At what point can I be confident in my gearing to attempt Garuda? Just a few Darklight pieces?
At what point can I be confident in my gearing to attempt Garuda? Just a few Darklight pieces?
A decent mix of keep greens and darklight is fine for Garuda.
I main tank Garuda with darklight accessories and green gear from keep with no issues
Two quick questions regarding Titan fight:
"If you take too long you will need to pop the tanks limit break during the end stomps because he will do 10+ of them and wipe your entire party even with defensive buffs and spam heals."
So he does more stomps the longer the battle lasts? We've been farming the limit break up to 1.5 prior to dpsing him and dying to 5+ stomps after the heart. We've tried 2WHM+SCH and 2WHM.
1) Are we best to DPS him from the start and not build up LB?
2) What party composition would be ideal for this fight? I'm particularly interested in the number of healers you guys recommend.
Thanks in advance.
He onlys starts "building" stomps after Earthen Fury. He'll start at 4 and add 1 each rotation. By the time he's doing 8 he should be dead or nearly dead. Some are taking 3 healers because of how healing intensive this fight is but it's very doable with 2, it all depends how good your party is at avoiding shit.
so are there any elemental weaknesses that a MNK can take advantage of, particularly the primal fights? I feel like its dumb to use fists of fire on ifrit, but every run I've seen with a MNK in it runs fists of fire.
They decided not to make elements automatically strong or weak as a whole against individual targets since 2.0. They just tied the elements to different attributes/buffs/debuffs so they are chosen for those reasons instead of facing a very "elemental" mob and having 1/3 of your elemental skills/spells be rendered useless.
Also, I don't think Fists Of abilities actually change the element of your attacks anymore (the status effect tooltip is outdated and still says you're draining mp, so don't use that as a reference), so the elemental weakness discussion is completely irrelevant. Should be easy enough to test on regular mobs with the Foe Requiem if you really aren't sure, but the skill description doesn't mention it.
Anyone have a list of buffs/debuffs from the Coil turn 2 orbs?
monitoring node -> (vacuum wave) -> gives dmg dealt up
sanitary node (right) -> (uses ballast) -> gives piercing resist
attack node (right) -> (uses gravity field) -> gives blunt resist
quarantine node (right) -> (uses allagan rot) -> gives haste lol
defense node (left) -> (uses chain lightning) -> gives slashing resist
attack node (left) -> (uses firestream) -> gives magic resist
Perfect, thanks.
One more coil question. In turn 4 does anyone have a translation for the buffs that are still in Japanese with the stoneskin icon? None of us read Japanese. :/
If you get a chance to screenshot it someone can probably take a stab at it.
vs Wanderer's Palace Tonberry King, if your healer is good with Esuna, the tank can kite the main boss while the DPS rushes it and ignore the adds. I've had to do this a few times when the DPS didn't have ranged and didn't want to run around. Save level 2 LB for when Slashers come up, also a good idea for tank to use Hallowed Ground during that time.
http://imgur.com/a/e2WtY
The buffs. Know what they do now but still a proper translation would be cool.
Figured I'd add the Dzemael Darkhold info:
Sub-boss #1 "All Seeing eye"
Adds : Yes
The "all seeing eye" flys around the cave. He is invulnerable and his aoe move "eye on me" does massive damage. Key is to pull him to the purple light near a crystal to make him vulnerable and mitigate his AoE damage. Trick is, the crystals slowly lose power over time, so when the crystal you're at shuts off, you will need to drag him to a new crystal. Spawns adds in groups of 2, but are easily DPS'd down.
Sub-Boss #2 : Taulurd
Adds: Kinda, though they aren't targetable.
Tank should pull the boss so that the tank's back is to the wall. Taulard has 2 front conal aoe moves that can be avoided. Trick of this fight is that Taulard will call in adds that stand on the ledge above you and target random party members with a ranged AoE. Just avoid the taget circles on the ground and you should be fine. Spreading out helps. Fight can be hectic on mages with all the dancing needed.
Main Boss: Batraal
Adds: No
This guy has a strong front conal AoE, so only the tank should be in front. He also randomly targets party members regardless on enmity for a ranged attack. During the fight, he will Link himself to a crystal (long purple beam). During this time he will be invulnerable until the crystal is destroyed. He will also "choose" a member at random and target them with a KO move called "desolation". This is a one-shot kill with a hit-box like Titan's landslide. He will try 3 times to kill the same player, after which he will choose another player at random if the crystal has not been destroyed. If you are the targeted player, it is important that you do not cross between Batraal and the crystal as you may inadvertently get your party members killed. At around 25%, Batraal will start randomly casting "Desolation" and will also put poison pools on the ground which need to be avoided.