And then you wipe at 1% because the boss you're fighting is Thunder God Cid. D:
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Ranged LB in big pulls
melee LB in boss
or
if no one doing it, just LB on 1-2 % of last boss hp regardless what role you take, so you could gpose after the dungeon is done :D
As soon as you get 1 bar on a big pull as a ranged/caster, and/or as soon as you have 2 bars on the final boss (assuming you can get 2 bars before the boss is almost dead, otherwise use ranged/caster LB1 on a big pull before the final boss).
Normally you wouldn't let any DPS use LB1 on a single target because it's a DPS loss on any properly played DPS but in DF... mhm, might as well.
Never, ever under any circumstances hold a fully charged LB for later. In dungeons use LB2 as soon as available, it's not a "finisher", it's damage. If LB ever gets the final blow, that means it's been wasted. As far as I'm concerned, a fully charged LB held for more than 10 seconds is a desperate plea for the tank or healer to yeet it out the window because DPS clearly don't want it. (The only time it's not true is in certain specific Extreme/Savage/Ultimate fights and Alexander Normal where LB has to be used at a specific time by a specific role, but in dungeons, that doesn't matter)
Overall, LB has more value when used to kill little fish in between bosses as they are more dangerous and more susceptible to AoE. The less time a big pull is alive, the fewer cooldowns the tank has to use and the less healing the healer has to do, making it smoother and less annoying for everyone.
Using LB as a finisher can be a DPS increase because of the animation lock. LB damage is dealt before the player can move/cast again, unless they're interrupted (you can use rescue to pull someone out of the animation once the cast is finished to increase DPS). LB used as a finisher gets around this because the fight ends as soon as the boss dies. In practice there will be some waste because no one will be able to time it perfectly, but with some practice you can get pretty good at judging the correct time for a finisher LB. The other benefit to a finisher LB is that healer LB3 is always available as a recovery option.
I usually play caster and use it between 1st and 2nd boss.
If melee, I use it as soon as it is LB2 and safe to do so.
If we‘re talking about best values a limit break from ranged/magic dps is a gain in anything but the boss scenario.
The values (taking them from the gamerescape wiki so let me know if they‘re incorrect) are:
2400 potency for the melee lb 1 and 1650 potency for ranged/magic lb 1. So as long as it hits at least 2 enemies its going to be a gain in using the ranged/magic lb 1.
This is the true endgame strat.
https://i.imgur.com/Ol2bonm.jpg
https://i.imgur.com/qUqwJs2.jpg
https://i.imgur.com/8J4B63H.jpg
Tank: Only use LB3 and only when everyone but you and a healer is dead. NEVER use it on a special raid wide tankbuster talked about in a live letter
DPS: never, but especially NOT when the boss is at 0.1% and the enrage is next GCD
Healer: on pull. Every time. Especially if at max health. NEVER, EVER use it if you’re the last one up
Wait... this isn’t the thread for how it’s actually used? But for how it should be used? Just flip the logic on everything above...