Hmm for my opinion, I disagree with the OP. I would like to see more trap-like and creative attacks in the future, I enjoy the challenge of fresh mechanics! The attack makes the fight a bit more chaotic and keeps all members of the battlefield active minded because they might be in danger of getting hit.


Quote Originally Posted by TinnySnips View Post
90% of the time I can dodge traps, etc. Of the 10% of the time I get hit, 80% of the time it's because I screwed up and got animation locked. Of the remainder, half the time I got hit because I run out of my traps and into somebody else's (generally a dead member who is a bit behind me). The other half of the time, which is 1% of all traps, it is because of an inescapable latency issue. It happens, but it's pretty rare.

If your positioning is right then you shouldn't have to dodge plume, so it's not a concern.
^ This

And as others have said in this thread, please-please-please stop blaming the lag for your loss and/or making new topics about the "latency" issue. The Devs are aware... so why continue to waste bandwidth?

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Also adding to some other comments I saw in this thread...

Having LNC DD is an easy way to win for sure, but not an absolute need. I have been in winning battles with ARC, MRD, and PLG in midst of our 8. As long as you have a solid tank, great support that can count to ten and a group of DD that understand positioning...anyone can win it, with any combination of DD! Maybe not the fastest or the cleanest, but win for sure.

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Finally tips to people that have watched videos and read strats but continue to blame Eruption and Plumes for their losses.

Melees:
  • Do not watch your screen, read your log. You will see Eruption readying before any graphics appear on your screen!
  • Have Sentinel, Defender, Second Wind2. Take care or yourself, no mage should have to heal you until the final phase.
  • Hug it out. When Ifrit begins to WS, all DD should be standing together to auto-melee. Do not ever be 2-3 steps behind anyone or you will mpk them. Also being unlocked and having Fleet of Foot equip is pretty essential.
  • Use WS/buff/0 slot-cost moves, only just after Ifrit WS's. Refresh and use long lasting abilities (like Invigorate, Murderous Intent, Bloodbath 2) while Ifrit dashes, but don't linger or you will make your mage have to move.

Mages:
  • Have Sentinel. Why? Because, Ifrit has a Game Genie in his pocket and it only takes him a minute to use it.
  • Get TP at the start of the fight. You won't be doing much any way, so getting 3000 TP for Second Wind2 and Chameleon should not be a problem, lol. The 0 slot-cost melee attacks for both THM and CON are ranged attacks, so you can get yourself into position and get TP very easily. Second Wind2 is a great way to cure yourself without spending too much time doing it and Chameleon will drop enmity and keep Eruptions on the DD, allowing you more idle time.
  • Anticipate the knock back from Vulcan Burst. When you see it readying in your log begin casting Cure3/Sac3 on the tank. Even through the slide you will get it off. A badly timed Vulcan Burst can leave your tank dead.. and rushing your own positioning will leave you the same.