Set-up. 524 acc, I had 0 misses. 7600+ HP. I was using 8000 HP after Food and it was very safe.
OT can stack much more STR as they only tank adds and the boss for brief moments.
Critical Rip hit me the hardest for 7600 and should be treated like Ravensbeak. It is used throughout the fight with auto attacks that can land at the same time. Long charge time probably makes WAR the ideal tank for this fight, but PLD worked just fine.
Phase 1 - MT, your first job is position him correctly. I tanked him due north in middle so I was standing on the edge of the inner most circle. You want to pull him all the way to the middle and have him run back to you. This is important for 2 reasons. First that inner circle is all you'll have at the end of the fight and he doesn't move much. Position him correctly the first time and you won't have to deal with it later. Second during each Wild Charge (Blue marker) he leaves an electro field on the ground that one shots you if you stand in it for 3 seconds. If you are tanking him at the furtherest point from his target circle you never have to move.
OT - DPS him. You are also on soak duty for wild charge. Whenever someone gets the blue indicator your job is to stand closest to the boss inbetween him and the stunned selected member.
MT > Boss > OT > rest of soak team >Marked Player
Phase 2 - 4 adds pop but the boss stand still and does nothing.
MT takes 2 adds to the west side of the room (son and daughter) and faces them towards the SSW. They each do wide conal front attacks and narrow rear conal attacks so you don't want to cleave the raid esp the other tank and healers. You have to keep the sons and daughters from pairing up since they tether together and give each other buffs. (two sons can't be near each other and two daughters can't be near each other)
OT takes the other 2 adds to the east and faces them NNE, same idea as the MT.
Kill order is OT Daughter, OT Son, MT Daughter, MT son. I use my soft cool downs for this phase.
Phase 3 is the same as Phase 1 with an added element. Heat Lightening which targets 3 random players including the OT and does a small AoE on them and anyone close. It give a potent vulnerability up on whoever it hits.
MT - same as phase 1, OT same as phase 1 but be sure to spread out during Heat Lightening.
There is one tricky part for the tanks here that requires a tank swap or HG. That's when the OT gets targeted by heat lightening and wild charge are happening. (every even Heat lightening) If this happens the OT needs to provoke the boss and the MT needs to soak the wild charge. You have to be quick and be in communication. Be mindful of the Electro field under the boss you will have to run around it. This mechanic is random and the rotation will happen twice at most if you are meeting the DPS rotation for the turn. The OT also has the option of using HG but it might be better saved for the final phase when the same scenario can occur.
OT > Boss > MT > Soak Team > Marked Player
Phase 4 is the second adds phase. You should treat it just like phase 2 but there is one big difference, after a minute (?) two additional adds will spawn. An additional son and daughter. Son pops north and daughter pops south. I recommend using Mage LB3 on the first 4 adds to speed this phase up.
There are two ways to handle this, the first is to kill the OTs Son and then the MTs Daughter so they can each pick up the corresponding new add.
The second way is to kill the OTs adds (son then daughter) then kill the MTs adds while the OT is picking up both of the new spawns. We chose to do it this way and it worked very well. Mage LB3 will take them under 50% so its just up the DPS to finish them off before the new adds pop. Since the OTs son dropped the electro field he took the new adds further north until the MT adds were down. You don't want to kill a son due north or south since you'll need that space.
Phase 5 starts right after the adds are killed. 47-50% depending on DPS. The new element is the tether, Cyclonis Chaos, which will select a random player besides the MT. The tether deals 12-13k damage and must be split amongst at least 3 players.
MT you just tank, very boring phase. Every third rotations there is a random chance he will do Heat Lightening+ Wild Charge, so be prepared for the tank swap like phase 3.
OT same as above be ready for the tank swap. The boss move rotation always starts with heat lightening + Cycloins Chaos. If you don't get hit by heat lightening you will be responsible for stacking with the tethered person. (directly behind the boss) You will also have to be ready for the other possible third mechanic, Cyclonis Chaos + Wildcharge. Hopefully the RNG gods are favorable and you never get targeted for the tether, so your job is just to be the lead soak member for Wild Charge like previous phases.
Boss Move rotation is: (stole this from Bokchokyn on BG)
The final phase follows this rotation: (with the usual frontal cleaves, tail whips and Death Sentences in between)
1. Heat Lightning + Cyclonic Chaos (see above)
2. Prey (easy) (tanks don't have to do a thing here, if the OT is selected just make sure the mages know that so they can use SS and Aldo on you)
3a. Cyclonic Chaos + Wild Charge (see above)
3b. Heat Lightning + Wild Charge (same as the 78-55% phase)
Whether he selects 3a or 3b seems to be completely random, but he will always pick one of these so the party has to respond accordingly.
Rinse repeat 1 > 2 > 3a/3b until he dies, or you die, or until hard enrage (entire platform covered in lightning).
The final phase is very much like Phase 4 in T9 but instead of an onslaught of mechanics you get breaks in-between them. Overall this turn is very easy especially as DPS goes up from gearing up. The adds phase is the main tank check, the rest is a DPS check (at i110 at least) and an awareness check but nothing like turn7.