Page 98 of 188 FirstFirst ... 48 88 96 97 98 99 100 108 148 ... LastLast
Results 971 to 980 of 1871
  1. #971
    Player
    DarkerOrange's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    349
    Character
    E'dok Edok
    World
    Masamune
    Main Class
    Ninja Lv 70
    Second vortexer bait can be done by having everyone stack up immediately after the second water is passed. Location of the stack will vary, depending on where you put your first tornado. My group handles fire beams the same as A3S waves, except both tanks stack, to leave the first tornado spot empty. Third pass is after cyclone, so we stack near the middle ready to be pushed back to the correct spots.
    (0)

  2. 04-13-2016 04:07 AM

  3. #972
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Waliel View Post
    Just be sure to be at max melee range. MT disengages to north. Not sure if you can fit in more with careful positioning -- just the two gets pretty tight.
    That seems pretty doable, I'm just scared people would get hit haha;; Maybe something to try out with my group once we have the kill and are pushing to maximize. Pulling off barely impacts my dps - only the drill does anything noteworthy and I have it down to less than a gcd's loss with how I handle it atm, anyway.

    Quote Originally Posted by Ash_Smokespear View Post
    I'm just a noob who hasn't even gotten past Brawler yet (mostly wiping on Blaster still) but when we do get to try Brawler, it seems to work fine when positioning like in the above image and having both tanks stack on one of the melee at max melee range while the other melee moves in slightly closer. Haven't seen the stacked group get hit yet.
    Quote Originally Posted by Jinzhu View Post
    Inefficient to have the tanks get off the boss. Just stack 3 melee on one side and one on the other.
    This seems super dangerous to me. If the melee who's baiting is even a hair too close, you wipe the raid. It's something I'd consider suggesting we try out once the fight's dead. Just seems way too scary to risk wiping for a minor DPS gain.

    Quote Originally Posted by DarkerOrange View Post
    Second vortexer bait can be done by having everyone stack up immediately after the second water is passed. Location of the stack will vary, depending on where you put your first tornado. My group handles fire beams the same as A3S waves, except both tanks stack, to leave the first tornado spot empty. Third pass is after cyclone, so we stack near the middle ready to be pushed back to the correct spots.
    This is a completely different strategy than the one my group is doing, and not a lick of this has anything to do with the Vortexer questions I asked. I was asking "how do people min-max Vortexer as Dragoon because of the copious time off the boss to properly handle mechanics" not "how does your group handle mechanics?" Thanks for taking the time to reply, though!
    (1)

  4. #973
    Player
    DarkerOrange's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    349
    Character
    E'dok Edok
    World
    Masamune
    Main Class
    Ninja Lv 70
    Oh well, ignore me then, must have misread your post. The strat for keeping all melee on the boss for double drill is legit though.
    (0)
    Last edited by DarkerOrange; 04-13-2016 at 05:36 AM.

  5. 04-13-2016 06:11 AM

  6. #974
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Jinzhu View Post
    What do you do?
    Currently, our timing for Blaster kills has my SSD come off cooldown at the second Attachment, and DFD comes off at the third one alongside B4B, I think. I forget which exact ones, but they both come up for one each, so I use them on those regardless what mechanic it is. They help to close the gap back if it's single drill though. I always have Elusive in my pocket for one that comes up outside of those times. We usually push before third Chakram (varies based on how much of a dick he is to me with drill mechanics), so we only see like 4-5. I can cover 3 drills out of that.

    Outside of that, I generally run out until a split second after he lands, when I gap close back in. Doing it that way, when he targets me, it's generally ~7k. I could probably cut it tighter, but I'd rather not die for marginal gains.

    Our SCH baits far so there is no risk whatsoever.
    I'm not talking about the far one. I'm talking about it seeming really risky to me to stack so close to the close one. Like yeah one group max melee, the other a bit in from that, but I feel the one person who's baiting has an incredibly tiny safe zone. Shifting just too far in or just too far out could cause a raid wipe by crushing 2-3 of the melee, including tanks. It just seems really risky for the gain it gives.

    I could be wrong, though, since I've never tried it out to see for myself.
    (0)

  7. #975
    Player
    Undeadfire's Avatar
    Join Date
    Mar 2011
    Posts
    759
    Character
    Nova' Dragon
    World
    Phoenix
    Main Class
    Paladin Lv 92
    Quote Originally Posted by JackFross View Post
    That seems pretty doable, I'm just scared people would get hit haha;;
    If both melee's are on each side, 1 will hit either of them and the caster sitting right corner or left corner of entrance to define Healers/Ranged positions. This will minimize any risk of getting hit.

    The tanks can return to the boss from northwards soon it's drilling in the ground, because "Latency".

    Edit:

    Quote Originally Posted by JackFross View Post
    I just want to kill A6S at this point. My group's been at it ~23 hours according to raid leader, and we're currently struggling to finalize a good strategy for handling the second bait + fire lines + third pass.
    Fire Lines you need to make a compass direction to where each person goes, except for the 1st water placement. Both tanks face the Fire lines to where the 2nd Water placement goes to destroy it. Make it everyone's direction once you define, don't random it.

