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In-depth Miri Guide

YagaminYagamin
Vindictus Rep: 2,930
Posts: 218
Member
edited September 30 in Miri
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How to spend AP. Skill Rank Priority

Critical Hit
Smash Mastery
Fiery Chainswing
Blazing Spine

Dragonspine Mastery (Rank as required)
Armor Mastery (Rank as required)

Scorching Streak [Dash]
Battle Respiration (to Rank A)

Coiled Strike [R]
Tail Impale [LR]
Ravaging Claw [LLR]
Spiny Kick [LLLLR]
Fiery Assault [TabR]
Stamina Mastery (to Rank 9)

HP Potion Proficiency (to Rank 9)
Standing Endurance (to Rank 9)
Stone Skin (to Rank 6)
Defense Mastery (to Rank 9)
Life Flare (to Rank 9)
Campfire (to Rank A)

Slice and Dice
Call of the Dragon

Hacking Spinethrow [LLLR]
Ancestral Garb
Hot Streak [Dodge]
Spinethrow [DodgeR]

Willpower Mastery (to Rank A)
Health Mastery (to Rank 9)

Combat Mastery
Agility Mastery (to Rank A)

Secondary Weapon Prof (leave at Rank F)
Meditation (leave at Rank F)

Equipment

* With the nerf with Chainswing's SP 25 -> 15, Cat Statue is almost always much better. Unless you plan to be in Trans for the entire run where Paw is better.

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* Reduce SP on Blazing Spine and Ancestral Garb. (Not 22s CD reduction on Garb because you still can only use it once per Raid anyway or twice per Redeemers)
* Increase Damage on all other Skills.

General attacking tips during Raids

Abbreviations:
L or Parry = Normal Attack
R = Smash Attack
R spam = Coiled Strike
BS = Blazing Spine
FB = Flamebreath
Dodge = Hot Streak
Dash = Scorching Streak
Fly = Scorching Streak during Garb
TabR = Fiery Evasion Fiery Assault
Garb = Ancestral Garb
Call = Call of the Dragon
Trans = Dark Knight / Paladin
Stacks = Wyvern Magic from Chainswing / Fiery Assault
CD = Cooldown

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* Chainswing to build 3-5 Stacks.
* Parry whenever possible if you do not have Hydra, are low on SP so you need the Stack (you lose a Stack when you are hit), or are building up SP for Garb.
** Hydra gives +20% Damage to Chainswings. Try to keep Hydra buff active by Parrying instead of Dodging. Only Dodge when absolutely necessary or you know you can Parry again shortly after.
* Parry while having 3-5 Stacks to use the Stack to gain SP and Stamina.
* Try to keep 1 Flamebreath remaining, unless you are going to use BS right away after it or if the boss is about to leave/die.

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* While low on Flamebreath or already have 5 Stacks, LR or spam R to gain SP until 930 SP (or 1000 SP if no Waking Stone) for Garb.
** R spam does more damage and gains more SP if you get it to hit, you will need to learn which bosses and when to use it effectively.
* R spam can also be used to move around the map faster as well as to avoid some attacks that can't be Parried without needing to use Dodge.

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* You generally want to use Garb as early as you can, you don't want to waste Garb time at the end if the boss dies, and you don't need to worry too much about SP management.

* Garb animation can be skipped two ways.
** 1) Hold W the entire time, Dash, Garb, Shift.
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*** The cancel occurs when you hit Shift to start running. So if you don't want to cancel right away for invulnerability timing reasons, you can delay pressing Shift. But if you do cancel right away, you can use BS even if you don't have enough SP. Try not to get hit during Dash as that stops it.
*** W for walk but it can be in any direction, here I used D instead of W.
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** 2) Have at least 1 Flamebreath available so you can use Tab instead of Dodge to keep Hydra. Use a Phoenix Feather, use Garb almost right as you start using the Feather, if successful, Garb animation is cancelled but you are still using the Feather, so TabR out of that.
*** Second method is harder and slower to do and messes up the camera, so I prefer to use the first unless Dash is on CD.
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* Good time to use a Stamina Potion during Garb. Spam Chainswing as much as you can.
** If you run out of Stamina and the boss isn't going to let you Parry for Stamina, you can use BS to restore some Stamina (or use a Merc Recovery Potion Plus from events or VVIP).
*** BS during Garb costs 30 SP instead of 180 SP.

