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  1. #1
    Player
    Beetle's Avatar
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    Nov 2013
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    Character
    Beetle Juice
    World
    Hyperion
    Main Class
    Alchemist Lv 50

    How toget Limit break at 2nd boss in Brayflox HM

    Would do this if you feel like your party bit slow in dps. It will only shave off 5secs in your Myth farming Speed run. Im sure this isnt news to most of the speed runners.

    Basically clear everything like normal. Then take Raptors & Birdie to the zone when the Goblin removes the rock. Can grab the mobs when goblin npc running to open the zone up. If you want can also grab chest on top of the hut as you do this.

    Monsters will be stuck at the zone line and will build limit break as your inside the boss room. Should only go up another 15-20% to be used for the 2nd boss.

    Once you beat the boss run to next room to remove the enemies from your list and Exit out. Can do this while waiting on boss items to drop.
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    Last edited by Beetle; 05-07-2014 at 04:24 PM.

  2. #2
    Player
    Akujin's Avatar
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    May 2011
    Location
    Uldah
    Posts
    687
    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    While I really dont forsee SE doing anything to prevent the ability to speed run Brayflox in the future, as really, no one is actually circumventing game mechanics to get ahead (in reference to that, remember AK before the fix, things were simply ignored), now it's simply killing everything much faster.

    However...this particular idea, I could see them frowning upon. Because essentially what you're doing is just putting things on the hate list to build up the LB, for the sole purpose of only building up the LB, not actually fighting the mobs at all. So you're gaining, without risking. That will likely get changed.

    In related news. If you actually need the LB to finish the second boss in Brayflox, your DPS is terrible. The only times I've hit LB in Brayflox SRs, is from people dying, which boosts the guage. In a normal encounter though, as a caster the damage from LB is nice to kill the adds and take a chunk of hp off the boss, but hardly worth it. Single target DPS would benefit from it the most, but then, I don't take melee DPS with me on SRs anyways, so there's no point.

    Anyways, yeah, that wont likely last much longer now.
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  3. #3
    Player
    Beetle's Avatar
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    Beetle Juice
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    Hyperion
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    Alchemist Lv 50
    Quote Originally Posted by Akujin View Post
    snip
    I dont expect it to be fixed really since its not much of a boost. Like only another 3000 more dmg. 2-5secs more.
    Still people seem to forget to unclaim the mobs so they take longer to exit out so not really as fast going in and out of a dungeon. (cant exit out with mobs claimed)
    With this reason players dont really do it. That & there dps is so high that it still doesn't reach.

    If this was a endgame dungeon they fix that asap. SE just needs to keep in mind this doesnt work in other dungeons or future dungeons. Phaos has few zones but I think they zone you so far apart on the same zone that monsters return back. If I recall you could do samething in the last dungeon of the main story. Garleans couldnt follow you through warp points and stayed claimed building limit. Once you went far enough they would return.
    Easier way to fix this is remove myth reward from 2nd boss & add it to last. XD
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    Last edited by Beetle; 05-07-2014 at 06:09 PM.

  4. #4
    Player
    Akujin's Avatar
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    Uldah
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    687
    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    They wouldn't remove the reward, they may lessen it, alter the distribution and put more of a lump sum of myth on the last boss, but they wouldnt render the first, or second boss completely void of myth reward. That's part of the incentive to even do the dungeon, is the progressive reward that comes with completing each stage. Regardless, you can still clear the entire dungeon in about 9-10 minutes anyways.

    Just to be creative, because why not. A more interesting method to 'fix' that type of scenario, would be to place a permanent regen on every single mob in the instance, excluding the bosses themselves, or including, whatever. That serves two points.

    First - it makes burning a little more difficult because the hp restored between spells may just end up being enough in some cases to warrant an additional spell to be used, which can slow down the burn.

