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Thread: Tanking CT

  1. #1
    Player
    Alphoter5's Avatar
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    Sep 2013
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    41
    Character
    Mirobi Rhalgr
    World
    Coeurl
    Main Class
    Gladiator Lv 51

    Tanking CT

    Is it hard for PLD? What ilvl do you need? And also, what are the rewards after finishing, philos or mythos?
    (0)

  2. #2
    Player
    Zoomie's Avatar
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    Sep 2013
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    491
    Character
    Zoomie Vi
    World
    Brynhildr
    Main Class
    Culinarian Lv 50
    If you are a brand new PLD you will want to NOT tank the 3rd and final bosses. Its super easy as far as technicality goes. Not sure what iLevel you need, the duty finder should tell you. You get 200 philo and 50 myth for a whole run.
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  3. #3
    Player
    ProxyTooMuch's Avatar
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    Sep 2013
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    Character
    Azalea Cindersong
    World
    Gilgamesh
    Main Class
    Carpenter Lv 50
    As long as you're not planning on being the one tanking the bosses, you'll be fine even in pretty bad gear.

    Boss #1: Adds do very little damage. They can also be stunned.
    Boss #2: Sword oath the whole thing. Let the other tank grab the boss.
    Boss #3: Press buttons on the towers. Can be done naked. Let the geared tanks get the giants and the boss.
    Boss #4: Sword oath the whole thing. Dullahan adds can be stunned (they should die before the end of the third stun).
    (0)

  4. #4
    Player
    Yunnie's Avatar
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    Aug 2013
    Posts
    166
    Character
    Sarah Leonhart
    World
    Goblin
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by ProxyTooMuch View Post
    As long as you're not planning on being the one tanking the bosses, you'll be fine even in pretty bad gear.

    Boss #1: Adds do very little damage. They can also be stunned.
    Boss #2: Sword oath the whole thing. Let the other tank grab the boss.
    Boss #3: Press buttons on the towers. Can be done naked. Let the geared tanks get the giants and the boss.
    Boss #4: Sword oath the whole thing. Dullahan adds can be stunned (they should die before the end of the third stun).
    ^this
    There will be a ilvl70-90 tank somewhere in one of the 3 groups that can MT. KB is honestly the only hard boss here, do not try to tank him if your a fresh 50 tank with under ilvl70. Even though its possible, it's unlikely you can hold hate off the other alliance members.
    (1)

  5. #5
    Player
    Maelwys's Avatar
    Join Date
    Sep 2013
    Posts
    449
    Character
    Womble O'flaherty
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Alphoter5 View Post
    Is it hard for PLD? What ilvl do you need? And also, what are the rewards after finishing, philos or mythos?
    No it's not too hard, you just need a little co-operation.

    I did an even twenty CT runs last week, some in Duty finder, others in PUGs. Managed to complete it every time except for once (I joined mid-run just as everyone was starting to ragequit after multiple failed attempts on the very first boss- I eventually managed to get the alliance all past Behemoth, but we had six minutes left on the timer and ran out of time on Archeron!)

    There's a little positioning you need to watch out for, besides that you're just rotating cooldowns, Dodging AoEs and relying on your Healers. Basic deal is that Party A is always on the left, C is always on the Right, and B is always in the middle (sometimes across the arena).

    First section

    (#1 Trash Pull): Pull the Valefor Dragons so that they're facing the middle (A or C) or grab the adds starting with the Fire Elemental (B)

    (#2 Trash Pull): Same deal as before, just with Greater Demons (A or C) and flying adds (B). The demons do a knockback move that has no warning indicator or charge time... so be ready to run back into position ASAP when it goes off.

    (#3 Trash Pull): Take an Eye each and pull it back. Kill it, then take a Succubus each. You can pull the eyes without aggroing the Succubi... but if need be have a tank hold each. Priority is to kill the eye whilst STUNNING or SILENCING the succubus's targetted Fire AoE.

    (#4 Boss): One "Main" Tank to the far North of the web. Boss should be pulled to the far North, so that it is positioned in the muck right between the last and second-last platform. Other tanks spread out in the middle, so that you have one standing on each of the southern "spokes" of the web. Skeletons spawn in center whilst you're fighting the Boss... these should be IMMEDIATELY pulled along seperate spokes of the web to the far outermost end, and then killed. They spawn in pairs three times. Make sure only to kill ONE skeleton per spoke - you want their bodies lying as far apart as possible because if two or more skeletons meet they get a big speed boost. You'll also likely have to remind the Alliance to reduce DPS on the Boss until all skeletons are dead. When the boss dies for the first time, the skeletons self-raise and walk/run towards the boss, at this point they need killed ASAP because if they reach the boss they explode for big Raidwide damage, two skeletons exploding together will very nearly cause a full wipe. This sequence then repeats again ONCE. After this, instead of skeletons, several eyes will spawn in the middle (again in pairs). These eyes should be pointed away from the bulk of the alliance whlist the Boss is killed for the third and final time.

    NOTE: MT on the Boss should DODGE HIS CONE. This has a ground indicator, and can be stunned. If it hits you, you get afflicted by "Lunacy" for ~15 seconds which makes you run around uncontrolled. You do NOT want this to happen since it fouls up raid positioning and aggro control, and you will likely run into the muck and start taking DoT damage.