* If you have enough DEF, tank the hits and Parry only when the timing of the boss attacks match your Parry so you don't waste time waiting.
** If not, TabR if the boss attacks during your Chainswing. If you know the boss is about the attack, wait to parry if there is not enough time for another Chainswing.
* TabR can be used even if you have 0 Stamina or have a Stamina debuff. This is very useful in Redeemers if you do get hit with the debuff.
* Note that there are 4 types of Chainswings, two of them have a large displacement, so you can use that to avoid attacks. You can also use directional keys to slowly move to avoid attacks during Chainswings.

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* When Garb ends or while you don't need to save SP or if you haven't Garbed yet while you have a lot of SP, proceed with Chainswings, Blazing Spines (BS L BS) and Parry.
* Blazing Spine is good to use during longer boss openings or while you are just out of range of the boss's attacks.
** For short runs you don't need to be conservative with SP and Parry everything. If you have enough DEF, spam those Chainswings and Blazing Spines.
** For long runs you will want to manage your Flamebreaths and Parry. You won't want to run out of SP before the end, so you need really good knowledge of how the boss moves to time your Parry. Try not to use TabR outside of Garb.

* If you are hit with a Stamina debuff, you can still use Tab BS while having no Stamina. If the debuff ends before BS hits, you gain Stamina some right away.

* In the last third of the bar, you can use Slice and Dice instead of BS if you still have it.

Raids

* Note this is generally about what I do during each raid, so it is for fast runs. It may or may not differ in slower runs.
* It is also not really a guide about the raids themselves, so I won't list everything about the raid.
* Unless stated otherwise, the general tips right above this will be applied to these raids.

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* Garden of Tears/Corrupt Queen: Regina
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* Island Ruins/Twists in Time: Braha
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* Temple of the Fallen Moon/Light and Shadows: Glas
* Build up SP but don't Garb until right after the cutscene at around 8.5 bars. (You can save Garb and use it to skip Gravity Inversion phase but he doesn't always do it and you end up wasting a lot of Garb time when the boss dies.)
* During Gravity Inversion phase, walk, don't run, inside the portal area so your Stamina gets restored, Tab out of the portal when it ends. But he has lots of attacks that are easy to Parry so Stamina isn't too much of an issue.
* If the boss is standing inside a portal, before Garb you can LLLR [LLR]repeat, during Garb you can spam BS RR.

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* Radiance/Shining Lugh:
* Build up SP to Garb as soon as you can. (Do not save for after the Tathlum Blast as you waste too much Garb time when the boss dies.)
* At 7 bars, he starts to use a grab attack, if you got the shield you won't be grabbed but if you don't have the shield, you can use waste a Call to guarantee you avoid being grabbed and he'll grab someone else instead.
* At 4 bars, you can use Call to skip the Tathlum phase, if the timing is off you may need a second person to use another Lockdown skill. Just keep in mind that you cannot use a Lockdown on the boss if he uses his Stamina debuff attack or grab or when he disappears.

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* Agony and Despair/Under the Surface: Eochaid
* Make sure to have have Hydra before 8 bars and don't Dodge. After the next phase, most of his attacks are red or are hard to Parry.
* This is an easy boss to spam R on.
* Build up SP but don't Garb until after he goes up and comes back down at 8 bars.
* I prefer to not grab on, instead just stand under the ledge since it is easier to Dash Garb BS.
* Before he comes down, you can time a BS to hit just as he lands.
* When he does a red jump attack, Tab BS.

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* Denizen of the Deep: Abomination
* Whenever his shield goes up or down, he stands still for a long time. So make sure you have Hydra before the shield goes down and don't Dodge.
* This is an easy boss to spam R on.
* Build up SP to Garb as soon as you can.
* You will need to use BS far more often in this raid during Garb to restore Stamina due to the limited number of things to Parry, but try do this while his shield is up.

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* The Missing Soul: Dullahan
* Build up SP to Garb as soon as you can. You can't trust your party to skip the last two phases if you save Garb for that.
* While attacking, try to lure her away from the middle.
* If you still have Garb after 3 bars, you can waste a Call to avoid a red shockwave once to help a little with skipping that phase. Well, it's not really a waste since you can't use a lockdown on her while the shield is up.

