Sprint and try to get them to go through a puddle of resin. It'll slow them down so much you won't have to worry about them.
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What we do is have healers and tanks take the final sets of adds, ignore them, then nuke the boss.
Although we haven't seen those adds for quite a while now, haha.
Well, except that they deal ranged attacks. So it doesn't matter if you're at a distance or up close.
Sounds like the healers are grabbing both adds, though. This means you'll get mini'd before the gun pods and take extra damage from it as well as an occasional zap from the add. Have the healers grab one and have the tanks grab one. You can just tell them to "grab the one at the right from their point of view". This will automatically result into healers grabbing the adds from the right flank and tanks from the left flank (their right)
We were talking about this. What resin would I drag them through? The one that is cast after the adds appear? I usually have medica 2 up at that time and they beeline for me. I feel like there is more than enough time for the adds to mini me before I can drag them through the upcoming resin.
EDIT: I like the idea of the tanks taking one. I've healed them through mini before. Even then, it takes time to get minied so it might not even be an issue. I'll bring it up to the group. Either way I need to figure out how to keep my stuff together for a bit longer.
Well, with or without resin, they'll be performing ranged attacks. Adds will also be stuck to you the moment resins are being cast, so that's not much of an option. Not to mention it'll be too much of a hassle to sprint, get enough distance to drag them into the resin without stepping into it yourself and circle around the resin so the add doesn't exit it because it is going through the edges, rather than the center.
Tanks can just tap them once with a single weapon skill and healers can use an instant spell like aero to grab the other. Just make sure who grabs who to prevent confusion.
edit:
Also, you won't get mini'd till the enrage is close to happening, thus after the AoEs going off. There won't be a lot of incoming damage when they're mini'd. You're also better off with the healers and tanks being mini'd than the DPS as well.
Looks like a lot of fantastic advice already! Figured I'd share my experience because...well why not?
My Sch and I have worked out a pretty nice system for the preys. We have our party lists sorted the same (Self, Tanks, Other healer, DPS); When prey comes up, I will take whoever is above and she takes the person below with the exception that it's on one of us - in that case we heal ourselves regardless of position and they heal whoever else has prey. Personally, as a WHM, I try to SS as soon as I see it and Regen if I have enough time. Then I usually count 3 Cure/Cure IIs (depending on how low they started) and go straight back to the tanks.
I know a pretty popular strat is to have one healer focusing a tank but because my SCH does dps about 70% of the time, I always end up healing both and she spot heals when I need help. Takes some serious mana management but if you can handle that, a little extra SCH dps goes a long way.
The WHM can heal both tanks with Eos and her CDs + Rouse + Embrace, and the SCH will help only during and after prey. (in fact, he can solo heal double pray while WHM will heal both tanks. The SCH can help the WHM if needed.)
SCH should dps almost through the entire fight. 500-600dps easy. Better to keep Eos out.
Sorry I didnt record our A1S clear back then...I thought I did but didnt haha. Anyways,I dps the entire first phase while the whm solo heal everything. Once 0.5 comes out, I go into full heal mode. For prey, you have the same system as me. I have Selene on manual the entire fight. I think that the best time to use her fey wind is right after prey, the boss will do 2 big line aoe..at that point, Selene is in the center of the stage and I'll pop Fey Wind which should hit everyone and will give everyone the max up time with the dps since not much moment is needed after that. When the boss lift off, I adlo the war and DT it to the entire group. While we are running, I would pop ET and succor right when we get to the edge. That should go off right when the boss hit and should top everyone off with a medica and just rins and repeat. Ill record our next run if you would still like to see it. I do have an A2S vid but I dont think that would do you any good yet.
Assize would likely be up again if you get the final set of adds before enrage to grab some. Ideally both should likely die before the adds but it's good to have this planned should you get close to enrage so DPS can ignore the mechanics (save for resin) and burn the bosses.
I just want to say thanks to everyone in this thread. We now have a sch and he's great! We still haven't downed opp yet but we're consistently getting to enrage. We've had some heartbreaking wipes at < 5%. We still have two dps slots that we haven't filled and PF has given us an endless stream of derpgoons.
