Results 1 to 8 of 8
  1. #1
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60

    Alexander findings: tips/mechanics/lulz

    It's pretty easy and it was fun discovering stuff for ourselves, but I wanted to start the thread in order to give tips and discuss mechanics. Share what you like, what you don't like, and offer strategies. They might come into play for savage so let's discuss away!

    Key aspects of floor 1: First boss is funny. You might turn your attention to adds but don't. Just burn the boss. Second boss requires three things to keep in mind. Kill the small adds on missiles in order to shrink the missiles. Kill both bosses simultaneously. Treat prey Mark just like prey!

    Key aspects of floor 2: it's essentially a bajillion trash mobs. The dolls hit really hard and cleave. Have sturdy tanks that won't spin the mobs. And for the love of God, both tanks should tank. Our warrior demanded he ride the vehicle the whole time and it was wipe wipe wipe. Oh, that's right. There are vehicles. I'm not sure how they work as I didn't use it, but they push bombs away.

    Key aspects of floor 3: I loved that this was a final fantasy 5 reference. Tank swap to avoid blunt resistance. When boss splits into two, tank them separately. Take tethers to a tank and have them pop a cooldown. Negative and positive not sure how to handle, but we threw the positive guy into the water and the Debuffs went away and nobody took damage. That might work. The hand does a knockback attack so be in the center. Kill adds quickly, stunning and heavy and bind and all that Jazz to prevent them from escaping.

    Key aspects of floor 4: only Attack one leg first. For second legs, have DPS target an individual add, don't kill more than one until Debuff wears off. Fun launching mechanic where one DPS and tank team up to kill an add, do it quick because no healer to help. Once both legs are out, go HAM. But tanks absorb orns, and everyone stay away from tanks and each other pretty much.
    (0)
    Last edited by Altijacek; 07-08-2015 at 04:07 AM.

  2. #2
    Player
    repoe's Avatar
    Join Date
    Apr 2014
    Location
    Ul'Dah
    Posts
    316
    Character
    Repoe Zessed
    World
    Diabolos
    Main Class
    Marauder Lv 60
    Polar opposites stand on opposite ends and it will pull you together. Same polarity stack near center as it pushes you back so yo don't fall off. Note when passing yellow tether move away from tank to avoid aoe splash smh that will one shot you if not a tank
    (0)

  3. #3
    Player
    Tila's Avatar
    Join Date
    Jun 2015
    Posts
    281
    Character
    Tila Beauguerre
    World
    Mateus
    Main Class
    Dark Knight Lv 90
    What the hell am I supposed to do on part 4 as a tank? Do I just soak up fire balls and tethers? Is there a point in keeping hate on the boss?
    (0)

  4. #4
    Player
    vRoad's Avatar
    Join Date
    Aug 2013
    Posts
    63
    Character
    Road Von
    World
    Tonberry
    Main Class
    Astrologian Lv 62
    Quote Originally Posted by Tila View Post
    What the hell am I supposed to do on part 4 as a tank? Do I just soak up fire balls and tethers? Is there a point in keeping hate on the boss?
    Think there was some sort of correlation between threat and missile target. Wasn't really paying attention too much to that facet of the fight as a healer though to truly confirm it.
    (0)
    Synapse | Tonberry
    http://www.synapse-guild.com
    http://na.finalfantasyxiv.com/lodestone/character/1562617/

  5. #5
    Player
    Janhyua's Avatar
    Join Date
    Aug 2014
    Posts
    451
    Character
    Janhyua Yotsuyu
    World
    Tonberry
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Tila View Post
    What the hell am I supposed to do on part 4 as a tank? Do I just soak up fire balls and tethers? Is there a point in keeping hate on the boss?
    Oh yea better keep that hate sky high because they shoot rocket and laser beam that hurts like a trunk from time to time ranging from 2-5k taking those orb along the way at the same time you will be dead if the healer stop for a Sec
    (0)

  6. #6
    Player
    ShaneDawn's Avatar
    Join Date
    Jan 2015
    Location
    New Gridania
    Posts
    478
    Character
    Shannon Dawn
    World
    Moogle
    Main Class
    Bard Lv 90
    Quote Originally Posted by Janhyua View Post
    Oh yea better keep that hate sky high because they shoot rocket and laser beam that hurts like a trunk from time to time ranging from 2-5k taking those orb along the way at the same time you will be dead if the healer stop for a Sec
    If you have a NIN on your party, make sure he Shadewalkers you for aggro when he can. Helps out a lot.

    He can also smoke bomb a high-threat dps if you have issues keeping aggro while pulling mechanics.
    (0)

  7. #7
    Player
    Gorlioliolio's Avatar
    Join Date
    Aug 2013
    Posts
    135
    Character
    Shaggy Grant
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    OT at beginning needs to get agro on opposite leg, then provoke and reestablish every time they come out of tube as it drops your agro and he starts shooting people.
    (0)

  8. #8
    Player
    Classikal's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    112
    Character
    Daq Kiri
    World
    Hyperion
    Main Class
    Archer Lv 60
    Quote Originally Posted by Altijacek View Post

    Key aspects of floor 3: Negative and positive not sure how to handle, but we threw the positive guy into the water and the Debuffs went away and nobody took damage. That might work. The hand does a knockback attack so be in the center.
    Basically, the two people that are tethered by the polarization need to watch the other person they are tethered to. If they both have the same mark, (ie: + and + or - and -) they need to stack on each other, and if they are opposite signs they have to stay away from each other.

    A trick that helps simplify this mechanic in Duty Finder, is to mark the two side of the middle circle of the arena with Waymarks A and B. That circle is big enough that the two people will be far enough away form each other if they are opposite polarizations. When the mark appears on your head. If you have +, you run to the "A" waymark, and if you have -, you run to the B waymark. Quicker to explain to new people and everyone only has to watch threir own head instead of the whole PT's.
    (0)