A6s Tips, haven't been to far in the fight since my group has been having some attendance issues (a lot of RL stuff popping up for peeps). But still some things I noticed :
Blaster
- Howling Fists : Don't use it in your opener, you can hit 3 of the Blaster Mirages during the DPS check if you back up far enough. This means you get 3 Hits instead of 1 if you just wait ~40 Seconds into the fight.
- You can hit two of the Blaster Mirages with Rockbreaker if you back up far enough.
- You can hit all 5 Blaster Mirages with Elixir Field if you stack on top of the middle one.
- I wouldn't put any dots on the mirages (maybe Demo but I haven't counted the tics yet)
- Don't end up being the person doing the Mind Blast mechanic
- Since I do not think TP will be an issue, you can look into using Arm of the Destroyer instead of Bootshine to hit all 5 of the Blaster Mirages (Only worth it while all 5 are alive). 5 X 50 Potency = 250, (1 Crit ~275 Potency, 2 Crits ~300 Potency, 3 Crits ~ 325 Potency, 4 Crits ~ 350 Potency, 5 Crits ~ 375 Potency). Compared to Bootshines 225 Potency (150 * 1.5 Crit Modifier) Of course this changes a bit due to the Crit Damage Modifier added in 3.0 but this is close enough to show my point.
Brawler
- Try and end up being the person baiting the closest Stun Lock attack, so you don't need to move away from the boss.
- I suggest you just hold shoulder tackle to handle the mechanics where you do need to back away from the boss.
- This is a pretty straight forward fight until the end so there isn't much you can do but try and sneak back in early for mechanics. You don't need to actually wait for the single target missile to go off before you go back in btw, you can run back in when he starts turning and you shouldn't get one shotted. (Just don't Shoulder Tackle immediately after he starts to turn, wait like half a second or so).
I do wonder though if it would be better to do the full rotation from Arm of Destroy > Twin Snakes > Rock Breaker, or just spam Arm of the Destroyer until the first Mirage Blaster dies or you are about to lose GL and need to then finish out the rotation.
Last edited by Ossom; 03-15-2016 at 09:05 PM.
Both melee can stay on the boss (if you run a double melee comp) on the left and right of the boss at max range within striking distance. You could also bait this so 1 melee is always closer and have all melee based classes on the boss.
I don't understand how you're getting 3 of them. it seems too far. Which one are you targeting when you're doing it?A6s Tips, haven't been to far in the fight since my group has been having some attendance issues (a lot of RL stuff popping up for peeps). But still some things I noticed :
Blaster[LIST][*]Howling Fists : Don't use it in your opener, you can hit 3 of the Blaster Mirages during the DPS check if you back up far enough. This means you get 3 Hits instead of 1 if you just wait ~40 Seconds into the fight.
I'm pretty sure you can hit 3, target the middle one and clip into the closest one, it should clip the further one also. I might be wrong, but I'm pretty sure I'm hitting 3.
I know other classes, that rely heavily on lining up their buffs can cheese their 3min parse on the dummies but if they would to go for longer after that their dps would start to drop off because they are holding their cooldowns for so long.
For instance, MCH's Wildifire is 90 Second Cooldown, so no matter what they do they can only use it twice in the SSS, so instead of using it immediately when it comes back up like you do for the normal rotation, you can just hold it until when the majority of your buffs are back up for it. Which is a huge temporary dps boost.
Last edited by Ossom; 03-24-2016 at 09:24 PM.

I'll add this when i get home from work. Thanks ossom. I've just recently downed a5s and unluckily we downed it while i wasnt recording so may need to wait another week or so for the visual guide lol.
Plus to everyone if your looking for more accurate guide for a3s and a4s i wont be putting that since i never downed the fight due to raid group and latency issues by members. I dont even wana talk about it... If you want to submit your own guide here i will post it.
I know that MNK is already all about being the kings of sustained, but anyone find that sometimes you start a fight a little off some nights but then get your act back together and really get in the "zone" and suddenly you plow past everyone else where previously you were lagging behind? Minor note but always curious when it happens to me.

Is it worth it to use PB for damage after opener, or should I just save it in case I need it?
if its the first, then what would be the highest output duration during PB? (I think this was asked in a previous page, but never was answered)
The thing is there are far too few fights that allow you to simply burn off PB mid rotation without the consequence of losing stacks later on due to mechanics. Most like myself will just save it. I haven't practiced much with a set non opener PB but I would probably just go with using a modified opener rotation that replaces the initial snap punches with more crit bootshines or true strikes (note do not try to be fancy using Tornado Kick - it's not worth it). The only other times I recommend using non opener PB is for spamming rock breaker in dungeons or certain guantlet type fights.
I don't do real raids anymore but when I did I liked to save PB. Without fail when I use PB to do extra damage I will get shafted on mechanics and lose GL...
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