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  1. #1
    Player
    GoMagikarp's Avatar
    Join Date
    Oct 2013
    Posts
    15
    Character
    Berserker Barrage
    World
    Tonberry
    Main Class
    Marauder Lv 50

    Turn 4 & 5 as Warrior?

    first off, im very grateful for the changes to warrior, it gave me a credibility that i never had as a MT, but ive been letting my groups down because of my inexperience.

    i wasnt given many chances to main tank content like Titan, and coil in my server.

    im learning the spawn points for T4 but its very hectic and i can't seem to be able to pull all the adds on phase 5 and im so tunnel visioned during pulls that i always miss the pox casting, not to mention, i blow most of my TP overpowering to help aoe down the mobs for p4 and p5.

    id apprecate any helpful comments on how i can improve my tanking, i think ive been the cause for the wiping with my groups because i cant seem to pick up all the adds immediately, and that leads to ranged and healers getting cleaved.


    i havent even made it to turn 5 yet, but since im already asking for turn 4, i might as well as you guys for advice on that as well.


    happy holidays!
    (0)

  2. #2
    Player
    Peptaru's Avatar
    Join Date
    Mar 2012
    Posts
    897
    Character
    Tarragon Lai
    World
    Ragnarok
    Main Class
    Fisher Lv 50
    You need to not blow extra TP on helping DPS the adds, that is what damage dealing jobs are for. If they are having so much trouble killing them in time, they will need to step it up somehow. With the saved TP, maybe even a tick or two of paeon will be useful, you shouldn't face the problems getting the attention of all the other stuff. Make sure folks stand (reasonably) together so you can Overpower the whole pile as they come towards the others.
    (0)

  3. #3
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by GoMagikarp View Post
    i can't seem to be able to pull all the adds on phase 5
    Unless you're in a double WAR group, you shouldn't be on the adds in p5 or p6. You should be on the 'naught whenever possible because WAR takes less damage against them while solo tanking (10% debuff and IB for Roto-swipes) and PLD is a helluva lot better at reducing damage taken from numerous targets (because they can generate AoE enmity *and* still have all of their mitigation; WAR has to choose between AoE enmity and mitigation).

    im so tunnel visioned during pulls that i always miss the pox casting
    You group should be stacking up everything in p4 so, as long as you're targeting the Rook, any AoE you use is going to hit everything so there's no need to target swap ever. If your issue is not noticing that the Rook is casting even when you're targeting, the damage on p4 isn't that extreme and Rooks should be dying *before* the phase ends, so it's entirely appropriate to tunnel vision the cast as opposed to targets/placement. You just have to learn to tunnel vision something different.

    i blow most of my TP overpowering to help aoe down the mobs for p4 and p5.
    Yeah, as Pep said, don't do that. In general, for the AoE phases (1 and 4), I recommend throwing 1 Overpower to get initial aggro on everything, HS>Maim to get the 20% damage buff (possibly some Infuriate>Unchained>Berserk>Internal Release as well), and then Overpower spam until Maim falls off (or you hit Pacification). As soon as Maim falls off (possibly earlier, if your DPS is especially good), stop attacking and let your TP regenerate. Overpower is insanely expensive; it takes 1.6 GCDs where you do nothing for each GCD of Overpower that you *do* for you to remain resource neutral so you *have* to resist the urge to just spam the hell out of it.

    i think ive been the cause for the wiping with my groups because i cant seem to pick up all the adds immediately, and that leads to ranged and healers getting cleaved.
    The only advice I can give on picking up the adds quickly is learning exactly where they spawn so that you can stand in the exact spot in order to get aggro asap. For example, on p2, you want to stand right next to where one of the knight/soldiers with spawn, where both of them will be standing in a straight line to your front, so that you can catch the both of them with an Overpower as they spawn (conversely, you can save up 5 Wrath stacks from p1 and just throw down a Steel Cyclone while standing in the middle). The only other time that I've ever had an issue picking up adds was p5, where you get a knight and a soldier too far apart to catch with the same attack; for that, I simply try to make sure I have a combo-prepped BB ready for when they spawn while standing in the middle so that I can drop the BB on that knight(?) before using Tomahawk on the soldier(?) as it starts running to the other side (since the healers should be on the opposite side of the room from where it spawns) and starting the ST target cycling to generate enmity on the both of em. P6 might be problematic, but, in general, I've never had issues picking everything but instead surviving picking up everything (we use single dread strat so the OT in p6 has to deal with 2 knights and 2 soldiers at the same time; the OT also has to deal with the bugs but those get fed pretty much immediately).
    (2)

