Just a heads up to people if you pop a tube during disorienting groan he doesn't do the charges and makes it oh so much easier, spread the word to healers everywhere.
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Just a heads up to people if you pop a tube during disorienting groan he doesn't do the charges and makes it oh so much easier, spread the word to healers everywhere.
...uh, it's impossible to do so. The tubes are locked down until he begins charging 1111-tonze Swing.
It "could" work now that people are legitimately geared for these dungeons, but if your dps is the pits, then you're going to run out of tubes much faster since there's a good 30 seconds inbetween Disorienting Groan and him actually winding up. The fight itself isn't that healer intensive in the first place, so you're really just skipping a mild inconvenience and getting a rather minor damage boost in exchange for throwing off the rest of your group if they're not privy to your plans.
With that bad DPS players I've seen last time, this strategy could cause hitting the hard enrage (no tube left for 1111 swing).
Not that people would likely have high enough il anyway if dps was an issue, but 1111 swing is survivable so no hard enrage. Had some misscamunication as to who should hit the tube so no one did, blm drg and pld all survived, sch didn't make it thought. Still won after breaking 2 tubes.
I do it every time and clear every time. The fight goes by much smoother and quicker with this method as it allows you to continue dpsing instead of waiting for the damage to go out. 10/10. Would recommend.
I found out that if multiple people hit the tubes at the same time, at the exact moment one of them releases, the others get locked out for a while and other tube openers cancel action. That means you can't accidentally open two tubes at the same time so now as healer if I'm not doing anything else when the blue area hits I try to open one just to be one the safe side regardless if others in the party do so.
You can actually do this right after the initial swipe and skip 110 onze, and disorienting groan.
I wouldn't do it unless you had solid dps, though, since you'll run out of tubes sooner or later...
Well im assuming the the blm walled themselves, I run full vit (sush I know and thats besides the point) and had def buffs up only does about half my hp. No clue how the drg lived. This happened again when all 3 other party members went to pop the tube and none could, was locked out for some reason. Everyone else died that time though.
So I've tested this out some times.
You need not to bad DPS to get this to work.
When opening a tube before charge, it does not reset the boss rotation back to start. It just skip the charging part. The 1111 swing will follow after the next cleave.
The result is:
- the full boss rotation gets shortened by around 20 seconds
- you need to open 2 tubes in one boss rotation
This method works if your dps are good. +1 from me. It's especially helpful when you have 2 melee.