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  1. #1
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Sinaloa View Post
    No need to tell which one is slept. just push it out of the group and sleep it as it is rooted. If they hit him out of the sleep more than 2 times they would ignore callouts anyway.
    Good tip! I would only recommend using the Push back (Fluid Aura) when dealing with MRD tanks though, Newbie GLA get a little panicked when things are out of Flash range.

    I would still recommend the emote macro, it doesn't slow you down at all and it informs your group of exactly what you are doing (less confusion is always good). It's really all pro and no con.

    Also, on the subject of fluid aura, you can use it to extend your sleep past diminishing returns.
    Repose (30 seconds), Repose (15 seconds), Repose (7 seconds), Fluid Aura (5 seconds) and just as its about to break from the bind effect, start casting another Repose, by the time the Repose lands, diminishing returns wears off and your back to 30 seconds. It's not often you'll have to pull that card out of your sleeve, but it's a darn good one to know how to use.
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    Last edited by Tzain; 12-20-2013 at 12:06 AM.

  2. #2
    Player
    Stuzack's Avatar
    Join Date
    Aug 2013
    Posts
    37
    Character
    Stuzack Tev'ryn
    World
    Omega
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Tzain View Post
    Also, on the subject of fluid aura, you can use it to extend your sleep past diminishing returns.
    Repose (30 seconds), Repose (15 seconds), Repose (7 seconds), Fluid Aura (5 seconds) and just as its about to break from the bind effect, start casting another Repose, by the time the Repose lands, diminishing returns wears off and your back to 30 seconds. It's not often you'll have to pull that card out of your sleeve, but it's a darn good one to know how to use.
    I think they removed being able to do this in the patch. I managed to sleep a mob for 30, 15, 7 at their full duration, and was unable to sleep again for the 30 seconds it took for my party to kill it.

    True, I've only tested this on a couple of mobs so far, but it looks as though long sleeps have been eliminated.
    (0)

  3. #3
    Player
    Tzain's Avatar
    Join Date
    Oct 2013
    Posts
    203
    Character
    Tzain Nival
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Stuzack View Post
    I think they removed being able to do this in the patch. I managed to sleep a mob for 30, 15, 7 at their full duration, and was unable to sleep again for the 30 seconds it took for my party to kill it.

    True, I've only tested this on a couple of mobs so far, but it looks as though long sleeps have been eliminated.
    Darn. I haven't actually logged in since 2.1 launched so you may be right. I'll have to test it out.
    (0)

  4. #4
    Player
    Bixby's Avatar
    Join Date
    Mar 2011
    Posts
    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Tzain View Post
    Darn. I haven't actually logged in since 2.1 launched so you may be right. I'll have to test it out.
    From the patch notes:
    Status affliction resistances will now begin counting after the last corresponding status affliction is received.
    Before 2.1, the resistance reset started counting down with the first stun/sleep/whatever. Now, the reset countdown starts over at the full 60 seconds every time stun/sleep/whatever is used (not sure if it gets reset on a resisted debuff, though).
    (0)

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