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  1. #1
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,993
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    The problem of Asylum as discussed in this thread would be positionning in Extreme / Savage content. Mind me, Earthly Star is similar buf you don't have to stand in it for the whole duration of the effect, just like Collective Unconscious can now be popped as an oGCD and give a roughly 5sec shield to people around.
    To get the proper effect of asylum, you need to stand in it, for up to 24 seconds. If you have a prey marker, a tower to take, a bump to prepare, a link to take/give, an AOE to avoid, then you are losing from the full potency of it.

    Asylum as it is now is ok for dungeons, for Main Tank extra regen in all content, and it is risky as a raid regen for the same reasons I just listed (where a Medica II / Individual Regen / Fairy regen will do the same for less positioning requirements. It is a MP economy for the WHM but we know that MP is not so much of a problem for WHM with the current kit.

    I'd rather have something similar to AST where you pass in the Asylum, get a regen buff and then move out as you wish, maybe have it reset if you go back in (but that is a bit tricky to handle with server ticks), as other people have said before
    (0)

  2. #2
    Player
    NocturniaUzuki's Avatar
    Join Date
    Mar 2017
    Posts
    420
    Character
    Nocturnia Uzuki
    World
    Adamantoise
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Mansion View Post
    The problem of Asylum as discussed in this thread would be positionning in Extreme / Savage content. Mind me, Earthly Star is similar buf you don't have to stand in it for the whole duration of the effect, just like Collective Unconscious can now be popped as an oGCD and give a roughly 5sec shield to people around.
    To get the proper effect of asylum, you need to stand in it, for up to 24 seconds. If you have a prey marker, a tower to take, a bump to prepare, a link to take/give, an AOE to avoid, then you are losing from the full potency of it.

    Asylum as it is now is ok for dungeons, for Main Tank extra regen in all content, and it is risky as a raid regen for the same reasons I just listed (where a Medica II / Individual Regen / Fairy regen will do the same for less positioning requirements. It is a MP economy for the WHM but we know that MP is not so much of a problem for WHM with the current kit.

    I'd rather have something similar to AST where you pass in the Asylum, get a regen buff and then move out as you wish, maybe have it reset if you go back in (but that is a bit tricky to handle with server ticks), as other people have said before
    I wouldn't be against having the buff have a shorter duration, but reset, kind of like AST shield. It is very much usable as is, though. The trouble is that it's not so usable by disorganized pugs. It is exceptionally useful on Panto 1 and 2. Except the pug strat for Panto 1 and 2 is generally executed in such a way that it looks like players are running around like chickens with their heads cut off. People run 10y away from the boss to eat their laser, instead of running the minimum distance necessary to stay alive. Likewise, people seem to believe they have to be on Midgardsormr's hitbox line to bait Crimson Breath. The amount of optimization lost on this is insane. People waste at least 2-3 GCDs each running Bulwark and Bait for no reason except lack of trust (or in some cases no reason at all). You can do the entirety of Panto 1/2 and Bulwark inside a WHM's Asylum. Hell, you can do it inside a BLM's Ley Lines for crying out loud. But people don't do it. Because they're averse to learning how to position more precisely. Here are some diagrams I have posted on my static strategy page that show this:

    This image shows how to abuse what most people forget. Cones are smaller the closer you get to the boss. This has a plethora of other uses, by the way. Some random facts:

    You can fit a grand total of 16 Earth Shakers around Midgardsormr on O10S.
    You can cheese Tsukuyomi's Spear cleave when doing a tankless run by using Card and Intercard directions while standing very close to her midpoint. This typically prevents the randomized cleave(s) from double cleaving the whole party.
    You can stay in Cure III range at all times as a tank while not cleaving the party.



    And this image shows a strategy for staying in Asylum the entire time you're doing Panto 1 Lasers. Though reading it again I realize I forgot to mention in the description that you can just bait the yellow AoEs in the middle if you want. Alternatively, you could position 1 player per safe corner of the Asylum to avoid doubling them up.

    On the same note, the "ring strat" mentioned here is a way to preserve casters' uptime during the Panto 1 missile baits by spreading out into two rings of 4 players. Since AoEs only spawn under 4 players, that gives each player a 50% chance of NOT having to move (and thus interrupt their cast) to avoid a missile.



    And a final point of boss midpoints: The boss hitbox is a guide. It does not represent the boss' actual size. The boss' actual size is one pixel. If you are south of that one pixel, you are south of the boss. This means you can stack for Cure III and Asylum, etc. As a tank. While facing Nidhogg, etc, away from the party. It also means the concept of having the OT position NE or E is usually pointless. All the OT needs to do to swap from a position like S is cross the boss midpoint. Being prepared for this makes the transfer completely smooth.

    You can also use boss midpoint knowledge to dodge things you are not intended to dodge. Remember Stone Vigil? Frost Breath? That attack has a cast time of approximately 0.5 seconds. If you react fast enough (or know when it casts), you can actually move from 1 pixel in front of the boss to behind the boss in less than 0.1 second, thereby avoiding the attack. This trick can be used to bring down the boss during synced DPS-only runs. That dungeon is probably duo-able by two skilled DPS (no Titan/Physick). Though I can't count myself among those skilled DPS myself.
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    Last edited by NocturniaUzuki; 11-14-2018 at 10:18 PM.