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  1. #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.