With 5 DPS, you should easily push one ghost.
If not, you need to seriously re-evaluate the composition of your party.
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Try caster lb3 first ghost with the boss when the ghost is at about 65% and keep your melees on the boss. Do you have a smn? if so you can pretty much bane and throw a couple gcds on the ghost from ranged and it should die from dots+lb.
From what we observed he usually jumps on the people who are not in melee range which should only be the person with fire out.
When a 5 DPS group is having trouble pushing one ghost it's normally from a bad strat.
You want a dedicated caster for LBing ideally a SMN.
Bane> enkindle > LB
If it's a BLM
SC flare > LB then Flare again if needed.
Have your BRD DoT the ghost up and toss some attacks. If the LB doesn't finish the ghost the BRD can help kill it off.
The other three DPS need to stay on Nael full time.
The excepts would be a 2nd SMN would still bane. A 2nd BRD would toss DoTs on the ghost. A 2nd BLM could flare hitting both.
not getting one ghost during heaven's fall phase is not the end of the world, you just have to hold nael at 47% HP and burn down the ghost before pushing again.
During fire tethers Nael will always jump to the person that's furthest away, during divebomb (2nd rotation) he will always jump onto the tank.
This fight is every much about micro managing the whole team as much as it is for every individual.
Find your weak links first, players who don't move to the back when they have lightning, players who move to the middle too soon during black holes. etc.
From there you might want a dedicated an announcer to say when certain abilities are going off. Make sure you know where to go when divebombs, etc.
it takes some practic
I can't believe how many people use "him" and "he" when referring to that boss.
Contrary to others, my team uses melee LB3 on Nael. Our team comp is PLD, MNK, DRG, WHM, SCH, Bard x2, BLM/SMN. What we do is simply dps the ghost down normally, then as soon as we move out of the aoe of it's death, our DRG or me, MNK, LB3 Nael. We've yet to encounter any issues with this in a long time, heck we even pushed too fast at one point that we were caught off guard when she did Favor during the 2nd Heavenfall.
The key to 1 ghost is:
1) SMN bane the ghost
2) BRD drops DoT on both Nael and Ghost (typically it is just nice after you refresh DoT on Nael, ghost comes out).
3) Once ghost is at 55%-60% HP, all your DPS goes back to Nael except your BRD, the LB3 from caster should finish it off or left with a few % for your BRD to finish it off.
Your DPS should plan their CD usage during the second set of golems. For me since at this point in the game, everyone seems to be damn geared, the golems dies naturally fast so for the second set of golems I only use IR + Flaming arrows to pull and tank the blue golem. IR and FA have 60s recast time so by the time Megaflare is over, I have Foe Req + Battle Voice + all CDs up + X-pot to give Nael a good whooping and buffed DoTs which will help to ensure that Nael transits to P4 after second Heavensfall. Your other DPS should typically do this as well - plan your CD well.
The fire in-fire out thing is easier to get used to compared to divebomb. Most people just panic at divebombs, especially the second single dive. Always be alert and most importantly, learn how divebomb work. Some people just don't know where to go for the 2nd dive if their usual marker derped and marked the first dive late or something. Typically the second dive doesn't need to be marked if you understand divebombs at the very least. When you spread out for the first dive, don't spread out too far and get into the path of the wyrm's dives which is rather board - this happens to be a common mistake as well, there is always a few chaps who went too far and died.