We've had him well under 60% before the split. That's because the dps in our static is doing more then enough damage to make up for the underperforming pugs. Our two dps usually stay on the oppressor and he dies well before the enrage. Sadly 0.5 always has 5% - 10% (sometimes more) hp left. What's even worse is the new sch and I can keep everyone alive until the enrage. We worked it out with the tanks where all of us take an add. We had one 2% wipe where the pug ninja went after an add in the final phase instead of staying on the boss. We wanted to punt him to bad (yes he was a lalafel :P).
Well... this sure turned into a rant. Sorry. :(
If your two static DPS are consistently out performing the two PuGs, you should consider putting them onto 0.5. Usually all four DPS pummels 1.0 until 0.5 becomes vulnerable and by the time that happens, the divide is already like 3-5%. So, that'll help with that.
Also are you actually hitting the hard enrage? It sort of sounds like you're killing 1.0 too fast and once 1.0 dies, 0.5 starts its hard enrage mechanic (or vice versa if 0.5 dies first), so make sure they die about the same time. Save LB3 for whichever has more HP to help bring it down further. Though to help mitigate damage one of them should die in the final part before the missiles are at risk of exploding just to help the healers out.
We've done that too (ie our static's dps split so only one pug is on each). It leads to both being around 5% or so. I'll suggest having our dps switch to 0.5 while the pugs stay on opp. They could handle switching better then the pugs I'm willing to bet.
Saying opp dies "well before the enrage" is probably being too generous. We've had three attempts where opp died before the final prey. That's pretty close to the hard enrage iirc.
Yeah, it's pretty close. I recall having maybe 10s more after doing the final laser mechanic if you do that route. If DPS is being pushed hard enough I'd say try to go for the kill. If anything, one dying literally suspends all the other mechanics when it casts self destruct. We've had a point where all the missiles in the arena kinda floated in the air, completely suspended as though held up by the telekinetic might of the remaining Oppressor as it attempts to go out in a glorious blaze of fire. lol..
Ahhh, no, not quite xD
So, you know when the missiles are about to detonate is a visual effect of it descending onto the battlefield. Basically if one of the oppressors starts to case Self-Destruct, it'll actually cause these descending missiles to freeze in the air and do nothing while Oppressor begins to self-destruct.
Yay! A1S down. A big thanks to everyone in this thread. We used the holmgang and final phase adds tips. They really helped.
I also healed it without brd/mch. That required me to change up my healing some so I didn't oom myself. It was great to have a solid sch that could pickup a bit of the healing.
Now on to A2S you go! Let us know if you need help with that
Hope you like solo healing :P haha. SCH should be DPSing 80-90% of A2S.
Hi I'm the new sch of the group, I have played sch since relaunch of The game back in 2.0 so i like to think I am a high level sch in this game from fairy management, to dps rotation, sch is all I do! That said we would never have gotten as1 down if not for the outstanding healing of our whm Rae (the threads OP) It's such a huge relief to know that I can trust my whm while I dps, so while he has told me how much better it's been having a dependable sch I could never be nearly as effective if it wasn't for his great healing! As1 down As2 up next!
Well, we got to phase 8. I don't think I can do this one without a brd/mch. I wish we could fill that spot. :(
A few questions if people don't mind.
Do you stun the pack in wave 4? We were initially stunning that pack and things were good. However, the driver needed more energy so we stopped doing it. Now I have two snipers in my face. That's makes the 4 - 5 transition a pain. It's really hard to keep the tanks topped off when I get interrupted and have to heal myself. The tanks being topped off before wave 5 means I'll be more likely to solo heal it.
How much do you think a sch should heal in wave 5 with the double widows? The damage on the tanks seem spiky during that first part of that phase. I'm thinking about having the sch help heal through the first prey and/or until the soldiers are dead. After that I feel like I can keep the tanks topped off pretty easy.
EDIT: /wave knala.
I have the same issue to deal with, except I'm an Astrologian. Aspected Benefic in Diurnal sect is enough to keep me (or the other healer) alive, surely Regen can as well.
Advice here can go two ways; get helped or stay solo. But keep in mind that while healer DPS is nice, endurance is a bigger factor in this encounter. Considering you have no bard or machinist, it's an even greater factor. The biggest source of damage for a Scholar would be spreading the DoTs. While he/she can use Broil/Ruin as filler spell to deal some extra damage, it may make or break the encounter in the long run. Unless your group is hitting the "enrage" for Alexander Savage 2, your Scholar should help out healing instead if you're constantly running out of MP. Whoever you're healing with will need to find the balance of dealing damage and concentrating on healing (in favor of "endurance").
