
Nah that charge is definitely a monk ability. You can see that his charge did 140 damage to the ant boss and gave him tp.


It's probably been said already, but they just used the battle version of the dungeon theme to show things off. Its the same dynamic theme used in Totorak and Darkhold as well. They might use a new theme for the next one, or they could use the same since it seems to be the timed dungeon theme.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
Aren't they changing the dungeons in 2.0?
I wonder if they just threw in Chimera for a cool final boss fight for us playing before 2.0. I highly doubt they had a underground desert battle in mind for Chimera....


Arent Chimera and Manticore usually in the desert/sand/pyramid themed dungeons?
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//
My XIVPad: http://xivpads.com?2031148
Most of you missed what looks to be a situation where when you take the quicksand ports that it appears you don't end up in the same place or the party has to split up.


while new mob models are nice. do you really need them to have a good time? really?
take FFXI bcnms for example, they seldom used new models but the hell if they weren't fun.


I think people just dont realize that most of the dungeons implemented for now will be things that were already in game, just unfinished.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//

I completely agree with this. Whether it's one hour, 3 hours, or even 30 min I think time limits are needed in order to provide an environment to encourage some sort of strategy. Whether the strategy is to kill/clear certain areas first, work at time extenders or clear hurdles that are meant to make a boss fight actually "fightable" (e.g., clearing area X makes boss actually damageable to magic dmg, etc. etc.), or maybe even something as plain and boring as "Don't die, or we won't clear it in time". Something, anything, that involves a plan of action other than then LOL-AOE-XP-PT-YAY-LOOKATME that we currently have.It depends how the dungeons are made, look at FFXI and dynamis, limbus, einherjar and nyzul.
Dynamis and limbus you had plenty of time to kill the bosses and farm in the time you had as long as you knew how to pull them, alot of stratagy was needed, Einherjar and nyzul, time was very tight and you had to keep up dps to get through in the time limit, and with the hard pulls and some objectives you had to know exactly what you are doing.
If you take the time limits away you can just charge through not care how you pull because as long as you kill one mob before a wipe on every pull (extreme example) you can still get through and win, whereas with a time limit you need to pull carefully knowing that every wipe costs valuble time.
About the first couple of tries at DH and primals being losses because you timed out, thats the key, you have to know how to do them in time its all about stratagy, we found out how to do DH and primals and we rarely time out on em now, while DH wasnt what we wanted it was the stratagy that worked.
But we atleast agree on one thing QUIT CLASS STACKING!!!
It was most likely a troll post.
They should know we're getting more content than just two dungeons.
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