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* The Price of Failure: Aes
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* Iron Fist: Arcana
* Build up SP to Garb as soon as you can. (Do not save for after the kicking phase as you waste too much Garb time when the boss dies, it's only +10% bonus damage, not worth the lost time and effort to manage SP for late Garb)
* After 8 bars, she will start to jump really high and grab someone when she lands. You can Fly to the edge to generally avoid this or waste a Call to guarantee avoiding it.
* You can use Slice and Dice when the words appear at the start of the last bar as she can't be flinched during that so you won't miss the second hit as easily.

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* Distorted Truth: Rupacitus
* Right as it starts, Dash sideways, avoid getting bubbled.
* Build up SP but don't Garb until after he comes back from his swim.
* At around 8 bars he will swim outside the map. Spear him a few times and then avoid the bubbles coming in from the side. It is easier if you don't stand near the middle.
* Use all your Chainswings while surveying the nearby area around the boss, remember where the bubbles are to avoid them, then Garb.
* Attack close to him so he can't shoot you with a bubble from his mouth.

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* Surprise Attack: Claire
* Build up SP to Garb as soon as you can.
* At around 8.5 bars (and again later around 5 bars), get into the small circle and BS RR (move during the Chainswings to avoid the red back slash)
** If you fail to get into the circle small, you can waste a Call to avoid getting KOed.
* At 5 bars, she runs out, avoid the circles (or rather, run towards areas with lots of circles and enter after they land), stay near the middle, when she runs back in, you can time a BS to hit her before she lands and then L to Parry the shockwave/landing then proceed with up to 4 Chainswings. Repeat this again. Then again on the third time there is only enough time for 1 Chainswing.
* At 3 bars, there is a cutscene, you will all be pulled into the same location so you can use your mouse to click a Feather to revive someone if someone is dead.

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* Devil's Tower: Elchulus
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* Red Stigma: Macha
* Before 9.5 bars, lure her to the middle of the map.
** If she goes too far, I like to remain in the middle and spear whoever is at the edge for lols (and to see if they're bright enough to come to the middle)
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* If the red tiles are on the same edge, you can stand on the appropriate square between them and break both.
* If the red tiles are in opposite corners, stand on whichever one is closer.
* Failing to break the tiles results in a party wipe (unless you stand at the edge of the map), you inflict -30% damage and take more damage.

* After the cutscene at 8 bars, use all Chainswings then Garb.
* At 5 bars if you still have Garb left, and your party fails to throw the swords back, you can fly away and wait for the red KO shockwave, waste a Call to avoid it. Otherwise I Trans.
* Alternatively, you can Garb after throwing the swords back at 5 bars. You can use Garb to avoid failing the sword throws, then at 3 bars use Call to skip the possible second sword throwing phase. I prefer this when there is a Delia in the party or you know the party will skip the end.
* For the sword throw phases, I tend to align myself with L before the Tab so I make sure I tab away from the circle and not sideways.

* If the party doesn't skip the phase at the last 2 bars, stand at the middle-ish right side (look at the minimap) of the map next a rectangle on the ground. You can sit/dance/stand there and wait until the outer big circle closes in. Dodge towards the middle, then walk and Parry the middle smaller circles.
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* At 1 bar, a small cutscene occurs, start a BS before it ends, aim and land it when it ends.

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* Grave of Madness: Agares
* Build up some SP but don't Garb until after he goes to Pillar mode then back to Hammer mode.
* At 9 bars there is a shot cutscene where he goes into Pillar mode, definitely don't Garb here, his Pillar swings deal 5000 damage per hit ignoring DEF. Don't want to risk suddenly dying with Garb up.
** I prefer to tank the first red shockwave so I am close and can continue to attack.
* After about 45 seconds of Pillar mode, there is a second red shockwave, R spam away. Then there is another short cutscene when he changes back to Hammer mode.
* Dash in and Garb cancel and attack.

