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  1. #1
    Player
    dimsumdarren's Avatar
    Join Date
    Jun 2012
    Posts
    75
    Character
    Sweaty Betty
    World
    Sargatanas
    Main Class
    Marauder Lv 50

    Coil Turn 4 tips

    hey guys. so our group is still struggling to beat turn 4. We are fairly well geared, almost all mostly ilvl 90.

    We are stuck on the transition between phase 5 and 6. When you got one dreadnaught half way dead or so, and another drops with the other 4 mobs and rook.

    We got paladin with 6600 health using hallowed ground, myself warrior with 8600 health tanking adds and kiting, a dragoon taking out the rook, and rest of the dps on the half-dead dreadnaught...but we cant seem to survive.

    Sometimes, the dragoon cant get the rook off healers from heal aggro, most of the time the paladin dies, and occasionally i cant get aggro from all mobs...

    anyone have any tips? Help Appreciated. Thanks and happy new year.

    Sweaty
    (0)

  2. #2
    Player
    duceTRE's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    270
    Character
    Zell Dinch't
    World
    Behemoth
    Main Class
    Pugilist Lv 90
    During that phase, as a MNK, I use LB1 on the room, but only after I get a few hits in, and also waiting for the room to use Pox(when I see the cast bar I move behind and pop the LB). Not sure what the casters do, but I help burn down the Knight, and move to the Dread. And it's a wrap after that, because everyone ranged stacks on me for heal spam. Hope it helps, and goodluck.
    (0)

  3. #3
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    What we do there is have our SCH focus on main tank (PLD) tanking the 2 DNs and have WHM heal off tank (PLD or WAR) gathering knight, soldier and 1 bug and kiting them far away. We feed one bug to 1st DN (low HP) and have our ranged DDs kill the rook (we have only one melee who stays on DN). When rook dies, all DDs focus on the 1st DN at low HP. After that the DDs kill knight and soldier and finally the bug. Then there's only the last DN left.

    As soon as tanks have gotten the mobs, they use Hallowed ground (at least MT, OT may be WAR). After HG has worn, the MT uses tank LB (usually 1 bar LB). After that has worn he uses his other cooldowns. Eye for an eye and Virus from healer help too. WHM should have Shroud of Saints up for this phase and healers have to time their casts well during phase transition so that they won't pull hate.

    Hope this helps, good luck with the turn!
    (0)

  4. #4
    Player
    Zellata's Avatar
    Join Date
    Aug 2013
    Posts
    51
    Character
    Zellata Thorn
    World
    Diabolos
    Main Class
    Archer Lv 50
    Quote Originally Posted by dimsumdarren View Post
    We got paladin with 6600 health using hallowed ground, myself warrior with 8600 health tanking adds and kiting, a dragoon taking out the rook, and rest of the dps on the half-dead dreadnaught...but we cant seem to survive.
    Bolded part is wrong - all dps should burn the rook as soon as it spawns, then go back to whatever they've been doing. Also, you say that 1st dreadnaught is half-dead, so I assume that you're doing 2-dreadnaoughts strat and 1st knight-soldier pair is already dead?

    Sometimes, the dragoon cant get the rook off healers from heal aggro, most of the time the paladin dies, and occasionally i cant get aggro from all mobs...
    Either healers are overhealing, or PLD is not using cooldowns properly, or both.
    (2)

  5. #5
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    My group has all DPS burst down the Rook then goes back to finishing off the nearly dead Dreadnaught. Soldier/Knight combo that spawns from last phase goes down next (the two from Phase 5 should already be dead) then the final Dreadnaught.
    (0)

  6. #6
    Player
    JammerSidewinder's Avatar
    Join Date
    Jan 2014
    Location
    Uldah
    Posts
    109
    Character
    Jammer Sidewinder
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Orophin View Post
    My group has all DPS burst down the Rook then goes back to finishing off the nearly dead Dreadnaught. Soldier/Knight combo that spawns from last phase goes down next (the two from Phase 5 should already be dead) then the final Dreadnaught.
    We use the same strategy. Usually the bard picks up the Rook and just dances around it while the rest of us burn it within seconds, then right back to the dread. We use tank lb once the last set of adds drops too. That, combined with tanks using hallowed and other cooldowns makes it pretty easy on heals while the dps burns down a few mobs.
    (0)

