It's, very much, a group effort. Everyone needs to be on the same page and know what to do. It also helps a lot if the group knows, ahead of time, what the pulls are going to look like.
I know that this was written from a Warrior perspective but I'll toss in my thoughts on a Paladin.
For a Paladin it's important to rotate cooldowns. Rampart is on short enough of a cooldown that it should be used on pretty much every pack. Without cooldowns you will, likely, die and that ruins the entire pacing.
My pacing goes like this:
1. Pull the two tonberries, two buzzards up to the beetles. I stop just long enough for the beetles to die and move up to the group of three and I pop cooldowns.
2. Second pull is all the way up to the door. That's a 3 pull, 1 wanderer tonberry and 2 more goups of 3 for a total of 10 mobs. Once I'm in front of the door with all the mobs on me, I hit invulnerability and then start to rotate other cooldowns as soon as it's dropped. Then it's a matter of flashing, Circle of Scorn and dancing around the AOEs. This, in my opinion, is one of the hardest pulls in the instance (especially if you don't use the sleep trick to reset all of the mobs).
3. Boss.
4. All the way to the door. This isn't a bad pull usually but at the end of the run you do need to do some AOE dancing as well.
5. The big "maze" area I hate. It's all based on where the large Tonberries are pathing. Ideally, if we haven't wiped prior, I can grab the 3 skeletons, 2 floaters and 2 stationary tonberries and use the indentation in front of the bosses door to line of sight the the ghosts to form a stacked pack.
6. Open the door and deal with the skeleton and ghost. Most groups simply lock these two enemies outside the Bosses area but about 1 in 4 runs I'll have one sneak in. It's very important that the group has built up a Limit Break but does NOT use it on the second boss.
7. Pull the entire corridor to the room before the final boss. Grab everything, get to the last room and pull a hard left, tuck in the corner and hit invulnerability again. This is another hard pull but dies really fast if you saved the LB and use it here.
So that's how I've been doing and in a perfect world it works pretty well. My best run was right around 15 minutes and I consider anything less than 20 a success. But I'm, definitely, open to tips and tactics from a Paladin point of view.
Final note, as a Paladin I didn't feel comfortable doing these speed runs until I was in nearly full DL with my Relic. I have 5,700 hitpoints grouped right now and that can still go very fast if the group isn't on the ball or I don't, properly, rotate cooldowns.

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