* Look out for him to roar (looks like he is beating his chest from the side, but he isn't), then into this stance:
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* It means one of two things:
** 1) A 6 hit combo, where the 5th is also a grab that KOs you if it hits. If you have 1-2 connection bars, he can't grab you. If you have 3-5 connection bars, be sure to TabR and avoid the grab.
** 2) At 6 bars or less, it almost always be a "Callidus-like" shockwave, which gives you a marker if you move during it and then you get KOed if you get hit again.
* You really don't want to get marked in Garb, and if someone else gets marked they can waste your Garb time.
* The good thing is that you have 2 ways to stop it. Call then Slice and Dice. Use one of them when you see him get into his stance at 6 bars or less to cancel it.
* The marking shockwave has a 1 min CD, so you can attack without worrying if the marking shockwave was cancelled.

* After about 3 mins of Hammer mode he changes back to Pillar mode and the process is repeated. Changing to Pillar mode will remove all marks if anyone was marked.

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* Brilliant Lugh: Palala
* Attack as usual, you don't need to manage your SP too well since there's a cutscene at 8.5 bars and another one at 7 bars that lets you regenerate your Flamebreaths. But maintain a moderate amount at least.
* When he fires a red wave attack, you can Parry the spear if you are close enough to him.

* At 7 bars, during the cutscene, move to the top half of the map so you don't need to turn around when it ends. After a cutscene he drops orbs, ignore them and keep attacking for another 35-40s, then collect 3 orbs (and extra ones if you get hit) before he leaves.
** When he leaves, if you failed to collect exactly 3 you can use Garb animation to avoid the KO.
** If you succeed, Garb cancel as he comes down, get that 100% penetration and +15 Speed buff.

* Be ready to Tab BS to avoid the dome attack. If you get hit by it and if you don't flinch away, you get hit multiple times resulting in a KO.
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* Be ready to Parry he shockwave when he holds his spear straight. It's an easy queue to Parry, but getting hit by it gives a Stamina debuff. If you lag, you can Parry TabR to make sure you avoid it. Chainswing for a bit and TabR the strong downward smash that comes after it.
** As long as you stay close, you don't need to worry about the bursts of light that also gives a Stamina debuff.

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* Eweca's Nightmare: Succubus Selren
* At 8.5 bars, she fires a bunch of homing orbs which if it hits gives a stamina drain debuff and also you are forced to walk towards her, followed by a target-like ground area where you die if you stand in the red area. She will do this again later.
** Easier to dodge it if you hold S and then Tab dodge.
** Start BS from the safe area if you didn't get hit.
** If you are hit, mash W (or any one directional key or E) to free yourself.
** This move can be cancelled by flinching her.
* At 7.5 bars, after a 10s cutscene, the lights dim and she marks 1 random player. She teleports behind them and slashes, if it hits anyone, they die in a 22s cutscene.
** Between each slash, she returns to the middle of the map for a quick attack.
** The marking doesn't last too long, Garb when it stops (lights brighten again) or after someone dies from it.
* Also she starts to randomly uses a special move that lasts 9s, where there is a cutscene and then she fires a large number of homing orbs.
** Dash up quickly to avoid them and proceed with attacking asap. If you have Dash on the quickslots, click it with your mouse to Dash during cutscene.

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* Subterranean Laboratory: Marject

Appendix:

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Above chart uses the average Chainswing times. This one here breaks that down.
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Optimal DPS for sandbag is to end on Chainswing 1. So if you do this, you do about 4% more damage compared to BS L BS Rx5 repeat, which ends on Chainswing 3.
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This is the Parry delay for Chainswing 3.
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Recharge time based on Attack Speed
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YomaCarresa

Comments

  • YomaYoma
    Vindictus Rep: 540
    Posts: 29
    Member
    edited April 21
    Thanks for all those information, I was since a while curious on how much 5 AS (89-94) affect Flamebreath recharge rate but as it looks its mere ~0,1sec, so nothing worth caring about.

    Most stuff i can tell is correct by experience and doesn't surprise me, but a few things i have though some different feelings about.

    -First of Slice and Dice as top dps move. It is true it has the highest standalone dps, but in combat i only find it good in certain situations. To keep it short, it works as move to get back chainswinging, to stagger a boss or (like you said) to hit a boss who is soon to be dead and you got too much sp, but i wouldnt stop chainswinging to use it because the downtime between stop chainswinging use this move then go back chainswinging seems too big and just keep chainswinging seems like having the better dps. (Trans-Spear is even worse affected by this since you cannot chain into chainswings after.)

    -Talking about downtime after a hit, second thing is about Blazing Spine ->Blazing Spine... vs Blazing Spine -> L -> Blazing Spine... . To me it feels (slightly) faster if you use L after Blazing Spine to cancel the animation.

