In the end, it's a fine tank on any mob (except mayabe the dooming yagudos -_-) just don't become the target of the wave 3 boss unless you're happy killing your melee/tanks. Should your puppet get targeted by Shin Zantetsuken, everyone in the alliance will be hit, and the wave 3 boss will then use it again on the alliance once your automaton's dead. Supertanks wave 3 fetter clusters with ease and can be a great way to 'hold' mobs while the group kills fetters, deactivate, drop aggro, and move onto another fetter. Pup tanks things in Divergence very well. Perhaps the Kin mechanic was precisely due to S-E being aware of the automaton doom issues, and was carried forward into other current content? I know this is true, since I co-tank Kin with a PLD friend frequently: the PLD needs lots of Cursna support when he has hate, but Kin has never doomed my puppet. Perhaps S-E programmed it that way to avoid the issue of no way to remove doom from an automaton, or changed things to make doom ineffective against pets (kinda like Charm) or not used against pets? For instance, Kin seems to only use Death Sentence against player tanks (and BGwiki says only if a PLD RUN NIN has hate), but won't use it against puppets. Doom was definitely an issue on Escha-era content (hi Duke Vepar), but I just haven't been running into it recently. but I've seen some weirdness in more recent events/mobs (Omen to present) where things that I would expect to doom players end up doing nothing to puppets. Maybe I'm just crazy, lucky, or both (or just been avoiding using puppets on Doom mobs out of habit). In the end, it's a fine tank on any mob (except mayabe the dooming yagudos -_-)ĭo the Divergence yags actually doom puppets? So I didn't get a chance to see Wave 3 Galka PUP viability. Since we were testing stuff and lacking the needed nuke power, we. Not sure whether getting unlucky Thousand Fists spam could be more difficult to deal with due to Repair/Maint timers (and might hold Benediction for such emergencies). Survival was a non-issue did use Repair/Maintenance to remove status effects after Thousand Fists and dropped into yellow HP, but wasn't so rough as to risk death or require the erase-spam needed for player tanks. PUP's ability to handle knockback better than player tanks was a real help to easily position the mob so players didn't have to attack from behind (and deal with Diamond Shell damage negation). Tanking worked great (though we were too light on magic damage). We were doing Dyna-Bastok last night, and I wanted to try out PUP on the wave 2 boss, Ka'Rho Fearsinger, since we were trying a nuke-based setup. Anything particularly good? Particularly bad? In particular, interested in what kinds of experiences you've had with tanking Wave 2&3 bosses, since there's fairly little info out there that is PUP-centric. Quick question for the PUP community: how are you using PUP in Divergence? Light/Wind/Fire with Anwig/DA Taeon for comparison: Double Fire/Wind would obviously still reign supreme if you Repair/Mulsum your Automaton. So it basically comes down to how much buff support you have. Frailty and Beast Roll would definitely have skewed the parse in favor of double Fire, as Arcuballista would have done 12k on average with those, but Shatterer/Piercer were practically unaffected by the difference in defense. I caught about 90% of all WSs with my maton WS set, so Shatterer did about 6.1k-6.2k, Piercer did 6.5k-7k and Arcuballista did 9k-10k on the toads, using only Dia 2, Attuner, Inhibitor 1+2 and Speedloaders 1+2. Which means unless the Automaton is tanking, it only has a 4-hit build and its self-skillchaining capabilities are highly luck-based, making it considerably less viable compared to Light/Wind/Fire. Generally, the double Fire build had trouble skillchaining unless it got lucky with a Double Attack proc. Light/Wind/Fire on Apex Toads, using only Drachen Roll to cap my maton's accuracy.ĭouble Fire set had a pseudo 3-hit build thanks to TP feed from getting hit, but according to TP calculators and my own calculations, a true 3-hit build would require about 40-45 more STP or something, which is impossible with current gear, even if it's perfect. All right, so I went out to parse the STP setup with Light/double Fire vs.
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