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  1. #161
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Just to shed some insight, Full Thrust and Chaos Thrust are the two 'fastest' executing abilities through which you can chain a jump and both have interesting sound cues to help you time.

    Full Thrust has you lowering your polearm and then jumping upwards, there is a 'charge up' sound and then a 'release' sound that happens when you're halfway through the jump and didn't reach apex yet. The point in which the animation can be cancelled into a Jump is roughly when the jump is at it's apex and if you press the jump button at about the time the 'release' noise has went off the jump will actually go off in a smooth motion, having spent about only half a second of hte GCD (it also looks cool as hell).

    Chaos Thrust has three distinct slashing noises and a fourth 'finisher' noise. I can't help out much with the timing on that, i'm WAY too used to the noise from 1.0 which was a good 3 seconds long, but I did realize that you can cancel into a jump before the 'finisher' noise, however.
    (0)

  2. #162
    Player
    Zenmaku's Avatar
    Join Date
    Aug 2013
    Posts
    37
    Character
    Zen Maku
    World
    Brynhildr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by EasymodeX View Post


    In terms of the other discussion on Jump timing, I've noticed that Phlebotomize seems to have a relatively quick animation.
    Actually this is a good point, when I get off work tonight I'm going to have to try throwing Jumps after Phlebotomize because it does have an incredibly quick animation and see how it does
    (0)

  3. #163
    Player
    Jaybar's Avatar
    Join Date
    Sep 2013
    Posts
    2
    Character
    Jayne Barsala
    World
    Lamia
    Main Class
    Lancer Lv 35
    I'm guessing you are all talking about using Jump on bosses that are relatively tame, which is few in the endgame dungeons and battles. Jump is extremely dangerous on any boss that has particularly heavy avoidable AoE or other attacks that require movement. This means that you have to time Jump at a safe moment (after said attacks) which can cripple your rotations due to previously mentioned posts - unless you somehow land on a quick animation TP combo. This doesn't give you room to put up Power Surge, either. In fact I have just been skimming this thread after page 5 and I haven't taken notice to a PS+Jump rotation.

    Really the best jump is Shatterdive for its gap closing ability on monsters/bosses that don't require stuns.
    (0)
    Free Company Recruitment || Lamia Server visit http://eu.finalfantasyxiv.com/lodestone/character/2719067/blog/82881/


  4. #164
    Player
    Alexander_Dragonfang's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,042
    Character
    Alexander Dragonfang
    World
    Zalera
    Main Class
    Lancer Lv 70
    Dragoon - A jump skills fix needed asap reborn.
    (0)

  5. #165
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    I'm working slowly my way towards Titan Hard right now. I can say that on everything up to Amdapor Keep (as well as Dhrome Chimera) I use Jump as long as it is avaiable on cooldown. Every boss has sufficient safe spots, specially if you are on melee range (jump's animation is longer the more distance there is). Just need to know it better.
    Trickiest boss to jump on up to now has been Dhorme Chimera because of it's wonky AoEs that are really tricky to dodge, specially when he starts using them instantly. But he has a blind spot in his left side, near his back.
    (0)

  6. #166
    Player
    xyaie's Avatar
    Join Date
    Aug 2013
    Posts
    241
    Character
    Seyon Masters
    World
    Adamantoise
    Main Class
    Red Mage Lv 80
    the turning kinda makes the blind spot unreliable for me. i jump when he is busy red circling in a different direction

    titan does an ability every 5 seconds in a set order, he is actually one of the easier ones to jump with.
    (0)

  7. #167
    Player
    Vedrix_Sorio's Avatar
    Join Date
    Aug 2013
    Posts
    38
    Character
    Vedrix Sorio
    World
    Diabolos
    Main Class
    Lancer Lv 50
    You put your stun into rotation for DPS but not utility. Tanks are going to scream at you :/ Other than that it's decent. Works for a perfect situation where nothing moves, turns, casts abilities, and there is 0% chance of lag. Also didn't see any output. Would be nice for comparisons.

    EDIT: You forgot to mention Elusive Jump drops negative movement impairing effects on the player.
    (0)
    Last edited by Vedrix_Sorio; 09-19-2013 at 10:19 PM.

  8. #168
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Vedrix_Sorio View Post
    EDIT: You forgot to mention Elusive Jump drops negative movement impairing effects on the player.
    This part has shown to be really useful in Dhrome Chimera and AK for me. I'm not a perfect player, still get hit sometimes and getting slowed is AWFUL in those cases
    (0)

  9. #169
    Player
    Zenmaku's Avatar
    Join Date
    Aug 2013
    Posts
    37
    Character
    Zen Maku
    World
    Brynhildr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Jaybar View Post
    snip
    Power Surge can be used in between any GCD ability because it is relatively instant cast. Generally when I'm setting up a Jump I use: TT > Power Surge > VT > Life Break > FT > Jump .

    As for Endgame bosses, there are very few (if any) bosses that I do not use Jump in. After you fight the boss multiple times, you generally know exactly when you are safe to use Jump (Ifrit any time he uses Radiant Plume and you are already in the safe position, Garuda pretty much any time you aren't chasing plumes or fighting adds, AK Demon wall at the exact moment he uses repel, AK final boss any time he's not about to use imminent catastrophe. Note, I still haven't done coil yet, but I'm sure those bosses will have safe moments too. Just have to know when.
    (0)

  10. #170
    Player
    Bossmoney's Avatar
    Join Date
    Aug 2013
    Posts
    53
    Character
    Baconknight Ryder
    World
    Adamantoise
    Main Class
    Lancer Lv 50
    The whole Jumping during boss AOE thing gets really overblown by fresh 50's fighting bosses for the first time. Yes, it will get you in bad spots the first 1-2 times you fight a boss. By the third time however, you should be able to easily discern it's patterns and know exactly when and when not to Jump, not very difficult at all. Exceptions to this rule would be bosses that deal very random order of attacks like Chimera, but those bosses are the rarity. The vast majority of endgame bosses have very predictable and strict patterns.
    (0)

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