Place a waymark in the pit, right against the outer edge, tell them to stack inside it. Works like a charm.
Place a waymark in the pit, right against the outer edge, tell them to stack inside it. Works like a charm.
And this is why we now have flat circle arenas. Yoshi-P's explanation doesn't exactly explain why the arenas are actually circles, a melee isn't in any extra disadvantage in T1 than they are in the flat circles, it only explains why there are no hovering platforms etc. around with mechanics involved.It's because height elevation messes with AoEs. Most AoEs have a pretty limited vertical range. And as you can see for divebombs, it doesn't take much height difference to avoid getting hit.
Chimera's another example of how it's used; it's why everyone pulls Chimera to the tree on top of the hill, so that ranged people don't have to worry about Dragon's Voice, and then you only have to worry about silencing Ram's Voice to keep melees safe (although most players nowadays only know the hill part, and don't silence Ram's Voice).
You might want to consider filtering some of the UI on your party members. For me I have party members set to initials only, titles off and hp bar off (because you already have one on your party menu) and effects for party set to "some". There's a lot of things going on during this phase and if people aren't in tuned then you will wipe. Btw its 40 seconds after the snakes appear for the divebombs start again so you can use this macro as soon as they pop:
/p 40 seconds till divebombs <se.#> <wait.30>
/p 10 seconds till divebombs stack NOW! <se.#>
It could be easier if you weren't trying to cheese it with the pit way.
If only it were this simple in the runs I get in. You can tell them "Stand directly inside the waymark! No where else!" And they still seem to hear "Stand somewhere in the general vicinity of the way mark, or whereever else you want too..."
It should also be noted that T5 is the only instance so far where the divebomb mechanic works backward: Divebombs come from where the marker APPEARS, not where it disappears. So placement is everything. 2 steps forward is too far forward and changes Twintania's flight path to come in right behind the entire party.
Have you done t13? It's exactly the same, t9 is the exception.It should also be noted that T5 is the only instance so far where the divebomb mechanic works backward: Divebombs come from where the marker APPEARS, not where it disappears. So placement is everything. 2 steps forward is too far forward and changes Twintania's flight path to come in right behind the entire party.
I never said it was. I'm just saying that's the reason why people are reluctant to get too close to the wall.Staying too far out and risking a whole party wipe is hardly a better alternative.
No, the problem is that it's pretty damn hard to even SEE your hitbox with everyone crammed on that little space, and the margin for error is little.It doesn't though, your player hitbox is tiny and you can have some of your character model in the actual line before you die.
Much like you, the problem is that most players don't understand how hixboxes work.
They could make divebombs a visable ground line AoE that you can run out of so you don't have to stand right next to a insta death wall, but people would probably think that's to easy...
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