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Thread: Some Advice?~

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  1. #38
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Shirana View Post
    For example I got to Amdapoor and my party assigned me (and only me) to deal with adds on the first boss. However, and this is a guess but I feel fairly certain of it's estimation, it was taking me around 35-45 seconds to drop one ad on my own with a lvl 50 serpents spear (Grand Company weapon). It got to the point that the second add would be revived by the boss before I even dropped the first (or vice versa). So we lost the DPS race every time we tried and quit.
    In which case your group is just too stubborn to adjust. You should have just have both DDs on the adds. In fact, put the tank on it, too. When I tank AK now I always pick up all adds. They go down in no time like that. The boss follows me around anyway so I have no trouble silencing Mind Melt. In fact with all DDs on the adds, I don't have to worry about melee and can dodge all the thunderga casts the boss throws at me by moving behind the boss, which frees up healing resources, not to mention the golems won't be casting its landslide towards the DDs. Party play is about co-operating. ~_~

    Quote Originally Posted by Shirana View Post
    Is there any other recommended weapon I can get that is not as crazy hard as Ifrit's but will still get the job done at Amdapoor that anyone would suggest me grabbing? o:
    Your melded pre-relic weapon. Definitely get that.

    Quote Originally Posted by TrystWildkey View Post
    Regarding the golems, I was also told to completely ignore them as the tank, and just keep the soulflayer behind a pillar. Was that wrong??
    That's only if you have a really, really, really strong DD who can down the golem in no time, in which case you might as well ignore it. But even then, I always pick up the two small golems.

    My routine for Soulflayer is to face him towards the end of the room (or to the right) after he spawns. And he usually will be casting a Thunderga or Mind Melt by the time the first golem gets revived. Thunderga can be nullified by moving behind him, and Mind Melt just use Spirits Within. Since the first add is far to the left of the room, it will always head for the healer first, who should either be towards the entrance of the room or already by the pillar at the right-hand side.

    If the boss is casting Thunderga at you when the first golem is revived, then you have plenty of time to move over to the golem and pick it up immediately; if not, then just wait until the Mind Melt, silence it, then provoke plus shied lob on the golem, and move over to meet the golem to continue to tank it. The boss moves over to you anyway. He will cast Water in between, so don't panic if he stops mid-way. Once the golem is down, continue to tank him right there (but this time obviously facing him to the left side of the room) until he casts the next Thunderga. At this point move through him and go all the way to the second golem (which is still lying on the ground). This nullifies his second Thunderga.

    By the time the boss makes his way back across the middle of the room, you would have done a Rage of Halone combo on the second add, and if the boss is still dragging its feet around the middle of the room, you'll want to stop skills and wait for the boss, because it's possible that the boss will start his Mind Melt cast before he reaches you, in which case you want to move over and silence it, then back to the golem.

    After that it's just the same. Keep spirits within for Mind Melt, stun Thunderga if you are melee heavy, or move through the boss to nullify Thunderga if you have no melee DDs.

    To make this strategy work, you want to have Fight or Flight right at the beginning of the fight, so that when Soulflayer spawns, you can ignore the fake boss (you already have enough enmity on him) and put all your enmity output on Soulflayer. The reason for this, in turn, is because when the first golem is down and you're moving all the way across the room, the boss will make several stops to quickly cast Water, during which time all DDs will unload on him. You will want that enmity head-room for this part of the fight.
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    Last edited by Zfz; 02-07-2014 at 02:01 AM.
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway