welcome to the exclusive "we have lost our sanity club" danny ^^
someone else might have gotten it wrong.
The end is getting in sight XD
atm I am not really even think its that bad it just making sure in don't get distracted by other stuff most of the time :P
Need about 3 medals a day if i want to finish them all not to bad I guess seeing I usually got somewhere between 5-10 a day. Dropped down from 5 medals a day during the weekend got a lucky streak.
Last edited by Malackai; 2016-09-06 at 09:08 AM.
My art page: http://malackai.deviantart.com/
I'm considering returning, I miss the immersive atmosphere
Got a hyperconductive Nothung so thats the second of my 7 relics on the umbrite stage. Nerf pls yoshi!
7, huh? Here I thought I was ambitious for going for 4. Just past halfway point on WHM one (130-something/240), and I'll have WAR weapon at 230 by the time 3.4 arrives. Should have it at 240 by the time the next anima quest arrives.
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Pretty sure it's meant to be pronounced "Noth-ung", but yeah...and the irony of the follow up weapon (240 version) being a much more massive sword makes it all the more hilarious.
I just ended up starting a new one the moment my main started the next step as an excuse to level jobs in fates.
On the topic of "elite world first players" it's more than just their "skill" or their "commitment" and leadership skills. All of those things are true, but that's also generally skills ANY player with passion can attain.
One huge difference is their problem solving skills, adaptability, and recovery.
These players don't follow strategies. They create them. These players make mistakes like all of us do, sometimes as frequent as we do, but they think quickly and act even more quickly to resolve them. That is one of the biggest differences between them and us.
Also I find that higher-level raiders are very good at consistently executing a strategy: As soon as a boss has been killed once it tends to go straight to farm status.
One that comes to mind for me is in Weeping City, with the third phase of the Forgall fight (after the 3 big adds), with having to stand in the poop to get 1 stack of the debuff to prevent being one shot. I've never tried to look for a tooltip that would indicate one needs to do that in order to survive Megadeath.
Similar note: Has everyone forgot how to do that fight? I've run WC 4-5 times over the past 2 weeks (down to a single item I "need" from there, healer gloves) and it's been a shit show at Forgall every time. Would eventually clear that fight (and the rest), but each run has had minimum 1-2 wipes on Forgall. Some are from just stupid though, such as the one I had last night where tank pulled and my alliance's healers were locked out. In defense of the tank, our previous 2 healers both bailed at the same time, and these healers that were locked out had just zoned in...but still.
What happens if you cast "death" on a zombie in a FF game?
Probably an "immune".
The tooltip says that the green void debuff "zombifies" you.
Coupled with the suspiciously low damage inflicted and, most importantly: you not getting a vulnerability stack, it's pretty obvious that it serves some kind of function.
Also, don#t forget trial and error. Once they noticed that one green void is nothing to be afraid of, their DPS started ignoring them.
Megadeath comes -> DPS with debuff are still alive.
Personally I find that much much easier to do with FFs encounters compared to WoWs though. The design language is clearer. Blizzard doesn't even manage to clearly tell you where any given void zone ends. >.<
For me it's Avatar in Bahamut's Coil, as well as Nael and to a lesser extent Phoenix. But Avatar is the biggest for me.
There are 4 towers, there are missiles to stack/don't stack (and the stack can only be I think 1 or 2 in the big circle, 1 in the small circle, any more and all die). There are mines that go invisible that have to be triggered. If X happens, instant wipe (figure out what just caused that, but there's no indication what), so they had to figure out how to control the towers to activate them when they wanted to speed it up, then deal with the resulting affects while dealing with the ongoing boss mechanics.
Oh, and half the room goes bad at certain points, but you also have the main tank going mind controlled at times.