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  1. #11
    Player
    Remn's Avatar
    Join Date
    Aug 2013
    Posts
    447
    Character
    Kizuna Astin
    World
    Cactuar
    Main Class
    Pugilist Lv 50
    You can bypass 1000 limit by Edit you your own post
    (0)

  2. #12
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    1st and every speed run pull that ALL tanks need to know!!

    CLAIM!



    CLAIM!



    CLAIM!



    Claim claim claim claim your mobs. Youre a tank and if you dont have every single mob claimed before you stop moving then your a risk to your healer
    .

    Some people shield lob/tomahawk all mobs me personally I flash because PLD can restore mp and warrior doesnt need mp since they have overpower.

    As PLD

    1st pull.
    1.) Get close to raptors then sprint (before aggroing)
    2.)Flash two raptors (turning both yellow name plates to red)
    3.)Shield lob Coeurl, Spiritswithin Goblin
    4.)Flash Goblin, Raptor (might have to shield lob one if you happen to miss one.)
    5.)Target Coeurl (the one near the ramp)
    6.)Move towards the goblin mob pack and provoke the Coeurl then flash all 4-5 of them (including the coeurl)
    7.)Go up the ramp, turn right along the wall past the tree, before the river to get LoS interruption come back to the pack pop hallowed ground when hp gets to half or before i get stunned, whichever comes first.)

    proceed to flash and dodge aoe and restore MP after it runs out. Good healers/dps should kill all the mobs before hallowed drops, Decent healers/dps before rampart/sentinel falls. If hallowed and sentinel fall then you need new dps

    2nd pull flash everything accordingly cover healer buff accordingly

    The first pull is the one that most people wipe at. (Its why i was specific/helpful.)


    As WAR

    1st pull.

    1.) Get close to raptors then simply start running no sprint. (before aggroing)
    2.)Flash two raptors (turning both yellow name plates to red)
    3.)Tomahawk Coeurl, Brutal Swing Goblin
    4.)Flash Goblin, Raptor (might have to tomahawk one if you happen to miss one.)
    5.)Target Coeurl (the one near the ramp)
    6.)Move towards the goblin mob pack and provoke the Coeurl then flash all 4-5 of them (including the coeurl)
    7.)Go up the ramp, turn right along the wall past the tree, before the river to get LoS interruption come back to the pack pop vengeance before you stop. Overpower, bloodbath, inner release, two overpower (all while avoiding aoe) Heavy swing, maim, overpower spam/Infuriate>Steel Cyclone (since wrath is not longer needed to gain the healing buff) before bloodbath and inner release drop.
    (can also pop berserk if you know the timing. Also even though you cant use weapon skills doesnt mean you cant keep buffing and dodgeing aoe. )
    8.) Buff accordingly (Mantra, Convalescence, Foresight, etc.)(Foresight would be before taking damage mantra/convalescence after etc.)

    2nd pull flash everything accordingly, then bloodbath/inner release/steelcyclone/buff accordingly




    Note: There is no "one way" to do things.

    What is important though is you never lose threat, and make it as easy as possible for your healers.

    Having done speed runs as a healer, tank and dps it always runs much smoother and the healer can act much faster when things are already claimed. I tend to pop regen very early if the tank has everything claimed then divine seal and heal accordingly. As sch i can pop eye for an eye sooner also. (Can do eye for an eye as whm also) I like to do Eye for an Eye right before the tank pulls the last coeurl and the last set of goblins just before the ramp as that is the time it will i feel the most optimized timing. I cannot do this if the tank is not claiming as he runs past.
    (1)
    Last edited by Daniolaut; 05-26-2014 at 02:46 AM.

  3. #13
    Player
    JonBigwood's Avatar
    Join Date
    Nov 2013
    Posts
    415
    Character
    Jon Bigwood
    World
    Odin
    Main Class
    Gladiator Lv 80
    Hi, I don't think you need to attack each mob, I usually shield lob one of each group and flash the rest.

    When I have problems, it is not because of not keeping aggro, but difficulty to stay alive until all mobs are dead. Flash a lot and circle of scorn once mobs are near you. The result depends a lot on the healer, the DPS, and how you use your cooldowns, avoid AoE, etc. If sometimes all goes well and others not, it is not only your fault, it's the whole group, you might improve something, but it's not only you. The simple fact of trying to do a speed run instead of doing two separate pulls (which I do in normal DF groups) means you are a bit more stressed and more prone to mistakes until you have a lot of experience. It's difficult to avoid AoE at the same time you struggle for keeping agro and recovering mp to be able to flash. Avoiding harm may help, at least for me it's difficult to do while occupied with other things.

