hmm... what about a combination of decoy and sentinel plus no other actions for 15 sec unless your the tank?
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I still don't think people are going to be riding tanks that closely in threat that they are forced to do nothing during the time Sentinel is active.
not 100% sure but I dont think Decoy works with hellfire other wise it would have been preferred over sentinel to begin with.
Yeah..somehow I think Decoy will only work for a physical or magical (think Thunder/Fire/etc.) attack. I think Hellfire falls into its own "Special Attack" category. It'd be kinda pointless for one ability to totally cancel out an attack meant to devastate parties. Sentinel just mitigated some of the damage, but didn't render the ability totally impotent.
It would be interesting if someone would test this out after the patch with the new abilities... I would but yeah if everyone in my LS reappears and we can do stuff I might try it...
The cat is bemused =-.-=
I've said it several times, but that enmity on sentinel makes me nervous. Assuming I'm not tanking, I'm gonna try decoy first.
Well I can't speak for Moogle, but at least in the case of the Ifrit, most people save Sentinel for an ill-timed eruption/plume or Hellfire. Out those 15 seconds, somehow I doubt you'll be doing anything for half of them due to movement or waiting for the Hellfire animation to finish and having Ifrit re-positioned.
Ideally that's how things will go down, but what about when a DD forgets to pop sentinel and needs a heal? It's not uncommon for that to happen.
On paper it looks like we'll still fare ok because of all the hate grabbing abilities that GLA has now, but what if they look better on paper than in reality?
I guess the ol "Wait and see" adage applies. :)
Assuming Decoy works as it currently does, it will not be able to block Hellfire.
Decoy is a very fickle ability right now, it works in certain scenario's and not in others.
For example, if Shock is cast on player A, but you are hit by its collateral AoE Decoy will not absorb the magic effect.
However, if you are solo and shock is cast on you, decoy will absorb it... most likely because the game tells the Gnat to cast the single target version instead of the AoE version.
This means currently Decoy only blocks single targeted magic attacks. Hellfire is a self-centered attack (has no target) therefor it is impossible for Decoy to block this even if you were solo.
Furthermore Decoy does not currently block -all- ranged attacks because some ranged attacks are actually flagged in game as meele attacks.
Efts ranged attack is the first one that comes to mind. You can featherfoot, diversion, and foresight its ranged attack but you cannot Decoy it.
The other one that comes to mind is Gnat's warp -> laser beam ranged attack that is flagged as meele... decoy does also not stop this but you can FF/Foresight/Div it.
It also does not block ranged AoE Weaponskills. Example that comes to mind is the air bomb toss Goblin NM uses, which is considered magic I believe as Decoy and Diversion both do not effect it. It should fall into something similar to AoE Magic category, as you can Diversion WS"s as seen on Ogre fight all WS's -should- fall into Magic, Ranged, or Meele categories.
There is no reason to assume otherwise that Decoy's base mechanics have changed so I have a strong feeling it will remain this way and will not be able to block Hellfire, or the Moogles Astral Flow shown in the preview.
Also its not known if +20% Sentinel boost is Multiplicative or Additive right now, and the exact performance loss of cross classing isn't known either its a little early to speculate that Sentinel will be good or bad yet.
Even if Sentinel (main) remains at 60%, and subbed is 50% off so 30% and lasts 7 seconds. It will still be required by every single LS to do Ifrit. (Multiplicative means GLA could get it to 72%, which isn't too unreasonable)
Also if it only lasts 50% time, or 7 seconds, the enmity gain from actions during it will be small at best.