Is anyone else super happy with the fact that most Alexander fights are just... striking dummies? They're waaaaay easier than the initial 3.0 content from a DRG perspective. It's fun to actually execute the ideal rotation for a change.
Is anyone else super happy with the fact that most Alexander fights are just... striking dummies? They're waaaaay easier than the initial 3.0 content from a DRG perspective. It's fun to actually execute the ideal rotation for a change.
Yeah, it's nice to get a few rotations in on A4. Now if only he'd stop sucking me into the tube right after using Geirskogul :P
So would you prioritize legs last then for tokens? That is my current plan, but might be dicey depending on ACC requirements in Alexander Savage (though there are always alternative pieces for ACC we could wear I suppose)
Last edited by spelley; 07-08-2015 at 08:52 PM.
Man, those tubes drive me nuts. I think whether or not you get selected has to do with your aggro ranking, so you can cheese it with Elusive Jump, but only for one of the two legs. I'm trying to figure out a more consistent strategy for screwing over my teammates and padding my numbers...
A fun trick I've been doing is making sure I keep my BotD positionals (50% of the time anyway) even when facetanking the adds (or the tunnel add because you better believe it gets hit before my fall animation is done) by moving through them and doing Fang and Claw as they are in flank by time they start to turn around. If only I could find a way to consistently get Wheeling Thrust to do the same... Speaking of Elusive Jump, a fun thing to do is if I'm the only melee in the group (has happened twice) and I get tethered, I like to Elusive Jump into the pack of casters/ranged guys because damn if random pugs will actually move up to block them on their own.Man, those tubes drive me nuts. I think whether or not you get selected has to do with your aggro ranking, so you can cheese it with Elusive Jump, but only for one of the two legs. I'm trying to figure out a more consistent strategy for screwing over my teammates and padding my numbers...
You happen to notice if you are actually still getting the positional bonus when doing that (moving through mobs last second)? I don't think it was really worked in ARR, but i've tried doing it again in this expac and it at least feels like it works now; I just haven't really sat down and tested it.A fun trick I've been doing is making sure I keep my BotD positionals (50% of the time anyway) even when facetanking the adds (or the tunnel add because you better believe it gets hit before my fall animation is done) by moving through them and doing Fang and Claw as they are in flank by time they start to turn around. If only I could find a way to consistently get Wheeling Thrust to do the same... Speaking of Elusive Jump, a fun thing to do is if I'm the only melee in the group (has happened twice) and I get tethered, I like to Elusive Jump into the pack of casters/ranged guys because damn if random pugs will actually move up to block them on their own.
You can definitely see it work. The damage is obvious enough to see. Basically, if you move through DIRECTLY TO THE BACK of the enemy and use it (don't try while still inside the mob), they will be partially turned when the move executes, giving you the flank positional. Works for Heavy Thrust too (but far less noticeable damage-wise of course). It basically is:
Combo Finisher -> Stutter step to partially clip enemy -> Let your attack animation finish -> Move to the direct back of the enemy -> Hit Fang and Claw/Heavy Thrust as you touch/cross over the targeting ring.
This works fairly consistently with my Canadian Latency (TM). It works especially well if you move through/attack as they are finishing up an attack animation (not just AOEs) as they don't usually start turning until they are done with it, and that fraction of a second delays it so you can get into the right positional for the flank.
I mean, I did say on another thread the problem isn't with our Job, but the fight mechanics themselvesBut yeah, it definitely does feel good to see 1k DPS.
I'm personally taking the little bit of potential DPS loss and only using the BotD cooldown after blowing duration w/Geirskogul right before phase transition (using it once we get back on the boss), and otherwise maintaining the "21sec+ is safe" rule for Geirskogul use. That way I can still maintain BotD even when getting sucked into the tube most of the time unless I get very unlucky with the timing, and if that happens I have the CD available to me to keep going. Can't count number of times that I proc my 4th, get sucked into tube and then JUST have enough time to throw the 4th on the mob in the tube to keep BotD going. So far it seems to be working pretty decently.
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