


Cool. Good to know. Thanks for the insight!In the NA servers these days, the priority is Green > Blue > Red. DPS is generally high enough that Green goes down long before the switch order is given, making sure that there is only ever one Green golem to deal with. This has been the strategy since at least 2.4, since that was when my FC started working on it.



I'm honestly a little surprised to hear that it's done differently on JP servers! The logic behind killing the Green one first is to prevent Demolish from occurring after the switch happens and the second Green pops up. How do you guys deal with Demolish? I didn't think it could be stunned or silenced (in fact, I know it can't be stunned because I have made desperate stun attempts in botched runs where we got two Greens).



You can use Fluid Aura on the Green one when it's casting Demolishes. It's not immune to knockbacks. You may be able to Holmgang it as well, but don't quote me on this as I haven't tried using Holmgang on it yet.I'm honestly a little surprised to hear that it's done differently on JP servers! The logic behind killing the Green one first is to prevent Demolish from occurring after the switch happens and the second Green pops up. How do you guys deal with Demolish? I didn't think it could be stunned or silenced (in fact, I know it can't be stunned because I have made desperate stun attempts in botched runs where we got two Greens).
I think we've continued going Blue first because Demolish can be easily healed/mitigated, but the Paralysis from Earthshock is not removable. It's easier to heal through Demolish on the off chance it goes off, than to rely on someone to Silence it (assuming DF - where you may end up with 3 Dragoons and 1 Black Mage or something similar). Paralysis also messes up with Sprint, which is the common method used in JP DF to deal with the Phase 2 meteors.
Last edited by juniglee; 05-13-2015 at 03:53 PM.


The logic for killing the blue after the green is that the paralysis effect can be silenced, whereas knocking around a mob is...touchy, at best.You can use Fluid Aura on the Green one when it's casting Demolishes. It's not immune to knockbacks. You may be able to Holmgang it as well, but don't quote me on this as I haven't tried using Holmgang on it yet.
I think we've continued going Blue first because Demolish can be easily healed/mitigated, but the Paralysis from Earthshock is not removable. It's easier to heal through Demolish on the off chance it goes off, than to rely on someone to Silence it (assuming DF - where you may end up with 3 Dragoons and 1 Black Mage or something similar). Paralysis also messes up with Sprint, which is the common method used in JP DF to deal with the Phase 2 meteors.



Yes, but in a DF situation where you end up with no silencers, it's probably easier to have everyone on the same page killing the blue one first. Knocking around can be dangerous if done wrongly (ie. melees getting cleaved), but with echo it's not as risky as having people get paralyzes, and subsequently meteors placed incorrectly while sprinting. The JP servers primarily cater to DF first. Although I haven't done T9 for a while, so perhaps the Green first method is better in PF parties XD
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


