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  1. #1
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Quote Originally Posted by SeraviEdalborez View Post
    Sort of related to another thread ("What Makes You a Top DPS Player?"), but wanted to brainstorm:

    First, on the subject of sliding: the Head is able to be attacked a little sooner (~1 GCD) than the tail during/after Body Slam.
    [...]
    Second, I'm wondering aloud if it's worth losing a few rounds of autoattacks to spread DoTs between both head and tail,
    Yeah, since I wrote that I've started doing that method, especially at the initial slam where the tail is delayed an additional 2 seconds.

    In terms of crossing from head to tail, if you hit your GCD at max melee range, you only lose like 0.1s of GCD (and possibly an AA) before you are in range of the other side.

    Typically, also save DFD for the first double add spawn to either hit both adds or the add+tail depending on positioning. 2 hits > 1. Generally I will blow the SSD right at the start after the initial slam and head sequence because the slam is long and I'm stuck in the corner, so I'll lose a large fraction of a GCD if I just run.

    Other than that, I will mostly save 1 SSD for the orbs to transition between near side and far side. I'll also tab-dot them (CT + PH) in a high DPS group. No reason to stick with direct damage.

    Also, I use any jump to cancel the slide to stick on orbs if I can't slide into an orb (vanilla Jump will also place you at your target, not at your original position, strangely).

    Due to the extra Phlebotomizes thrown on head + tail, the amount of TTT time is very low.

    My friend says my highest parse on Levi is at 265 so far.
    (0)

  2. #2
    Player PArcher's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    2,580
    Character
    Kytre Ashaer
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by EasymodeX View Post
    Also, I use any jump to cancel the slide to stick on orbs if I can't slide into an orb (vanilla Jump will also place you at your target, not at your original position, strangely).
    I was wondering when someone else would find weird behavior with Jumps and Slams.

    Personally, I'm hoping its not a bug that the slides are canceled when you use a Jump (any of them; I save Elusive just in case I screw up and can't get far enough away on a Slam, for example)
    (0)

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