  7. #7
    Player
    NyneAlexander's Avatar
    Join Date
    Jul 2013
    Location
    Bastok
    Posts
    1,121
    Character
    Nyne Helios
    World
    Excalibur
    Main Class
    Goldsmith Lv 80
    So at that point you should have:

    2 dreadnaughts (1 at about 70% health)
    1 Rook
    1 Soldier
    1 Knight
    3 bugs

    What my party does is this: 1 tank holds both dreadnaughts, OT grabs the rest of the junk except the rook. Everyone burns the rook asap. Then switch back to the dreadnaught with lower HP. Then kill the dreadnaught with 100% hp. (In our party, the whm focuses on keeping the PLD with the dreadnaughts up while the SCH keeps the WAR kiting the junk alive). Once the 2 dreadnaughts are dead, everyone focuses on the knight while I, the blm (and only caster in our group), use an AoE LB. Then we just AoE whatever might be left, usually half a soldier and part of a bug.

    The last 3 weeks, we've finished without even seeing the enrage/pulse phase. However, the pulse phase is why we started killing the dreadnaughts first (well, after the rook, which has to die ASAP as pox can ruin everyones day.)
    (0)

  8. #8
    Player
    Bigby's Avatar
    Join Date
    Sep 2013
    Posts
    25
    Character
    Professor Meowingtons
    World
    Siren
    Main Class
    Fisher Lv 50
    As warrior offtank, I found kiting in bigger circles (around the center of the room) resulted in a lot less damage taken and our healers could focus on pally. Here is what we do:

    -Have monk kill rook with lb
    -Have everyone else focus the half dead dreadnaught
    -I kite the solider and knight around in big circles until the first dreadnaught is dead (I'll use my weakern cooldowns if needed)
    -I then use vengance and have dps finish them off
    (1)

  9. #9
    Player
    Githiun's Avatar
    Join Date
    Sep 2013
    Posts
    218
    Character
    Githiun Smallsword
    World
    Midgardsormr
    Main Class
    Gladiator Lv 50
    From a healers point of view.
    If WHM:
    Very important that they time their shrouds. It's better to push it too long and not use it than use it to early and not have the agro drop at this phase. This is the only phase IMO that really should be an agro problem for a WHM.

    WHM should have Stone SKin on themselves. Move into the middle or where ever tank will be picking up adds. This "may" cause you to eat a hit or two which is why I stress Stone Skin. Wait 1-2 seconds for tank to get adds then move back out to the outside to avoid AoE's.

    If Cooldown's, Virus, E4E are not properly done on the PLD then there is a very strong chance that the PLD is going to get rocked. Do not chance it, KEEP that PLD topped off becaus they could get a really bad set of hits and knock them down to nothing easily.

    If you're not focus healing the PLD then be sure to help the other healer. They will need help most likely. I perfer to be on the MT(whm). If you're going to lose a tank it's probably the MT so focus on the MT, more spike dmg/hard hits = unexpected death.

    Again though, I cant stress how important it is that they time their shroud right. ONce those drop I usually give it 2-3 seconds maybe a little longer and then pop shroud because I want to get that agro the hell off of me.
    (0)

  10. #10
    Player
    Pesmergia's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    160
    Character
    Pesmergia Unknown
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Soon as 2nd dreadnaught drops, MT uses hallowed ground, dps should be on the rook at this time, a DRG or MNK should LB the rook, and the OT should be gathering the adds as well. Top MT off, and you got around 8-9 seconds of MT taking no damage, so focus heal the OT while immunity is up. Rook should be dead a few seconds before MT hallowed ground wears off, and dps should already be back on the lower dreadnaught.

    As soon as the MTs hallowed ground wears, 2x virus needs to go out, one on the lower dreadnaught, and one on the 100% hp one. At this point the MT needs to pop sentinel.

    Once this occurs, your OT needs to be doing circles big enough to not get hit too much, you will still need to heal him, but too small of circles means you're getting hit too much and taking too much of the MTs heals.

    The low dreadnaught should be dead by the time sentinel wears off, even if he isn't, and if he's close, virus should still be on them both, so he should be able to survive till it dies.
    (1)

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