Actually, Sacred Soil is 2 yalms wider than Asylum and Collective Unconscious, which have the same radius.
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Actually, Sacred Soil is 2 yalms wider than Asylum and Collective Unconscious, which have the same radius.
And I don't really understand why. Tether from enemy to player = bad. Tether from player to player = good. It really shouldn't be that difficult to grasp. Granted there are mechanics that require for tethered players to spread apart or even come together, but these abilities are casted by mobs. Player tethers are all green iirc.
I remembered this specific mechanic after posting and edited it. There are also invisible tethers such as Judgment Nisi from Alexander, but these are very specific examples. It is definitely meant to be applied from a more generic sense, but thanks for pointing out Unholy Chain, which kiils unaware peeps often.
Next time you run Ramuh EX, tell me the next time those tethers matter. He goes down in what? maybe 4 minutes? The vault was just specifically pointed out. Can you come up with more than two examples where my generalization does not apply?
In the worst case scenario you should be able to decipher a good tether from a bad one if you possess common sense. Even if not, I am quite certain all good player to player tethers are green and definitely not red as the case with unholy chain. A player's inability to handle a mechanic is not pardoned by the lack of knowledge of a tether. If you are tethered and have no clue with it means then it is on you to ascertain that knowledge, and it can be as simple as asking about it if you do not know.
tethers in The Enkidu/Gilgamesh fight; you need to run into each other so you dispel minature status and do more than a tenth of your damage. Tether not good.
Positive/negative tethers in Alexander and other fights: stay far apart when opposites, close together with same.
They actually have an issue where they can overload mechanics like this, though. You pretty much need to have the boss focused to understand when he does stuff sometimes