If you knew the fight as well as you thought you did you'd simply go 3 range 1 melee and have the 3 ranged burn down Surpana while the melee stays on Chirada with the OT only needing to move to trade spiny, this way all dps have 100% uptime so nobody loses any damage and you get to keep the melee limit break.Try reading.Originally Posted by JetBrooks
It's beneficial to a party with melee if the ranged DPS focus on Suparna first, since it minimizes the time you have to spend dodging mechanics, and wasting your DPS uptime in doing so. If the RDPS are able to kill Suparna first, this means you will have to deal with ZERO WW during tornadoes, which is obviously optimal.
Nah, I've seen Suparna WW after Chirada was dead on several occasions. Maybe if Slipstream was used right before Chirada gets killed, it's too late, or something like that. I'm not exactly sure of the cause, but I've seen the behavior.
The normal strategy is MT takes Garuda/Surpana, OT Takes Chirada+Voke spiny at start of Tornado phase, than switch Spiny with Surpana after Chirada dies (OT Voke CD should be over if he had control of spiny on previous phase, if DPS is high it may have to wait ~5 sec to voke surpana from MT). Yoshi said that the INTENDED
strategy for Garuda Extreme was the the JP strategy, MT tanks Garuda, OT Tanks Surpana, The rest of the Party takes Chirada and SPLIT downburst Dmg from chirada.
Considering I was the tank who pulled Sup away from Garuda and still got WWed...yeah, I'd say it wasn't Garuda...
Suparna does not wicked wheel after Chirada is dead. Only Garuda. If you are the OT running from S to N to get Suparna off MT, there is literally no way you can convince me Suparna did a wicked wheel. You would simply be wrong. There is a slight possibility at the instant Chirada goes down the timer for x2 wicked wheel is up and would still hit the MT, but melee/OT will not be in danger of that.
Garuda's wicked wheel while Suparna is still alive will do 4k+ to melee DD, and can very easily lead to their death.
*EDIT* To be useful to the OP, what I found best as a Melee DD on Garuda EX is to pay attention to the timing on your kill of Chirada. I usually run a single heal run, so the timing will look something like this:
Before rocks go down, everyone kills Chirada (usually before or at downburst hitting OT), I sit for 5-8 seconds and see Garuda's wicked wheel go off, then DPS Suparna (sometimes OT will pull away fast and you can hit her as long as you stay out of range of Garuda's wicked wheel), Suparna will not wicked wheel. If you see Friction cast go off as you kill Suparna, be weary that Garuda can still do a wicked wheel in a 1-2 second window (happens after her downburst).
After rocks go down (second sisters and beyond), pew pew Chirada with group, she goes down at same timing (before or at downburst hitting tank), and Garuda will again wicked wheel in 5-8 seconds. Usually as second spiny stack hits OT if you want a marker. Its usually better to play it safe and not chance Garuda's wicked wheel, as tank will be moving around slipstreams and such to get the spiny. So after you see that wicked wheel from Garuda once you've killed Chirada, go ahead and jump/shoulder tackle in. Then its just a matter of looking for Friction. Once you see Friction cast ending, its time to run out of wicked wheel range. Most tanks don't bother to help melee here with positioning. You can help yourself by seeing Friction cast, then watching the tornado pulse around you. Soon as you see/hear the tornado's pulse, just walk casually over to the ranged if there is no room in Garuda/Suparna's area, see the Wicked Wheel go off, and walk back to finish the job.
TL, DR; Its timed, you just have to know the timing difference of Chirada being alive or not.
Last edited by Traek; 02-28-2014 at 01:38 AM.
Why not use the Japanese "triangle" strategy when you have melee?
During Tornados:
MT brings Garuda to the NW
OT brings Suprana to the NE
DPS brings Chirada together with the entire group to the SW.
Single target LB to kill Chirada. The only attack you have to worry about is Slipstream, in which case you just run through her.
If DPS is REALLY low and you can't kill her before downburst, just stack everyone in front of her because it splits the damage.
When Chirada is about to go down, Suprana and Garuda will automatically jump and switch places, which puts Suprana at the NW corner.
Easy to tackle/jump to and melee NEVER have to worry about being in range of Garuda.
And since the damage on the tanks will be lower and the melee start out together with the healers, it's far easier for sch to hit them with a succor/adloquiem/stoneskin before they tackle/jump across to suprana.
So even if you do get hit by an oddly timed WW, you will survive.
Doing it like this also means the two tanks are much closer to each other so provoking the spiny is MUCH easier than trying to run through the middle of the map to trade. And since they don't have to provoke sisters/garuda off each other, it doesn't matter where the spiny goes at the start, both of them will have provoke up. This helps to mitigate some of the weird aggro BS that can happen with the spiny.
https://www.youtube.com/watch?v=xcdjFWybJF0
Last edited by Bardo; 02-27-2014 at 05:16 AM.
I've been doing triangle with my coil static a few times now on Garuda since I usually like to play melee. I can confirm that I've never seen Suparna use Wheel after DPS have killed Chirada, Garuda does keep using it though. The good thing about triangle is that there's much less burst damage on tanks and no wheels to dodge, so it's safer to do in general, even a less geared team can do it. Now if you're geared to your teeth I would still do it because it's so safe that you can drop one healer for a 5th DPS and keep the safe factor while making for a speedy kill, and your DPS composition doesn't matter.
1. Fists of Earth as you approach Garuda
2. Ask for SS at the start of each clone phase - doesn't matter if it's from SCH or WHM.
Bonus: Galvanize or Sacred Soil if your SCH gives a shit.
3. Don't get hit by anything else
4. You'll soak WW with 300-700 HP left. More with SCH bonus buffs.
5. Switch back to Fists of Fire.
You shouldn't see more than 1 WW from Garuda if your DPS is on the ball.TWO Wicked Wheels
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