    For the same reason i do not use BS->RR->BS-RR but rather 3x BS (with L) and then Chainswing (5-7 times, depending on boss health and my SP).

    One thing i would have liked to see in the comparsion is the dps/sp gain outside garb mode from: L+2xR vs L+3xR vs L+4xR vs L+5xR.
    Naturally one would have to do these combos a minute or so, because in short term L+5xR is quite a bit superior.



  • YagaminYagamin
    Vindictus Rep: 2,930
    Posts: 218
    Member
    edited July 5
    Yoma wrote: »
    -Talking about downtime after a hit, second thing is about Blazing Spine ->Blazing Spine... vs Blazing Spine -> L -> Blazing Spine... . To me it feels (slightly) faster if you use L after Blazing Spine to cancel the animation.

    When I do exactly 2 BS in a row, I can get very minimal delay often. It weird, but it is overall slightly faster than BS L BS but occasionally it can be slower.
    But when I do more than 2 BS in a row, the delays seem to vary quite a bit in the higher times so yeah 3+ BS in a row will be slower than 3+ BS with L in between.
    BS L BS L BS = 6.594 - 6.619s
    BS BS BS = 7.079 - 7.603s
    Yoma wrote: »
    One thing i would have liked to see in the comparsion is the dps/sp gain outside garb mode from: L+2xR vs L+3xR vs L+4xR vs L+5xR.
    Naturally one would have to do these combos a minute or so, because in short term L+5xR is quite a bit superior.

    I didn't do a comparison of that because it's not really something you should be forcefully doing, just parry if the timing matches regardless of 3 stacks or 5.

    What was missed is Tab Fiery Assault vs Tab dash Chainswing outside of Garb, and Call of the Dragon.
  • YomaYoma
    Vindictus Rep: 540
    Posts: 29
    Member
    Yagamin wrote: »
    Yoma wrote: »
    One thing i would have liked to see in the comparsion is the dps/sp gain outside garb mode from: L+2xR vs L+3xR vs L+4xR vs L+5xR.
    Naturally one would have to do these combos a minute or so, because in short term L+5xR is quite a bit superior.

    I didn't do a comparison of that because it's not really something you should be forcefully doing, just parry if the timing matches regardless of 3 stacks or 5.

    What was missed is Tab Fiery Assault vs Tab dash Chainswing, outside of Garb.

    It seems what i wrote was missleading because i wrote it that way to make it less of a pain to read. What i meant with L+2xR is LMB->RMB->Chainswing 1 time vs Chainswinging 2 times vs 3 times vs 4 times.
  • YagaminYagamin
    Vindictus Rep: 2,930
    Posts: 218
    Member
    edited July 7
    A guide has been added.
    Yoma wrote: »
    It seems what i wrote was missleading because i wrote it that way to make it less of a pain to read. What i meant with L+2xR is LMB->RMB->Chainswing 1 time vs Chainswinging 2 times vs 3 times vs 4 times.

    You're still not going to deliberately choose how many Chainswings you do based on the results of that. It will always be based on how much SP/Flamebreath/Stacks you currently have.

    If it's the start of the battle, Cat Statue as it loads, CF and by the time you use all 8-9 Chainswings with two Parry, you can probably use Cat Statue again, that's already enough SP for Garb regardless of the combination of Chainswings.

    However, if is near the end of the battle or in Trans or something, when you don't care about wasting SP and don't need to Parry, you'll be spamming BS instead of LR.
    In that case, the optimal damage should be Chainswing until you have 1 Flamebreath. BS L BS (You should just get +1 FB from natural charge time) Rx5 repeat. (If you didn't get +1 FB from natural charge, do another L BS and then Rx7)

    EDIT: If you are going to use BS right away, you can Chainswing until 0 Flamebreaths, as you will receive no charge time penalty.
  • YomaYoma
    Vindictus Rep: 540
    Posts: 29
    Member
    Okay, gonna keep myself short for now,as its a bit late, but might add smth later.

    Regarding previous stuff, i meant only that 3rd and 4th Chainswing take longer than the first 2 and theoreticly doing only first 2 Chainswings and then l r again feels more fluid (more dps) than doing l r after 3/4th chainswing bcs theres a lot more delay after those ones. Its true, its depending on some factors but at beginning of battle after parry with no Stacks/Full Flamebreath and some 100-200 SP thats the time im talking about, however its prolly some misc dps gain but it was neverless of some interest for me.

