Hello, I tried to make a video showing a guide for Thaumaturge doing ifrit. When to attack and not to attack timings and such, If you guys could give feedback that would be amazing ^_^
http://youtu.be/eMBmtSODzgo
Hello, I tried to make a video showing a guide for Thaumaturge doing ifrit. When to attack and not to attack timings and such, If you guys could give feedback that would be amazing ^_^
http://youtu.be/eMBmtSODzgo
Last edited by Veronica; 01-25-2012 at 04:43 PM.
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Nice video guide.Also like your videos of Blade & Soul XD That game actually looks really nice and I like the gliding feature.
Thanks, the glide is fun ^^ i glitched her today (B&S) by falling through the floor so i might need to remake her XD
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Pretty good overall. I think you did a good job of stressing some of the critical micro aspects that most guides tend to overlook. Here are some of my comments:
1) If the sole purpose of this video is to make a guide, then there should also be a small segment about the gear preparation as well. Gearing up a THM properly for Ifrit is IMO more important than even doing the fight itself. A base line THM is completely worthless against Ifrit, but a properly geared THM is the #1 DD against him. I think people have started to realize this by now since 1.20 is over a month old at this point, but it's irritating to see very poorly geared THMs try to fight Ifrit because all they hear is that THM is #1 on it.
2) All 4 nails should go down, there is no excuse to leave any of them up unless every THM somehow gets resisted multiple times in the middle of their combo (I don't think I've ever seen this happen). The difference in damage taken between having one nail up and having none is significant. You can survive Hellfire with one or two nails up no doubt about it, however, people have a tendency to get hit on the next ability that Ifrit uses because positioning right after Hellfire is usually messed up unless he uses Crimson Cyclone. One or two deaths leads to another and another and there is a decent probability that you will end up wiping.
3) I see nothing about ability usage. I tend to use Dark Seal and Parsimony for Thundara and Excruciate before Thunder. I keep them on cool down but I make sure to have them up for the Infernal Nails phase. As far as the actual nuking goes, nuking Ifrit is essentially Thunder > Thundara over and over and over again. Thundaga is generally a waste because of MP inefficiency and lengthy cast time that will probably end up killing you. Infernal Nails are a different story. You're under a time limit so you want to get them dead ASAP. I generally hear most people say to start off with Stone for the debuff and then do Thunder > Thundara > Thundaga > Thunder to take it down. I usually go with Thunder > Excruciate > Dark Seal > Thundara > Parsimony > Thundaga > Thunder > Thundara. Depending on when Excruciate actually activates, the nail might die before all of that is finished.
4) At one point you ran quite a distance over a plume and didn't get hit by it. You either have a really good computer or very little latency because anytime I've ever tried to do that, I would get hit by it. I think most people are in the same boat. I think what I'm trying to get at is if people are looking to this video for guidance, that may be a bad thing to show because they will emulate it thinking things will be okay and then get blown up lol. However, I understand everyone's playing situations are different, so whatever, haha.
At this point, maybe I'm suggesting things that you weren't focused on anyway, but I just thought I'd give my two cents since you wanted feedback.
I'm curious--I've been THM (it's my only 50) in several successful Ifrit fights now. I've worked to get myself good (though not fantastic) gear, felt cavalier's hat/bliaud/gaskens, boarskin ringband of storms, +MND rings, verdant scepter, +INT, +MND, + M.Att, -Enmity materia, mostly just generic stuff to improve my nuking. What's your suggestions for outfitting?1) If the sole purpose of this video is to make a guide, then there should also be a small segment about the gear preparation as well. Gearing up a THM properly for Ifrit is IMO more important than even doing the fight itself. A base line THM is completely worthless against Ifrit, but a properly geared THM is the #1 DD against him. I think people have started to realize this by now since 1.20 is over a month old at this point, but it's irritating to see very poorly geared THMs try to fight Ifrit because all they hear is that THM is #1 on it.
