Hats off to SE. After you said you need dom for clone phase I kinda knew the other was invincible against magic and chirada for physical. Good way to balance it
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Doesn't exactly solve the issue of BLM/BRD stacking, when the grand majority of close ranged moves are what punishes the use of close-ranged attackers, versus the mages/long-ranged attackers who can keep far out of their reach and do similar damage. I would rather SE made it more viable to punish the use of ranged attackers/mages just as much as any close-ranged DD.
Class stacking ISNT an issue to begin with I wish people would get their heads out of their asses...
Having more than 1 BRD is a waste past her Astral Flow. It's mostly close quarters combat and theres no way for BRD to combo so the damage output is abysmal. We are only continuing with x2 BRD atm because it got us our kill. We are likely going to swap a BRD for a LNC after a few more attempts.
Just got:
http://i.imgur.com/MwyYA.jpg
Confirmed that you still get x2 Vortex Headdresses even if you get a weapon.
Grats guys :3 >.> i cant believe you guys are still around making videos...
Did they change the drop rate of totems for ifrit? or is it still the same?
No, no, no. Sorry, not what I meant at all, and it's my fault for not being more clear.
SE said they're going to derive content to make it more multi-class/job friendly starting with Garuda. But from watching your fright with her (and from doing the mini) there doesn't seem to be much that would discourage the use of ranged attackers or mages over other jobs that have to get up in the fray. Taking what you said earlier about Garuda being resistant to physical damage, coupled with being evasive, and warping around the arena, it probably makes it difficult to combo, making it seem like SE encouraged ranged-attack/mage favoritism rather than helping those close ranged DD's who get overlooked for Primals.
And lets face it, Primal fights are not favorable to close ranged attackers.
On Ifrit they have to worry about sear, Vulcan Burst, and move in for Plumes (eating sears in the process), and work around him to combo. Mage/bards just stand off on that little green patch DPS away only keeping an eye out for Eruptions.
On Mog close-ranged attackers have the mini's running around like chickens with their heads cut off, constant hate shift makes them turn directions all the time (which is unavoidable because your trying to kill ASAP the first half of the fight), they have to be in range of AoE's to DPS, yet mages/Bardchers can stay afar doing max damage with minimal effort and taking minimal damage in return.
It's not that it's impossible for close ranged attackers to perform and beat things in a quick and timely manner, it's there is a very lop-sided risk vs. the rewards gained being a close ranged DD than there is being a ranged attacker/mage making them more attractive to use over close ranged DD's.
quick question, is it true that player AoEs damage the pillars as well?
We think the risk vs. reward on Garuda is actually decent due to the way the fight is balanced. You might prefer ranged when she's teleporting, but there are several portions of the fight where she isn't actively doing so, and melee DPS with some AoE capability would be invaluable.
It's cool to see how you guys skip the phase where we wipe most of the times. The phase after the 2hour, is pretty hard. You need to be in Garuda's back, to avoid her frontal insane attack, but you guys get Garuda down so far, that you don't need to do that phase. Pretty sick damage there! :)
You guys get the Garuda Tamed achievement? "Virtuous Buddhsie has completed the quest “Taming the Tempest” without any casualties!"
BLM is hugely gear-reliant in order to hit higher DPS ceilings, but the other jobs don't see as much of a proportionate gain from gear upgrades.
Not on our first kill, but yeah, we did get it. Most of us haven't logged out since starting up again today.
My shell is passing the phase straight into the triplets and the 3 blms are around 18k dmg and one bard is around 12k for reference and none of them have double/tipple melded stuff just good +4 single melds.
Mages have been stacking M.Acc over Int i think around 510 is the base acc they are shooting for.
Any tips on where we should group/run when the great whirlwinds/sisters pop?
how many hours?
for the kill since 1.22 launched?
i may have won something from the contest
I'm sure there will be a dev/staff post about the exact calculated time when they hash it out.
Its also possible to skip the "small adds: Razors" phase after Garuda's Astral Flow if you can get her to 30% (BG video they still do that phase, and AE them down).
Her 2 hour really 'starts' when she unleashes the massive Plume wave's, and 2 hours exactly 60 seconds? after that. I haven't timed it exactly yet. You can have your BLM hold off at about 60% for hate and/or MP for a few seconds, and nuke as hard as they can (including during her 2 hr animation) once they start spawning. When she exits the 2 hour the 2 adds will come down promptly skipping that entire Phase (2? or 3? idk how they are getting numbered now).
Fun fight though until the start of her 2 hr phase its sorta boring.
We should have it down soon too, people had to sleep today :/ So much fun playing DDR with Tornados :3
That isn't a phase within itself. The last phase consists of 3 different sub phases and it's random which one she chooses. You can't bypass them. The only things you can bypass in the fight are:
- 2nd plumes wave which takes you directly to the 3rd wave before Aerial Blast
- Phase 2 in which she AoEs in the center of the arena
sheesh. 7 hours / 32 tries.
http://media.pcgamer.com/files/2010/...e-too-much.jpg