Before the battle started I dedicated the fight to Yoshi P and we won!
Yay.![]()
Before the battle started I dedicated the fight to Yoshi P and we won!
Yay.![]()
Fighting Yoshi-p is like fighting Andross, He's just a big floating head in game that kicks your ass!
No no no not fighting him. Its like saying we win for Yoshi-P then winning!
lol how did you win this? Once he 2hrs in the final phase, we can never get the last 2 meteors down before they blow up, thus, we die. ><
Healer strike is ridiculously foolish and accomplishes nothing
If you know that the meteors are your problem, then I'm afraid there's little additional advice anyone can provide other than to do more damage to the meteors. Ask your BLMs to get better gear perhaps, or bring more BLMs into the fight (the standard procedure is to have two).
Beat it twice so far, but here's some tips that really helped us through it.
-Positioning of the Tank and Mage party is Vital. Like Coincounter there is an ideal distance where you don't want to be too close because of Leg Sweep but not too far away to avoid that Drain move.
-Save for Meteors and the Drain move this fight is mostly Physical Damage so the tank should be carefully cycling his moves to maximize mitigation. (IE: Aegis Boon > Wears > Divine Veil > Wears > Sentinel > Wears > Repeat)
-Bards should be doing Sacred Prism > Stoneskin everytime a party member/s get hit from being a little too close to leg sweep to help minimize damage on the party. If Sacred Prism is down Stoneskin the Tank and have one of the WHM's Sacred Prism > Stoneskin the Party.
-About 11-15% in the second fight the Bard should pop Battle Voice and Ballad the entire group (Including those up Stairs) before Nael Van Darnus warps to do his Meteor Spam. This helps ensure everyone has ballad for the entire Meteor Phase and helps ensure they don't run out at critical moments.
-During the Meteor Phase the WHM's should be sleeping the Golems and assisting with Nuking the Meteors when they can. The Tank and DD's will not need healing for this part and it's essential that all the Meteors are taken out.
-To add the Tank should be full on DPSing on Nael Van Darnus during The Meteor Phase, ignoring hate management abilities because your trying to keep him from massively regening when it's just you and maybe one or two DD's. (Goring and Riot Blade are wonderful for this part considering he doesn't change position and the debuffs help keep damage up and his hp down)
-After Nael Van Darnus's Meteor Phase if your PLD using Hallowed Ground as a precaution after you reach the bottom of the stairs and pulling him gives your healers a little breathing room considering you might miss Benediction and it will take a moment for the mages to heal you.
Hope that helps.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
My group and I tried it and ALMOST won, but we were stuck on the Meteor phase for a good TEN minutes thinking Van Darnus comes down by himself. Well, he didn't. With about 5 minutes remaining our BRD and DRG finally got him down, we survived 2hour, but he was over half way healed and his AoE killed a few of our members. Didn't have enough damage nor time to kill him. . . and maintenance happened. Trying again after maint
For meteors, split 2 BLm and 2WHM up top to kill them. If they're geared well enough you shouldnt really see the meteors go past them. Our BRD kept Ballad up and helped kill them the couple of times they got close to the ground.
Should the dd's be on the same side of Nael as the tank? for double chariots and drain move? I'm having problems with it
Retired FFXI character: Ranok of Sylph
I've won the fight a couple times and the DDs were always behind Van Darnus (moving as needed to combo), but I don't know what standard procedure is. The trouble with having them in front is that Van Darnus has a couple front-conal weaponskills (I could be completely wrong about that...?).
Later on in the fight he will do his AOE knockback twice in a row followed by the wide-range AOE drain (I believe he almost exclusively does this once he starts doing it). If your mages are in a safe range and you get knocked back with the first AOE past them, DO NOT run in immediately as you will most likely get hit by the second one and knocked into the drain range. Run in after the 2nd aoe animation.
Also, make sure Featherfoot is up at all times on all close range DD. It makes a gigantic difference and you will actually avoid quite a lot of damage that way.
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