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Thread: Turn 7 problem

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  1. #1
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50

    Turn 7 problem

    We are progressing on turn 7 but we keep having problems with the Lamia Deathdancers. Basically, how do your OT keeps the adds on lock-down? Our DPS team comp consists of MNK BLM BLM BRD and besides from me as a MNK, the other 3 either don't push enough DPS to kill the add before the next one spawn or they pull too much aggro. We're managing around 200-300 DPS each and it seems like we needed a little bit more to kill the adds cleanly but because they are moving to aggro healer/range DPS, I can't get more hits on them. I heard about this 4 Renaud method that should allow our BRD more uptime on the adds and thus kill them cleanly. Is it doable to have 4 Renauds up before 2nd phase?
    Any tips in general for this turn would be appreciated as well. I'd like to beat it today before reset.

  2. #2
    Player
    Grotesque's Avatar
    Join Date
    Mar 2011
    Posts
    1,125
    Character
    Alan Turing
    World
    Shiva
    Main Class
    Conjurer Lv 60
    Seems like an aggro problem of your OT. Our DDs can go full blast, almost instantly. No 4 Renauds before Melee adds is not possible without stalling the fight. If you stall so long you will end in enrage.

    We do it the follows: First add is grabbed by MT, Second Add is grabbed by OT and provoked then by MT and only the third add is tanked completely by OT. This way OT goes dps as well.
    (0)

  3. #3
    Player
    ispano's Avatar
    Join Date
    Oct 2011
    Posts
    2,753
    Character
    Melfina Amastacia
    World
    Excalibur
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Lemon8or View Post
    We are progressing on turn 7 but we keep having problems with the Lamia Deathdancers. Basically, how do your OT keeps the adds on lock-down? Our DPS team comp consists of MNK BLM BLM BRD and besides from me as a MNK, the other 3 either don't push enough DPS to kill the add before the next one spawn or they pull too much aggro. We're managing around 200-300 DPS each and it seems like we needed a little bit more to kill the adds cleanly but because they are moving to aggro healer/range DPS, I can't get more hits on them. I heard about this 4 Renaud method that should allow our BRD more uptime on the adds and thus kill them cleanly. Is it doable to have 4 Renauds up before 2nd phase?
    Any tips in general for this turn would be appreciated as well. I'd like to beat it today before reset.
    200-300? They should be higher than that, especially for the next Turn.
    (0)

  4. #4
    Player
    Grotesque's Avatar
    Join Date
    Mar 2011
    Posts
    1,125
    Character
    Alan Turing
    World
    Shiva
    Main Class
    Conjurer Lv 60
    Turn 8 is not as much movement as Turn 7 so DPS should be naturally higher
    (1)

  5. #5
    Player
    mythicrose's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    480
    Character
    Mythic Rose
    World
    Cactuar
    Main Class
    Lancer Lv 50
    My group consists of pld/war/sch/whm/mnk/drg/smn/brd. Our paladin is the maintank. The death dancers spawn a specific percent. I believe our warrior has things timed so he has butcher block available as soon as the first lamia spawns. I think he pops unchained as well as berserk. No one pulls off him. Usually the first spawn is dead or near death when the second one spawns (depends if one of the melee wind up with shriek). We typically keep a single renaud up (kited by bard, may try summoner this week).
    (0)
    Error 3102 Survivor

  6. #6
    Player
    Almalexia's Avatar
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    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Your OT has to be there when adds spawn or it's all over.

