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  1. #1
    Player
    Kimura410's Avatar
    Join Date
    Oct 2013
    Posts
    287
    Character
    Kimura Blaze
    World
    Exodus
    Main Class
    Blacksmith Lv 50

    T5 - When to use Hallowed Ground

    From videos I have seen, most tanks, especially on solo tank runs, are using hallowed ground right before they pull the 4 and 5 snakes on T5, and these runs ended up being successful. I have read a few places that you should save hallowed for the hatch phase, in case the MT is targeted by 5 liquid hells.

    Can someone explain this in detail? I dont understand why I cannot just move myself and Twin out of the liquid hell spots. The major confusion comes from a strat I read that said "save HG in case you get the liquid hells, if u do, pop it, then rotate Twin just barely out of the liquid hells". I am guessing that the 5 LH will make me take considerable damage, and if Twin does an auto attack, plummet, or DS, I am def going to wipe. So couldnt the healers give me stoneskin and aldo, while I pop sentinel and some other random CD, and that would be enough to mitigate the initial LH damage, then whatever attack follows?

    Im just thinking that its a guarantee that I will have to tank the 5 snakes, but not everytime will I get targeted by the 5 LH, so the odds are in favor of me using HG on the snake phase. Or would a cooldown stack of sentinel, rampart, and convalescence suffice during the snake phase? Thx
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  2. #2
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    IMO, Hallowed Ground is much more valuable in the Snake phase than anywhere else. It's the toughest phase in the entire fight. You can either use HG to circumvent the debuff stacks from the little snakes or to run out of the divebomb spot early and grab Snakes 4 & 5 without a healer. In any case, Hallowed Ground gives you a huge strategic advantage during this phase.

    For Liquid Hells in the final phase, Hallowed Ground is definitely not needed. In fact, I MT this as a Warrior (No HG, obviously). All I need to do is simply rotate slowly around Twintania, keeping her in place, and making sure I'm never standing in more than one Liquid Hell. The party (particularly melee) might need to shift their positioning so they don't get hit by Plummet as I move.

    Never move Twintania in the final phase. It's really beneficial to have Twin on top of a Neurolink for the entirety of the phase, with the OT (or melee DPS) occupying the Neurolink to absorb Hatches.
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  3. #3
    Player
    Lollie's Avatar
    Join Date
    Apr 2012
    Posts
    625
    Character
    Lollie Ondoreil
    World
    Hyperion
    Main Class
    Lancer Lv 80
    Hatch does reduced dmg when you are standing in a Nurolink, the speed of occurrence is not very forgiving to moving.
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  4. #4
    Player
    Kimura410's Avatar
    Join Date
    Oct 2013
    Posts
    287
    Character
    Kimura Blaze
    World
    Exodus
    Main Class
    Blacksmith Lv 50
    Bok that clarifies it. I understand the rotating thing now. So I just need to rotate to get out of the LH, while keeping Twin in the same place. Makes sense. And yea that seems to be a common statement that the snake phase is the toughest, so IMO the best buff would best be used there.
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