This thread is in response to this one from the General forums:
http://forum.square-enix.com/ffxiv/t...uda-MELEE-Woes
I am making it to talk correct tanking methods for melee DD in the party. Please come discuss working methods you have seen/used so that other tanks might realize, melee in the group isn't a bad thing. I hope to spread some awareness that the players simply aren't doing Garuda EX how the devs designed it (no melee groups) to take the brainless way out.
To start it off, melee *can* dodge wicked wheel if they prep and run out, as well as the tank giving them enough room, and the Spiny Plume not needing to be switched at a bad time, etc. I don't believe this is how the fight was designed either though, and a little thought will make one realize that the OT sitting across the pond doing nothing while MT takes both Garuda/Surparna probably isn't efficient either.
One method I have used very successfully is just a small variation of the standard one. Pull Chirada like normal to the SE position, ranged/heals SW, Tank NW, melee SE on Chirada. Everyone can then burn Chirada like normal. To setup this phase I will usually SS > BB Chirada (you can savage > halone pld) and then provoke the spiny *AT THE START* of this Tornado phase. They leave you more then enough time to accomplish all this and get into position before Chirada even Slipstreams.
The point of this is, using your provoke early. You pick up the spiny plume and always have the MT take the plume off you at 2 stacks. Reason for this? Your voke will be up by the time the Spiny switch is needed. MT will pull Spiny across the Tornados like normal. Here is where people usually go wrong.. OT just sits while melee go get Wicked Wheel to the face x2. Instead, if Chirada is down (which she should be about this time), voke Surparna across. If done correctly both spiny and Surparna should simply cross paths across middle. At this point I haven't even seen Surparna do Wicked Wheel (not sure if this is a mechanic of the fight), but instead does Downburst on me like Chirada. Surparna will not jump (until enrage) and will be downed easily like Chirada was, with no melee casualties. This method is obviously just as effective with multiple melees as just one. You lose out on a few seconds of melee DD on Surparna crossing the Tornados, and that is all (ranged won't be affected).
Another method is similar as I described before, but leads to a little prolonged tank damage, good if you got geared tanks and x1 or x2 melee. You don't need to fuss much beyond normal with Spiny plume either. Simply put ranged on Surparna, and melee on Chirada in normal tanking positions. If Surparna jumps, ranged switch to Chirada till after feathers, and go back on Surparna. This works especially well with x1 melee, as their add will be second to go down, with 3 DD on Surparna and they are full time DDing Chirada without any extra damage intake.
I know there is a JP triangle method as well. I have not done this one, so I'm unsure of its implementation. Supposedly a rather safe method though. I imagine this goes with MT in NW corner, all DD/Heals SW, and OT pull Surparna NE. This will separate them out, with Chirada obviously getting burned quick off healers aggroe. Garuda/Surparna will switch places but won't matter, melee just go to Surparna's location and burn without getting hit by Wicked Wheel x2.
Anyone else have success stories, methods, or general advice to tank this properly for melee? I really see no reason for there to be melee discrimination in this fight. I hope my tank brethren are actively discouraging this attitude, and we can dispel *ranged onry* parties. Please spread the word to your fellow tanks, and keep this thread helpful and friendly.