I agree usually can get through a whole fight with no eruptions if you are standing by yourself.
I'm really starting to agree with this.
Prior to 1.20, Lancers were the main damage dealers and if we had just 1 Thaumaturge, standing with the healers wasn't such a problem since they tended not to draw too much hate.
But now Thaumaturges draw so much hate that having them stand with the Conjurers is asking for an accident to happen.
We've been following the video guide Veronica posted for positioning Thaumaturges.
Their semi-safe spot is around the center and about 2/3 way back from Ifrit. It's safe from plumes and too far back to be hit by Ifrit explosions... but you need to run to the side when he does his dashes (similar to how other DDs move during dashes).
http://forum.square-enix.com/ffxiv/t...ge-Ifrit-guide
Really the only thing you shouldn't do is have both healers in the same spot.
What I do:
- Predict damage done on tank, and cast Cura in advance.. While counting the number of claws Ifrit did to ensure I wont caught in animation lock when something bad is coming to me.
- Blissful Mind + Second Wind
- Runs to the tank while Ifrit jumps to cast AoE Stoneskin and Protect
- Only raise during dashes and if I know I won't run out of mp too quickly
woah, I've never seen it tanked at the position where you zone in o.O unless I'm misunderstanding Krausus' diagram.
You can use his diagram as reference if you tank ifrit where he spawns as well though, only difference would be that points #2 and #3 would be opposite in this case (3 would be against the wall, while 2 would be a bit away from the wall)
Last edited by Ricepudding; 02-28-2012 at 06:40 AM.
Here's the positions we use in a diagram i whipped up in like 5 minutes, hopefully you can understand it haha
Stars are CNJ safe spots, Square is tank, Triangle is Ifrit.
Left spot: There is a series of 2 small cracks and a Large Crack, the large crack being right next to the tank. Standing right next to the 2nd small crack is safe from plumes and dashes. The safe area is smaller than the spot on the right side but I personally find it easier to run back and reposition to after eruptions. Note: Your tank can use that large crack to help position themselves, but make sure they know that standing on the crack itself is NOT safe from dashes. They have to stand slightly to the side of it.
Right spot: There's a rock in that general area that you can stand behind and be safe from plumes and dashes. It might take you a fight or two to get the hang of it, but the safe area is larger than on the left side.
Last edited by Estellios; 02-28-2012 at 09:49 AM.
nice graphicHere's the positions we use in a diagram i whipped up in like 5 minutes, hopefully you can understand it haha
Stars are CNJ safe spots, Square is tank, Triangle is Ifrit.
Left spot: There is a series of 2 small cracks and a Large Crack, the large crack being right next to the tank. Standing right next to the 2nd small crack is safe from plumes and dashes. The safe area is smaller than the spot on the right side but I personally find it easier to run back and reposition to after eruptions. Note: Your tank can use that large crack to help position themselves, but make sure they know that standing on the crack itself is NOT safe from dashes. They have to stand slightly to the side of it.
Right spot: There's a rock in that general area that you can stand behind and be safe from plumes and dashes. It might take you a fight or two to get the hang of it, but the safe area is larger than on the left side.
i would add raise someone if needed only when ifrit is dashing, but if the other healer dies ask someone to raise him and full heal the tank, you cant let the tank die because your party will wipe.Hello,
I'm hoping to start a discussion on the best way for a CNJ to deal with Iffy in battle!
So far, I've come up with the following points:
1 - CNJ stands in one of their two safe spots
- On the right as going in, to the left and behind of a little rock
- On the left as going in, to left and behind a little smudgy spot
2 - Focuses on curing the tank, but not over-curing (save on MP).
3 - Uses Shroud of Saints when ever possible (to decrease hate and get some MP regen)
4 - Uses Blissful Mind before going in and tap it when MP is going low. When used, right away use it again to start storing for more MP.
5 - Stoneskin self at ALL times (prevents being thrown back by attacks and serves as buffer to already low HP)
6 - Casts Protect on group when they huddle together
7 - Casts Sacred Prism + StoneSkin on group when they huddle together
8 - Casts Curaga on group when they huddle together
9 - Avoid curing anyone but tank (the DDs can take care of each other)
10 - Avoid raising unless things go really really bad
11 - Run away from cracks the moment you see them (although that may still be too late), and then run back as soon as they start to dissapear
12 - When Nails pop up, look at timer (how much time left before fight is over). Subtract 60 seconds. That is about when Hellfire is going to happen. As soon as hellfire is about to happen, start healing yourself so you are cured the moment it is over. Then quickly put up StoneSkin.
Any more ideas/suggestions/tactics?
I do have a couple of questions:
Should a CNJ heal the tank even if it means the CNJ will die in doing so?
Should a CNJ spam-heal the tank even if it means the CNJ will run out of MP?
Thank you.
And yes maybe sometimes is better dieing to cure the tank, ppl in your party should help you cure if the other healer dies.
If Ifrit is tanked directly in front of the zone in, facing away (let's cal that 3 o'clock), there's a good place to stand outside of vulcan burst range and between plumes around 12 o'clock. Having all THMs here allows for a second healer (if you use one) who stands around 1-2 o'clock to run from eruptions between Ifrit and the THM party, which is great so THMs don't have to move on of the off-chance that they do not get any triple eruptions on them. In any case, everyone always runs towards the exact center of the arena since it is perfectly safe. The great thing about this spot is if you get just close enough to the wall at near-max distance, you don't have to move when Ifrit dashes either, giving you tons of mp regen time.
ITT: conjurers only heal on Ifrit?
Last edited by GreyJorildyn; 02-29-2012 at 06:40 PM.
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Would you be able to do a diagram? I'm having a hard time visualizing your arrangement.If Ifrit is tanked directly in front of the zone in, facing away (let's cal that 3 o'clock), there's a good place to stand outside of vulcan burst range and between plumes around 12 o'clock. Having all THMs here allows for a second healer (if you use one) who stands around 1-2 o'clock to run from eruptions between Ifrit and the THM party, which is great so THMs don't have to move on of the off-chance that they do not get any triple eruptions on them. In any case, everyone always runs towards the exact center of the arena since it is perfectly safe. The great thing about this spot is if you get just close enough to the wall at near-max distance, you don't have to move when Ifrit dashes either, giving you tons of mp regen time.
With the Thaumaturge spot in the video I linked to earlier, the disadvantage is having to run from dashes -- which cuts off MP regeneration a lot.
I usually keep Cleric Stance on and attack for the first half... trying to keep Aero and Magic Evasion Down on Ifrit helps.ITT: conjurers only heal on Ifrit?
But during the second half I take off Cleric Stance and save my MP for healing since the tank tends to start taking massive damage during this time.
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