What I personally do as a DRK MT on A1S is that :
First I pull with Grit on and my opener is this : DA pre-pull, Unmend + Plunge -> Scourge + Carve & Spit + Dark Mind for the Royal Fount -> Power Slash combo while weaving Salted Earth, Dark Passenger and Low Blow. Reprisal if proc, Dark Dance if not, in order to make it proc. Don't forget Bloodbath and Blood Price too. After the first Power Slash, I do a Delirium combo, another Power Slash, then drop Grit, pop Shadowskin and go full banana sandwhich Blood Weapon Dark Arts Souleater everything. Don't forget to refresh Delirium if you have no MNK in your party. If you have one, use Delirium only if you want to regain MP. Never use Souleater without Dark Arts. Don't forget to use Sole Survivor on an Alarum whenever it's available.
When 0.5 spawns, we do the technique where the OT provokes the original Oppressor and the MT goes to the other side of the room because he already has initial aggro on 0.5. (I think everyone is doing that now, seems to be logical). Make sure to apply Delirium first when you have your boss for Gunnery Pod because both bosses are doing it at the same time. I still don't have Grit on, I use Shadow Wall during the Resin Bombs because there is a Royal Fount and big laser to dodge right after, and it can be tough for healers to dodge all the stuff back-to-back while healing you taking a Royal Fount + auto-attacks out of Grit. So Shadow Wall helps a lot here and your healers will tell everyone that you're the best DRK out there. After that it's some auto-attacks (You should pop Dark Dance here), then Gunnery Pods, then Hydrothermal Missiles. You want to have Grit on a bit before Hydrothermal Missiles, use Shadowskin and Convo right when the cast bar starts, Blood Price should be up and in the case you're targetted by the missiles it's delicious free MP, use Reprisal as soon as you get a parry, try to get DA + Dark Mind right before the Royal Fount because it will last long enough for the Plasma. You should have an Adlo, Plasma will not hit you for much. Immediatly drop Grit when you're healed after the Plasma. From here the boss hits like a wet noodle until the last Royal Fount right before the jump. Your healers should be aware of it and not be surprised from that last damage spike. Turn Darkside off when the bosses are in the air, BRD should be using MP song here so you'll be completely full MP when the bosses get back down. Just don't forget to immediatly turn it back on when the bosses land. For the second Plasma, I use Living Dead, so I don't even bother turning Grit on at all for the entirety of this cycle. Shadowskin, convo, Reprisal and Dark Mind can be used to mitigate all the other damage to fully compensate your lack of tanking stance. For my static, the bosses die during the fluff damage time after the Plasma, before the 2nd jump. But when we still got 3 Plasmas, I was using DA + Dark Mind for the last Royal Fount before the 2nd jump so the SCH didn't have to turn off Cleric Stance to carry me. Turn Darkside of again, get dat MP, turn it back on when the bosses land, then this time it's the exact same thing as for the first Plasma. If you ever get to the 4th Plasma (enrage is right after), you can have everything up again except Shadow Wall so you'll have no issue surviving it, but as of today you should really not see that 4th Plasma unless there is multiple deaths amongst the DPSes.
Gear-wise, for AS1 I use absolutely 0 VIT. I run it in full slaying with 35 STR allocation. This puts me at around 16k HP with party/food buffs. The first time I did this fight I had no more than 15k HP (with 3 slaying and 2 fending and Alex NM/augmented law gear) and it was already enough.
Hope this helps.


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