I think holding it until the last few % is the safest choice. U never know when a streak of death can decimate your party. A healLB3 at 10% is a life saver
I think holding it until the last few % is the safest choice. U never know when a streak of death can decimate your party. A healLB3 at 10% is a life saver
Isn't DPS lb only based on the user iLV?LB3 locks you in place for roughly ten seconds: 4 to cast, 4 for the animation, and 2 afterwards that don't really let you move or attack. So if it's used at the wrong time, the caster will die and the Lb will whiff. Also, MNKs should NEVER LB3. Doing it almost guarantees they'll lose GL3. From what I remember, LB3 priority goes SAM-NIN-DRG-MNK as far as melee goes..
I thought with equal gear, all melee, range and castee do the same damage respectively to their DPS category.
Earlier today, I beat Shinryu for the first time.
The first three attempts, someone was spamming LB3 and then LB1 as soon as it was available and we would wipe at the end. MT tells people to chill out and stop spamming LBs.
Third attempt, we get Shinryu down to 20% and he blasts all the DPS dead, 1 healer dead, and I barely survive with a sliver left. I hear the "thruuum" of the LB just as I drop dead myself. 1 tank, 1 healer alive.
2 seconds later...
We're all up on our feet and we proceed to win the battle.
In fights where there's a lot of instant death (like Shinryu....), LB3 is better off in the Healers' hands than the DPS's.
Though if you're <5% then by all means... have a Melee pound the guy with it. You might just squeak a victory in.
I forget the numbers, but I'm pretty sure the LB is based on the party's average ilvl.
The potency is stupid high, but I don't remember exactly. The ratio is something like...
if Melee is 10,000
Caster is 5,000
Ranged is 5,000
I always recommend saving melee LB3 until the boss is at low health, of 10%.
Else, I'd save up for healer LB3. Trust me, I've been into numerous situations of early LB3s, so I learned this the hard way.
Moreover, the one who executes LB3 are literally a sitting duck for a whole 8-10 (healers for 5 seconds) seconds when executing Melee LB3. So, you have to find the right moment for it, or risk dying to an AoE or targeted mechanics. You can try communicate who will use the LB3 and when, it'll make things much easier to manage since they will leave the LB3 to you.
As for candidates, SAMs for one are very capable of Melee LB3 due to their long duration buffs. I don't play other melee, so I can't say which other classes are good at it.
It's based on the weapon level of the party. Counter intuitively, if the melee is a MNK/DRG, a caster or ranged using the LB3 is generally a dps gain, especially in the case of a MNK. Failing that, the weakest melee dps that is neither a MNK/DRG should use it.
I was in a Royal Menagerie group where I had to use LB3 2 times so we could kill the boss (yes, it was that bad).
This is after a SAM threw a fit because we asked them not to use LB3 at all, after we'd already wiped twice.
So, what I've learned is that in a PUG, the Limit Break is mine and you'll have to deal with it until we, the other healer and I, deem you competent enough to let you use it. Then it's melee DPS > Caster > Ranged. Or whoever wants to see their animation. I don't care.
I know this sounds arrogant but I'm just trying to get my party to finish the duty successfully and there are times when I've got to use every tool at my disposal, including the Limit Break. That's just me doing my job.![]()
I want to give my personal experience as to why.
A) I get yelled at for using it.
B) I get yelled at for not using it.
Problem is, a lot of people have this mentality that it's always someone elses fault for why this or that happens. You use it for a damage nuke, healers complain. Healers don't use it, healers complain it was wasted.
I just want to give everyone a heads up and say this. There are still new players doing these fights, especially now with the jump potion. If you don't want to deal with that then quit using the duty finder for it's intended purpose. The attitude towards players just doing the MSQ is absolutely ridiculous.
Last edited by Crewman; 07-18-2017 at 03:29 AM. Reason: Accidental Smileys
Because it lowers my personal DPS and I gotta get a good parse mang. :> If I screw up my rotation at some point, or die though, then I'll gladly use it. But if I got a good run going, someone else better use it because I'm sure as hell not going to!
Generally, my thoughts are:
1) Dungeons = DPS use it whenever possible.
2) ARR and HW Trials = DPS use it to kill last 5-15% of a boss.
3) SB Trials with Pugs = Save for Healer unless boss will die from a DPS LB.
4) SB Trials with team = DPS use it as soon as possible and hopefully get another LB1 or LB2 in sometimes.
5) Raids with pubs = Save for healer even if it goes unused.
6) Raids with team = see 4, unless still learning then see 5.
可愛い悪魔
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