Quote Originally Posted by Kyomagi View Post
Phase 1 depends, we have passed with one charge, then some times we get two charges but the bosses hp falls to 80% during the second charge/add summon phase.

Before the second adds we get two charges
If that’s the case, then you’re still on track. So, i really think that it’s just a matter of getting comfortable with the last phase (which will be tricky at first). Just keep practicing. You can do it! (^_~ )-b

Just keep this in mind:

Quote Originally Posted by Death And Taxes Guide to Turn 10
Phase 5 – “The final countdown”

Abilities:
Electric Surge - Roomwide AOE that comes periodically and reduces lightning resistance.
Heat Lightning - Same as before
Cyclonic Chaos - A random party member is tethered to the boss, two players must stack with him within a few seconds to spread the damage. Players receive a vulnerability debuff after the explosion.
Prey - Same as P1 and P3.
Critical Rip - Same as P1 and P3.

Notes:
The key to this phase is managing vulnerability debuffs and positioning. During the final phase of the fight, the room shrinks down to only the inner circle. There are several ability combinations/sequences to look out for. The rotation does not appear to be fixed.

[1] Heat Lightning -> Cyclonic Chaos (Tether). Raid must be spread and those who aren't debuffed by Heat Lightning need to stack in for Cyclonic Chaos.

[2] Heat Lightning -> Wild Charge. Same as in Phase 3.

[3] Cyclonic Chaos (Tether) -> Wild Charge.

These combinations will alternate between [1] > [2 or 3] > [1] > [2 or 3] - There will not be two charge rotations in a row.