Wrong on every account. First, multi-pulling speeds up the dungeon run so much that a single wipe on a boss will NOT make the time wasted. Indeed. Even with a wipe you will finish the run faster than if you pulled only one group at a time. And that's even when you're not using limit break on trash mobs.
Second, a boss in dungeon is dealt about 10% damage with the limit break. It clearly varies from party to party and dungeon to dungeon, but that's a safe estimate of "average". Then it takes about 3% of its life from the moment of the limit break being selected to it actually dealing damage. If you are in a pinch...you will most likely NOT get it off. Either you will be killed by that AoE that you don't want to hit or the other mechanic will eat you up. Using DPS limit break to save a run is not only very unreliable but often plain impossible. And, on top of that, it's not even speeding the dungeon up by any significant deal. With dungeons, only limit break 2 can be used on bosses (and even that won't often charge on the bosses or will past a point where it's actually useful). That's not a whole deal of damage in comparison, so it's not as significant as it is in trials or raids. And if the DPS that uses it is actually the one with better gear, the other one being poorly equipped...the difference grows ever smaller.
What a limit break on boss does is make it a bit easier. One or two skills from a boss maybe. Only in few it can make a difference (like the Wing phases of some bosses mentioned before by someone), but that's due to mechanics of that fight for which party would keep the limit break anyway (if they know what they are doing).
When majority of dungeons go past without limit break being used ONCE, how can using it efficiently be reckless?! And it's not needed because limit break is not needed. None of it. Not even at the end of a boss. The game is not balanced with limit break in mind AT ALL. You can see that in every content. You can finish every content without using limit break even once. At the same time, there are fights where using limit break correctly can make their hardest phases into a joke. That's why using it for efficiency is the best way to use it...in dungeons. In trials/raids it's best kept for healers as the ultimate panic button, where the time at stake and the likelihood of it being needed get higher (though even this have exceptions...since statics with high-level players won't really need that panic button more than once even several dozen runs).



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