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  1. #21
    Player
    Forerunner's Avatar
    Join Date
    Jun 2011
    Location
    Reach
    Posts
    536
    Character
    Danny Leonhart
    World
    Zodiark
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Seyra View Post
    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.
    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.
    (0)
    Last edited by Forerunner; 01-16-2012 at 02:12 AM. Reason: I can't spell.

  2. #22
    Player
    Seyra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    210
    Character
    Seyra Mihgo
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    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 =)
    (0)

  3. #23
    Player
    Mamba's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    414
    Character
    Lily Spider
    World
    Odin
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Scytale View Post
    I greatly appreciate the advice and am glad people are starting to respect Archer again! Thank you!
    I find this kinda funny as Moogle fight is "archer only" and other jobs are crying that they won't get in parties over archers lol
    (0)
    There is a little Monkey in all of us....

  4. #24
    Player
    Seyra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    210
    Character
    Seyra Mihgo
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    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.
    (0)

  5. #25
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    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.
    (0)

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