    (Third Pass)

    We have our frozen water at west nipple, Water group goes south, 1st water resist to east, 2nd water resist to South west to exchange thunder with the MT. 1st Water resist can jump right back in soon the exchange is complete, Ultra Flash follows 5 seconds later.

    OT takes 1st thunder, passes it to MT, and MT passes to 1st or 2nd water resist.
    (0)
    Last edited by Undeadfire; 04-13-2016 at 11:00 AM.
    Gae Bolg Animus 18/04/2014

  8. #976
    Player
    Kxteel's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    36
    Character
    Kxteel Dragoone
    World
    Moogle
    Main Class
    Dragoon Lv 60
    GG thendiel. Ty for this.
    (1)

  9. #977
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Undeadfire View Post
    Fire Lines you need to make a compass direction to where each person goes, except for the 1st water placement. Both tanks face the Fire lines to where the 2nd Water placement goes to destroy it. Make it everyone's direction once you define, don't random it.
    If we keep having issues the way we're doing it, I'll be sure to suggest the idea of definite positions. Our tanks and healers already have one spot each where they stack (healers killing 2nd water twister, tanks on the opposite side of the boss as far N as possible) and then the DPS need to just spread on the fly in the remaining space.

    (Third Pass)
    I don't need and didn't ask for someone to overhaul my group's strategy. I asked about how other Dragoons time their movement abilities to work with the multiple passes in the fight to minimize downtime on the boss. I think I have it, though.
    (0)

  10. #978
    Player
    MiniTyra's Avatar
    Join Date
    Jan 2016
    Posts
    125
    Character
    Mini Tyra
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Brawler: Blow everything. Save DFD for the mirages as you need to get that 250*5 potency DFD.

    Blaster: Elusive Jump for Rockets. Save SSD/DFD in case more rockets. Blow them both at sub 10% to force him to skip a mechanic, as you don't need them anymore.

    Swindler: Save SSD, do not use in opener. If you're planning to manually AOE burn the adds, then the SSD would serve as a brilliant cap closer here. Elusive Jump gets bugged I've noticed because of the floors. I don't know why.

    Vortexer: Same stuff here. Save all Jumps. Use SSD if you get the first compressed water or hailstorms. Use DFD/Elusive for second. SSD should be back up for the Ultra-Flash. Repeat like that.
    (0)

  11. #979
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by MiniTyra View Post
    Brawler: Blow everything. Save DFD for the mirages as you need to get that 250*5 potency DFD.

    Blaster: Elusive Jump for Rockets. Save SSD/DFD in case more rockets. Blow them both at sub 10% to force him to skip a mechanic, as you don't need them anymore.

    Swindler: Save SSD, do not use in opener. If you're planning to manually AOE burn the adds, then the SSD would serve as a brilliant cap closer here. Elusive Jump gets bugged I've noticed because of the floors. I don't know why.

    Vortexer: Same stuff here. Save all Jumps. Use SSD if you get the first compressed water or hailstorms. Use DFD/Elusive for second. SSD should be back up for the Ultra-Flash. Repeat like that.
    If you use SSD in the proper spot in the opener (right after phlebotomize) on Swindler, it'll be be back for the first time I personally need it - Sniper adds. I use it to gap close back between heights. I could PROBABLY use it before height, since I kill it fast enough, but I'd rather take the loss than potentially die and have weakness for Vortexer.

    And for Vortexer, if I'm correct - you can get two DFDs in the fight. If you burn one at the start of the fight, it would be back and ready for the second second pass. So you could Elusive it the first time around and DFD the second time around and thereby pull off two shots of it in the fight, which you likely wouldn't be able to do if you hold it for the first minute of the encounter.

    The rest of that I think I have down pretty well. I just need to start holding the SSD/DFD in Brawler, I suppose, though I like to get two in that encounter cycle - one early-ish on and another on the second set of orbs. I usually burn both Jumps much earlier because you'll end up getting 4-5 mechanics at most, and the odds of him doing 3 drills in a row is slim at best.

    Mostly questions here - sort of asking if these ideas are legit or if I'm missing something.


    OH and Battle Litany - I've been using 1 on pull, 1 during Brawler, then the next for Vortexer opener. Yay/nay?
    (0)

  12. #980
    Player
    MiniTyra's Avatar
    Join Date
    Jan 2016
    Posts
    125
    Character
    Mini Tyra
    World
    Sargatanas
    Main Class
    Conjurer Lv 60
    Nah. You can still blow x2 SSDs on Brawler and be fine. Just use Elusive Jump for the first Rocket instead. As for Swindler, don't like SSD on that part, as if I manage to somehow kill the add before Height is triggered, the SSD might plop me into the wrong high/low, around Swindler.

    As for DFD usage on Vortexer, I've never really thought about that.
    (0)

  13. 04-14-2016 06:26 AM

Page 98 of 188 FirstFirst ... 48 88 96 97 98 99 100 108 148 ... LastLast