    About the Guide, well some things.
    - Getting the reaility distortion on chest is nice for a few things like Sword Phase of Macha so if your party fails (Especially the second as you will be in Garb mode then) you dont need to rely on your luck or waste Call and can SP Chain her still from end of x3. Other than that its usable aswell for other things like moving during certain cutscenes.
    - Agares does his "Callidus Debuff" once his hp hits x6 (so yellow bars) if he hammers his chest for the first time then its usually the debuff. If he hammers his chest at x7-x8 its the combo which you can ignore. Sometimes he does do combo first at x6 but thats pretty rare and he then usually hammers his chest instantly again (after the combo) so just stagger him then aswell and you got the first debuff blocked 100%.
  • YagaminYagamin
    Vindictus Rep: 2,930
    Posts: 218
    Member
    edited July 13
    Yoma wrote: »
    i meant only that 3rd and 4th Chainswing take longer than the first 2 and theoreticly doing only first 2 Chainswings and then l r again feels more fluid (more dps) than doing l r after 3/4th chainswing bcs theres a lot more delay after those one

    Yes they are, but at my current 91 speed (101 with weap skill), I don't notice much of a difference so I didn't get around to seeing exactly how much longer and just took the average of them for the table.

    I suppose knowing how much longer would help with Parrying too. I'll edit a table in when it's done.
    EDIT: This is harder than I thought, the difference is small and when each chainswing starts is hard to see.
    EDIT 2: I used the slow motion bug. Hopefully it scales well.

    FHatzQ5.png

    and a bonus, Chainswinging into a corner does not change the time it takes to do the Chainswings, neither does holding WASD during the Chainswings. Also, BS instead of L seems to be pretty similar if it's not the same.

    EDIT 3:

    So.... against a sandbag, standing start with 6-8 FB, optimal is to lead with BS to get to 8 FB then:
    CS 7 times so you stop at CS1 with 1 FB
    BS L BS so you're at 6 FB
    CS 3 times so you stop at CS1 with 3 FB
    BS L BS so you're at 8 FB
    repeat 7 and 3

    If you start with 2 FB and lead with BS L BS to get to 7 FB:
    If you start with 5 FB and lead with BS to get to 7 FB:
    CS 7 times so you stop at CS1 with 0 FB
    BS L BS so you're at 5 FB
    CS 3 times so you stop at CS1 with 2 FB
    BS L BS so you're at 7 FB
    repeat 7 and 3

    If you start with 1 FB and lead with BS L BS to get to 6 FB:
    If you start with 4 FB and lead with BS to get to 6 FB:
    CS 3 times so you stop at CS1 with 3 FB
    BS L BS so you're at 8 FB
    CS 7 times so you stop at CS1 with 1 FB
    BS L BS so you're at 6 FB
    repeat 3 and 7

    If you start with 0 FB and lead with BS L BS to get to 5 FB:
    If you start with 3 FB and lead with BS to get to 5 FB:
    CS 3 times so you stop at CS1 with 2 FB
    BS L BS so you're at 7 FB
    CS 7 times so you stop at CS1 with 0 FB
    BS L BS so you're at 5 FB
    repeat 3 and 7

    Summary table:

    HwycYbh.png

    And for this effort (instead of using BS L BS RRRRR repeat), you get....
    (2.234+1.710+0.799+1.050+0.824+0.879+1.299+2.234+1.710+0.799+1.050+0.824+0.879+1.299) = 17.59
    (2.234+1.710+0.799+1.050+0.824+0.879+0.799+1.050+0.862+2.234+1.710+0.799+1.050+0.862) = 16.862
    4% more damage.
    Yoma wrote: »
    Getting the reaility distortion on chest is nice for a few things like Sword Phase of Macha so if your party fails (Especially the second as you will be in Garb mode then) you dont need to rely on your luck or waste Call and can SP Chain her still from end of x3. Other than that its usable aswell for other things like moving during certain cutscenes.

    I used to have Reality Distortion. It's great in Glas, Claire, Lugh, Macha. It can be used in Aes and Arcana to a lesser extent.
    Wasting a Call and Reality Distortion are just a back-up plans if stuff failed, it's not like you need to use it every time you do those raids.