My group usually stuns Wave 4 and just goes ham on everything. This allowed me as a SCH to output more DPS and fairy + WHM was more than enough to keep tank holding Walker alive.
Keep in mind depending on how you transition into Wave 5, the tank that held the Walker may have 3+ stacks of vulnerability. This will make their Widow hit like a truck initially. Tank should be properly shielded leading up to transition to help mitigate this. I can usually get away to help DPS once the Soldiers are handled though I stay to heal until the vulnerability stacks wear off. Virus on said Widow can assist too.
Most of what I'll writing next is what I do as a SCH for my group and should be modified to suit what healers you're going with / how you two heal together / party composition:
- Eye for an Eye + Deployment Tactics for Waves 5, 7, and 9
- Sacred Soil at the beginning of Waves 7, 8, and 9 to help reduce the oncoming onslaught. Apply more as necessary. For Wave 8, I tend put right on top of the adds spawning the corner since your Walker will be waiting for all Goblins to gather before stunning. This can lead to a lot of damage be mounted up on the healer(s) who have aggro (or PLD if they're covering said healer). Wave 9, in the corner where everyone gathers once they're all gathered.
- Dissipation at the beginning of Wave 9 can be helpful during progression. Three stacks for Lustrate (or 1 Indomitability + 2 Lustrates) and some normal (but boosted) healing will far outstrip how much healing your Fairy can heal for the duration of the 30s it's not there. Just be sure to pop all cooldowns on the fairy before using Dissipation. Wave 9 is just pure front end damage and you'll want as much healing capacity as possible to handle that initially. The MP cost to resummon the fairy should be negligible once you've gotten it down to the two Widows and one Doll.
Since you're lacking a BRD / MCH ATM, your SCH will probably want to be a bit less liberal with the DPS as it's quite the MP drain.
Just a small comment about this - Aspected Benefic in Diurnal is more powerful than Regen in terms of raw potency and loses out in MP efficiency when you don't factor in Divine Seal. Within the same duration, Regen is about 13% less potent than Aspect Benefic within the same duration so you may need a little assistance depending on how just hard the healers are being smacked for. Judge for yourself once you've had more time to play with it.
Makes sense. I might be hesitating with regen too much because I'm worried about agro. A couple of regens on myself and the tanks could do it. Divine Seal as needed.
Good point. Not considering mana, I feel its possible for me to solo heal through wave 5. Regens on the tanks. Cure spam back and forth between the two. The fairy helps. At the very least I should be able to give the sch some time to dot up and bane between the prey mechanics. I dunno. It's entirely possible we could have kept going through phase 8 but both our mana pools were dry. We had a smn, blm and mnk. Things were melting. I guess its on us to figure out a non-conventional healing method so we can endure.
In my group I don't cast a single heal until the 4 dolls (wave 7), and even then I stance dance waves 7, 8 and 9, finishing on 800-900 dps for the encounter. We get no ballad or paeon, this fight is all about singing Foe's. (Though we never get ballad in any fight anyway, haha.) Our normal group is 2 DRGs, 1 BRD and 1 BLM, but one of our DRGs switches to SMN for A2 as it doubles the DPS she puts out.
95% of my Aetherflow stacks go on Bane or Energy Drain, and I try to only Lustrate in waves 8 and 9.
Wave 4 adds should be stunned, then the car driver can get 2-3 recharges off the gobbie car before it dies if you time it right.
I personally Dissipate 30 seconds before wave 9, so that I can swap to Eos for some extra healing, allowing me to stance dance more (I use Selene until wave 9).
TL;DR: Moar SCH deeps, ballad is not required :)
Yeah, don't worry about regen aggro so much, the tanks have so much snap aggro going on. Kind of look it as well in a way to getting the most bang for your buck on MP. You can pretty much solo to Wave 5 no problem and even beyond. As AST I will start to use Synastry in Wave 5 to help with not only both tanks but also MP management. SCH may use end up using some Eos buffs, and mitigation cooldowns at that point while they can still DPS. Basically until you get to see enrage or close to clearing wave 9, I would focus more on getting that endurance run with your other healer helping where they can.
