Missing one Dragonkiller is NOT a clear failure. Can still be done.I think the biggest deterrent for repeat clears is the fight is on rails and doesn't reset until it's run its course even if it's a clear failure. "Missed a Dragonkiller shot for any reason? Whoops. Too bad for you. Now sit there and watch the fight slowly progress towards failure for another 10 minutes before you're allowed to try again."
I did a run of this where a bard died well before the first dragonkiller and just sat at the start, declaring it a wipe at that point. He was our assigned spearman.
Putting it in main scenario would require ilvl90 to do main scenario...
Wow. I would have been pulling my hair out if I was in that party.
I can also confirm that you do not need all the spears to beat the fight.
My first run we did with one spear left (Boss died at the crates) and the second time our spear person missed the first one, but we got it right at the ending gate.
It was a bit of an exaggeration I'll admit, but if you miss a Dragonkiller everyone had better perform their roles like diamonds (or be severely overgeared) for the rest of the fight to make up for it. And my larger point still stands that if you screw up too much to salvage a win, you're forced to sit there and wait for the fight to fail itself before you can reset and try again. I'm the kind of person who will stick with a duty until it becomes clear we wont be able to continue, but I can fully understand how Step's on-rails, hard-reset design would deter people from attempting it again after clearing it once.
With this character's death, the thread of prophecy remains intact.
I killed it in a FC group before for one person who needed, the boss died before he got to the 2nd dragonkiller. Technically you don't need any dragon killers to kill him if everyone is i130.It was a bit of an exaggeration I'll admit, but if you miss a Dragonkiller everyone had better perform their roles like diamonds (or be severely overgeared) for the rest of the fight to make up for it. And my larger point still stands that if you screw up too much to salvage a win, you're forced to sit there and wait for the fight to fail itself before you can reset and try again. I'm the kind of person who will stick with a duty until it becomes clear we wont be able to continue, but I can fully understand how Step's on-rails, hard-reset design would deter people from attempting it again after clearing it once.
Normally I wouldn't be one for linking other posts, but there is an alternate strategy for steps of faith that isn't normally done:
http://forum.square-enix.com/ffxiv/t...rnate-Strategy
I have tested this strategy, and have cleared steps 25 times now using this strat. It works, and has a huge success rate increase over the traditional method.
Its a good strategy because it removes the weakest link in the fight---the interaction between the groups of players. Regular strategy depends on the healer and tank working together to collect the adds, then relying on the cannons to kill the adds. The kiting strategy cuts away this reliance and everyone's job becomes extremely simple.Normally I wouldn't be one for linking other posts, but there is an alternate strategy for steps of faith that isn't normally done:
http://forum.square-enix.com/ffxiv/t...rnate-Strategy
I have tested this strategy, and have cleared steps 25 times now using this strat. It works, and has a huge success rate increase over the traditional method.
But it is sad that in an MMORPG, the best strategies are the ones that require the least collaboration... :3
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
Lol you keep saying "if everyones" I130, there are 70 people in my FC, of the 25 regulars who log in on say a weekly basis im not sure the required party of 8 I130s are ever online at the same time.
Last edited by Lamentations; 05-10-2015 at 07:11 PM.
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