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  1. #881
    Player
    Leonus's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    677
    Character
    Kenrir Amnis
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    What is the amount of time chaos thrust/phlebotomize need to be worth using, like in a fight like ravana where he jumps often.

    Where using TTT would have been better that applying IDC only to watch him jump shortly after. Dots do zero damage while mobs are invincible (or at least that's what I always assumed.)
    (0)

  2. #882
    Player
    kyrios91's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    160
    Character
    Dux Dragunity
    World
    Midgardsormr
    Main Class
    Lancer Lv 70
    Is there a cap for Skill Speed? Because I played around in Ariyala and the full Proto-Gordian set + Cockatrice Meatballs give 667 SSpd. Can we go less than 2.39 GCD? And with our rotation now (Because I realize the more SSpd the more you're able to push GKs) is it necessary to go beyond 2.4 GCD?
    (0)

  3. #883
    Player

    Join Date
    Nov 2014
    Posts
    389
    personally for me, buffs start being a mess at 2.38 or so. wouldn't recommend personally. 2.39 is pushing it sort of; 2.40 is probably what i'd be most comfortable with
    (1)

  4. #884
    Player
    Gaiussenpai's Avatar
    Join Date
    Jun 2015
    Posts
    172
    Character
    Kurohime Ryutsuki
    World
    Ultros
    Main Class
    Dragoon Lv 80
    So what would be the biggest acc boost outside of the ring?
    (0)

  5. #885
    Player
    Neyka's Avatar
    Join Date
    May 2015
    Posts
    60
    Character
    Neyka Kawaii
    World
    Faerie
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Leonus View Post
    What is the amount of time chaos thrust/phlebotomize need to be worth using, like in a fight like ravana where he jumps often.

    Where using TTT would have been better that applying IDC only to watch him jump shortly after. Dots do zero damage while mobs are invincible (or at least that's what I always assumed.)
    2 dot ticks (for the IDC combo), so 4-6 seconds depending on the dot heartbeat.

    A phlebotomize would need to tick 7 times (~21 seconds) before the damage would exceed a full thrust. I'm not sure how skill speed factors into that however. The old thread listed the best rotations for bursting in a few available GCD windows.

    That said, it's not clear to me if bosses still take dot damage while untargettable, though we always raided as if they did, applying dots right before jump/invuln phases. It may vary by fight.
    (0)
    Last edited by Neyka; 07-16-2015 at 07:38 AM.

  6. #886
    Player
    Startropic's Avatar
    Join Date
    Feb 2015
    Posts
    15
    Character
    Robby Nyterain
    World
    Adamantoise
    Main Class
    Dark Knight Lv 60
    Nvm, I figured out a plan, should be ok with SS.
    (0)
    Last edited by Startropic; 07-16-2015 at 12:06 PM. Reason: Blah

  7. #887
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Depends on the fight. Invulnerable? No, decently not. If it's a jump like Twintania, then yeah, she takes DoT damage. You applied DoTs at 56% before she jumped to damage pad and to give you a safety net for twisters.

    If you use ACTs overlays which display the numerical HP value, you can see easier which bosses/phases take damage whilst phase changing and what-not
    (0)

  8. #888
    Player
    ArtesMan's Avatar
    Join Date
    Jul 2015
    Location
    Orlando-Florida
    Posts
    10
    Character
    Artes Man
    World
    Adamantoise
    Main Class
    Lancer Lv 37
    What are the MUST HAVE cross class rotations skills ?

    Couldn't find it in the main post :c
    (0)

  9. #889
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Absolutely mandatory:
    Internal Release (PGL 12) - ~1% increase to DPS.

    Good:
    Mercy Stroke (MRD 26) - tiny amount of damage overall, but still more damage and it doesn't cost resources
    Second Wind (PGL 8) - near-instant self-heal.
    Bloodbath (MRD 8) - heal over time with the power of "attacking things is what I do"

    Meh:
    Mantra (PGL 42) - your healer will change pretty much nothing about what they're doing to take advantage of a piddly 5% extra, but sometimes it makes things more comfortable for you and your surrounding teammates. Also, you have to think like a healer/tank; pop it *before* they have to heal.
    Foresight (MRD 2) - scales with physical defense... but isn't even crazy good on tanks, who have more of it. Still, might be useful to you in solo content (where you tank more physical attacks) and for the rare mechanic (like Wicked Wheel used to be around i90) that it might help you survive.

    Meh (extreme):
    Featherfoot (PGL 4) - doesn't work as often as you'd like, doesn't work at all in content past a certain difficulty. Murphy's law says this gets you thumped any time you try it.

    Pls no:
    Fracture - too weak to use, like, almost ever.
    Skull Sunder - maybe has some limited use for hunts, but ultimately your job is not generating aggro. It stinks at even that because this is only used out-of-combo as a cross-class.
    Haymaker - Dodging doesn't happen often enough, traited Feint is a better Slow. And you don't Slow that often, either.
    Prospect/Triangulate, Lay of the Land/Arbor Call, Truth of Mountains/Truth of Forests - Surely you can memorize the nodes. I believe in you. git gud
    (7)
    Last edited by SunnyHirose; 07-16-2015 at 04:14 PM.

  10. #890
    Player
    ArtesMan's Avatar
    Join Date
    Jul 2015
    Location
    Orlando-Florida
    Posts
    10
    Character
    Artes Man
    World
    Adamantoise
    Main Class
    Lancer Lv 37
    Thank you sir I really appreciate it !!
    (0)

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