Get to ~460-470 Magic Accuracy then boost your INT. I don't personally focus on MND in any slot unless it's already on the equipment. Consider Felt Hat of Intelligence or Electrum Monocle instead of Felt Cavalier's Hat and Woolen Tights over Felt Gaskins. I personally wouldn't suggest Verdant Scepter since it can't be melded. Hand, Waist, Legs and Feet melds are all pretty straightforward. I would typically go with Sagacious Might, Touch of Serenity, Loresman's Wit and Lightning. 1H Weapon and Head can take both Magic Accuracy and INT so it's up to you to figure out what you need in those slots.I'm curious--I've been THM (it's my only 50) in several successful Ifrit fights now. I've worked to get myself good (though not fantastic) gear, felt cavalier's hat/bliaud/gaskens, boarskin ringband of storms, +MND rings, verdant scepter, +INT, +MND, + M.Att, -Enmity materia, mostly just generic stuff to improve my nuking. What's your suggestions for outfitting?
You'll have to parse in order to figure out whether you're doing well or not, but as long as you're completing more combos than not, you're above what I referred to as "base line."
We need to get more accurate information about Stone spell. As you can read right here, the spell's description on French client shows that reduces earth magic evasion.
Furthermore, you can read the same description at Class Reforms & Actions Lists thread.
So if Stone is working that way it's pretty useless for a Thaumaturge if you're looking after reducing general magic evasion.
Last edited by Umo; 01-27-2012 at 08:59 PM.
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although getting 4 nails down is not hard its also not important. You only need to get 2 nails down.Pretty good overall. I think you did a good job of stressing some of the critical micro aspects that most guides tend to overlook. Here are some of my comments:
1) If the sole purpose of this video is to make a guide, then there should also be a small segment about the gear preparation as well. Gearing up a THM properly for Ifrit is IMO more important than even doing the fight itself. A base line THM is completely worthless against Ifrit, but a properly geared THM is the #1 DD against him. I think people have started to realize this by now since 1.20 is over a month old at this point, but it's irritating to see very poorly geared THMs try to fight Ifrit because all they hear is that THM is #1 on it.
2) All 4 nails should go down, there is no excuse to leave any of them up unless every THM somehow gets resisted multiple times in the middle of their combo (I don't think I've ever seen this happen). The difference in damage taken between having one nail up and having none is significant. You can survive Hellfire with one or two nails up no doubt about it, however, people have a tendency to get hit on the next ability that Ifrit uses because positioning right after Hellfire is usually messed up unless he uses Crimson Cyclone. One or two deaths leads to another and another and there is a decent probability that you will end up wiping.
3) I see nothing about ability usage. I tend to use Dark Seal and Parsimony for Thundara and Excruciate before Thunder. I keep them on cool down but I make sure to have them up for the Infernal Nails phase. As far as the actual nuking goes, nuking Ifrit is essentially Thunder > Thundara over and over and over again. Thundaga is generally a waste because of MP inefficiency and lengthy cast time that will probably end up killing you. Infernal Nails are a different story. You're under a time limit so you want to get them dead ASAP. I generally hear most people say to start off with Stone for the debuff and then do Thunder > Thundara > Thundaga > Thunder to take it down. I usually go with Thunder > Excruciate > Dark Seal > Thundara > Parsimony > Thundaga > Thunder > Thundara. Depending on when Excruciate actually activates, the nail might die before all of that is finished.
4) At one point you ran quite a distance over a plume and didn't get hit by it. You either have a really good computer or very little latency because anytime I've ever tried to do that, I would get hit by it. I think most people are in the same boat. I think what I'm trying to get at is if people are looking to this video for guidance, that may be a bad thing to show because they will emulate it thinking things will be okay and then get blown up lol. However, I understand everyone's playing situations are different, so whatever, haha.
At this point, maybe I'm suggesting things that you weren't focused on anyway, but I just thought I'd give my two cents since you wanted feedback.
Like I said, it's not necessary to get all 4 nails down, but 1) you should be doing it anyway during that 1 minute 2) not getting them all down means increasing the chance people die on the next ability Ifrit uses
Ah yeah I agree. Since it is more of a newbie to thm/ifrit type of guide I wanted to focus on the basics. 2 Nails is fine, unlike in moogle where it is important to get all those little fluffballs down before 24:00
Check out my Youtube:
http://www.youtube.com/user/NewbVeronica
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