Might I suggest that not moving the ogre is possibly preferable. During a phase change the ogre may use his ranged attack on the tank for about 1200-1300 damage. In and of itself that's peachy but if he chooses to do two back-to-back, and he has and does, your healers may not be able available in that 1-3 second window during the shuffle to prevent the tank from dying.
Credit goes to Matriarch and their Italian friends for this video and I reference it only insofar as it is a good illustration of positioning in a "don't move the ogre" scenario:
http://www.youtube.com/watch?v=L26WKKKMy8I
MP conservation is definitely key during this fight and it is among the most important aspects of it. But I submit to you and the community that reducing the potential for error as the margin for error in this fight is so slim is key. The scenario in which both the tank and his Ogre friend (as one group) and the melee (as another group) and the archers/casters (as a third group) are all moving throughout the fight during phase changes is orders of magnitude higher in its error potential than a situation where the most dangerous element, Mr. Tank and George the Ogre, are predictable and stationary, while the rest of the group moves around that focal point.
As a benefit this allows the healers to pivot around that group never being out of healing range and the predictability also allows for very safe and regular use of Spiritbind. You'll also note that the strategy depicted in the video is not reliant on stacking archers, which is a boon to the rest of the sad-face melee who are last picked for the softball team.
Credit goes to MeowyWowie, Thanks dude!
With this strat you should be able to get by without all ranged...Thank God.Might as well share, I'm sure some people have figured it out by now anyways.
You can stun Inferno Drop with ANY WS. You won't get a "stun" message, instead it will say Inferno Drop fails. What we do is make sure we always have TP ready for stunning, I personally use Follow Through, but anything will work. The more WS's that you get off, the higher the chance to stun it. So don't assign an order, and don't assign just one person for stunning, it's a group effort.
We're unsure if it's the action of using a WS itself that stuns it, or if it's the amount of damage he sustains while readying Inferno Drop. We do however know that it has proven to be a good strategy over and over again. We might miss a stun here or there, but least we're not getting spammed. Rarely does anyone die if he gets one off.
As far as the hate issues Xquiel is concerned about, Istinto pretty much summed it up. Let your tank(s) secure hate when your first start the fight. Nobody should be attacking at all for about ~30 seconds after first engaging.
Overall the most important things about the fight are positioning, hate management, reaction speed, in that order.
Good luck
Thats the strategy we have been using to kill the ogre since day 1. We actually even tank it in that exact spot.
Tank takes slightly more damage when the bearer is up top (can deflection/boon its meeles tho) but curse still hits for 750, + random Inferno drop requires the tank to stay as close to topped off as possible on that section. Saving Sentinel for that "rotation" is also preferred.
This strategy makes all ranged take 0 damage the entire fight, making it much easier for them and meele only get hit by 1 chain bearer up top (if its not hitting the tank).
I was actually going to make a video of this (tank PoV so wouldn't be too interesting) but since that already exists I guess I won't bother with it tonight :O
Has anyone figured out where Helm of the Lone Knight comes from?
It hasn't dropped from Ogre yet so I am assuming it drops from Batraal.
Batraal drops helm
I'm curious where all those R50 weapons come from. Batraal as well?
Yea clearly the LL, Uldah, Grid ones come from companies. Good to know that Canopus comes from Batraal. Im assuming the Warlock Buckler, Verdant gear, and Templar Falchion also come from him.
OP has been updated with Ogre battle strats.
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