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  1. #21
    Player
    DivineAyumi's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    78
    Character
    Asuna Yuuki
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by DreamWeaver View Post
    To DivineAyumi:
    How are you using up to 4 SoS in turn 4? I am currently using 3 times throughout the entire fight:

    1st time : During 1st dreadnought, use it to regen mana back to full
    2nd time : When few seconds b4 last phase hits, to recover mana, as well as reducing emnity of the dreadnought (I am MT healer), so MT can focus more on building aggro for last phase dread.
    3rd time : Enrage phase, reducing emnity of the last dreadnought when i am MEDICAAAAAAAAAAAAAing.

    Thank you!!

    To CalvatE :
    We do have a bard who is more than happy to provide us with MP song, its just that, I'm always the 1st that requires his support, so I am looking into ways to better manage my mana, so he can MP song less.
    My first one is in-between first set of spiders when you just engaged (I use 4 Holys during that)
    (0)


    http://www.twitch.tv/DivineAyumi

  2. #22
    Player
    Vladimus's Avatar
    Join Date
    Sep 2013
    Posts
    11
    Character
    Pevara Genhald
    World
    Goblin
    Main Class
    Conjurer Lv 50
    Honestly your raid group probably just needs more gear and experience. I found that when I first started coil I needed mana song for all the fights. However as we all got more geared and I got used to the incoming damage, I needed it less and less and now we are at the point where our bard will only use foe requiem in turns 1-4 since we no longer require mana song at all whatsoever(except for inbetween the balls pre ADS, but that's a bit different since I am usually dpsing them lol). The biggest difficulty was my tendency to overheal with too many cure 2's at times. Once I overcame this things got a lot easier. The one that took me the longest to stop needing mana song was probably turn 4. I pop shroud at 3 times during that fight. First is wave 1 after holy spam. Second is wave 4 during holy spam, and Last is when/if I feel I need mana again which seems to be a bit random based on the fight.

    Try pushing yourself to heal less and extend the time before you need to pop shroud a little more each time. It can be dangerous but with a little experimentation you will get a much more solid understanding of the incoming flow of damage, and if you mess up, you always have benediction to fall back on.
    (0)

  3. #23
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    Thanks everybody for their feedback!!
    I am slowly but surely reducing my need for Ballad, I guess with more T1~4 clears, the feeling of "I better Cure II or the tank will die!!" will subside .
    Turn 5 on the other hand.... is a different beast >_>, with virus on each Death Sentence, as well as sacred soil, the tank may still get 1 shot by DS, (tank hp at 6.5k with food, he got sucky drops).
    Guess gotta practice on those Just In Time Stone Skin to combat the RNG gods >_>.

    Once again thanks everybody for their useful feedback!!
    (0)

  4. #24
    Player
    Lionsden's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Hsinrog Lianed
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by DreamWeaver View Post
    I'll list down where my mana goes completely bonkers for each turn as below:
    Turn 1) 3 Stacks and above, I am pretty much Cure II ing 80% of the way.
    Turn 2) ADS at 50% and below, same reason above
    Turn 4) Double Dread, Cure II 100% ;_;
    As a WHM mana management, especially over sustained fights is always going to be an issue unless they change the way Shroud works and make it scale with gear. This being said, PIE should be your most important stat after MND. Mulled Tea (HQ if you can afford it) should be your go to food. You should look to pick up your AF2 pants also as it will give you a huge PIE boost. SS is great, I love it, I think it is more beneficial than most people give it credit for, that being said it is not as important to have SS over a larger PIE boost. PIE is currently our only scaling mana regen, and the larger the mana pool we have the longer we can sustain through a fight.

    Now to address the issues you are having more specifically.

    Turn 1 - You should be able to manage 1-2 stacks with just Cure, and the occasional Cure II. You should not be needing to use your healing cds during this phase. You should also not be dumping to much mana into healing before the split. Obviously, you want to keep your tank alive and people up, but if you enter the split with low mana already you'll usually end up with issues.

    At 2 stacks I generally Virus, then Seal + Cure + Cure II + Cure + Cure II is generally enough to keep the tank up with no issues. (This may be different depending on the gear your tank has). Once Seal falls off, I E4E. The reason I generally wait this long is because you don't really need the mitigation until then. I usually even throw a heal or two at the other tank as well.

