As a healer, I spend more time keeping the idiots who can't dodge a giant black line then anything else. Even had a group that managed to burn wall down to half in less than a couple mins but they couldn't dodge the linesThe biggest problem I find with this boss (and instance in general) is finding players who are competent enough to actually get out of the boss's attacks.
Not a difficult task, but quite beyond some people. Makes PUGing this instance a 'do at your own risk' sort of situation.
Would be able to down it a lot faster if you could get positional bonuses on the wall!Yeah, we reached the point where we just ignore the Adds now and focus the Wall itself down. That requires some real DPS though. As a Healer you can chip in with your DoTs or other extra dmg skills in between healing. I do it on my SCH all the time. I start the fight with applying all my DoTs and after each Repel I apply them again, cause healing wise the whole fight is a joke. With a SCH in group as Healer you want him to use Selene as well, to support the groups spell/skill speed to fasten things up even more.
If you pay attention and focus the whole fight, the rotation is very simple and easy to dodge.
At the start of the fight stand on the edge of the bridge (on either side), the closest you can be without going out of range of boss.
After you see the void zone spawn in the middle, be ready to transition to the middle after it finishes.
After he completes both middle/outside for the first time, you run back to the outside. This time, after you dodge the second void zone cycle, you must remain in the middle when u eat the Repel.
After repel ends and the wall moves forward immediately run to the outsides of the bridge, so you don't have to move as many times. Standing stationary for longer = more DPS
It frustrates me queuing for AK via DF, most people can't seem to grasp the simplicity and are overwhelmed by the mechanics. Just remember to start on the outside void and jump the the center, viceversa every move after. When the bees spawn tell your group before hand to focus left/right bee first and drop all your damage on it, even as a tank i focus the bees and toggle the boss every so often to warn of repel. The bees are the only real game breaker, once they're down you've pretty much got it covered
I did this for the first time yesterday with a PLD, DRG, DRG and me on SCH. Extremely fun fight although I feel bad for my party because they were experienced and had to put up with me losing us the fight repeatedly before I understood it all, it gets hectic when adds spawn. We managed to finally get it down just before we would have died because of pushback. First dungeon that actually felt challenging and it was SO fun! Finally a good dungeon!![]()
Quickest is actually to pull trash before him (use a single mob, the gargies and hippo type work well) and play how low can you go with the tank's hp. Have the dps twiddle their thumbs while the healer tries to heal the tank with the lowest possible hp (under 1-200 gives a verry big boost). Clutch healing can very quickly fill up a limit bar. Would not suggest using the giant for this though. You trust your healer right?
My groups usually defeat the Demon Wall prior to the second repel even without a limitbreak, so the Gnats never have a chance to spawn.
For a WHM, just make sure regen is always ticking on everyone and it really makes the healing very easy. Save your shroud for when the adds spawn so they don't come and beat on you. Medica only when the party is dipping lower than 50% or so. There really isn't any tank dmg on the fight, mostly aoe.
Blow a limit on one of the bugs and stay out of shit, it's a pretty easy fight.
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You can probably thank FFXI for that. Moving during combat is a whole new mechanic in itself.
I just keep regen on everyone and Medica II just before each repel. You'll be "tanking" the boss probably, as in you'll have the most hate, but it really doesn't matter here. Shouldn't need cure I/II unless someone steps in the voids.For a WHM, just make sure regen is always ticking on everyone and it really makes the healing very easy. Save your shroud for when the adds spawn so they don't come and beat on you. Medica only when the party is dipping lower than 50% or so. There really isn't any tank dmg on the fight, mostly aoe.
When adds pop use shroud and stand back from the party so you don't have to dodge para circle (which DDs should be stunning anyway).
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