Here is my question, we cant seem to beat out the enrage timer. We have all the mechanics pretty much down, we burn through the adds with little issue, but it seems like we just cant get past that enrage timer. Is the enrage timer just a DPS issue?
Here is my question, we cant seem to beat out the enrage timer. We have all the mechanics pretty much down, we burn through the adds with little issue, but it seems like we just cant get past that enrage timer. Is the enrage timer just a DPS issue?
Well how many stacks does boss have in add phase after there all dead?
first add 6 typically and second 8
Judging by the amount of stacks Imdugud has during both Add phases, there doesn’t seem to be any wrong with the DPS output of the group during those phases. How many “Charge”-attacks do you get in phase 1 and 3?
The rotation for Phase 1 is basically:
- Crackle Hiss
- Spike Flail
- Critical Rip
- Crackle Hiss
- Wild Charge
- Crackle Hiss
- Prey
- Spike Flail
- Critical Rip
- Crackle Hiss
- Wild Charge
- Repeat
Based on the amount of DPS you generate during the 1st Add Phase, you should be reaching the 85% HP mark just before or after the 2nd Wild Charge in both the 1st and the 3rd Phase.
Our group had a lot of trouble dealing out the DPS required for the Turn, but once we got comfortable with the rotation in each phase, our DPS increased considerably. We moved around less than before, and were more confident when to pop our buffs. This might be the case for your group as well.
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If that’s the case, then you’re still on track. So, i really think that it’s just a matter of getting comfortable with the last phase (which will be tricky at first). Just keep practicing. You can do it! (^_~ )-b
Just keep this in mind:
Originally Posted by Death And Taxes Guide to Turn 10
Phase 5 – “The final countdown”
Abilities:
Electric Surge - Roomwide AOE that comes periodically and reduces lightning resistance.
Heat Lightning - Same as before
Cyclonic Chaos - A random party member is tethered to the boss, two players must stack with him within a few seconds to spread the damage. Players receive a vulnerability debuff after the explosion.
Prey - Same as P1 and P3.
Critical Rip - Same as P1 and P3.
Notes:
The key to this phase is managing vulnerability debuffs and positioning. During the final phase of the fight, the room shrinks down to only the inner circle. There are several ability combinations/sequences to look out for. The rotation does not appear to be fixed.
[1] Heat Lightning -> Cyclonic Chaos (Tether). Raid must be spread and those who aren't debuffed by Heat Lightning need to stack in for Cyclonic Chaos.
[2] Heat Lightning -> Wild Charge. Same as in Phase 3.
[3] Cyclonic Chaos (Tether) -> Wild Charge.
These combinations will alternate between [1] > [2 or 3] > [1] > [2 or 3] - There will not be two charge rotations in a row.
to add a little bit to their work
After [1], Imdugud will perform in order :Originally Posted by Death And Taxes Guide to Turn 10
Phase 5 – “The final countdown”
Abilities:
Electric Surge - Roomwide AOE that comes periodically and reduces lightning resistance.
Heat Lightning - Same as before
Cyclonic Chaos - A random party member is tethered to the boss, two players must stack with him within a few seconds to spread the damage. Players receive a vulnerability debuff after the explosion.
Prey - Same as P1 and P3.
Critical Rip - Same as P1 and P3.
Notes:
The key to this phase is managing vulnerability debuffs and positioning. During the final phase of the fight, the room shrinks down to only the inner circle. There are several ability combinations/sequences to look out for. The rotation does not appear to be fixed.
[1] Heat Lightning -> Cyclonic Chaos (Tether). Raid must be spread and those who aren't debuffed by Heat Lightning need to stack in for Cyclonic Chaos.
[2] Heat Lightning -> Wild Charge. Same as in Phase 3.
[3] Cyclonic Chaos (Tether) -> Wild Charge.
These combinations will alternate between [1] > [2 or 3] > [1] > [2 or 3] - There will not be two charge rotations in a row.
critical rip
prey
then crackle hiss iirc
then it'll do either [2] or [3]
I'm sure you're aware that during phase 3, the boss does a room wide AoE which buffs him and adds a "lightning vulnerability" debuff on everyone. It will also do it if you fail at the prey mechanic (if someone eats the paralyzing bomb). You can prevent that by pre-shielding the tank before the critical rip so you only have to worry about who will get the prey.
The moment we realized that (the boss doesn't hit really had after the critical rip so the SCH can focus on the prey), it was way easier for us to handle mechanics.
We announced [1], did it, shields, CDs, prey managing while bursting, then [2] or [3], rinse and repeat. It's easier to have the OT do the announces as they do not have many things to do after that. Just dish out as much dps as they can while surviving the charges.
even if your damage are a bit low during mechanics because you're afraid to fail, if you know what's coming and when it's coming, it becomes way easier to do high damages during down time.
After [1], you have a fair amount of time to burst like crazy until [2] or [3] comes. Only the healers have to worry about anything during that down time. After the second mechanic combo, you also have a fair amount of time to burst before [1] comes again.
Last edited by Kuwagami; 03-18-2015 at 11:15 PM.
Well that's certainly good enough.
hmmmm, the only thing I could guess is that maybe your dps are worrying about/watching for the mechanics and are slacking off on dps.
this is a common issue and is why a tank often calls mechanics out.
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