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  1. #1
    Player
    Atoli's Avatar
    Join Date
    Jun 2011
    Location
    Posts
    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    Ideal is what you can handle.
    You don't HAVE to burn down the honeycomb. You can attack it until the bees spawn, kill the adds, then keep attacking the honeycomb again until the next adds spawn, kill them again and so on. They spawn based on % HP of the honeycomb, not based on how much time has passed, so if you regulary have tanks dying to the bees, ask you group beforehand to please kill the bees before they proceed to destroy the wall.

    If you feel comfortable to burn the wall down though, there are a few things I do to handle it. First, and most importantly, I make sure to NOT use Essential Dignity/Lustrate until the sting has hit, as well as keep the tank close to full HP all the time. A bit of overhealing is fine there Because otherwise the sting will kill the tank instantly, or if he survives with a few hundred HP and I don't have Essential Dignity ready, he'll die from the other adds hitting him with their normal attacks while I'm still casting a normal heal.
    Something else I do is keep the first bee that appeared in focus target. When I see it casting Final Sting, I use Celestial Opposition and pray to the stars that no stupid DPS already made it immune to stuns.

    With this, I usually have no trouble keeping everyone alive until the wall is down and everyone can jump into the boss room
    (1)

  2. #2
    Player
    marewa's Avatar
    Join Date
    Nov 2013
    Posts
    256
    Character
    Jadzia Dolet
    World
    Ultros
    Main Class
    Arcanist Lv 90
    On another note, this dungeon is beautiful at night.
    (0)

  3. #3
    Player
    Tsilyi's Avatar
    Join Date
    Mar 2015
    Location
    Limsa Lominsa
    Posts
    223
    Character
    Tsilyi L'sombra
    World
    Behemoth
    Main Class
    Ninja Lv 70
    Bee clouds and Orn Hornets are the ones that final sting. the rest do not afaik. So kill those.
    (0)

  4. #4
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    It's only the Orn Hornets. The Healer should (normally) not have to worry about this. I've run it on healer with a Paladin who didn't pop any cooldowns for the bee swarm (requiring me to just bomb him with heals - couldn't even break to swift a holy if I wanted to) and he dropped to final sting because he didn't stun it.

    As a tank, you should be holding your stun, maintaining hate, cycling cooldowns and *single-target-dpsing* the Orn Hornet. You should be able to kill it before the second one spawns (be sure to stun Final Sting). Never blame the healer if the tank dies to Final Sting. It's generally the rest of the party's job to make sure that doesn't happen.


    Aside from that, as a healer, I just do what my tank is comfortable with. I can heal through the bees if I have to, but I generally prefer it if the party kills the group at the first honeycomb before running to the second. When I tank it, that's what I do, just because I know how much strain is put on healers when you make that obnoxiously huge pull. I'd rather one-shot than wipe while trying to shave off 1 minute of dungeon time.
    (0)

  5. #5
    Player
    Atoli's Avatar
    Join Date
    Jun 2011
    Location
    Posts
    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    It's sweet how people still expect others to do their job if it involves more than "blindly hitting the first thing I see"
    It's the healer's job to keep everyone alive, so there is no point in playing the blame game after someone died, since I DO have the ability to stun/knockback.
    Yes, tanks and dps have that too, but, again, would you really rather rely on other party members only to be blamed later?
    Because, after all, they have one argument you can't say anything about: final sting does not kill the tank. Your lack of healing or reaction speed kills him. The fact that it is WAY HARDER to save a tank who got hit by final sting than to just stun the cast does not matter, in the end the tank died to something that doesn't take his full HP, so it's the healer's fault if he drops.

    That said, I dislike the full pull too. There is just so much dmg I have to heal away, that both tank and healer end up pretty spent on mana once we enter the boss room. And being still engaged, the regeneration takes ages. In that time, we could have just killed the first group up there..xD
    I know how to conserve enough MP to start the fight immediately, but then you get DRKs and PLDs who are like "I'm ooM, we can't start yet or I won't be able to aggro the adds" and ignore anyone who tells them that they do not need to be aggro'd.
    And then there's the group of tanks who flatout refuse to start a fight without the healer at full MP, even if I explicitly say I'm fine and we can start.
    So yeah, the big pull does not end up saving as much time as many people think it does
    (0)

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