Going as a Dancer or a Bard, you have supportive Job buffs that can help contribute more damage output in a fight. Dancers are often placed into Team C to pair up with a 1v1 player and Team F to pair up with the Flare Star BLM. Machinist on the other hand, can opt to build toward a full-DPS holster due to its high burst damage during Wildfire. There are 3 possible holster setup that you might need to prepare:
Ranged - Lost Perception Loadout [For first Trash mobs]
Some of the Ranged will be required to slot additional Lost Perception into their holster for post Boss 1 fights. Check assignments.
Flex-DPS - No Perception needed, bring relevant DPS Lost Actions. If you're a MCH, you could be placed as a Flex-DPS.
MP Battery - Uses Lost Cure II with Pure Essence to grant a very potent MP regen on the target.
Pure Essence of the Fiendhunter + Lost Cure II = a high potent MP regen on the target, while inflicting Slow+ on the Ranged. Slow+ is a stackable debuff and reduces GCD. However, with the Augmented Bozjan gear's +Haste buff, the slow debuff is hardly noticeable.
(Buff) Lost Dervish - Increases damage, critical rates and action speed. Although it's a long cooldown skill, having two Ranged alternating this buff means the party will have uptime on Dervish.
(Utility) Lost Perception - D3 (Ranged) players are assigned to do Perception in the first trash
(Utility) Lost Cure II - performing as an MP battery for the party. This combination is good for Casters and Healers with high MP consumption for maximum DPS uptime.
(MCH-only) Lost Slash - Increase potency by 3 times when the attack lands on a critical hit. This should be combo with Lost Dervish and Reassemble during the Wildfire burst phase.
Lost Perception is extremely important. Let me emphasize the importance of it. There are traps in certain areas and it could contain a bomb trap that instantly kills anyone within proximity. All traps are splash damage, so there is a small radius that could cause several deaths if not done right. To reveal these hidden traps, every Team are assigned to a Ranged to perform the Perception. As a range, you will need to proceed into the rooms first while using Lost Perception to scout for nearby traps. Do not be the one who triggers it though.
As a ranged doing perception, there is a route path suggested on the spreadsheet. Please follow that route carefully.
You should also be using Lost Dervish and Lost Perception in your active Duty Action slots. This will free up more space for additional charges of Lost Dervish and Reraisers.
As a Fresh, this is how you use your Essences:
(Deep) Essence of the Skirmisher - for Trash fight to meet the DPS checks
(Deep) Essence of the Platebearer - to survive all raidwides in Boss 1.
Bring along enough charges of Lost Dervish
Bring along enough charges of Lost Perception
Have at least x4 Resistance Reraisers. Add more when necessary.
After experiencing Boss 1 for the first time, all members will be required to use Pure Essence as a mandatory Essence. Pure Essence is required to clear Delubrum Reginae (Savage).
This loadout is suitable for a DPS-build or an MP Battery. Team A's Ranged should keep Lost Perception as an active slot as there are more traps to scan after clearing Boss 1.
If you would like to deal more damage, use Lost Font of Power.
If you have Healers and Casters who use MP heavy spells, consider using Lost Cure II to aid on their MP recovery. Note that Lost Cure II regen does not work on any BLM.
Bring along more Resistance Reraiser.
Standby additional Lost Perception, if the raid needs additional scans.
Like all Flex-DPS, your main role is to deal as much damage as possible. Having two Lost Dervish can benefit the team with maximum uptime on the buff throughout the boss encounter.
As a Fresh, this is how you use your Essences:
(Deep) Essence of the Skirmisher - for Trash fight to meet the DPS checks
(Deep) Essence of the Platebearer - to survive all raidwides in Boss 1.
Bring along enough charges of Lost Dervish
Have at least x4 Resistance Reraisers. Add more when necessary.
After experiencing Boss 1 for the first time, all members will be required to use Pure Essence as a mandatory Essence. Pure Essence is required to clear Delubrum Reginae (Savage).
Bring along x1 Pure Essence of the Fiendhunter.
Lost Font of Power. Increases damage output
Lost Dervish. Second Dervish buff for the party
Bring along sufficient Resistance Reraiser. Increase quantity as needed.
MCH only can consider bringing Lost Slash as a DPS action to increase the damage during the Wildfire burst phase. This Lost Action should be combo along with Lost Dervish and Reassemble.
Bring along x1 Pure Essence of the Fiendhunter.
Bring along enough charges of Lost Dervish
If you are on Perception duty, please have x1 Lost Perception in your holster.
Have at least x3 charges of Lost Slash. You can replace Lost Perception as soon as you clear the trash.
Have at least x4 Resistance Reraisers. Add more when necessary.
Shotcallers, also known as moderators, will announce the usage of when to use Pure Essence and Reraiser. It is always after Slimes and Golems clear.
Do not use Pure Essence and Reraiser by the cache. Failing the mechanics will require everyone to die to re-instance.
Prepare in your Cache the following:
Always use Lost Dervish when it's available.
At least 4 Resistance Reraisers. These items last for the entire lockout and only consume after KO.
If the raid can clear the first boss, it is important to check if you're still required to do Perception.