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  1. #3
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I'm a bit of a blitzy MCH. I play a ranged job, but often close the gap on targets. This is to make it more difficult fof them to try and either los me or run away and get healed. I do it because I'm fairly confident in my ability, but I am WELL aware of the risks in doing it. If you fight at max range all the time, be aware that you can do nothing to stop a target from taking one or two steps back and suddenly being untargetable, thus capable of getting healed before say, a finishing blow can be delivered.

    I often see the flow of battle play out on one of either teams' bridges, and that's frustrating to me. Tanks and melees are free to push forward and harrass/kill, with an escape route through their ranged and healers pretty much assured. Don't let this happen. If they come in, shut them down and do everything to stop them from escaping. Where that fails, or where heals/ranged go unchecked across the bridge, jump over the fences on either side, or take the stairs on either side of your team's starting area and flank the enemy. This forces their attention off the bridge choke point and either to the sides, or better yet, behind them, where healers or targets carrying more medals are likely to stage themselves.

    Make full use of the arena. Lure overfocused melees to los their healer then burst them down. Lure a potential kill target to the side of the upper area then use a knockback to send them off and control their routes back up into range/sight of their healer. Throw out a few aoes to stop targets grouping (or if you have a SMN force them TO group). Bind/heavy targets trying to escape either where they're out of sight of their healer or wide open for attacks besides. There's so much more to that arena than the bridges and the middle.
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    Last edited by ThirdChild_ZKI; 01-14-2017 at 05:22 PM.

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