7 shot hypercharge
7 shot hypercharge
I tested it as well, 7 shots is possible (just barely!) Barely is a good thing since it means we'll benefit from the attack interval reset at the tail end of it too.
The timing is so tight that I don't think it's possible to use it prepull at all, which means something like Hot Shot > Hypercharge might be the way forward.
That does leave the important question of how to amend our opener, since Potion used to be in that slot and there's no way you can activate both without clipping.
How well are peeps doing on a8s dummy?
Heheh, I gave it a go for fun and failed at 15%. I guess another ~5-10 ilevels should do it, I'm too cheap to use food and pots though.
It's 3 minutes so I did the usual Faust-style 'delay 2nd Wildfire by 30s to line up with Hypercharge', standard way to game 3-minute parses.
Last edited by Myon88; 02-25-2016 at 03:21 AM.

I personally have trouble with Mildfires. Are yoy supposed to hold your 2nd WF until Reload is back up? And do you hold B4B HE for it as well? It seems to work with the timing for A3S Hand of Pain but in extended fights it seems strange to hold it.Heheh, I gave it a go for fun and failed at 15%. I guess another ~5-10 ilevels should do it, I'm too cheap to use food and pots too.
It's 3 minutes so I did the usual Faust-style 'delay 2nd Wildfire by 30s to line up with Hypercharge', standard way to game 3-minute parses.
Yeah in that particular 3 minute case (in Stone, Sky, Sea) I hold bfb and Hawk's Eye as well, basically the entire 2nd Wildfire. Since you only get to use them one more time before the encounter ends at 3:00, you may as well hold them all for 30 seconds so you can compound them with Hypercharge. It kind of looks like,
0:00 - Bfb, HE, RS, Hypercharge, Wildfire
2:00 - Bfb, HE, Hypercharge, Wildfire
3:00 - Fight end
Looking only at a 3:00 timeframe, this is strictly better than using stuff on cooldown like so,
0:00 - Bfb, HE, RS, Hypercharge, Wildfire
1:30 - Bfb, HE, Wildfire
2:00 - Hypercharge
3:00 - Fight end
Mind you these are very simple and cut and dry situations like Faust and Stone, Sky, Sea where you know the fight is 3 minutes max.
You can apply the same logic to an actual boss fight, but you'd need to have a very clear idea of how the phases line up and whether you have an opportunity or not.
Last edited by Myon88; 02-25-2016 at 01:27 AM.

Yeah I'm talking in general not a 3 minute because Reload at that time is usually 30s behind WF#2 so, is it worth holding the WF for the 30s longer in most scenarios?
:00 Reload WF
:60Reload
:90Hold WF
2:00Reload WF
Would be the breakdown I'm asking. Is this a better increase in damage by guaranteeing your WF isn't garbage, or is it usually better to WF without ammo at :90?
Timing of course isn't exact.
Last edited by ZanzhizExaverion; 02-25-2016 at 01:31 AM.
raid downtime so boring
https://www.youtube.com/watch?v=AICYoq2lMlo
2ammo and 5ammo readjusted pre-buff style opener
unrelated mostly; turns out he bfb rs hc nogb hot shot->gb on+dexpot->lead shot does produce 7 shots as well, but probably not worth it
no gb+hc pre pull - tighter timing, behind 1.0s-1.5s~ on gcd because no precast. 1 auto in assuming turret cancels even out
gb+hc post pull - easy timing, not behind on gcd
so 1 auto+1.0s-1.5s gcd delay+slightly less GCD clip with hot shot->gb on->dex pot
vs
gb hot shot+ no gcd delay, but slightly more GCD clip with casted hot shot->hypercharge->dex pot
Last edited by Aiurily; 02-24-2016 at 10:54 AM.
One thing do note about 7 shot hypercharge is that some areas it seems to be not possible? I can make it happen 100% of the time in Hinterlands, but in middle la noscea I could not make it happen a single time. Are heavensward areas better coded network wise?
Another thing is that with the new opener presented the last slug shot (and maybe auto) does not get buffed by raging strikes. I am just trying to evaluate the pros and cons of the new opener compared to the old.
Last edited by Ephier; 02-25-2016 at 12:42 AM.
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