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  1. #1
    Player Skeith-Adeline's Avatar
    Join Date
    Jul 2014
    Posts
    1,051
    Character
    Sariena Adeline
    World
    Zalera
    Main Class
    Thaumaturge Lv 90

    BLM SCoB Turn 4 (Turn 9) help?

    I'm fairly new to T9 and haven't beat it yet. My rotation is a little shuffled thanks to meteors and knowign when to save procs and I feel as if I could be cranking out at least 10 more dps. Any help is appreciated.

    https://www.facebook.com/video.php?v=381847475313075

    My death towards the end was because I paniced, not gonna lie. My opening was eschewed because I was in the mindset that since my pot is on cooldown, my convert is too, which confused me.
    (0)

  2. #2
    Player
    Aikaal's Avatar
    Join Date
    Mar 2014
    Posts
    936
    Character
    Aikaal Leyma
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Your way to do phase 1 is.... weird but it works I guess lol. It doesn't really favor you to be honest. You would gain DPS being on your own and not moving unless you get the marker.
    1- In regular T9, everything Nael jumps on me and uses Chariot, I counter it with Manawall and if I have a proc, I Aetherial Manipulation for the beam otherwise it doesn't deal enough damage for you to move (Unless you have an healing issue)
    2- On golems, always thunder all mobs, it's a DPS gain and you triple the chances of procs that I use on other golems so maximise the DoT damage.
    3- On Ghost, it should always be close to Nael and since you don't LB you should be doing double flares. Save your swiftcast convert for that.
    4- Raging Strike rotation --> Beginning, Start of Golem phase (if up, otherwise save it.), After first Heaven's fall, Second set of dives.
    5- Potion rotation --> Beginning, After first Heaven's fall.
    (0)

  3. #3
    Player
    Ephier's Avatar
    Join Date
    Sep 2013
    Posts
    781
    Character
    Ephier Samoht
    World
    Ultros
    Main Class
    Machinist Lv 70
    You are not having DPS issues, if anyone should be concerned with damage, it should be the 2 monks in the party. Other than that, you are having mechanical issues, which no amount of DPS will fix. Your group just needs to keep at it, and you will get it down. With that said, good luck!
    (0)

  4. #4
    Player
    FizzyGiggles's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    47
    Character
    Fizzy Giggles
    World
    Hyperion
    Main Class
    Conjurer Lv 50

    A reply

    . Normally we tank her where she spawns and we stand at max rank. You basically want to pick a spot and not move. You should only move if a meteor is coming and you should be back at enough to avoid lunar Dynamo.the beginning is way easier than people sometimes think. Meteor arrangement really doesnt matter as long as you can kill the golems relatively quickly. For heavens fall number one you have just enough time to cast fire 3-thunder 2 before it falls and knocks you man. While you are knocked back you Raging strikes. as the dragon is out depending on where it is being tanked you want to stay a limit break circle away from it. Dont be close because you simply have to move for the explosion at the end of the ghosts life. Sprint a lot. When fire out/fire in/ fire out , sprint to a destination to avoid dropping supernova in mid but also you can run fast back to mid for thermionic beam and fire in. After the claw at that point begin to spread a bit and watch the marker placement
    (0)

  5. #5
    Player
    NyneAlexander's Avatar
    Join Date
    Jul 2013
    Location
    Bastok
    Posts
    1,121
    Character
    Nyne Helios
    World
    Excalibur
    Main Class
    Goldsmith Lv 80
    Your pts dps is fine. You guys just need to work out the positions and mechanics in P4 and you're all set. This attempt unraveled because your sch and someone else both ate a lunar dynamo and then a thunderstruck. But a few more attempts in the 4th phase and you'll be good.

    Couple things I noticed from a black mage perspective:


    Phase 1 - right before he does the first meteor stream (single one), you should try and end with a fresh fire, or bliz III so you have a fresh count on AF3/UI3. You can stay in rotation w/o having to hard cast FIII when he comes back down. This is particularly important for your gear build, since you have an abundance of DET and not a lot of spellspeed. Also, later in this phase, you can throw a thunder 1/2 up right before the swiftcast fire III after the double meteor steams.

    Other than that, it looked all good to me. You have really good awareness and I don't think that you guys will be stuck on this fight much longer.


    Also, shout out to the mario kart method for the comets after the first set of golems. As far as I'm concerned, thats the only method.

    p.s. a couple things that helped my group get through the last phase and get the win:

    1.) Commit to always having the party go in front of nael and the person with thunderstruck go behind him. If you look at the red circle thats on the ground when you target nael, if the party stands right on the edge in front and the person with thunder stands a step off the circle in the back, you all will avoid lunar dynamo and won't eat the thunder.

    2.) after the 2nd thunderstruck goes out along with the 2nd FIRE OUT, you can all spread out.

    3.) once the 2nd supernova hits the ground, run to the middle for T. Beam. The 3rd supernova targets a position of a player right after the 2nd one hits, so you should be ok and not bring it to the middle with you.

    4.) when you run to the middle for beam, look around for where the first divebomb marker is. Make sure your healers know there is a B. Claw coming.

    5.) stay spread out during divebombs while simultaneously staying away from the DB side. You will be eating double meteor streams during this point. This is a great time to burn manawall.

    6.) after divebombs, you have a huge burn phase coming up. Save your cooldowns and light him up. Make that bard use foe. After the 2nd rotation and divebombs, make him/her battle voice it. (the 2nd burn phase after the 2nd rotation is longer than the first one).

