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  1. #1
    Player
    MyKotoShi's Avatar
    Join Date
    Apr 2011
    Location
    Eorzea―Gridania(Wutai) Vana'diel―Bastok(Lakshmi)
    Posts
    399
    Character
    Kohana Iroha
    World
    Sargatanas
    Main Class
    Astrologian Lv 74

    [SPOILER] The Steps of Faith

    Tank 1: Add control
    Tank 2: Add control/pick-up
    Healer 1: support tank 1
    Healer 2: support tank 2
    DPS x2 cannons
    DPS x2 mechanical switches

    Ignore the adds, it might be possible to tank/heal over the dmg, using cannons to stun attacks when nessessary

    Mechanic switches and cannons are super important, cannons have excellent range to use them as long as possible.



    Mechanic switch 1: the ones in the towers, boss evades them if used too early. Use during aoe, or, bind him after I think the first wall falls. Bind boss when he's about to take out cannons, this stuns him from attack and movement, same time hit the tower switch and fire all cannons on him.

    Tanks need to keep all adds behind boss but close enough for cannon range to stun aoe's, keeping in center the boss may divebomb on you.

    This is what I noticed so far in my first group. Comment on anything that's is off and if you have something better make it public.

    When cannons are not available DPS boss. This is expecting healers and tanks can endure not having adds killed.
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  2. #2
    Player
    Kyros's Avatar
    Join Date
    Nov 2013
    Posts
    306
    Character
    Odiron Dulmare
    World
    Balmung
    Main Class
    Marauder Lv 60
    Not killing adds is a recipe for disaster. Some things I noticed:

    - The Biasts that run towards the cannons/bombs need to be stunned/heavy'd/bound and manually killed ASAP, or they'll just run back to try and zap the cannons/explosives. They have very little HP, but they WILL ignore the tank until something stops them.

    - The one that acts like Stone Vigils final boss will ignore the tank as usual, and needs to be killed manually or get lucky he targets someone near the Boss.

    - The "Armored" one will constantly do the reflect damage back on you and an Arena-Wide AoE. The reflect is bad for the people on the cannons and should be avoided. The AoE can be Stunned.

    - Rest of the adds should be killed by having them near the boss and letting the Cannons AoE kill them.

    Also, on my team it worked to have one tank and one healer each take a "side". Tank is in charge of whatever pops on that side, healer is in charge of that tank. Also have the healers Stone I/Miasma the Biast as soon as they see him pop, its near-impassible to catch one as a tank otherwise short of using Sprint.
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  3. #3
    Player
    Magnesium02's Avatar
    Join Date
    Apr 2011
    Location
    Ul'dah
    Posts
    1,936
    Character
    Rogue Muse
    World
    Tonberry
    Main Class
    Paladin Lv 96
    In my group, we had the MT tank all the adds in the center and I as OT was #1 on the canons. The other Healer was #2 on Canons with #3 being a DPS who ran up and did the towers. We just marked ourselves at the beginning to clarify the roles. The single healer and tank with the main party was able to keep everything under control. If the DPS got hate on a mob they just drew it in for the MT

    The Healer who was with me as OT kept us healed and stoneskinned from the canons burst so we could use it as long as possible. We both sprinted as soon as the next canons were available to maximise canon time. All up killed him right before he reached 85/100
    (0)