Hey guys,
We got to the final wave and wiped with around 20% on the last widow. My big question is how do you guys handle the vuln stacks? Our off tank eats them and holy buckets is he hard to heal at 4 to 5 stacks. It makes solo healing wave 5 and 6 pretty very difficult at points. My sch often has to help. Once the stacks fall off in wave 5 its trivial to keep the tanks alive so our sch goes back to dps. Our war takes a lot of damage during wave 6 as he gathers up the adds. We also have our pld taunt the doll in wave 6 while the war finishes off the walker. That stacks on wave 9 are also kind of a nightmare.
Any suggestions?
When you transition into Wave 5, whomever was tanking the Walker in Wave 4 should be shielded to reduce the damage when they pick up the Widow. If you have a WAR doing this, also make sure they don't have Raw Intuition up when moving to prevent those crits. They should only have the vuln stacks for a few auto attacks before they fall off.
In Wave 6, my group normally has our PLD (who has the remaining Widow from Wave 5) picks up the Doll and our WAR solo tanks the walker. This keeps the majority of damage on our PLD as the Walker by itself doesn't hit too hard (even with five stacks). Try to see if that works for you.
Also, keep in mind that the Walker goes Inert at sub 15%, so you can stop healing whomever is on the Walker at that point. At the same time, all DPS should be shifting to the next add at that point as eventually the Walker will just kill itself from the Stun+DoT it gives itself.
For Wave 9, you don't necessarily need to keep your DPS on walker duty. Once you get to the final two adds with one of the adds getting close to death, have a full set of vuln stacks on both and have your walker Self Destruct. Then go ham on the two adds as well to help spike DPS and possible prevent an enrage. If you've been doing this already, great! :) If not, I believe the stacks last for 25s on reapplication, so gauge appropriately.
Thanks. This is also most exactly what we do. How much does your sch heal during wave 5 and 6? Mine will help some at the start of each wave. He does switch over to dps after things stabilize. Should I worry about having to 100% solo heal all of that? Early tank deaths concern me especially at the start phase 6. I think I can do wave 5. Our war goes into that phase with 3 vuln stacks (sometimes he gets 4 and takes a lot more damage). Pre-regen, drop asylum early, pom and/or divine seal until the stacks fall off then its easy sailing. There's also a burst of damage at the start of wave 6 while our war gets adds into place but before the doll is taunted off him. I worry about him dropping there too if I were to solo.
You should have the other tank provoke off the gobwalker if they about 3 stacks in wave 9, or if's a PLD getting the stacks they can just Hallowed Ground first to buy some time then provoke. Hopefully the kill order is something like soldiers+snipers>gobwalker>doll>widows.
You can have the WAR pair-up Raw Intuition with Awareness to nullify the crit chances from flank/rear. It's good to use Raw Intuition actively since it gives them a stack, and pairing it up with that skill makes it even better.
If your group has time to spare before enrage, make them burst down the gobwalker first. If the gobwalker dies way before the next wave appears, the stacks will fall off before wave 5.
For wave 6, you can have the gobwalker pilot inflict insanity on the goblin something-helm and only tank the gobwalker. The widow before that should be dead before this wave appears, so there's not much to tank aside from the gob walker. The melee should be able to solo the goblin X-helm before insanity falls off, otherwise have the ranged help out.
In a more step-by-step description:
Wave 4
Kill gobwalker before focusing on the lesser goblins
Finish off lesser goblins
Wave 5
Focus down the tank's Widow that has to pick up the gobwalker
Wave 6
The tank who still has the widow should grab the jagd doll
The tank who isn't tanking till now grabs the gobwalker where it appears
The one in the gobwalker (friendly) inflicts insanity on the goblin X-helm that appears in the corner and the melee burns that down (with help if necessary)
As for wave 9:
Have the paladin grab a widow and the gobwalker
Caster LB everything, no need to tank the lesser goblins
inflict insanity on them
focus down the soldiers and gobwalker first
When the paladin approaches 5 stacks: Hallowed Ground -> Whichever buffs he/she deems necessary after those 10 seconds
Save virus for after hallowed ground on the gobwidow
And more importantly: Remember what was mentioned about endurance last time. If solo healing makes you incapable of healing the last wave, this will be the primary cause of the wipe. Just make the scholar heal more.
Thanks for the great advice everyone. A2S down. Onward to the static breaker!