    7.) after the 2nd set of divebombs, he's gonna lunar dynamo. Make sure whoever has the 2nd DB in that set is ready to sprint/aetherial manipulate to the pt. Make sure you stack on the tank.


    Finally, and this is probably the most important part of that phase - Make sure your SCH is using virus right after every Bahamauts Favor! Nael is gonna use B. claw right after that, and its gonna hurt. We also use a single tank method, and this is the number 1 cause of 4th quarter wipes. Tank eats a 6 piece combo and we have to start from scratch. Don't let that happen!
    (1)
    Last edited by NyneAlexander; 10-07-2014 at 11:49 PM.

  6. #6
    Player
    Friske's Avatar
    Join Date
    Oct 2013
    Posts
    85
    Character
    Emoni Lannis
    World
    Odin
    Main Class
    Scholar Lv 100
    Along with what everyone has said above, you can try these following things and see if it improves your dps as well. I'll just point out a few things that I do and then I'll leave it up to you on whether to try them or not.
    1) If you really want to maximise your dps, then I would consider using swiftcast to its max potential. You can swiftcast a flare and do one final hit before Nael flies up into the air ready to use meteor streams thus leaving you plenty of time to transpose and regain all of your mana by the time Nael returns to the battlefield. Since you've used up your swiftcast for the first meteor stream, you can use the swiftcast flare for the second meteor stream. I usually launch my swiftcast flare as soon as I see those meteor stream (white symbols) on top of some people's heads. Sure, this is very insignificant, but if you want to squeeze out every ounce of dps (which I assume is why you made this thread) then I would give this a try.

    2) When that ghost of meracydia spawns, I usually go into my flare rotation. Basically, bust out as many flares as possible (pots, convert, all of that jazz) in that small.. what, 10ish+ seconds that Meracydia is alive? Flare-ing 2 targets will almost always out dps a basic rotation (unless you're incredibly lucky). It would also put what's left of your raging strikes to good use as well.

    3) Very nice use of aetherial manipulation (AM) in the first 2 phases as well. But for those situations where you definitely have to move (such as the bit where you tried to dodge the yellow aoe from heavensfall) and swiftcast and AM are both on cooldown, then I would use scathe. You might not have to use it if you don't have to move very far, but for those long distances then scathe is definitely useful. I would consider it a last resort though, and I much prefer using procs or swiftcast to move, but when you have no choice then that's where scathe comes in handy.
    (2)

  7. #7
    Player
    OneWingedSora's Avatar
    Join Date
    Apr 2014
    Posts
    507
    Character
    Mala Liath
    World
    Balmung
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by Friske View Post
    Snip.
    It's even better to use an ether on Heaven's fall to Triple flare the add and boss with Raging strikes on than to use a pot.
    (0)
    Last edited by OneWingedSora; 10-08-2014 at 02:24 AM.

  8. #8
    Player
    HaroldSaxon's Avatar
    Join Date
    Feb 2014
    Posts
    637
    Character
    Harold Saxon
    World
    Odin
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Friske View Post
    A
    2) When that ghost of meracydia spawns, I usually go into my flare rotation. Basically, bust out as many flares as possible (pots, convert, all of that jazz) in that small.. what, 10ish+ seconds that Meracydia is alive? Flare-ing 2 targets will almost always out dps a basic rotation (unless you're incredibly lucky). It would also put what's left of your raging strikes to good use as well.
    My group uses LB3 to kill the add and hit the boss with a summoner. What does your group do? In my case, doing an AOE rotation like that would inflate my numbers, but it wouldn't help the group. It would just be artificially inflated if its dead from the LB anyway.
    (1)

  9. #9
    Player
    Friske's Avatar
    Join Date
    Oct 2013
    Posts
    85
    Character
    Emoni Lannis
    World
    Odin
    Main Class
    Scholar Lv 100
    In the group I'm in, the summoner uses the limitbreak. You'll probably know how much damage that limit break does anyway, giving you enough time for 2-3 flares to hit both Nael and the add thus benefiting the whole group. That's why I use my flares as soon as the add appears, since the tank in my group immediately pulls it towards the boss. The summoner uses the limit break a few seconds afterwards. It's also especially helpful if the melee focus on Nael as well, maximising flare's output.
    'It wouldn't help the group' ofcourse it would considering how this thread is about improving dps. And honestly, considering how the OP is still progressing onto phase4 I doubt he/she even cares about inflation. Any and all dps counts when you're trying to progress, and any way to speed up the fight is always a big plus.
    (1)
    Last edited by Friske; 10-08-2014 at 01:53 AM.

  10. #10
    Player
    HaroldSaxon's Avatar
    Join Date
    Feb 2014
    Posts
    637
    Character
    Harold Saxon
    World
    Odin
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Friske View Post
    In the group I'm in, the summoner uses the limitbreak. You'll probably know how much damage that limit break does anyway, giving you enough time for 2-3 flares to hit both Nael and the add thus benefiting the whole group. That's why I use my flares as soon as the add appears, since the tank in my group immediately pulls it towards the boss. The summoner uses the limit break a few seconds afterwards. It's also especially helpful if the melee focus on Nael as well, maximising flare's output.
    'It wouldn't help the group' ofcourse it would considering how this thread is about improving dps. And honestly, considering how the OP is still progressing onto phase4 I doubt he/she even cares about inflation. Any and all dps counts when you're trying to progress, and any way to speed up the fight is always a big plus.
    We just have the summoner use Bane iirc and the LB and it dies. But surely its more important to burn the boss to push the phase especially if you haven't cleared it?
    (0)

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