    Also, since I can't synth it onto lv100 armor so I use Instant Protection instead. I find "invincibility" for 24s really nice especially during Garb and can work in every single run.

    Can you expand on how you move in some cutscenes?
    I can move fine without it by clicking with my mouse on items on the quickslots, then occasionally someone will use Reality Distortion (P) just to force people to dance, I don't see them move, but they cancelled my feather or Dash and clicking those items don't get out of dance..
    Yoma wrote: »
    Agares does his "Callidus Debuff" once his hp hits x6 (so yellow bars) if he hammers his chest for the first time then its usually the debuff. If he hammers his chest at x7-x8 its the combo which you can ignore. Sometimes he does do combo first at x6 but thats pretty rare and he then usually hammers his chest instantly again (after the combo) so just stagger him then aswell and you got the first debuff blocked 100%.

    Cool. Added.

    Also amended that Agares changing back into Hammer mode is based on time, not bars.
  • YomaYoma
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    edited July 10
    4% dps increase, now thats totally worth it hehe. Well thanks for your efforts nevertheless.

    Well only Raids who hurt a bit are 100s (As i only use dulla armor ~23,5k def) and the 3,5k shield would only last 2-3 hits sadly. Would be nice if it prevents stagger or kd, bcs some 95s do stagger/kd a good bit and thats annoying during garb.
    Yagamin wrote: »
    Can you expand on how you move in some cutscenes?

    Well first of all you cannot move during every cutscene. (Actually only in very few) Besides that most bosses are immune to damage anyways during cutscenes so i wouldnt tell ppl to get Reality Distortion just for that. In fact all you do is press dance and then directional keys, however as previously mentioned, it only works on few raids and is no game changer.

    Mainly Elchu its nice as after the ride phase at x7 he crashes and becomes vunerable inside cutscene already and you got a good couple seconds to dps during cutscene. On Claire x3 it works aswell but Claire is immune during it but it allows some classes to charge their skills and hit em when she becomes vunerable, tbh not much use here though.(prolly more useful during arrow phase if you feel like it) On (Brill) Lugh for Tathu if you fail or to save Team its nice aswell, use it almost every Run.

    So ya long text short, i got it mainly for Machas second swordphase as we Miris are screwed if team fails and i dont like being reliant on em. One thing to add though, is that the camera switches in cutscenes a lot and you cant change it. So keep an on mini map to see whee your character faces so you know which direction pressing e.g. w will lead you.

    While i currently use P one i considering switching to solo one so you could use it for some more stuff like Agares pillar spawn red wave and wouldnt piss of your team with it. (Unless thats what you got it for)

    PS: About Garb cancel with dash, you dont need to hold w permanently, you can let go of it during dash but need to press it together with shift to cancel garb. (Or w and then shift as you dont need to press the keys at same time but merely both need to be pressed to cancel)
  • YagaminYagamin
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    edited July 11
    I suppose you can simplify it and only use BS -> CS until 1 FB -> [BS L BS CSx3 BS L BS CSx7] repeat.
    It'll be optimal most of the time. If not, it's just a delay once before being optimal again.

    Added a gif above to show how much of a delay the Parry in CS3 is.

    Improved on "Red Stigma".
    Yoma wrote: »
    So ya long text short, i got it mainly for Machas second swordphase as we Miris are screwed if team fails and i dont like being reliant on em

    If I Garb after the cutscene at 8 bars, Garb usually ends before the end of the sword swings. So I just Trans if it fails, and then 2nd Trans if the second swing fails. I rarely use Trans so it's always there for me.
    Yoma wrote: »
    About Garb cancel with dash, you dont need to hold w permanently, you can let go of it during dash but need to press it together with shift to cancel garb. (Or w and then shift as you dont need to press the keys at same time but merely both need to be pressed to cancel)

    I tend to walk in a direction I want to Dash first, so it's already held down, so I may as well leave it down the entire time, seems easier.
  • YomaYoma
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    Yagamin wrote: »
    If I Garb after the cutscene at 8 bars, Garb usually ends before the end of the sword swings. So I just Trans if it fails, and then 2nd Trans if the second swing fails. I rarely use Trans so it's always there for me.

