Flash is uber useful when you can't target something fast enough, since it's a non target skill. It's especially useful to a warrior that has a cone shape OverPower, and need positioning.The spiny spawns with (arbitrary number) 10000 enmity on someone. Usually someone near the top of Garuda's hate list. Provoke is the only way to get it off. If the original target pops cooldowns (or regen-like effects if a healer) it can become more difficult to secure it. This is where Flash can be semi-useful.
Here is how my group use to do it back when it first came out. (IMHO, it a lot more simple)I didn't know that spiny pre picks a target. That's why it seems like I already lost it when it spawns. If everyone would run to B when this happens they should be close enough for my tomahawks I think.
I can get chirada with the oteviously mentioned bb finish but that hate is lost while fishing for spiny.
Not to mention the crazy slipstream risk at this point as it won't be my focus anymore and I probably should try to face it away from area B.
There are many things that need to happen perfectly for all this.
When sister and Spiny pop, OT grab one of the sister (Chi or Sub) then let the spiny goes to whoever and leave it there.
OT keep an eye on Person w/ spiny and Provoke it of that person when he has 2 stack. <--(at this point OT add should be dead or he should has high enough hate.)
This strat will depend on MT tanking both boss and sister and Healer to SS and Adlu MT when Garuda and sister use WW/Downburst combo.
Yes letting the spiney do its thing while you build hate on Chi, is def the way to go.
And really you can have the MT provoke it at 2 stacks, because Chi should be almost dead or already dead, which will leave your provoke open for Sub, if you want to bring her to your side, so melee doesnt have to deal with WW.
Depends on group.
I think I'll just focus on getting chirada down now as soon as possible and then worry about spiny. I mean it's not like it's doing huge dmg to anyone it's targeting anyway right?
Then I should have my voke left because I'm pretty sure chir doesn't need it as long as I keep my bb combos going.
As a side note it's funny how easy coil 1-3 is next to the first extreme for me.
I did coil 1 today and with these tips manged to grab the add.
It always escapes halfway the grid but I managed to pull it back by emergency voke and bs.
Last edited by Seif; 05-22-2014 at 03:45 AM.
the only thing Spiny do is put a stack on ppl, (1 stack every 15 sec ish or so, if I remember it correctly),3 Stack = Huge AoE, otherwise it harmless lol
It seems better to use your second move in the enmity combo due to the animation speed. If you have a precharged BB/RoH it takes a couple seconds for it to register due to the animation.
For Turn 1, usually we mark Caduceus before pulling. When they split all you should have to do is hit tab and you'll be on the 2nd one. Have your Skull Sunder preloaded and just hit it, then run away with the snake using Tomahawk.
For Spiny, as OT I provoke it off to the side and use a couple Tomahawks/Shield Lobs to ensure it stays on me. Everyone else stacks behind Garuda to keep the other plumes on them so they can AOE them. For the Sisters phase I let Spiny go to whoever it feels like, then voke it at 2, or if it's on me, I'll move in as close to the tank as I can inside of my little vortex area and he taunts it off me at 2.
For Turn 1, I just flash right after Cad split as an OT.
after Cad split, 1 split will retain agro from MT, while sec can be pick up easily with OT using flash or Overpower. assuming that OT is no where near the MT agro before split.
I haven't really had to do much tank swapping except on Ultima Hard Mode (haven't won yet, either) but what I do when I'm about to pick up is 1: make sure I'm in Shield Oath if I swapped to Sword Oath to add my pittance of dps. 2: start hitting Fast Blade while waiting on the third stack of the debuff to land, then 3: when the third stack lands, pop Provoke and follow it with the Savage Blade/Rage combo I've got myself set up for. Fast Blade isn't much aggro by itself, so I keep it before 'voke so my first 2 moves after it are high aggro.
Conversely, and this is probably a Bad Thing I need to not do, when I'm handing off to someone (I see them run over to me from the flank) I'll hit Z to put my weapon away and stop my auto attack so they're free and clear to pick up without me stealing it back. This is especially true if I'm better geared (atma weapon, so in DF I usually am.)
T1 on Pld i usually MT when i do it and at split you move as MT that way you have most hate and its easier on everyone.
And like said above Flash at split if your OT the MT will have so much hate on main your not gonna grab it at all. So when he goes to move flash x2 and take your spot.
MY PULL Method: Shield Lob > Flash x2 > Hate combo = win never lose hate. since your war you get added bonus of overpower.
Provoke is not to help you build hate it just takes hate from the party member who has the most at the time you use it so its not something you should use when you first build hate. If you use Provoke during building hate you've wasted it. It was pointless and now you won't have it when you need it IF you need it. Only time to Use Provoke is when You've somehow lost hate and the Mob/boss is running away and all your hate CD are down/ or after you die Provoke is the only way to grab hate back.
Last edited by VallisRaine; 05-22-2014 at 10:53 AM.
I tend to mark the initial snake with a '1'. Makes it easy at the split if I'm the 'first' tank. If I'm second tank? Circle of Scorn and Flash are enough to get the new snake's attention without getting the old snake's attention.
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