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  1. #1
    Player
    Kyomagi's Avatar
    Join Date
    Aug 2011
    Posts
    265
    Character
    Niko Zimmershade
    World
    Hyperion
    Main Class
    Samurai Lv 80

    Help me understand t10 a bit

    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?
    (0)

  2. #2
    Player
    kirk's Avatar
    Join Date
    Feb 2014
    Posts
    75
    Character
    Yashakiden Sellecerre
    World
    Excalibur
    Main Class
    Archer Lv 55
    Well how many stacks does boss have in add phase after there all dead?
    (1)

  3. #3
    Player
    Kyomagi's Avatar
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    Aug 2011
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    265
    Character
    Niko Zimmershade
    World
    Hyperion
    Main Class
    Samurai Lv 80
    first add 6 typically and second 8
    (0)

  4. #4
    Player
    kirk's Avatar
    Join Date
    Feb 2014
    Posts
    75
    Character
    Yashakiden Sellecerre
    World
    Excalibur
    Main Class
    Archer Lv 55
    Quote Originally Posted by Kyomagi View Post
    first add 6 typically and second 8
    Ok sounds like the dps are killing them quickly enough second about the same in last phase are the healers having to res lots/are dps dying if not dps might just be low
    (0)

  5. #5
    Player
    Aldora's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    Quote Originally Posted by Kyomagi View Post
    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.
    (0)

    Credit goes to Niqo'te for her fabulous art in the "Nique's happy fun time!"-thread and Nix/Capa for the Caitlyn drawing to the right. \(^_^ )/
    Give her your support by liking their art!

  6. #6
    Player
    Kyomagi's Avatar
    Join Date
    Aug 2011
    Posts
    265
    Character
    Niko Zimmershade
    World
    Hyperion
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Aldora View Post
    snip
    Phase 1 depends, we have passed with one charge, then some times we get two charges but the bosses hp falls to 80% during the second charge/add summon phase.

    Before the second adds we get two charges
    (0)

  7. #7
    Player
    Aldora's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,004
    Character
    C'rysta Zeith
    World
    Sargatanas
    Main Class
    Archer Lv 90
    Quote Originally Posted by Kyomagi View Post
    Phase 1 depends, we have passed with one charge, then some times we get two charges but the bosses hp falls to 80% during the second charge/add summon phase.

    Before the second adds we get two charges
    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:

    Quote 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.
    (1)

  8. #8
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Quote Originally Posted by Aldora View Post
    snip
    to add a little bit to their work

    Quote 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.
    After [1], Imdugud will perform in order :
    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.
    (1)
    Last edited by Kuwagami; 03-18-2015 at 11:15 PM.

  9. #9
    Player
    Kyomagi's Avatar
    Join Date
    Aug 2011
    Posts
    265
    Character
    Niko Zimmershade
    World
    Hyperion
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Aldora View Post
    Snip
    Thank you! I think with this group i will suggest a change that, unless a blm is marked for charge, that the two blm dont go in for wild charge and keep dps'ing, that might be the problem as we all gather in. Same thing with the heat lighting + tether soak.
    (0)

  10. #10
    Player
    Anubis_Nephthys's Avatar
    Join Date
    Aug 2013
    Posts
    343
    Character
    Anubis Nephthys
    World
    Goblin
    Main Class
    Gladiator Lv 60
    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.
    (4)

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