Quote Originally Posted by Arohk View Post
I am starting to hate this fight man, i am stuck on the add phase for days now because no one does enough damage to clear this crap.
The problem that isn't properly understood by pf (since it's also not explained in any guide), is that the add phase is not a damage check, it's 3 consecutive ones. It's pointless if a group burns all their CDs on the very first manta and clearing the first dps check with 250% (water every 10 seconds, you can afford 1 puddle, meaning 15 seconds to kill the manta), but be completely out of juice for everything else. Tell your dps in the group to divide themselves. One melee should use their big burst on the manta, while the other uses only small stuff, like one minutes. Classes that have resource based burst like VPR, RPR and MNK are good choices for the first burst. The 2nd melee will burn their big bursts on the first Jabber. Also, if you get dps like SAM or NIN, they should use their ranged burst on the cat whenever they can. Because if the cat is dead, the ranged can focus on whatever is to be downed atm as well. Further, it's also very important that the adds are brought to the manta asap and properly stacked there. Tanks have a tendency to just move so that they are in range for the manta, while the adds are behind them, thus not getting cleaved. Same is true during Jabberphase. Lastly, some of the adds live quite long from the time they spawned (30 - 45 seconds, the whole phase is over 2 minutes), meaning that dots can do their full damage on adds like the west mantas, the yans, even the cats when focussed live for most of the dot duration.