Sprint and try to get them to go through a puddle of resin. It'll slow them down so much you won't have to worry about them.Another question for you wonderful people.
We've gotten to enrage a handful of times and we always ignore the adds in the final phase. This means I get some friends. I get mini'ed almost instantly and have to spam heal myself so I won't die. How do you guys handle this? When I'm not there to heal other people die. I've tired kiting the adds and that kinda seems to work. It at least gives me a few extra seconds but they often catch up pretty quick.
I could toss out a swift cast medica 2 after the phaser for the gunnary pod that follow (assuming I live that long). I'm guessing I should try and save tetra and bene for the final prey?

What we do is have healers and tanks take the final sets of adds, ignore them, then nuke the boss.
Although we haven't seen those adds for quite a while now, haha.
Last edited by DarkerOrange; 09-24-2015 at 07:25 AM.


Well, except that they deal ranged attacks. So it doesn't matter if you're at a distance or up close.
Sounds like the healers are grabbing both adds, though. This means you'll get mini'd before the gun pods and take extra damage from it as well as an occasional zap from the add. Have the healers grab one and have the tanks grab one. You can just tell them to "grab the one at the right from their point of view". This will automatically result into healers grabbing the adds from the right flank and tanks from the left flank (their right)
When you ignore the adds, you die in the rockets, not in enrage.
The onliest possibility to die in self destruction is, that one Opressor dies, while the other has to much life left.
Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100


Still, it's worth ignoring the adds. It's only a few seconds you get extra by killing the adds, but you also lose some time (and thus damage) doing the mechanics and damaging those adds.


We were talking about this. What resin would I drag them through? The one that is cast after the adds appear? I usually have medica 2 up at that time and they beeline for me. I feel like there is more than enough time for the adds to mini me before I can drag them through the upcoming resin.Well, except that they deal ranged attacks. So it doesn't matter if you're at a distance or up close.
Sounds like the healers are grabbing both adds, though. This means you'll get mini'd before the gun pods and take extra damage from it as well as an occasional zap from the add. Have the healers grab one and have the tanks grab one. You can just tell them to "grab the one at the right from their point of view". This will automatically result into healers grabbing the adds from the right flank and tanks from the left flank (their right)
EDIT: I like the idea of the tanks taking one. I've healed them through mini before. Even then, it takes time to get minied so it might not even be an issue. I'll bring it up to the group. Either way I need to figure out how to keep my stuff together for a bit longer.
Last edited by Rin_Kuroi; 09-24-2015 at 06:49 AM.


Well, with or without resin, they'll be performing ranged attacks. Adds will also be stuck to you the moment resins are being cast, so that's not much of an option. Not to mention it'll be too much of a hassle to sprint, get enough distance to drag them into the resin without stepping into it yourself and circle around the resin so the add doesn't exit it because it is going through the edges, rather than the center.We were talking about this. What resin would I drag them through? The one that is cast after the adds appear? I usually have medica 2 up at that time and they beeline for me. I feel like there is more than enough time for the adds to mini me before I can drag them through the upcoming resin.
EDIT: I like the idea of the tanks taking one. I've healed them through mini before. Even then, it takes time to get minied so it might not even be an issue. I'll bring it up to the group. Either way I need to figure out how to keep my stuff together for a bit longer.
Tanks can just tap them once with a single weapon skill and healers can use an instant spell like aero to grab the other. Just make sure who grabs who to prevent confusion.
edit:
Also, you won't get mini'd till the enrage is close to happening, thus after the AoEs going off. There won't be a lot of incoming damage when they're mini'd. You're also better off with the healers and tanks being mini'd than the DPS as well.
Last edited by Lyrica_Ashtine; 09-24-2015 at 07:38 AM.
Looks like a lot of fantastic advice already! Figured I'd share my experience because...well why not?
My Sch and I have worked out a pretty nice system for the preys. We have our party lists sorted the same (Self, Tanks, Other healer, DPS); When prey comes up, I will take whoever is above and she takes the person below with the exception that it's on one of us - in that case we heal ourselves regardless of position and they heal whoever else has prey. Personally, as a WHM, I try to SS as soon as I see it and Regen if I have enough time. Then I usually count 3 Cure/Cure IIs (depending on how low they started) and go straight back to the tanks.
I know a pretty popular strat is to have one healer focusing a tank but because my SCH does dps about 70% of the time, I always end up healing both and she spot heals when I need help. Takes some serious mana management but if you can handle that, a little extra SCH dps goes a long way.

The WHM can heal both tanks with Eos and her CDs + Rouse + Embrace, and the SCH will help only during and after prey. (in fact, he can solo heal double pray while WHM will heal both tanks. The SCH can help the WHM if needed.)
SCH should dps almost through the entire fight. 500-600dps easy. Better to keep Eos out.
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