    Second - if a mob is on the hate list, but remains at full health for more than a few seconds, it automatically resets and goes invulnerable, returning to its normal roaming point. Now, dots would work to do the same thing, keeping them claimed while the dot worked on the mobs, but at the same time, you're actively engaging the monster, building the LB gauge by actually participating in combat, even if you are running away.
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  5. #5
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    Quote Originally Posted by Akujin View Post
    First - it makes burning a little more difficult because the hp restored between spells may just end up being enough in some cases to warrant an additional spell to be used, which can slow down the burn.
    Speed runs happens because people is enough geared to clear the dungeon that way. This "fix" could work with a full ilvl 90 party, but for a ilvl 70 party or less levels, it'll make the dungeon way harder, or even unbeatable
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  6. #6
    Player
    Beetle's Avatar
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    Beetle Juice
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    Hyperion
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    Alchemist Lv 50
    Quote Originally Posted by Merle View Post
    Speed runs happens because people is enough geared to clear the dungeon that way. This "fix" could work with a full ilvl 90 party, but for a ilvl 70 party or less levels, it'll make the dungeon way harder, or even unbeatable
    Easy way to fix this is to have enmity decrease over period of time if enemy cant attack its target. Once its 0 it returns back. Its pretty much how enemies in XI would stop chasing after a player that was running away. Putting this in would probably fix the exploit where people using teleport hack and fly in the air attack the mob since they cant reach them. If enemy cant reach them then they would reset enmity and go back to full HP. Like if a enemy cant reach its target after like 20secs it would remove 10% of enmity from everyone in the party. Then every 5secs afterword remove 50% emnity.
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    Last edited by Beetle; 05-07-2014 at 07:14 PM.

  7. #7
    Player
    Akujin's Avatar
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    Uldah
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    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Merle View Post
    Speed runs happens because people is enough geared to clear the dungeon that way. This "fix" could work with a full ilvl 90 party, but for a ilvl 70 party or less levels, it'll make the dungeon way harder, or even unbeatable
    Hardly unbeatable, difficult yes, but the ilvl of the dungeon is still 55, so if a group did go in full darklight (which with the increase in new players since ps4 release, people could start farming CT for i80 anyways) could still push through it. Players who are in i55, as the dungeon is set to, are not likely to actually attempt it at that level anyways, for one thing in particular, trying to finish the third boss if the big bomb drops would be rough, like bad. Now, I don't know if the third boss is set to hp phases or if it's a timer, since it has 3 bar lb.

    Just for the hell of it, I may try to get some of my FC together this week to attempt the dungeon, as a normal run, on i55 gear to see just what would happen. Hmm.
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  8. #8
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    Quote Originally Posted by Akujin View Post
    Now, I don't know if the third boss is set to hp phases or if it's a timer, since it has 3 bar lb. .
    Mmm, is set to hp phase, so maybe a ilvl 55 party can build a 3 bar lb.

    My point is this fix would work nice to slow down "pro" players willing to do speed runs... but it will do thing "unreasonably" harder for players with lower ilvl
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  9. #9
    Player
    Akujin's Avatar
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    Character
    Akujin Aetheoryn
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Maybe they should create a dungeon, for 2.4, that allows you to choose 1 of 2 options when you enter.

    Option 1 - If you desire a full, normal run in this dungeon, all Myth and Soldiery tome rewards will be granted upon completion of the dungeon. No Monster Enhancements will be granted. Enjoy.

    Option 2 - If you desire a Speed Run (in which you will gather and attempt to overcome many more creatures than originally intended) Myth and Soldiery tomes will be evenly distributed across all boss encounters. However, Monster Enhancements are activated.

    Monster Enhancements include - Permanent HP Regen, Permanent Haste. Permanent Movement Speed up, Permanent Determination, Permanent Vulnerability Up.

    Good luck.

    Now, while that's sort of sarcasm, at the same time I think it'd be kinda fun. On a side note, I would like it if they would incorporate themes from Turn 2 of Binding Coil into a normal dungeon. If you kill certain monsters, which appear as NMs in the dungeon (fairly stronger than normal dungeon mobs, you could wipe to them if you're careless), you can remove a beneficial boon from the final encounter, with those abilities which I mentioned above.
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  10. #10
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    Quote Originally Posted by Akujin View Post
    Now, while that's sort of sarcasm, at the same time I think it'd be kinda fun..
    Sadly, if they do it, people will spam "join in progress" and leave if party is not at final boss, like CT xD (also, is unfair for normal players who get d/c before last boss)
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