Multi-eruptions during Phase 1 and Hellfire at 90% makes me smile.
Also, this means it's likely he hellfires multiple times during this fight.
Multi-eruptions during Phase 1 and Hellfire at 90% makes me smile.
Also, this means it's likely he hellfires multiple times during this fight.
It seems like the jump actually resets hate as the monk was in green when Ifrit jumped. It must have been the Second Wind he used immediately upon landing that drew aggro.Interesting looking fight, looks like 2 new aspects of the fight
1) The "Powder Bomb", MNK stole hate and seamed to run to the others, bad idea imo, maybe if they ran away from everyone it would have only effected the one player. I'm thinking this actually discourages melee as the tank would be getting "bombed" and anyone in it's range would also.
2) Hellfire looked to have 4 fire pillars surrounding Ifrit, I normally stand at the edge during HF but this might hit you for more if you're near the middle.
Guess we're gonna have to see a winning vid to get a better understanding of the fight.
The "pillars" during HF are just the graphical effect from people getting hit by it.
i don't wanna do it
Your seed makes you strong.
idk it seems way to much hardcore and i believe its just a time sink till they raise the cap cause it just seems waaaaaaaaay harder than ever
I can't see this being realistically possible to win until 2.0 when the animation lock problems are dealt with. Bar the occasional fluke, of course.
A few things to note
That "smoke bomb" ability seems to only affect the player that has hate after Ifrit landing, and only for a short duration.
Jump definitely reset hate, the MNK was green prior to jump, he also landed in the center, not back on the tank as usual.
Hellfire seems to do more damage the closer you are (judging from the position of the dead bodies right after it).
How do I think this? By comparing buffs/position/hp/native job defense between Cat Food and Aisya before HF, and the hp of Aisya after HF. I will not lie; I cannot tell you what foods they ate, however, based on the above information I strongly believe distance matters. All speculation, though.
Jump "safe spots" didn't appear to change, but even if they did its not too had to avoid.
Suggestions
Tank: Have a JA ready to grab Ifrit out of the jump and no actions by any other party members until then.
White Mage: Pray.
Last edited by Jekyll; 06-24-2012 at 08:13 AM.
Ifrit always had 4 pillars and you cannot tell from 1 video that hellfire does more dmg the closer you are to ifrit. In fact I doubt that is a mechanic they would implement in a BC. Some people merely died because they weren't healed up properly nor had buffs to mitigate damage. Don't jump to wild conclusions please.
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Hence the word "seems". Let's not "jump to wild conclusions" on a sentence that starts with "seems". And yeah, 4 pillars, not sure what I was smoking.Ifrit always had 4 pillars and you cannot tell from 1 video that hellfire does more dmg the closer you are to ifrit. In fact I doubt that is a mechanic they would implement in a BC. Some people merely died because they weren't healed up properly nor had buffs to mitigate damage. Don't jump to wild conclusions please.
Just to chime in, the new "powder bomb"/"smoke bomb" attack people are referring to is called 熱風 (neppuu) in Japanese. Directly translated, it means "hot wind", though I seriously doubt that that's the English version name, as (like many direct translations from Japanese to English) it sounds pretty bad. I wouldn't be surprised if they called it something like "searing wind", however. We'll just have to see.
Oh, but it won't be me in there finding out, however. Somebody else can do that.
I've got a loooooong way to go before I get there. A loooooong way.![]()
I'll probably never get to fight Extreme ifrit anyhow.. so whats the difference :P.
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