    Well its true that thats the best way regarding use of garb mode but usually parties do skip x2 and depending on party dps miris sp is needed as its one of the longest.
    Yagamin wrote: »
    I tend to walk in a direction I want to Dash first, so it's already held down, so I may as well leave it down the entire time, seems easier.

    Yes, it's merely misc.

    About Macha, i usually start with Dash -> Dodge ->Smash->LMB ->CS, not that i think it makes any real difference.

    About Hammer hits when she destroys platforms before x8, i usually just parry it even though it's hitboxes feel random sometimes. Would feel bad if i R too early and make her not hit platforms.

    PS: Gimme your +16, gotta gap the last few k to even number on parry and CS. +cry


  • YagaminYagamin
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    edited July 13
    Started on Selren, trying to figure out the best time to Garb.

    Added this to Eoch:
    * I prefer to not grab on, instead just stand under the ledge since it is easier to Dash Garb BS.

    Added gif to:
    * R spam can also be used to move around the map faster as well as to avoid some attacks that can't be Parried without needing to use Dodge.
    Yoma wrote: »
    About Macha, i usually start with Dash -> Dodge ->Smash->LMB ->CS, not that i think it makes any real difference.

    I find that the camera sometimes randomly faces to the side instead of towards the boss. So leading with Dash moves me really far away, so I stopped leading with Dash and use R instead which I can recover from with Dash.

    If the camera is forward as it should be, then Dash Dodge R L is about the same time as a R Dash but with the extra damage from the smash.
    Yoma wrote: »
    About Hammer hits when she destroys platforms before x8, i usually just parry it even though it's hitboxes feel random sometimes. Would feel bad if i R too early and make her not hit platforms.

    I usually just take the hits.

    Maybe I'll just not mention R. Depending on the distance, as long as the angle is right, you can even just stand far enough for her to break the seals and not be hit.
  • YomaYoma
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    Yagamin wrote: »
    Added this to Eoch:
    * I prefer to not grab on, instead just stand under the ledge since it is easier to Dash Garb BS.

    Well it might be, but i simply jump down a couple seconds before eoch will appear at middle then dash garb bs, naturally that takes some timing.
    Yagamin wrote: »
    Added gif to:
    * R spam can also be used to move around the map faster as well as to avoid some attacks that can't be Parried without needing to use Dodge.

    Have started to use R on gate aswell recently but from a different position though. Helps if some teammates dont move to normal spot and neam crashes somewhere far away. On another note, you can use CS on some of Neam attacks to dogde like when she does her two hit ->stab combo. parry the 2 hits -> smash then stab comes and you chainswing and evade it that way. Make sure to not stand toward middle of map though so she doesnt move too far.
    Yagamin wrote: »
    I find that the camera sometimes randomly faces to the side instead of towards the boss. So leading with Dash moves me really far away, so I stopped leading with Dash and use R instead which I can recover from with Dash.

    Thats true and it happens more often than one might think so i usually check the minimap at start of battle, works for me.
    Yagamin wrote: »
    I usually just take the hits.

    Well that first hit looked weird, she hitted so far beside you. Is the hitbox of that hit only a cone in front and behind her? so hourglass shape? It aswell seems to have a delayed hit at her backside if i dont mix things up here.


  • YagaminYagamin
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    Added:
    * If you are hit with a Stamina debuff, you can still use Tab BS while having no Stamina. If the debuff ends before BS hits, you gain Stamina some right away.
    Yoma wrote: »
    Well it might be, but i simply jump down a couple seconds before eoch will appear at middle then dash garb bs, naturally that takes some timing.

    Yeah that's the normal way.
    But this way, even if you miss the timing (like typing in chat) you don't get hit.
    I also put that there in case you miss the grab.
    Yoma wrote: »
    Well that first hit looked weird, she hitted so far beside you. Is the hitbox of that hit only a cone in front and behind her? so hourglass shape? It aswell seems to have a delayed hit at her backside if i dont mix things up here.

    From the amount of health I lost (~900, def capped), it seems like a normal hit.
  • YomaYoma
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    edited July 21
    Yagamin wrote: »
    From the amount of health I lost (~900, def capped), it seems like a normal hit.

    Right, my bad didnt pay attention to your health bar and just saw that you neither flinched nor took damage as the number was drowned by the quality of the vid.