This is not accurate. The way this strategy works the way it does is because of the pre-determined locations that twin can appear for the dive bombs, as well as the boss's facing angle. If everyone is stacked correctly, twin appears just slightly in front of the group, targets a player for Divebombs, but since everyone is between Twintania and the wall, Twin faces the wall and dives out of bounds. When you run out of the pit to dodge, you are basically moving out in the time that the target has been selected, the Divebomb direction has been set, and you move before Divebomb is actually cast. If someone is not "behind" the spawn point of Twin, and is the target of Divebombs, then Twin will still spawn at the same location but face towards the arena and Divebomb in that direction. In this case, "dodging" it by running out of the pit will still put you in line of fire, which is why the group gets hit, and there push back angle is based on the angle between the character hit box and the Divebomb AoE line, which many times pushes players into the wall.
Another strategy that I wish would just stop. Pushing Chimera into the corner of the map severely limits the space you have to dodge both the (I forget the attack names) Homing Orb, the rear cleave, the frontal cleave that is more than 180°, and the Ground AOEs. If you play a melee, you'll notice that Chimera tends to stand still and cast 2-3 abilities in a queue, which if he's surrounded by crap on the floor, means DPS down time, or more complicated heals. Also, Dragon's Voice hits in a doughnut shaped circle, meaning you can easily dodge it by being in melee, but since most casters prefer not to do that, you can also dodge it by being at max casting range. Which IMO is a much better, and safer, strategy. Plus you don't have to wait forever for the tank to actually get him out of the cave, you can just pull the bastard and stab him in the eye.
What I do is get right against the wall a meter or 2 outside the group, then strafe into the group. Or just run in before everyone else :P
EDIT: I guess another way to look at it as player's dont have Hit Boxes but instead Central Hit Points, ie. the point in the exact center of your targeting ring. This is really easy to observe with large monsters, where you can dance around there central point and still get positional attack requirements off, and still be able to "see" the target as well. Five-Headed dragon and Cerberus are good examples. I often do Ifrit EX where I can stand inside Ifrit and still attack the nails in front of his face without getting hit by his breath.
T13 dives work the same exact way as T5 dives if you think about it. The only difference is that there is a marker to tell you when the "Diver" has descended, but you could still dodge T5 DB's the same way as T13 with a little awareness.



Reply With Quote






