I'm guessing they'll fix this; they changed several mechanics so that you can't run through bosses to interrupt a cast. I bet they didn't expect this to happen.
I'm guessing they'll fix this; they changed several mechanics so that you can't run through bosses to interrupt a cast. I bet they didn't expect this to happen.


I think SE might agree that it is an exploit, but the funny thing is that this "exploit" has been removed from other dungeons. Haukke NM comes to mind, you used to be able to run through almost all the damage from the main boss as a tank, and they changed it so that LoS wasn't affecting mob spell success.
They left it in-tact in WP though, you can run through the fire spells of the 2nd boss.
Now that I'm talking through it I feel like it may have been intentional, as it would have to have been an oversight if it wasn't.
Another great example of the somewhat inconsistent stance on this.
I think that's unfair - Yoshi posted a week ago or so that the only time they do not let the player-base know what's going to happen ahead of time is when the changes might affect current play with lasting consequences (i.e. changing the buy-back price on vendors). I don't mean to White Knight but you gotta give credit to the dev/PR team where credit is due.
Last edited by Ehayte; 03-12-2014 at 03:05 AM.
Care to explain them ninja nerfing Dark Devices fate (after they said killing the infinite spawning cultists wasn't an exploit and wouldn't be changed) and never announcing anything or reverting it back?I think that's unfair - Yoshi posted a week ago or so that the only time they do not let the player-base know what's going to happen ahead of time is when the changes might affect current play with lasting consequences (i.e. changing the buy-back price on vendors). I don't mean to White Knight but you gotta give credit to the dev/PR team where credit is due.
They would of nerfed it anyway if that fate was recorded to have "too many" people completing it (i.e over-usage, Most companies don't want people to spam one thing to advance quickly, You wonder why there is a cap on tomes? (2.2 tomes will most definitely be capped too, why there is a lock out on Coil? (the lockout for coil will move to 6-10) & CT's lockout will be removed (First group of bosses) because of current (2.2) content being 100+)
Outdated content will always be eased up to make room for current (this doesn't apply to EXP gain content though)
Last edited by Ptolemy; 03-12-2014 at 07:52 PM.



Maybe it was not an exploid, but they came later to the idea that it was not balanced, too
Last edited by Felis; 03-12-2014 at 08:46 PM.


Huh? I don't get it.I think that's unfair - Yoshi posted a week ago or so that the only time they do not let the player-base know what's going to happen ahead of time is when the changes might affect current play with lasting consequences (i.e. changing the buy-back price on vendors). I don't mean to White Knight but you gotta give credit to the dev/PR team where credit is due.



Searing Wind is the only thing that makes Ifrit Ex somewhat fun...


Interesting to know but I'll still use the healer swap method to keep some "difficulty" intact
I'm guessing you have never healed ifrit because I'm not sure why dodging infernal howl would make him any easier to solo heal? Cure III can be cast at a range. It makes no difference where the WHM is standing. The actual amount of healing required in the fight is what makes it difficult to solo heal.Someone on Reddit posted this information, so I thought it'd be useful to everyone doing Ifrit EX. It can easily be solo healed now (or still two healers, just having them aware), with either healer running through Ifrit when he's casting the infernal howl. If you run though him, it'll interrupt his cast and you won't have to deal with that mechanic (since you can interrupt it every time he casts it by running through him). It allows one (or both) healers to stay in the center with the party the whole time.
As others in the thread stated, this will likely be the way it's healed in the future as there are no negatives (except that healers will need to dodge eruptions with everyone).
I'll gladly post the thread, but unsure if I'm able to link to the unofficial reddit on here.
Hope this helps everyone.



A smart SCH can circumvent the raid damage with rouse+whispering dawn+succor. That should get you through the majority of nails damage. After that, its just a battle with the crazy spike damage on the tanks. I imagine it would be tough, but a good sch in a good party could probably do it.I'm guessing you have never healed ifrit because I'm not sure why dodging infernal howl would make him any easier to solo heal? Cure III can be cast at a range. It makes no difference where the WHM is standing. The actual amount of healing required in the fight is what makes it difficult to solo heal.
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