Role-specific Advice for T13

Throwing out my opener and Adds rotation here: My party has a NIN that throws in the Slashing debuff, so I open with Path combo -> Berserk -> Eye Combo -> Fracture (offglobals in between the combo skills).
Upkeep both combos, there should be enough time for another Berserk. If you think you'll fall into Pacification right as the adds start spawning, remove the Berserk early. Somewhere around the Megaflare should be ok.

P2 starts, first add gets Unchained+Vengeance with a primed Skullsunder + Brutal Swing + Butcher's Block. Bahamut must be moved away, it's much easier that way. If possible, keep Storm's Path ready for Bahamut, just to help your healers a bit.
Second add gets Berserk + Foresight + Awareness + Thrill + Conva. Again, primed Skullsunder + Brutal Swing + Butcher's Block. You might want to remove the Berserk buff right as the add dies so you wont be pacificated when you're supposed to be hitting Bahamut. I try to keep Storm's Path ready when the add dies. Again, helping the healers.
Third add gets the same treatment as the first. Unchained+Vengeance.

My group has to tune down the DPS just so I can get a Storm's Path in before Gigaflare.

Dives are a no biggie, and our PLD pulls both of the adds to North-West. Path on the big red fella since I wont be around for much longer to DPS. Catch the noodles when they aggro your healers and pull South, prime Skullsunder for Sin and pull to the middle for AoE damage. Path on the Sin that's going to stay alive to cast the Mean Eye whatever and take the other one down. Dodge dives, PLD picks up Twintania and the noodles while you pull everything else to the middle for AoE. Dives, red big fella might still be alive so make sure 1) you dont get hit by a dive 2) your party doesnt get swiped by the big red fella.

Teraflare, prime Path on the noodles your party should've left alive to keep stacks up. Path Bahamut asap, Thrill+IB the first Akh Morn. The post I'm replying to has the rest of the Akh Morn Rotations.

Im a scaredy Warrior that keeps Defiance on at all times in the final phase, just to make sure I dont get #rekt by a Tempest Wing. Also Im not really experienced in the final phase yet, even though I've got my kill.

/r/ffxiv Thread Parent