    In the next pull it is important that nobody pulls the raptor on the left in the bigger room. You pull the first 3 and then go completely right so that the raptor does not aggro you. All members of the group have to take care not to aggro that one. Then you shield lob one of each group and group them all near the second group.

    Once I am on place I flash a couple of times, circle of scorn, flash all the mp, then riot blade combo + flash, attacking the mob that seems might lose aggro if there is one, if not, the one you want dead first. If someone gets yellow, which is not frequent, shield lob ( in case it has moved out of normal attack reach) or riot blade combo him.

    As I see it, speed runs are not that easy. In a group that has practiced together you get to do it, but with new people it may not go well, at least at first try.
    (0)

  4. #14
    Player
    LionKing's Avatar
    Join Date
    Sep 2013
    Posts
    624
    Character
    Kaane Moka
    World
    Behemoth
    Main Class
    Arcanist Lv 60
    As a Paladin, I usually just run ahead and have all mobs aggro on me (Not claimed) and run all the way to the desinated spot to hide LOS. As seeing the mobs passing around the corner, I pop HG (First Healer does not have to heal you to avoid getting aggro,also giventhe party enough time to get into position, second, to grant myself. piece of mind and not worry about dying ), run back ward a bit to round them up and Flash spamming until all MP. After 10s of HG wear off, I usually already have pretty aggro on all of them, so the Healer can just heal me all out. As for DPS, I usually ask them to wait for 2s before go NuTs. It is just as simple as it says but it requires the coordination of the whole party, if anyone mess up just a tiny bit, it will become very difficult. And before I get to the spot, I don't need any heal or regen, as I sprint and have Stoneskin on me, they would last until I reach my tanking spot without the healer lifting a finger.
    (1)

  5. #15
    Player
    JonBigwood's Avatar
    Join Date
    Nov 2013
    Posts
    415
    Character
    Jon Bigwood
    World
    Odin
    Main Class
    Gladiator Lv 80
    Hi, it would be interesting for people reading this thread (and for me too) tips about where to run and place the mobs in the first pull. I read somewhere there's a place where you can go to avoid the bombs of the machine boss, but I don't know where it is. This might be one of the reasons of losing life too quickly.
    Thank you in advance.
    (0)

  6. #16
    Player
    Cap75's Avatar
    Join Date
    Feb 2014
    Posts
    243
    Character
    Sil Ellessa
    World
    Behemoth
    Main Class
    Marauder Lv 50
    Go up the ramp and stay on that side of the river right past the log that crosses the river.
    (2)

  7. #17
    Player
    IskarJarak's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Iskar Jarak
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    I just shield lob mobs until i hit the monkey. I save HG unless I need it and I scorn with bloodbath since you get decent heal aggro off that many mobs while flashing and riot blade flash. Usually you get paralyzed 5-6 times in that pack of mobs, which is why I save HG rather than blowing it needlessly. Never have aggro issues and only die if the healer does If it's roulette I always ask how far I can pull too to the healer, and if DPS doesn't look like they can handle it, I won't pull everything. If it gets sketchy you can kite while the healer catches up.
    (1)

  8. #18
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Cap75 View Post
    Go up the ramp and stay on that side of the river right past the log that crosses the river.
    This seems to be a really good place. Then you can have someone sleep the Ochu (if someone in your party has Sleep, that is) and lock the monkey out of the room. Or you can just kill them both. The last big pull, the one with the Footman that summons Gobbie Beaks, run up the ramp and go into the left front corner. You can avoid pulling the patrolling Coeurl (let's face it, they're a pain) if your entire party tucks in far enough there.
    (1)

  9. #19
    Player
    zemogFC's Avatar
    Join Date
    Aug 2013
    Posts
    240
    Character
    Leshrac Acaedeus
    World
    Adamantoise
    Main Class
    Lancer Lv 80
    Thanks for all the tips.
    I didn't realize the FoF, Bloodbath, CoS synergy. Awesome.
    Also rounding them into a tight circle is helping. I'm just whacking them all with savage blade until I get better. Its a little awkward but its working. Thanks again.
    (0)

  10. #20
    Player
    Dioptase's Avatar
    Join Date
    Apr 2014
    Location
    Limsa-lominsa
    Posts
    49
    Character
    Dioptase Fortuna
    World
    Sargatanas
    Main Class
    Gladiator Lv 60
    When I pull in a DF I first pull the 2 raptors the courl gob and the raptor 2 gobs this for me is a dps check to see who can do what I stat with rampart then sentinel then leave hg if the players are lacking. Depending o how this goes the next pulls are big or small I've noticed if I have one BLM + melee to not do any big pulls or brd + melee same thing but if I have brd + BLM u check gear if they look good then I go for it
    (0)

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