t10 was hella fun fight, glad we got it down. took us 2~ hours? with so much info around it made it pretty easy to be prepared before even going in
t10 was hella fun fight, glad we got it down. took us 2~ hours? with so much info around it made it pretty easy to be prepared before even going in
Can heat lightning affect the 2nd highest enmity target?
Re: t10 charge and OT with heat lightning
Think of it like Thermionic Beam with damage dropoff. Let's arbitrarily say it does 10k damage at point blank range, first target hit. It does gradually less the further away the target is, then every target after the first takes way less damage (ergo the usual of OT first to hit and marked person [with vuln down] as last).
In the case of OT with Heat Lightning, what we've been doing is: load Fast/Heavy when you see that preceding Heat Lightning. If you as OT get one of the Heat hits, voke immediately and follow with Savage-Halone / Skull-Butcher and old MT needs to take your place as charge bait ASAP. The vuln down will wear off after it charges.
You can also, while learning, pop Hallowed if your OT is PLD and forget having to deal with it once. And I think I survived it with Sentinel once even with heat but don't quote me on that yet.
Boss will gain stacks every time it kills with charge, or successfully gets the redmark thing to go off (the first hit isn't mitigated enough to avoid the debuff that causes the second hit).
Gonna edit in a brief writeup on the turn in spoiler tags below, if you care to know. We're still dealing with 2nd adds ourselves so not 100% sure on some stuff.
We keep having situations where the OT gets hit with Heat Lightning and needs to Holmgang to live when he helps us absorb the charge. Then he gets hit with Heat Lightning the next time as well and we basically have no way to keep him alive at that point, and he just dies.
Anyone else run into this issue? Or is this just bad rng? Watched a video of a jp group and their OT never once got hit with heat lightning so it makes me think we just got unlucky as shit because it kept happening over and over and over...
Our OT gets hit with Heat Lightning, if it happens and Wild Charge is immediately after, the tanks just swap right there. Vulnerability debuff wears off before the boss actually attacks the new MT(Old OT).
Admittedly we did not try tank swapping, so we'll be doing that tomorrow. Thanks for the tips.
im wondering if perfect dodge can complete avoid the charge from T10 boss
that will be soooo broken
^ Confirmed by our BLM, Wild Charge is magical so no cheesing it.
Final Coil Turn 1 (Turn 10)
Spoiler: show
I have a quick question about t11 so i'll spoiler it:
Spoiler: show
Random accuracy numbers (tank)
T10 capped 517, didn't try less
T11 not capped 521, capped 529
Got t10 to 10% before we had to call it a night. Well made fight.
For the adds always do daughter first since son leaves the AOE floor behind after he dies.
2nd set we Mage Lb3 all 4 adds. Burn the OTs then he picks up the new adds while dps burns the MTs.
During phase 3 we tank swapped if the OT got the debuff. Swap Mt soaks the wild charge then we swapped right back after the frontal cone.
Caster LB3 is exactly what we do. You can either kill one tank's daughter and the other tank's son, and have each tank grab the corresponding add as they pop. Alternatively, you can kill one tank's adds and have him pick up both new ones (this is how we do it but I think the first way is better.)
Once you kill the six adds, you burn the boss to about 47% and you get to the final phase.
The final phase introduces one new mechanic: Cyclonic Chaos.
A lightning tether attaches the boss to one non-MT target chosen at random. After a brief delay, the tethered target blows up and splits roughly 12-13k damage split between all targets stacked on that target. You want at least two other people to stack with the tethered target. All targets who getting hit by this get the 8s vulnerability debuff (same one as from previous phases). It will also instakill anyone already vulnerable from a Heat Lightning.
Cyclonic Chaos either comes paired with Heat Lightning or with Wild Charge.
Heat Lightning + Cyclonic Chaos: Chaos target goes to the middle. Everyone is spread out. Everyone who does NOT get hit by the Heat Lightning (except MT) collapses on Chaos target and shares the damage with him.
Cyclonic Chaos + Wild Charge: Chaos target goes to the middle. Two people go to the Chaos target and share the damage with him, then vacate the center. Meanwhile, the Wild Charge target (blue marker above his head) runs to the back, and the remaining three people (OT + two others) block the Charge as normal. Basically, everyone except for the MT splits into two teams. One team (Chaos target + two others) deals with Cyclonic Chaos, then the other team (Charge target + OT + two others) deals with Wild Charge.
It's also important to note that any time you screw up a mechanic and have someone die, the boss does an Electric Burst (room-wide AoE), adds Lightning Vulnerability debuff to everyone and gives himself a damage increase buff. This prevents you from being able to circumvent mechanics by sacrificing people to mechanics and just rezzing them after. You can't rez yourselves to victory like you can in Turn 9.
The final phase follows this rotation: (with the usual frontal cleaves, tail whips and Death Sentences in between)
1. Heat Lightning + Cyclonic Chaos (see above)
2. Prey (easy)
3a. Cyclonic Chaos + Wild Charge (see above)
3b. Heat Lightning + Wild Charge (same as the 78-55% phase)
Whether he selects 3a or 3b seems to be completely random, but he will always pick one of these so the party has to respond accordingly.
Rinse repeat 1 > 2 > 3a/3b until he dies, or you die, or until hard enrage (entire platform covered in lightning).
Other Random Thoughts
We found this fight to be pretty easy. Like, easier than Turn 6 when that was new. Certain sequences of mechanics will still take teamwork and learning. However, what makes this fight easy is that it gives you so much time between these sequences to mentally prepare you for the next sequences.
To be specific:
- The first phase starts. Transitions into adds phase at 85%. Boss casts a 5 second Electrocharge to signify that the adds phase is starting.
- Adds are dead. Burn the boss for about 7-8% and Boss casts Electric Burst to signify that the next phase is starting.
- Boss alternates between Prey and Charge in the second phase. Prey is super easy to deal with so it's like getting a long rest between Charge phases.
- Transitions into second adds phase at 55%. Boss casts a 5 second Electrocharge to signify that the adds phase is starting.
- Adds are dead. Burn the boss for about 7-8% and Boss casts Electric Burst to signify that the next phase is starting.
- For the final phase, the Boss sticks a Prey in middle of his rotation that is basically like a 20 second break from having to do anything that requires teamwork or thinking.
Compare this to the final phase of Turn 9 where it's just a constant barrage of mechanics with not a lot of time to regroup between them.
^ great write up.
The 3a 3b explains a lot of our problems. We immediately thought we were having bad phase changes since the first 2-3 times we got 3a so we prepped for it and got 3b.
He also soft enrages but you can heal through it for a probably 30 seconds. 1100 floor damage covers the whole zone.
Can anyone confirm or deny whether the front (tank) charge target's damage taken is based on range from the boss? I know Seravi stated it was but I couldn't get much testing in last night since it seemed so random. Sometimes it'd take people down to 1000 HP (or one shot them) and other times it'd barely leave a dent.
Also, thank you very much for that write up! That alternation between 3a and 3b explains a lot.
Healer Bracelet/Belt (T11).
Looking forward to round 2 tonight. I knew I'd need to do a tank swap if I got Heat Lightning pre-charge without hallowed.