youtube hard mode darnus
youtube hard mode darnus
most parties seem to run with 3 melee and 1 whm, but we run with 2 DRGs for damage on darnus and 1 extra WHM for healing + golem/meteor nuking. the flex WHM's job is pretty important because if they're not able to immediately esuna the defense down from plasma acoustics off the tank + aerora darnus to strip off his defense up buff, your tank will probably die and/or your healers will run out of MP and/or you likely won't do enough damage to finish the fight in the 30 minutes.
it's also nice because the flex WHM can run up top to help nuke in 10 meteors phase. aero on stuff moving slow, stone on stuff moving fast. even though stone won't do a lot of damage it's usually enough to take care of that meteor if the blm/thm hits it with thunder
using 1 whm and 3 melee puts more healing stress on your whm but less stress on your melee to perform. it's also a little easier to have a monk with fists of wind handle golems than to ask a squishy whm to do it. using 2 whm 2 melee shares healing load without really sacrificing much of any damage since you're able to immediately strip off his defense boost. this does put a lot of pressure on your melee to do enough damage when he goes up top, though.
either way it's a tradeoff and you just have to figure out which strat works better for your LS
(and yes, drg does do the best damage to darnus himself in this fight)
We killed it x2 WHM, x2 THM, 1 DRG, 1 MNK, 1 PLD, 1 BRD.
We had time as an issue, so we didn't have our 1 of our thms sit on second platform, whenever a meteor spawned we would have the thms combo thunder on darnuss-> Thundara 1shot the meteor. Then both THMS run onto the same platform for the Meteor Phases.
The only time you need to run to seperate platforms is the phase 2 sub 40% 10 meteor phase, where you need people on both platforms to reach everything.
THM is also very important because they can cycle Sanguine Rite on your melee as they run out during his beam attack. Also, you have access to Aero.
MNKS+THM+BLM can all kill the golems. Makes it a lot less stressful.
During phase 2, 10 meteor phase, it is very important that your PLD Hollow Grounds, and pops all of his CD's to sustain himself for ~ 45seconds. Having 1 thm and 1 whm on each side to kill meteors (+ BRD floating) Is extremely important. 1 good THM can solo it, but it is far less stress and far more reliable if you have a whm backing you up. ONLY target the ones on your side, and target them in the ORDER they spawn, regardless of which spawns closest to the ground.
Make sure your MNK knows they can dispel his DEF+ Ability, and your WHM's Aerora it if the mnks dispel doesnt land.
You can skip some of his phases entirely, makes the fight pretty gimp. Once you figure out how you can bring in a very damage efficient setup.
Well, if we're gonna get the claws out. My point was I actually have a video on there using BLM's point of view which is basically the hardest role in the fight. It would have provided good insight into the mechanics of the fight were you not so busy coming up with witty (yet absurd) responses like comparing playing a video game with skydiving. Bravo to you though, this is exactly the kind of horse-high attitude I was expecting to come from someone "seeking help and advice".
Because your initial comment "Youtube darnus hardmode" was so insightful.Well, if we're gonna get the claws out. My point was I actually have a video on there using BLM's point of view which is basically the hardest role in the fight. It would have provided good insight into the mechanics of the fight were you not so busy coming up with witty (yet absurd) responses like comparing playing a video game with skydiving. Bravo to you though, this is exactly the kind of horse-high attitude I was expecting to come from someone "seeking help and advice".
You didn't even link the the video you mention here.
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