    If anyone else touches the mob when it spawns, the grace period ends and the mob guns for whoever has the highest enmity. The deathdancers move at like 2x player speed, so you'll end up playing yo-yo until Tail Swipe kills everyone or the next add spawns and kills everyone. Solutions for WAR OT is to:

    1) Prime BB, then drop it on the add
    1a) with Unchained
    2b) with Berserk - but consider using this on the third add
    2) Store Wrath for Steel Cyclone, bearing in mind that Renauds can detect when you are about to use AoE and will always spawn inconveniently
    3) Tomahawk+Brutal Swing

    But DPS must also be mindful: there is no advantage to Shoulder Tackle/Jump/Shoot an add before the tank performs an action. Wait for an action, then unleash hell. As MNK, I usually go from Melusine > SH to add 1 > Melusine > SH to add 2 > Melusine > SH to add 3. Keeps GL and DPS up while synchronizing add pops to Shoulder Tackle (30s timer).
    (0)

  7. #7
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    I forgot to mention both our tanks are PLDs. xD He can just prime the Rage of Halone however. We made some positional changes and it seems to work out a lot better now. Thanks for the tips.

  8. #8
    Player
    Empressia's Avatar
    Join Date
    Oct 2013
    Posts
    595
    Character
    Carnage Incarnate
    World
    Tonberry
    Main Class
    Lancer Lv 50
    My static OT war pulled all 3 adds to the 1st add spawn spot making it easier to dps the boss while pulling adds. If ur dps is lacking, have em rotate their CDs per adds

    anyway : ur problem is 2 BLMs since DPS wise t7 is MNK > DRG > SUM (due to kiting) > BRD > BLM
    (0)

  9. #9
    Player
    Zdenka's Avatar
    Join Date
    Mar 2011
    Posts
    596
    Character
    Zdenka Vaera
    World
    Excalibur
    Main Class
    Goldsmith Lv 60
    Butcher's Block and Rage of Halone take a very long time to resolve, which often causes the add to rubber band. Using Savage Blade, Heavy Swing, Overpower etc. or actions that resolve instantly work a bit better at locking the add in place as it spawns. Having the WHM stagger the big threat cures or move closer to where the add spawns can also help if that's an issue until your OT learns how to pick them up correctly.

    Someone posted that they don't do anything until hit once so it may be that our DPS just targets and unloads instantly but if that is the case and the DPS is very conscience of when the OTs skill resolves then yes Butcher's Block/Rage would be a lot better to open with if you can ensure no rubber band.

    Also the pattern for single OT movement is that the add will always do the circle blade AOE, melee, and then Tail Swipe. At this time you have about 10 seconds to move to the next add spawn location. Typically your current add will die while you are moving, but be warned if the new add spawns with the old one alive they will both Tail Swipe again at nearly the exact same time. For the 3rd add movement positioning for Shriek is you just wait for the first Tail Swipe, start moving, and about 2-3 seconds later it stops to Circle Blade, so ranged/healers may have to dodge that but its better than you getting petrified

    Hope some of this information helps!
    (0)
    Last edited by Zdenka; 05-08-2014 at 03:09 PM.

  10. #10
    Player
    ks3v3n's Avatar
    Join Date
    Dec 2013
    Posts
    56
    Character
    Kseven Leetha
    World
    Shiva
    Main Class
    Gladiator Lv 50
    first add:
    prepare a combo'd rage of halone on melusine, walk to the spot where the add spawns. have a feeling for the spawn (like back then at t4, when soldiers/knights spawn), flash once (the name of the mob appears first, before the mob itself spawns ), fire off the combo'd halone. now you shoudlnt have aggro issues.
    --> tip: use the debuff of RoH as an time indicator for next step

    if dps is slacking a bit and first add isnt dead fast enough, start walking to the next spot when the add has like 5-10% hp left. because it will def die soon.

    2nd add:
    flash when it appears, non combo'd RoH on it, start emnity rotation = you dont have aggro issues.
    --> tip: you can start a RoH on mob, face away from center with voice on you and still land the RoH

    if dps is slacking, see above.

    3rd add:
    basicly the same like 2nd add. sometimes (depending on shriek mechanic) you aren't in range of the 3rd add fast anough, throw a lob during running to the mob and flash asap, followed by a non combo'd RoH = no aggro problems.


    final tip:
    sometimes its better for the dps to w8 1.5-2 seconds before unloading all their dmg and kill the mob safe than unloading everything they got asap, causing aggro ping pong and a wipe.
    (0)

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