    With your current level of gear you will probably still need a ballad if the dps is not burning down the splits fast enough. Also use Shroud liberally. At 4700 MP or so I usually use Shroud at around 3100 MP. As long as I am not spamming Cure II it is enough of a regen boost to keep me sustained in the fight. Do not call for a ballad unless you are around 1500 MP.

    Turn 2 - ADS 50% - Something is really wrong here if you are having to spam Cure II during ADS. The only time you might need to cast multiple Cure II is if the ADS is at 3+ stacks or the Tanks take multiple sources of damage at once. This sounds like you may be overhealing a lot here, or the other healer is not following a good rotation.

    If I ever call for a ballad here it is usually at 1200-1500 MP and the BRD will Battle Voice it. Again, liberal use of Shroud is important here as you can usually get 2 Shrouds in during this fight.

    Turn 4 - Double Dread. While you can Cure II spam the 2 Dread phase you shouldn't necessarily need to do it. Some of this is going to depend on RNG and how often your tank dodges/blocks. Generally, as soon as the 2 Dreads drop the MT picks up the second Dread then Hallow Grounds. I'll top him off with Cure, then right before Hallow Drops I'll Seal+Regen then E4E him. A Rotation of Cure II, Cure II, Cure while seal is up generally handles any healing issues and will allow me to sneak in a few free Cure IIs. In addition,

    I time my Shroud uses so that it is coming off CD right around the time the second Dread drops. If you can time this during the same time as the MT has Hallow up it is the most beneficial, but I wouldn't sweat it if it isn't either. As Seal is falling off I will generally PoM and continue healing, then finally end up rotating to straight Cure II, with an occasional Cure if the tank is topped off. Now, depending on our DPS even with BV Ballad towards the end I am generally near OOM during the pulse phase. However, when our core group is on with all of our top dps, we can actually beat pulses and I usually have plenty of MP by the end.

    Just a quick run down of T4 mana management.

    P1 - I Cleric Stance + Holy until at around 3100 MP. I swap out - Shroud.
    P2 - Seal + Cure, Cure II, Regen, Then Cure with an occasional Cure II when needed. Stoneskin MT right before the Dread drops.
    P3 - I solo heal MT after spiders are fed. Seal + Cure, Cure, Cure II rotation. Once you get this timing down it is incredibly easy to heal. Shroud generally comes off CD during this phase. I save it. SCH goes Cleric Stance and DPSs with the occasional Aldo on the MT + EoS.
    P4 - I E4E the MT. Pop Shroud once threat is established. BRD Ballads towards very end of the Phase. I am usually nearly topped off.
    P5 - I heal MT. Cure, Cure, Cure II (no cds).
    P6 - Second Dread drops. Tank Hallows. I Shroud when it is available. I call for BV Ballad at around 1200-1500 MP.
    (0)
    Last edited by Lionsden; 11-21-2013 at 08:02 PM.

  5. #25
    Player
    Aedra's Avatar
    Join Date
    Aug 2013
    Posts
    117
    Character
    Aedra Laevatein
    World
    Masamune
    Main Class
    Conjurer Lv 70
    For Turn 4, I'll give more details for our strat that doesn't use any ballad.

    P1 - Pop shroud right of the bat, and keep tracking engage time so u won't kill spider too fast. (each phase = 1 min unless u kill faster).
    P2 - I let MT tank only knight, dps tank soldier at MT side. I heal OT Knight+Soldier (Seal). MT & DPS is handled by SCH.
    P3 - (Seal) Duo heal since our group has no problem with dps. Side note that DN has WS off GCd that might be suck if solo heal (3 attack in a row)
    P4 - Holy x2-3 -> Shroud
    P5 - (Seal) MT on DN (heal by SCH), DPS tank soldier @ mid OT tank Knight. (I heal both OT & Soldier)
    P6 - MT tank DN (P5& Eat Spider) + Knight heal by SCH. OT tank DN (P6 & Eat Spider) + Soldier heal by WHM. Pop shroud after first few heals to reduce aggro & regen some MP + both tank hallowed.
    DPS order is LB rook -> soldier + dot Knight -> Knight -> DN (P5) @ MT -> DN (P6) @ OT.
    WHM prepare backup Benediction on MT if needed in case SCH screw up. After soldier is down, WHM rest MP with regen on both tanks and cure I only. After DN(P5) is down, everyone stack up at whm and medica2+cure3 when enrage. (shroud is back to pop reduce aggro from cure3)
    (0)

