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  1. #1
    Player
    Fluffernuff's Avatar
    Join Date
    May 2016
    Posts
    418
    Character
    Aethys Aeon
    World
    Goblin
    Main Class
    Gunbreaker Lv 80
    Compared to other dungeons, ARF is actually a weird one. each "pull" is a bit awkward to deal with.

    1st pull: probably the most average pull, but the 3 "giants" spawn so fart apart, you need to be placed perfectly to hit all 3 with unleash or flash.

    2nd pull: same issue as the first- awkward spawn placements with a ranged mob inside a wall you cant move through. 2 similarly spaced groups spawn later, making it a little hectic to actually grab aggro off ranged. very annoying.

    3rd pull: 4 mobs, 1 of which being a ranged healer everyone like to ignore. fun.

    1st boss: Good luck having an emnity lead here. ESPECIALLY against ranged. The boss stuns you and spend the better half off the fight moving to opposite corners of the arena faster than any tank can move- effectively removing you from the fight until he stops. it's normal to have no wiggle room on this boss. If your DPS decide to ignore the only mechanic they every have to actually deal with (adds), then it's likely you could even lose emnity.

    4.5th pull: always hard to think about this pull- sometanks (like myself) run the goop up to the orb, others kill them before moving on. i'm going to assume WITH the goop-
    Every DF DPS ever will think the orb is the most dangerous threat on this pull (Hint: it's not. it tickles for a whole 200-400 damage... every 3 seconds). So that leaves you to deal with the adds! why does this make emnity hard? they come in waves, in combat, and the mobs all spawn even more far apart than the first 2 pulls.
    This pull murders your resources. DRK has to moderate their unleashes, PLD actually has to care about MP, and WAR either needs to actually use equilibrium or heaven forbid watch their stacks. This is very annoying and leaves you little room to actually establish emnity- especially with your DPS stacking on the orb while the ranged mobs pick away at the healer.

    5th pull: same as the last, but the mobs spawns are spaced furhter apart, and due to silly AI pathing, is very difficult to actually grab! HOORAY! but yeah. same as the last- highly annoying and limits your resources.

    2nd boss: Actually nothing too bad here on emnity- the only thing is if you get caught peeking during petrify, well.... your DPS will be tanking. so that will kill whatever lead you had. I wouldn't consider this boss an issue with emnity outside of that, though.

    Elevator: the 2 beams dont move and the big guy has huge AoEs. The best tip I can give is actually ignore the 2 beam things and keep the boss standing in and looking at a corner- the DPS can handle the beams, and no one should be in danger with the AoEs not hitting the elevator

    6th/7th/8th pulls: pretty normal pulls at this point, not much to specifically highlight. emnity should be a breeze, aside from awkward spawns.

    final boss: Shouldn't be too hard to imagine why emnity can be hard to maintain here- there's just too much movement. not much more can really be said. excessive movement is bad for tanking.


    All that is wrapped up by a nice and neat little ilvl sync of 180, severely hitting your actual emnity output.
    So yes, I can somewhat agree to ARF having "weird aggro". I mean, not all that HARD to HOLD aggro but it's certainly "weird", I'll give it that. You'll likely need to use much more unleash/DA/Flash/OP than normal, yes. Outside of the second boss, I could also see you needing to use more PS/ROH/and BB combos as well. Some of us are just used to the ARF grind, thanks to anima.
    (2)
    Last edited by Fluffernuff; 01-25-2017 at 02:04 PM.