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Quick question on Ifrit... Regarding, Infernal NailsFollow

#1 Nov 14 2011 at 9:30 AM Rating: Good
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I looked at some of the Wikis and other Ifrit guides, but did not see a answer for this question.

Killing one of the four nails takes Hellfire damage down from 9999 to around 2800. I can only assume killing two nails would reduce the damage of **** fire further?

If so, does anyone know what the rough damage of **** fire is with two nails down?

As we get better at Ifrit as a LS, I think it would be cool to learn to take two nails out if it reduces hellfire enough to be able to bring more casual members in, ones without Sentinel, etc.

In our fights, the one nail goes down fast. I could easily see two lancers on each nail. Or lancers on one, THM and CON on another, with 1 remaining CON on tank during nails.

Edited, Nov 14th 2011 10:30am by Leodesol
#2 Nov 14 2011 at 9:58 AM Rating: Decent
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Are the other nails even accesible with Ifrit doing plumes and all?
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#3 Nov 14 2011 at 10:20 AM Rating: Excellent
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We tried a few times taking out 2-3 nails but saw only a few hundred damage drop from hellfire and deemed it not worth the effort, since;
a) It was a waste of dps that could have been on Ifrit.
b) It actualy spread people out more making it harder to have people topped/stoneskinned before hellfire.
c) you can survive hellfire without sentinel if you are at full hp with buffs even as a mage.

Taking down 2 nails is very easy with only 2-3 DD on the task while taking down 3 requires a bit more effort, but like I said its just not worht it and very often causes more harm then it does good.

Now we regulary run this with people lacking sentinel theese days and if you feel you are struggling on the nail phase and hellfire, my suggestion is just take out 1 nail and then focus all your efforts to keeping everyone topped and buffed to highten the chances for survival for thoose without sentinel.
#4 Nov 14 2011 at 10:22 AM Rating: Good
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The way we do it, we usually have two mages in the safe spot to the tanks left side. One pops right there with in range of their spells, or if a lancer where to go over to the mage safe zone, could hit it with Doomspike easily from the safe area, then move back.

Not something I am super worried about really, but as our DPS goes up due to getting the weapons, etc... was thinking it might be something to try if it makes it easier for taking mages or people without Sentinel.

I noticed that the speed run videos often use only 1, sometimes 2 mages due to higher DPS/gear and not needing as much mana. This leads me to think we could afford the mana from THM/CON targeting this nail once we all have tank and lancer Ifrit weapons.
#5 Nov 14 2011 at 10:30 AM Rating: Good
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XChoyi wrote:
We tried a few times taking out 2-3 nails but saw only a few hundred damage drop from hellfire and deemed it not worth the effort, since;
a) It was a waste of dps that could have been on Ifrit.
b) It actualy spread people out more making it harder to have people topped/stoneskinned before hellfire.
c) you can survive hellfire without sentinel if you are at full hp with buffs even as a mage.

Taking down 2 nails is very easy with only 2-3 DD on the task while taking down 3 requires a bit more effort, but like I said its just not worht it and very often causes more harm then it does good.

Now we regulary run this with people lacking sentinel theese days and if you feel you are struggling on the nail phase and hellfire, my suggestion is just take out 1 nail and then focus all your efforts to keeping everyone topped and buffed to highten the chances for survival for thoose without sentinel.



Thanks! This is what I needed to know. Sounds like it would be better to just get used to having stoneskin/protect/shell and any other +def buffs up. Might have non-sentinel players also invest in +Fire resist gear if they want to run regularly but can't/won't invest time in leveling gladiator.

Right now we are helping most of our members get glad to 36. However, if more people come back to try FFXIV after 1.20, this may change things quite a bit.
#6 Nov 14 2011 at 11:40 AM Rating: Good
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Quote:
Might have non-sentinel players also invest in +Fire resist gear


a mage in my ls tried that and didn't notice a difference
____________________________
____(>°°)D_->__(O°°)>-_<(;,,;)>_C-(°°Q)__O~~_t(°°<)_(;o0)___<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_<(;,,;)>_____

#7 Nov 14 2011 at 1:16 PM Rating: Good
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Leodesol wrote:
The way we do it, we usually have two mages in the safe spot to the tanks left side. One pops right there with in range of their spells, or if a lancer where to go over to the mage safe zone, could hit it with Doomspike easily from the safe area, then move back.

Not something I am super worried about really, but as our DPS goes up due to getting the weapons, etc... was thinking it might be something to try if it makes it easier for taking mages or people without Sentinel.

I noticed that the speed run videos often use only 1, sometimes 2 mages due to higher DPS/gear and not needing as much mana. This leads me to think we could afford the mana from THM/CON targeting this nail once we all have tank and lancer Ifrit weapons.


Generally its safer to have one mage on the left side and one on the right by the rock on the hill (both are safe zones from plumes as long as tank stands in the correct spot). This way if one mage has to deal with eruptions the other will be ready for cures and buffs. Overall, its a safer setup.

In terms of the nails, XChoyi summed it up nicely. Anything after 1 nail gives diminishing returns. It would be better to keep DPS on ifrit or focus on getting everyone full HP and SS if no sentinel. One thing to really want to pay attention to however is to continue monitoring ifrit's pattern when fighting the nails. The last thing you want is to be animation locked on an eruption while fighting the nail.



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