  6. #26
    Player Zaft's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    703
    Character
    Leo Strut
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by DreamWeaver View Post
    Thanks everybody for their feedback!!
    I am slowly but surely reducing my need for Ballad, I guess with more T1~4 clears, the feeling of "I better Cure II or the tank will die!!" will subside .
    Turn 5 on the other hand.... is a different beast >_>, with virus on each Death Sentence, as well as sacred soil, the tank may still get 1 shot by DS, (tank hp at 6.5k with food, he got sucky drops).
    Guess gotta practice on those Just In Time Stone Skin to combat the RNG gods >_>.

    Once again thanks everybody for their useful feedback!!
    You always know when Death Sentence is going to hit, so just prep a Stoneskin to land about a second after the attack before she readies Death Sentence (otherwise it won't take effect until AFTER the tank takes the damage). At 6.5k HP, Stoneskin will absorb about 1170 damage.

    If you want to upload a video of your gameplay I can look through it and tell you what you're doing wrong.
    (0)

  7. #27
    Player
    DreamWeaver's Avatar
    Join Date
    Oct 2013
    Posts
    351
    Character
    Lucidia Dreamweaver
    World
    Tonberry
    Main Class
    White Mage Lv 70
    Thanks Zaft for your input .

    Well previously we didn't know about pushing Twintania to P2 at a specific timing, so was pretty messed up =\ (IE, Fireball then straight DS, cant precast SS due to medica 2 casting, or....DS happens after a conflag has been burned down, I gotta choose between healing those DOT damage in preparation for next fireball, or prep the tank for DS).

    But now with proper push timing, I don't have too much things at once on my plate, and can focus precasting SS for DS .
    (0)

  8. #28
    Player
    Riyo's Avatar
    Join Date
    Aug 2013
    Posts
    67
    Character
    Riyo Ke
    World
    Behemoth
    Main Class
    Arcanist Lv 50
    My best suggestion is to work closer with your SCH. As a SCH I will let the WHM know when I can solo heal to let him save MP, he just keeps Regen up in that time. There are lots of times when a WHM can sit back and let the SCH go ham and regen MP, just have to work it out with him as SCH can almost always stay close to max MP.

    As for turn specific stuff...

    T1, let your SCH handle heavy healing till the split, at that point your MP should last long enough
    T2, our group personally has the WHM heal the aoe dmg, but he heals it with Cure/Regen, not Medica, and I focus on whichever tank is tanking. This usually goes until 25% or close to it, at this point WHM starts big aoes/cure 2 and MP shouldn't be an issue before the fight is over.
    T4, this one is mostly communicating with each other to let the WHM know when he can take downtime. Especially at the end when it is just the one dreadnought before the AoE starts.
    T5, same as above.
    (0)

  9. #29
    Player GalaxyGirl's Avatar
    Join Date
    Aug 2013
    Posts
    204
    Character
    Neko Ne
    World
    Gilgamesh
    Main Class
    Archer Lv 90
    My advice is SHROUD!!!! Use it whenever it's available, it regens MP quickly. Also, don't be afraid to make a mage's ballad macro if you're still having problems with MP.

    Btw on turn 5 as well, we can't really afford to save mp there except during the quiet phases.
    (0)

  10. #30
    Player
    Vladimus's Avatar
    Join Date
    Sep 2013
    Posts
    11
    Character
    Pevara Genhald
    World
    Goblin
    Main Class
    Conjurer Lv 50
    Just a handy tip for turn 5. A perfectly timed cure 2 on death sentence(start casting when ds is 50%-70% casted), will result in the full cure 2 being applied after the ds hits. It's a great way to pop your tank up fast. Once you get the timing down you can even sometimes get a stoneskin to land right before the cast of ds followed by the cure 2 for maximum mitigation.

    Another tip for when those ds's are poorly timed with conflags, is to sure cast a medica 2 during the fireball so that they land at almost the same time. This ensures that whoever goes in conflag won't die, and gives you time to focus on the tank for ds.
    (0)

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