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  1. #11
    Player
    Seyra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    210
    Character
    Seyra Mihgo
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    They are happy to share their experience. Winning or losing isn't what's important. We can discuss about this strategy, say what we think is good or what they do wrong. This thread is far more interesting than all the complaints ones because it's constructive. Not just a rage cry one minute after the patch release saying everything is wrong without testing further.

    My Linkshell tried with Archer too this week-end.

    So Quick Nock without buffs was better than Chaos Thrust with buffs. First problem, it's 3 minutes recast against 1.33 minute for Chaos Thrust so it's mandatory to use it with Keen Flurry.
    We were sticking with the other DD's, move a bit back to start combo then return near the DD's to lauch Quick Nock.
    Second problem, Light Shot animation lock needs more timing.

    I'm sure it's worth using Archer but we need to try again because it takes time to get used to another class playstyle on Ifrit runs. But once I master it I'm 100% sure it's really a good DD for this. Only tried once then switched back to Lancers. Took a few runs to relearn everything and time combos then it went all wins again.

    EDIT: By the way, Raging Strike + Blood for Blood + Barrage is an extra Quick Nock while waiting for recast.
    (4)
    Last edited by Seyra; 12-20-2011 at 12:54 AM. Reason: Writing mistakes + Add info

  2. #12
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Yep, Archer is now pretty good for the fight. I was also using the Bloodletter combo instead of Quick Nock, as it's easier to manage since I can just stand behind the melee all the time.

    The main problem with the fight now is that, for whatever reason I can't exactly describe, Ifrit became such a pain after Hellfire.
    (0)

  3. #13
    Player
    Seyra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    210
    Character
    Seyra Mihgo
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by AdvancedWind View Post
    The main problem with the fight now is that, for whatever reason I can't exactly describe, Ifrit became such a pain after Hellfire.
    Yea need to stop using combos after Hellfire and wait for your highest damage weapon skills to load, save TP's for those and burn him when you can with that single move.

    We got him from 15% HP to 0 in less than 3 minutes doing this. Combos are just too risky at this point (espacially the rear > side Lancer one)

    What helps is having your tank breaking a horn during the fight. He has plenty of time to do it so it may not be a problem. This way Ifrit won't have that much regen and it will be easier to down him.

    EDIT: We had mages nuking during this time too.

    EDIT 2:
    Quote Originally Posted by AdvancedWind View Post
    I can just stand behind the melee all the time
    How did it go? We did that at start but when Eruption popped under the Archers and the other DD's, it was too hard for the low range DD's to avoid it. They always got caught in our Eruption since we were a little further back. And they couldn't run to the sides toward mages.
    (0)
    Last edited by Seyra; 12-20-2011 at 01:07 AM.

  4. #14
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Thanos View Post
    why are you giving us strategy where you have yet to succeed?

    Come back when you find one that works please
    Because he's giving tips for archer's since before patch they were never invited to parties. DUH

    Instead of being a complete dick, why don't you just not comment at all?


    thanks OP. I will definately tell my archer friend about this. She partied with us but never had a perfect spot to DD from.
    (8)

  5. #15
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Seyra View Post
    Yea need to stop using combos after Hellfire and wait for your highest damage weapon skills to load, save TP's for those and burn him when you can with that single move.

    We got him from 15% HP to 0 in less than 3 minutes doing this. Combos are just too risky at this point (espacially the rear > side Lancer one)

    What helps is having your tank breaking a horn during the fight. He has plenty of time to do it so it may not be a problem. This way Ifrit won't have that much regen and it will be easier to down him.

    EDIT: We had mages nuking during this time too.

    EDIT 2:

    How did it go? We did that at start but when Eruption popped under the Archers and the other DD's, it was too hard for the low range DD's to avoid it. They always got caught in our Eruption since we were a little further back. And they couldn't run to the sides toward mages.
    There's a pretty huge plume gap behind the melees, if you stand as far as possible from Ifrit using that gap, I believe eruptions against the archers won't hit them and you can do the combos just fine. Or, at least, the melees in my group never complained about being hit by eruptions aimed at us. I will try to take a pic next time I do Ifrit as archer.
    (1)

  6. #16
    Player
    Seyra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    210
    Character
    Seyra Mihgo
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by AdvancedWind View Post
    I will try to take a pic next time I do Ifrit as archer.
    Ok thank you =)

    Our problem was when Eruption popped under the Archers and the melees at the same time. Melees were trapped between the mages and our Eruption and couldn't run anywhere. If they run to the side they bring Eruption to the mages, if they run to the back they get trapped in the Eruption that we Archer have under us.
    (0)

  7. #17
    Player
    Scytale's Avatar
    Join Date
    Oct 2011
    Posts
    89
    Character
    Scytale Small
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I greatly appreciate the advice and am glad people are starting to respect Archer again! Thank you!
    (0)

  8. #18
    Player

    Join Date
    Dec 2011
    Posts
    5
    I believe that the spot where the archers stand can be moved back a bit if needed, that might aid in the close DDs not getting hit by eruptions.

    Also confirmed that the spot is also good for THM. Had a GLA/CNJ/CNJ/THMx5 group go in with CNJs to the sides, and a THM group testing out the same ARC spot, and it worked out perfectly. If all of the THMs were there, our CNJs would have lived, and our GLA was slightly noobish so he got us killed. Tomorrow I will confirm this strategy if it kills me!

    Also, it seems the JP players have also discovered the spot, so it must be at least partly viable. I'll have to watch for that spot AdvancedWind spoke about
    (0)

  9. #19
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Yea i have taken the melee bitch seat before as thm. it works but its hell on the mp pool.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  10. #20
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    I personally stand near the right mage spot (the rock), further down on a specific marked grass patch. It is at the limit of the archer's range, out of reach of Vulcan blast thing, does not overlap with the mages with eruption, it is safe for plumes too. Only have to move 4 steps near the circle when Ifrit jumps (one 1 direction may hit me, sometimes not at all, it depends on where I stand on the grass patch). So, it's very safe even if you are stuck in animation lock.

    The only tricky part is if Ifrit does multiple eruption on both me and the right spot mages. Then the mages have to move to the center then further down, while I move to the circle of fire then further down to prevent MPK.

    There is plenty of good spots for archer, just have to keep your eyes open and search what is best for you!
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

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