  4. #4
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    How I OT and my static does Turn 4:

    Phase 1: Adds (Tank and Spank)

    Phase 2: Head to NE or NW and use Flash then OP the instant you see the enemy list and manage hate between them

    Phase 3: Let Dreadnought eat bugs then Unchained+Berserk+Internal Release. (Optional) When Pacified switch out of Defiance and continue to burn boss till he reaches 5% then run to center and go back into Defiance.

    Phase 4: Grab one Rook (I usually mark mine while the MT grabs the other) with tomahawk and spam Flash then Steel Cyclone (if Infuriate is up) and proceed to kill the Rook then burn down adds. (My group can kill all adds before phase 5 so you're experience may differ depending on your dps)

    *I usually do a BB combo but stop after Skull Sunder to save BB for Phase 5

    Phase 5: While still in center attack center add (or finish Butcher Block combo) and then Tomahawk the other add. (My static burns these adds then goes to boss)

    Phase 6: (Shit's about to hit the fan) While still in center you should be sitting on 5 wrath stacks. When adds pop wait till they start moving then use Steel Cyclone, Flash and Steel Cyclone again and then spam Flash till you're out of mp. Start rotating your cooldowns.

    If you're getting hit too much spin the mobs in a tight circle to slow their rate of attack due to their poor turning radius.
    (1)

  5. #5
    Player
    abzoluut's Avatar
    Join Date
    Sep 2013
    Posts
    798
    Character
    Abzoluut Abzoluut
    World
    Odin
    Main Class
    Samurai Lv 70
    Done this as MT/OT on WAR/PLD (you'll have to take my word for it lol).

    phase 4: since you're OTing, take the rook that's farthest away. If you just manage to down the DN (dreadnought) before this phase starts, just walk out to the middle: flash, then start your normal rotation (you can also do flash > 1x overpower). When you are comfortable with the timing: precharge BB and open with it on the rook. Have to rook facing towards the outside of the arena, yout MT should do the same. When it casts pox, you walk right through it (same as you dodge Garuda's slipstream). Don't worry about your MT having too much adds, that phase is not that healing intensive, you should be packed for Medica or Cure III.
    (1)

  6. #6
    Player
    abzoluut's Avatar
    Join Date
    Sep 2013
    Posts
    798
    Character
    Abzoluut Abzoluut
    World
    Odin
    Main Class
    Samurai Lv 70
    phase 6: steel cyclone is a bad option imho. It takes way to long. Stand in middle, flash that one, tomahawk the other one. Again, when you know the timing better, precharge BB so you can open with that one after flash. Then again, if you have a melee, they can burn down the soldier, it will get into stun. You'd only have to pick up the knight. Just a way we're doing it. Then back on the DN, lose defiance and keep SP up and win. xD

    had to make two posts due to its lenght
    (1)

  7. #7
    Player
    AppleGrocer's Avatar
    Join Date
    Oct 2013
    Posts
    44
    Character
    Apple Grocer
    World
    Ultros
    Main Class
    Marauder Lv 50
    I completely agree with the above posters that a Pally would be better off tanking the adds in Turn 4. That said, we can do it fine, I mean I do it with my coil group. It's just that a paladin's kit is better suited for it. Hoping that the paladin I run with never sees this, your safest bet is t make your better tank the OT fr this phase, and I don't mean the one with the most gear, I mean the one that knows where to go and how to handle groups of mobs.

    Phase 1: I tank this as War OT. Probably not necessary now, but Flash used to have some trouble holding these mobs. Keep your TP above 650-700 during this phase, you'll need to conserve resources from here on out. Don't spam Flash, use it once or twice.

    Phase 2: Flash the mobs while they spawn, stand right in the light to hit both. Overpower a few times and then just hit them with your SP+SE+BB rotation. My group focuses down the MT's Knight and the OT's Soldier first then we get our dps to switch.

