

even with a bard they were hard pressed for mana, and Bards run out of mana eventually as well. (this can be delayed with battle voice, but thats thirty or sixty seconds of a five minute long battle depending on composition)
Last edited by saber_alter; 12-12-2013 at 08:38 AM.
4 Bards 1 tank 3 healers. Spammin dem skillz for the win yo!
Maybe they should add something like this to turn4 as well so the bads can kill it too. Maybe twintania as well?

Except most parties (static or not) can't come up with this combination of players just like that. So your point it completely moot. The number of parties that can/ desire to have 4 bards for just 1 fight is just not that high. Most parties will be doing this fight with 2 tanks, 2 bard, 2 healers and 2 dps.
That wasn't really my point. My point was, what happens when you get him low, he has absorbed adds, but you're simply not fast enough and he enrages. Will he then also lose Firestream/Ballast, the Gravity Field thingie and so on. Because if he keeps abilities from absorbed adds after he enrages I'd definitely think enrage stopping him from absorbing adds is something that's not working as intended.
If he does stop using all those abilities if you enrage, simply by being too slow, on like 5-10% then the SE devs for some reason designed an enrage that's easier than the actual fight. Screw logic I guess.

I'm just curious, how does this effect you if other groups use an alternate method? No one is forcing you to down turn 2 this way..



He stops using everything but his AoE, from what I understand, and the stacking debuff on the tank.That wasn't really my point. My point was, what happens when you get him low, he has absorbed adds, but you're simply not fast enough and he enrages. Will he then also lose Firestream/Ballast, the Gravity Field thingie and so on. Because if he keeps abilities from absorbed adds after he enrages I'd definitely think enrage stopping him from absorbing adds is something that's not working as intended.
If he does stop using all those abilities if you enrage, simply by being too slow, on like 5-10% then the SE devs for some reason designed an enrage that's easier than the actual fight. Screw logic I guess.
However, the amount of damage that goes out is far, FAR more than you would ever see if you did the fight correctly. Hilariously more.



Easier than the actual fight only if you prepare for it.That wasn't really my point. My point was, what happens when you get him low, he has absorbed adds, but you're simply not fast enough and he enrages. Will he then also lose Firestream/Ballast, the Gravity Field thingie and so on. Because if he keeps abilities from absorbed adds after he enrages I'd definitely think enrage stopping him from absorbing adds is something that's not working as intended.
If he does stop using all those abilities if you enrage, simply by being too slow, on like 5-10% then the SE devs for some reason designed an enrage that's easier than the actual fight. Screw logic I guess.
With only two healers and no way of using Cure III instead of Medica thanks to Rot... I doubt you'd survive more than a few seconds.
The weird thing is I've seen ADS on a stream hit 0 before when it's health was sub 75% and it didn't enrage. It reset the group back at the beginning because they lost the encounter, as in the group was still alive and rot didn't go off...the fight just ended and they were back at the beginning. The way the mechanic probably works is that the devs had it where if a group was super, super slow in killing the nodes and it got to 12 stacks then ADS starts hitting the entire T2 zone with the aoe.Kinda wondering though, what happens when you hit the enrage the normal way? Does ADS also stop using all its abilities? Admittedly you'd still have Rot to deal with, but if that's the case this method seems legit.
If not I can see SE definitely labeling this as an exploit as it prevents ADS from triggering mechanics it otherwise would have.
So I think the current strat takes advantage of that mechanic by killing the boss when he's supposed to be pelting the entire arena while a group is supposedly being super slow and not there yet for whatever reason and bypassing the mechanic where they're already engaged with ADS and the fight simply ends. That's my two cents based on observations anyway.


Tried this the other day with our normal party setup, died @ 20%. Retried it with our tank on monk and the new guy solo tanking until rage. The path to ADS was filled with pain and death due to our tank being new to coil. All in all it was stressful on my MP but a lot easier than wiping until people gets tired.
Keith Dragoon - Ambassador of Artz and Adorable


It's not really easier in that your waiting around for like 8 min waiting for it to rage when you could of been killing it in like 2-3 min.
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