I don't know if you know this yet, but B4B only effects the first hit of multi hits like Quick Nock, Chaos/Simian Thrust, RoH, Godsbane, Barrage. I'd save it for Wide Volley or Bloodletter in these cases.They are happy to share their experience. Winning or losing isn't what's important. We can discuss about this strategy, say what we think is good or what they do wrong. This thread is far more interesting than all the complaints ones because it's constructive. Not just a rage cry one minute after the patch release saying everything is wrong without testing further.
My Linkshell tried with Archer too this week-end.
So Quick Nock without buffs was better than Chaos Thrust with buffs. First problem, it's 3 minutes recast against 1.33 minute for Chaos Thrust so it's mandatory to use it with Keen Flurry.
We were sticking with the other DD's, move a bit back to start combo then return near the DD's to lauch Quick Nock.
Second problem, Light Shot animation lock needs more timing.
I'm sure it's worth using Archer but we need to try again because it takes time to get used to another class playstyle on Ifrit runs. But once I master it I'm 100% sure it's really a good DD for this. Only tried once then switched back to Lancers. Took a few runs to relearn everything and time combos then it went all wins again.
EDIT: By the way, Raging Strike + Blood for Blood + Barrage is an extra Quick Nock while waiting for recast.
Last edited by Forerunner; 01-16-2012 at 02:12 AM. Reason: I can't spell.
Yes I know it but at the time I posted the comment you quoted I kept using it. I had read it from the Patch Notes but I was still in a post-update testing phase. Thank you though =)
There is a little Monkey in all of us....
Pugilists might have their moment of glory coming =)
A former member of my Linkshell tried it and is affirmative, the fight is much more easier with full burning Pugilists.
Well i've been killing this guy for quite some time and i can assure you that having mages in 2 spots is the best way, altought your strategy could be a good one, well the strategy that we've been using is to have healers and casters on both sides, so if a crack spawns in one place the other healer can cast without trouble.
After hellfire theres gonna be a lot of cracks i think six or something close, well if you have people spread too much the cracks will spawn everywhere, in the strategy we use the cracks may appear at the back of ifrit with melees making a corridor to the back so u can skip it without involving mages, the other way that those cracks appear is in both sides of the area (where healers and mages are) so melees can stay put doing dmg and healers and casters can eveade those cracks quicker and have lesser cracks on their sides making the run shorter so they can go back and cure the tank.
The most important thing is after hellfire keep your tank fully healed all the times so when these cracks appear he has enough hp to stay alive while your healers get back to their spot.
Well about plumes with this strategy only melees have to evade those if they're not close to the tank, mages get a safe spot all the time so your caster and healers should only focus on cracks.
But feel free to do it the way you feel like it.
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