    Phase 3: MT's Solider is probably still up with a broken shield, OT's Knight is probably still kicking. You can solo whatever is left of the Knight and the Solider should die in the next couple of seconds. Burn that Dread. Pop Zerk+IR+Unchained to help if your group needs a little boost.

    Phase 4: I tank the adds here as OT as well, pally holds a single Rook. Target your Rook and keep on it you don't have to change targets. Flash once or twice to get agro on everything (except for the other tanks Rook), then Overpower. Conserve your TP here, don't go crazy. You don't need a lot of TP for the next 2 phases, but don't drain it dry. Feel free to use a couple of Flashes instead of Overpower to spread out your resources. Have your Bard play mana song near the end, you and your healers are going to need it.

    Phase 5: You are picking up 2 adds here. One is in the center and one is on the right. Stand in the center and face where the Knight is going to spawn. Flash the Soldier on the way down, Tomahawk the Knight and run towards it. Overpower a couple of times to keep them. You are going to be tanking these guys where the knight spawned. My group burns the adds here then burns Dread after to get it to 40-50% hp. Once your adds are dead, just stand where the knight spawned. Regen some TP and MP, it makes the last phase much easier and your group shouldn't need the extra dps.

    Phase 6: Spider spawns right under you, Flash it. Run towards the center, Flash the Soldier (?) and Tomahawk the Knight(?). Run to the last spider and either Flash it or Tomahawk it depending on if the Knight is close by or not (try to hit the Knight with Flash, if you can't just toss an axe at the spider and run back to it to hit them both). Have your healers and DPS stand on the NEish side of the map so that if it takes you a second to grab the last spider it doesn't get fed by accident. Run back south and basically run in a circle, or about as close as you can get, around your 4 mobs, using Overpower every 5 or so seconds to keep them all. Pop CD's as necessary. As a Warrior you are going to be pulled in the the add's vacuum move, just re-position and keep running. Feed spiders after first dread goes down or don't and burn them after Knight+Soldier, doesn't really matter IMO. Stack on the Dread and DPS+Medica II your way to victory. Oh, and have your melee LB the rook and focus DPS on it as soon a sit spawns. Trust me, it's WAY easier if that thing is out of the fight ASAP.

    If you're having resource problems, TP and MP, try and figure out what your Bard is doing. TP song right near the end of Phase 1 helps some if you need it, and Mana song at the end of Phase 4 helps as well from a tanking perspective. With the buffs to enmity, resource management is pretty easy in this fight now so I'm sure you'll figure it out.
    (1)
    Last edited by AppleGrocer; 12-26-2013 at 10:16 PM. Reason: Char limit

  8. #8
    Player
    Hahahahahahaha's Avatar
    Join Date
    Nov 2013
    Location
    Ul'dah
    Posts
    20
    Character
    Hahahahahahaha Hahaha
    World
    Zalera
    Main Class
    Marauder Lv 50
    Couple of quick tips to throw out there for turn 4:

    Resource management is your own deal, and a big part of that is knowing where everything spawns so you aren't scrambling and overspending mana/tp to pick it all up. For me personally, I know the spawns relative to where the stuff spawned before. Berserk is a big help for me with knowing when to calm down on overpower spam in phases 1 and 4.

    For phase 4 (the pair of rooks) each tank will ideally be tanking one of the rooks. You should never really have a reason not to be targetting your rook. Get your stuff grouped up in the middle and start in on the berserk overpowers to keep the spiders under control while always having your rook targetted. When you see him start casting pox, simply walk forward!

    Phases 5 and 6 can be handled in a number of different ways, so you'll have to work that out with your group specifically to see what works best for you guys.
    (1)

  9. #9
    Player
    GoMagikarp's Avatar
    Join Date
    Oct 2013
    Posts
    15
    Character
    Berserker Barrage
    World
    Tonberry
    Main Class
    Marauder Lv 50
    i just wanna give a big thanks to all of you guys who gave awesome advice, i was able to down it with my group after a few tries, the play by play descriptions helped massively!

    they were so impressed that i got invited to join their static group.

    super thank you
    (1)

  10. #10
    Player
    Riyos's Avatar
    Join Date
    Oct 2013
    Posts
    133
    Character
    Akio Sakiro
    World
    Shiva
    Main Class
    Marauder Lv 60
    Use Flash
    10 characters.
    (0)

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