    ---------------

    Second Section

    (#1: Glowy Corridors): 2 healers and 2 ranged DPS in the "near" circle at all times. Two other DPS (preferably melee) attacking Boss. At least One Tank needs to pickup adds from the Boss circle and pull them back towards the middle so that the Ranged DPS can attack them. Remind your team that the adds need killed as a priority - if you get more than two adds out at a time they will buff each others damage a LOT (1.5k-2k damage hits on a Shield Oath'ed PLD) and you will likely wipe. The adds are all ones you will have encountered before, treat them accordingly.

    (#2: Magic Pots): Team A always gets the intangible buff first. If you have the buff, you need to tank the boss away from the pots (ideally in the middle). When the buff wears, wait until another team gets aggro from the Boss until you swap targets. The boss has a Cleave ability that inflicts knockback and is quite annoying, there is no ground indicator but you CAN see it charging on his cast bar and run behind him to avoid it. If you do NOT have the intangible buff, you will be on add duty. Remember that Succubi can be silenced/stunned, and Pots can be Stoneskinned.

    ---------------

    Third Section

    (#1: Allagan Bomb): Each party elect a MT to hold one of the big minibosses facing the OUTSIDE of the arena. These Bosses do a few cleaves, and a few random-target "landslide" cones. They also drop Firepatches on a set (long) timer, and will need pulled out of the patches (usually clockwise first). Bomb adds will spawn, and should be DPS focussed as a priority - Napalms first, then Balloons. Balloons respond to enmity and can be picked up by an OT and pulled away from the group before they explode, Napalms do not respond to enmity and just slowly go towards the middle.

    (#2: Behemoth): This is where everyone wipes. One MT, tanks Behemoth in the far NORTH of the arena, facing outwards. One OT, tanks the Giant in the far EAST of the Arena, again facing outwards. This is to avoid cones hitting the towers. Other tanks grab a tower each and activate the button on that tower when it starts to glow. The Giant does cleaves and AoE. Behemoth does Cleaves and AoE and Knockback. There is one ability Behemoth has which drops a narrow ground indicator cone, MT should dodge this. Ideally the MT and OT should have "backup" tanks that are ready to run in and take over if they faceplant... in this case, someone else will have to take over clicking duty at that tank's tower. In extreme situations, one tank can handle two towers by running repeatedly between them. All Tanks should keep Behemoth Focus Targeted so that they can see whenever he starts charging his roar, and SPRINT to the nearest comet whenever he does it (The tanks on towers should be aware that a green icon above their head indicates that a comet is about to spawn on them, and run towards the middle away from any AoEs if that happens). MT can start running back towards Behemoth as soon as the AoE damage wave goes off. Iron Giant first spawns NORTH then after next roar EAST, then after next roar SOUTH. Bombs will regularly spawn and move towards the towers, these should be DPSed as a priority, but if they get all the way over to the tower and explode then you might take a bit of splash damage as the Giant OT - so take care!

    Note that Behemoth is the biggest "Tanking" check of CT in regards to pure HP and damage mitigation. It can be done in Darklight, but an ideal is ~6k Base HP... With food (Knight's Bread) my PLD currently has a tiny bit over 6.5k HP and I have died a few times on him purely due to lack of heals - you'll regularly take 1.5k-2k damage over the space of a few seconds, which is not enough to kill you but adds up pretty quickly whenever healing is light. Rotate your cooldowns and try to have at least two healers (or one VERY well-geared healer) focussing on you at all times. Tanking the Giant is a fair bit easier, but you have to pull it to the right location QUICKLY and you will likely still need one Healer focussed on you to keep you topped up.

    ---------------

    Final Section

    "Archeron": He does Crazy AoEs that get crazier as time goes on. They can all be dodged via ground indicators (except for Quake which does moderate AoE damage that needs to be healed up) and are not fatal (with the exception of his Flare) if you get hit by them, although the final version of "Vacuum Wave" is very tricky to dodge and you might be better to just eat it with a cooldown. Damage taken is generally a lot lighter than in the Behemoth fight. When he summons three adds, everyone except the MT should Stop DPS on the boss, kill the adds, and then run back to their respective team's sides in order to throw up the shield. MT should wait until Archeron starts to move back towards the very middle (to begin casting FLARE) and then SPRINT to their team's location. Once behind the shield, adds spawn where your team is standing. One giant for the first shield, one giant and one claw for the second shield. These can be pulled to the side of where your team is standing and DPSed fast. Once the ground in the middle of the arena goes back to normal, run back in and start on the boss again.
    (3)
    Last edited by Maelwys; 12-30-2013 at 08:47 PM.

  6. #6
    Player
    Peptaru's Avatar
    Join Date
    Mar 2012
    Posts
    897
    Character
    Tarragon Lai
    World
    Ragnarok
    Main Class
    Fisher Lv 50
    The only boss that takes a higher gear level, and its not even a boss, is the iron giant adds during behemoth. You need the extra hate generation that good gear brings, and more dmg because people will be treating him as a secondary target. The more you do the better. All while eating floor damage, to boot.

    The boss bosses all have nicely telegraphed big booms that you can avoid. Their AA's are pitiful.
    (0)

  7. #7
    Player
    Alphoter5's Avatar
    Join Date
    Sep 2013
    Posts
    41
    Character
    Mirobi Rhalgr
    World
    Coeurl
    Main Class
    Gladiator Lv 51
    thank you for the help guys! Im almost done with the quest and will try CT today. Hope i dont screw it all lol.
    Ty
    (0)