So I was recording it, as I feel the first time I run something is worth recording to see where mistakes can be fixed. Only one of the DPS had played this before.
Trash pulls: Generally too easy, deceivingly easy.
Bosses:
- First boss, hard but not too hard
- Second boss, hard, but not terribly hard
- Third boss, oh good gawd why do we keep wiping at the same point.
So if you haven't played the Vault, or at least haven't played it as a healer, it contains one specific mechanic that is difficult to heal through: Alter Pyre
I have a PLD, Dragoon and a Monk. That combination alone is a high healing requirement. Every time Alter Pyre goes off, 30% (1080 to 2600) of the HP is burned off everyone. We do get past the Holy Fireballs parts every time.
Normally I'm very conservative when it comes to spending MP, but here's a boss where almost every attack calls for Medica.
So watching the Tank in the video (these are just the numbers I can see):
1310
3169
1999
1893 as the tank stands in the red circle
1499
2400
1575
Chains appear, DPS takes 1450 damage each
Knights appear
970
440
514
980
Medica heals for 1760 on the tank
Alter Pyre burns everyone, tank for 1655, DPS for 1200 each, me for 1512
439
1214
1293
547
1198
3036 (some kind of fireball)
1269
314
Red Circles appear
1569, tank stands in circle again
Chains appear on me and DPS, 1129 damage to me
Holy Flames appear, at this point 1/3rd of Mana has been consumed, and boss's HP is down by 1/3rd, everyone takes 3500-3600 damage (Pure of Heart)
-And this is where things usually go wrong-
Alter Pyre now does 2100 damage to everyone
Knights Appear, Then the red circles, but since I'm already to the edge of the arena, and another Knight appears, I'm screwed, getting hit with Turret charge for 2746 and slow. Second red circle appears, Chains appear on me and DPS, DPS moves towards me, Chains do 1000 damage, then do another 1000 damage.
1094
1829 (Alter Pyre) That DPS dies to the next Alter Pyre as the Cure doesn't land until after Alter Pyre strikes.
1605
4087 (Tank's HP is 85) and Tank dies
DPS dies
I die.
Next round, Tank tries to avoid red circles. But DPS has to go answer their doorbell and we wipe.
Next round, can't keep up with the healing requirements, as the one DPS moves in the wrong direction with the chains attached to me before being taken out by the knights, and eventually I go OOM.
So the Duty is then abandoned.
So overall for the amount of time spent, more of the fault was with the Tank not avoiding avoidable damage, but the healing requirements were also driven up by the DPS not immediately breaking the chains. Healing through it isn't terrible, but when it's combined with avoiding the knights and red circles, you don't get an opportunity to heal during those mechanics. Save for running out of mana, I'm actually thinking the DPS was too low on the boss... likely from all the mechanics needing to be avoided for melee.
So the take away:
- If possible get everyone to stack so less floor area is consumed by red circles
- Red circles appear after the knights, don't move towards the gaps to avoid the knights until after the circles appear, or you will lose floor space for avoiding them.
- It may be more viable to tank the boss near the entrance to buy more time for the knights phase.