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| | #1 |
| Junior Member | Chain #12.. ~2000 exp in pull, screenshots inside (*'-')
My brother and I were experimenting with Astral Flow and its mass killing abilities.. and this is what we came up with. ^^ We'll let you debate it. Even the 廃人 watching were impressed.. Sorry for the bad quality and large size, they were taken with a bad digital camera, and I play on a PS2 so no fraps. Enjoy. |
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| | #2 |
| Junior Member |
And. #2 |
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| | #3 |
| Junior Member |
Us.
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| | #4 |
| Junior Member |
Heh, sure was laggy training 15 lizards... Next time, I'm gonna try everything. Should be more to come later. |
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| | #5 |
| Junior Member |
Astral flow is the most broken 2 Hr ever. Mass murder.
__________________ Get to the gone! Under the gun! Last edited by Gatts on 06-06-06 at 06:66 AM |
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| | #6 |
| ビアードパパ Bronze Ribbon of Service |
12 chain and 2000 Exp is quite impressive. How about some details on your battle? Your PT set up, LVs, Main/Sub, which Astral Flow used and how many times? Thanks.
__________________ RDM 75, BLM 73, WHM 42, SMN 41, RNG 40, NIN 37, DRK 37, THF 25, WAR 20 |
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| | #7 |
| Junior Member |
Setup? Me, as a 15 SMN. / 7 WHM. My brother as a 54 PLD/WAR. Brother, who is not partied, pulls ~15 lizards to me, stands there taking hits, I summon Shiva and 2hour. Hits each one for 250 dmg each, bringing them to about 25% life left. The one that was originally targeted for Astral Flow switches target to you, but a simple Cure from the PLD took agro back. After first Astral Flow, sit and heal MP back to ~50 to 2hour again. Stand up, cast Shiva, Diamond Dust again, 250 to each, all dead. 15 decent match to tough range mobs dying instantly = chain # whatever amount of even match+ there were. The PT consisted of just me, and my brother assisting with pulling / keeping them busy for me to do whatever. EDIT: Simply mathematical data. Damage overall: Astral Flow for 250 damage each time, used twice, on 15 lizards=7500 damage. Overall time of the battle: 1min10 seconds. Collective damage per second: 107.14285714285714285714285714286 damage per second for 70 seconds. If you ask me, SMN 2hour is overpowered. |
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| | #8 |
| Member Bronze Ribbon of Service |
At level 15, maybe. With near max summoning skill at 61, I think I see...800-ish damage on IT mobs. Which is nothing. Nor do I think doing this on decents-toughs at my level will result in this, though I might try. Anyway, I think being able to do *that* more than makes up for its uselessness in an exp PT, and that is assuming it works for higher levels. |
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| | #9 |
| Junior Member |
Calling something that can be interrupted for overpowered is a little dumb. There isn't many other 2 hours out there that a mob can stop and avoid.
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| | #10 |
| Junior Member |
Mobs can stop and interrupt Astral Flow? The way we did it, it's 100% guaranteed..
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| | #11 |
| Junior Member |
maybe referring to the annoying ranges on astral flow, I've lost it once b4 because I used it, enemy aggroed from me using it, ran after me, and it just stopped (this could have been stopped if I just did the ability near the mob but sitll a tad annoying)
__________________ Still trying to play way too much... 60 BRD, 75 BST, 37 WHM, 15 THF, 16 BLM BCNM40 over 100 wins >< BCNM60 |] 3-0-1 [| Pallas - 2/16 (Solo'd at LVL 64) Alksomething - 0/8 |
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| | #12 |
| Junior Member |
Astral flow cant be interrupted, it has no cast time. You could however lose your Avatar during their 2 hour blood pact, but it hardly ever happens. Also, you can lose it by drawing the target out of range - but that would be dumb, and that applies to many other 2 Hour abilities of other jobs anyway, the only difference with Astral Flow being you have to wait for the chance to use blood pact again.
__________________ Get to the gone! Under the gun! Last edited by Gatts on 06-06-06 at 06:66 AM |
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| | #13 | |
| Junior Member | Quote:
__________________ ><;; | |
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| | #14 |
| Junior Member |
1. They do have cast times, 3-5 seconds worth, plus the avatar summoning time, positioning. 2. It uses _all_ your MP, with a minimum of lv*2. 3. After LV50ish, the two hour only does a small fraction of a monster's life in damage, especially if skill is not maxed. 4. After level 65-70+, it's more useful just to use regular techniques as opposed to the two hour abilities-- at this point they're not good for much more than AoE Provoke while escape goes off. A black mage subbing red mage can dish out much more damage at the higher end using their two hour, and don't use any mp. As can a red mage with their 2hr and BLM sub, and can convert. |
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| | #15 | |
| Junior Member | Quote:
but yeah, true.
__________________ Get to the gone! Under the gun! Last edited by Gatts on 06-06-06 at 06:66 AM | |
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| Tags |
| #12, 2000, chain, exp, inside, pull, screenshots |
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