Braindead Wormhole Formation Strat

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Since everyone else is sharing their take on this phase I figured I'd share mine.
https://ff14.toolboxgaming.space/?id=56348210105751&preview=1

Key points:
Although recommended, Surecast/Arm's Length is not required.
Everyone of the same color goes to the same side.
Every respective color mechanic happens in exactly the same spot, so once you learn one number of that color, you've effectively learned them all.
In addition to the previous point, you can be absolutely certain for where not to stand if you're not handling Limit Cut.
2 baits Super Jump. Due to the spawn location of Brute Justice and the Void puddles being random, it's important for blue team to not go all the way to the wall, to ensure that 2 is the target for Super Jump.

The idea is to have the location of all the mechanics be stationary, and when one set of mechanics is done, everyone rotates into place to handle the next thing. E.g, 5 is in the designated safe spot. A set of mechanics is done, then 5 rotates to take the puddle. A set of mechanics is done, then 5 rotates to handle the Limit Cut cleave. A set of mechanics is done, then 5 rotates back to the safe spot.

submitted by /u/supermarble94
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