Petalback Spin is the main move to look out for as it can play heavily on how this fight works for your party. Another move to look out for is Soul Voice - When this is used it can be deadly as Warder of Courage now gains access to Charm. The Rune Fencer Tank guide is mainly for help on NMs and how to deal with them with what Runes to use to be able to survive any given attack which may come at you. The Ninja sub job is an odd choice, that's for sure, it actually works really well when used on the correct mobs as you become virtually untouchable. You will be skillchaining with the Corsair to allow the Black Mage to magic burst. There are 11 total mobs, they are nearly all the same, I will cover the main 4 which can end fights and be a nuisance. Unda runes will counter the majority of his attacks as they are fire based, but the barspells will counter Paralysis Shower. Opening each fight with Flash and then Valiance or Liement with Epeolatry almost guarantees you secure enmity on your target for a short while. Certain circumstances may change that rotation, but it should never disrupt it if you act quickly. No, I'm quite sane. Valiance has a longer duration and a longer recast than Vallation. Where the Job Abilities have been used you will use 1 different one, but keep the spells coming. If you are stunning him as he just pops you will need /Blm for Elemental Seal. Feel free to give me recommendations on improvements for this guide. If Rune Fencer is played right, it can Supertank better than a Paladin and provide less stress for a White Mage than a PLD too. I have learned and adapted the way Rune Fencer is played from excellent Rune Fencers such as Ruaumoko, Gashnir and Saevel and want to help as many people learn how Rune Fencer is played and just what it can do to its full potential. Another dangerous move is Full-On Tackle, the reason this move is dangerous is due to its hate reset. In Dynamis San d'Oria the noticable difference is that this NM hits like a truck, full-time DT sets are required, combined with Temper II makes him deadly. Well that's where Sub Jobs come into play my friend. The Disjoined Galka is a fairly easy mob to tank when it comes to gimmicks, it's most dangerous attack is an AoE version of Cloudsplitter. You'll want to move to Qufim Island and continue using the Field Manual there until you are around level 30 and then you want to move into Lower Delkfutt's Tower and use the Grounds Tome to get to level 34 or if you don't feel safe, stick there till level 35. Another gimmick which makes this Zone Boss so difficult is the frequency he dispels. You get access to cure spells and a few offensive spells as well. Beware though, below 30% HP this NM will start using Veil of Chaos multiple times, and more likely to use it 3 times back to back when under the effect of Meikyo Shisui. You as a DD and a Tank have 2 rolls to play for this NM, protect your party members and dish out some high Resolution numbers, you should be able to hit consistent 30K weapon skills on this NM as it has fairly low defense. All of these work in conjunction with each other so rotations are really helpful. For the DD side of things here, don't be surprised to see 15k weapon skills as a maximum, this NM has some serious defense. The most dangerous move is 'Horrid Roar'. What makes it worse is that Iroha will self skillchain to do so. Iroha is fairly easy to predict in all honesty, she will Weapon skill a few times to make a 2 step light skillchain, and then she will weapon skill again for a 3 step light. When his HP becomes lower his TP moves will start to become AoE and can be deadly if they connect with a mage job. Still, it's great for early game if you want to deal a little more magic damage and put use to that excessive MP pool you have that you'd barely be touching using your native spells. Tumult has many really annoying gimmicks which make it so hard, some of which just need to be pushed through and pray you survive with the buffs you have. White Mage: This is a follow up from Ruaumoko's guide, but expands further on the HNM tactics. Wave 2 - 3 ToAU Beastmen Kings, no particular runes are needed for this wave, except pay attention to Mijin Gakur as it has no element, only One For All will negate the damage. For tanking: /nin for quick recast on Utsusemi. This sub job is a solid choice for tanking end game content, however you must be aware of its limitations. Play religiously with Utsusemi on the Quadav and the Shadow Lord. You can rotate enmity spells non-stop with them spells allowing constant hate generation. This guide is not about the job itself as there are two guides already available. I would suggest a line-up of Trust: Trion, Trust: Kupipi, and Trust: Ayame for this area. Making sure all of this is done right is what makes this fight so hard, you can't allow one mistake to happen as you never know when something will turn and get harder. Helmwige has the tendancy to Magic Burst off of a skillchain that the other adds make, as a Rune Fencer you only have 3 tools to guarantee your survival against these magic bursts. From there just stick to using the Field Manual for exp and levels until you get around level 20. Preparing for this can be a real help. You have access to cure spells and even Reraise at level 50. This NM is fairly straight forward, there is only one move however which can make this fight hard - that is Dust Void. Astral Flow - The move which ends almost every Tumult Curator fight. Valiance by itself gives you a 900 Volatile enmity boost as a base, but if you hit all 5 party members it gives you a 4500 boost. Bring at least 24 Panacea, 24 Holy Water and 24 Remedies. It's true prowess doesn't shine through until. However, casting Refresh while using the Erilaz Galea +1 adds 2 extra potency to it and gives it 5 MP/tick. It is a fairly annoying fight as he has the tendency to either go nuts with Invincible spam, or he can be nice and use it once or twice, or not at all. The Lux runes also counter Bio from another move called Feather Fusillade which inflicts bio and poison which are fairly potent. Auto Attack -> Light -> Radiance will be the following, use Tenebrae runes to counter it. Aside from the dumb paralysis the only threat with this NM is the AoE version of Blade: Metsu near the end, this is deadly and can 1 shot players unaware of it. The number of runes a Rune Fencer may harbor increases as they level. This is my personal rotation, but honestly, anything works. After Helmwige is dead you will kill Grimgerde next. VE = Volatile Enmity | CE = Cumulative Enmity. A Rune Fencer stunning Zerde can be incredibly hard due to being overwhelmed, but it can be done, and if it is then it pays off really well. Although it can be done without, it just bears a heavier burden on your White Mage. Note that ALL Wave 3 Mega Bosses have access to Odin's Shin-Zantetsuken. Vallation reduces the damage dealt by magic depending on the runes harbored. Aside from that move it isn't really difficult or has fight ending moves. Sub-Job Selection for tanking End-game: Dark Knight The Dark Knight sub job, a job that has recently became Rune Fencer's best sub job for just about anything, whether that is DD or tanking. This fight is seriously hard, but a tank isn't used on the main NM itself, it is instead used as a 'Supertank'. The third and most dangerous TP move to watch out for is Orcish Counterstance combined with Flailing Blow is a killer to anyone, even the tank.

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