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  1. #41
    Player
    Finalfreak's Avatar
    Join Date
    Nov 2011
    Posts
    131
    Character
    Final Freak
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    This looks like a pure dps problem. Even when we have some death ppl due to some mistakes, we still make it before the enrage timer.

    I think some of your dps stop doing dps while doing the mechanics (ofcourse this is needed sometimes for melee, but even then melee should try to limit the time needed to stop hitting).
    (0)

  2. #42
    Player
    IcyVeins's Avatar
    Join Date
    Dec 2014
    Posts
    7
    Character
    Icy Veins
    World
    Phoenix
    Main Class
    Leatherworker Lv 50
    Change ur setup for 2 melees 1 bards and 1 bm and make ur scholar dps between mechanics transition, that should solve ur problems. Also, remember ur mates to pop their cooldowns when they can and not only for a phase start/push transition.
    (0)

  3. #43
    Player
    Kyomagi's Avatar
    Join Date
    Aug 2011
    Posts
    265
    Character
    Niko Zimmershade
    World
    Hyperion
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Aldora View Post
    snip
    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
    (0)

  4. #44
    Player
    MythToken's Avatar
    Join Date
    Dec 2013
    Posts
    569
    Character
    Iam Groot
    World
    Leviathan
    Main Class
    Warrior Lv 60
    In what order are you killing the adds?


    Also we run 2 BLM, no problems with enrage.
    (0)

  5. #45
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    There is no need for 2150+ dps for T10 but 2050 dps over the whole fight

    Here is my group's first down for T10 with a MNK-BRD-SMN-BLM comp, 2075 dps, 10:26 (so 4 seconds before enrage. We have been a fair amount of time behind the 10:30 point, and it's survivable until around 10:55, then that damn cat uses the charge again, which is not realistically survivable because there are no safe spots left so it's either your WHM has timed the heal well or 3 people die immediately after the charge)




    We improved a few things after and are now around the 10 mins mark, working on T11.

    for the record, LB used are caster LB3 for 2nd set of adds, and melee LB3 when available. On this parse we had to paeon once and ballad once, but we did T10 last week without a bard and it went fine (DRG, MNK, BLM, BLM)

    Quote Originally Posted by MythToken View Post
    If you can't eat the charge, just let the marked person die.
    on paper yeah, but during enrage you'd want to avoid as much as possible to eat the debuff + boss buff, especially for the first down. Now that we are on farm status ( we carried someone who had a good dps but no clue bout the mechanics 2 weeks ago. They were nearly wiping us on every link), we just burn through the death if we have to let someone die.
    (1)
    Last edited by Kuwagami; 03-18-2015 at 10:47 PM.

  6. #46
    Player
    MythToken's Avatar
    Join Date
    Dec 2013
    Posts
    569
    Character
    Iam Groot
    World
    Leviathan
    Main Class
    Warrior Lv 60
    If you can't eat the charge, just let the marked person die.
    (0)
    Hoarders gonna Horde.

  7. #47
    Player
    Aldora's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    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.
    (1)

  8. #48
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Quote Originally Posted by Aldora View Post
    snip
    to add a little bit to their work

    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.
    After [1], Imdugud will perform in order :
    critical rip
    prey
    then crackle hiss iirc
    then it'll do either [2] or [3]

    I'm sure you're aware that during phase 3, the boss does a room wide AoE which buffs him and adds a "lightning vulnerability" debuff on everyone. It will also do it if you fail at the prey mechanic (if someone eats the paralyzing bomb). You can prevent that by pre-shielding the tank before the critical rip so you only have to worry about who will get the prey.

    The moment we realized that (the boss doesn't hit really had after the critical rip so the SCH can focus on the prey), it was way easier for us to handle mechanics.

    We announced [1], did it, shields, CDs, prey managing while bursting, then [2] or [3], rinse and repeat. It's easier to have the OT do the announces as they do not have many things to do after that. Just dish out as much dps as they can while surviving the charges.

    even if your damage are a bit low during mechanics because you're afraid to fail, if you know what's coming and when it's coming, it becomes way easier to do high damages during down time.

    After [1], you have a fair amount of time to burst like crazy until [2] or [3] comes. Only the healers have to worry about anything during that down time. After the second mechanic combo, you also have a fair amount of time to burst before [1] comes again.
    (1)
    Last edited by Kuwagami; 03-18-2015 at 11:15 PM.

  9. #49
    Player
    Kyomagi's Avatar
    Join Date
    Aug 2011
    Posts
    265
    Character
    Niko Zimmershade
    World
    Hyperion
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Aldora View Post
    Snip
    Thank you! I think with this group i will suggest a change that, unless a blm is marked for charge, that the two blm dont go in for wild charge and keep dps'ing, that might be the problem as we all gather in. Same thing with the heat lighting + tether soak.
    (0)

  10. #50
    Player Kaze3434's Avatar
    Join Date
    Mar 2014
    Location
    Old Grid
    Posts
    1,016
    Character
    Rumina Asou
    World
    Cactuar
    Main Class
    Archer Lv 70
    i think a better question to ask OP is what % of health is the boss at when you hit enrage?
    (0)

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