you get a half level of XP no matter what level you are, however, we recommend saving Khloe’s notebook for last after you’ve done every other daily and weekly XP farm at your disposal. Why turn in your Wondrous Tails journal when you’re level 80 to get half a level of XP when you could do your roulettes and other XP farms and get half a level of XP at level 82 or 83?
Roulettes
Roulettes are the primary method of leveling most Jobs in Final Fantasy XIV, and Viper is no exception. Once you’ve unlocked Viper, hit all of them every day. Since the Job starts at level 80, you won’t have to level it up to get access to high-level roulettes. Just do all of them (yes, even Frontline) and you’ll get a huge chunk of XP every day.
Bojza
The Bozja grind provides a never-ending source of XP as long as you have the patience for it. Despite being used mainly for leveling Jobs from 71-90, the XP gains are still pretty good past 90 as you continue along the road to 100. Since dungeon queues can take a while and both Dawntrail Jobs are DPS classes, you may have better luck hanging out in Bozja and grinding FATEs instead.
Allied Society Quests
While they’re not as lucrative, the missions formerly known as Tribal Quests provide a nice daily chunk of XP and they’re incredibly quick and easy to finish. Since Viper is a Disciple of War Job, you can do the Arkasodara and Pixie quests in Thavnair and Il Mheg respectively. These only take a few minutes each, so you can knock them out of the way at the start of your daily grinding sessions.
Dungeon Spam
If you don’t mind waiting, then queueing for the highest-level dungeon available to you over and over again is one of the fastest ways to level up the Viper Job in FFXIV. Queues will be long since it’s a DPS Job, so grind FATEs in high-level zones while you wait. It’ll take two or three runs of each dungeon before you reach a high enough level to reach the next one.
Thankfully, you can skip the lines with the Trust system if you don’t mind adventuring with NPC companions. The dungeon clears will be slower, but you’ll be provided with a stress-free environment to master your Viper rotation and learn the intricacies of the Job. This is also a great way to level the Pictomancer Job as well!
That’s all you need to know about the Viper Job in Final Fantasy XIV! It’s one of the most rewarded classes to master in FFXIV, and it’s a great fit for some of the new content that you’ll be facing in the Dawntrail expansion. Plus, all the Viper gear looks stellar with the new graphics update introduced in version 7.0.
Published: Jul 9, 2024 12:14 pm