Downside of doing it with friends, we WANT to be the hero and save the group, hard to let the trap just take out the person who hit it.
Any advice?
Downside of doing it with friends, we WANT to be the hero and save the group, hard to let the trap just take out the person who hit it.
Any advice?
Advice is to let them die at the higher floors if they take on too many enemies or dangerous enemies. I did this on my recent HoH run. If you do anything such as heal them or attack or be nearby then the rest of your party may die as well.
In my HoH solo run today I had a lag spike and the game thought I stood in an aoe that I'd run out of and that was it, over. This is how deep dungeons are so just got to try again.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Ideal strat is to sack whoever stood on it asap before anything enrages, but if you really don't like doing that then you'd have to burn a witching or something.
Yep, the only realistic options at those high floors are to either burn a valuable pomander that can kill the spawned enemies quickly or get as far away as possible from whoever stepped on the trap and sacrifice them.
Trying to fight those enemies the normal way will usually result in one of them living long enough to get it's oneshot ability off and your run is over.
Use a witching or let them die. So long as one person is alive then there's a chance you can continue. No use if everyone rushes in and dies.
I do it with friends too and I'm the healer and they understand that I'll bring them back so long as I'm still there to. So it's not abandoning them. Just a strategic retreat.
My advice...
Pull anything into hallway areas, as there are no traps in the transition areas between rooms, this will give you a safe space wherein to fight monsters.
When moving between rooms, always stick to the walls / close to the edge, as I think you're less likely to encounter a trap on the edges than if you were to run around as if you can tank/spank everything.
Have one person be the lead for moving between rooms, and follow shortly behind when you know it is safe to do so. If the person ahead catches a trap, sacrifice them and then raise afterward, assuming you have a job capable of raise. Providing they aren't in your immediate area when they're moving, or provided they aren't in the enmity list, then they should ignore you.
Gotta be careful with that with Orthos, though, cause some of those mobs have gigantic line and circle AoEs.
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