1. FFXIV Reset Timers
    Last daily reset was 14 hours, 27 minutes ago / Next daily reset is in 9 hours, 32 minutes
    Last weekly reset was 2 days, 7 hours, 27 minutes ago / Next weekly reset is in 4 days, 2 hours, 32 minutes
+ Reply to Thread
Page 3 of 118 FirstFirst 1 2 3 4 5 13 53 ... LastLast
Results 41 to 60 of 2353
  1. #41
    Hydra
    Join Date
    May 2014
    Posts
    111
    BG Level
    3
    FFXIV Character
    Hydrox Killjoy
    FFXIV Server
    Hyperion

    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

  2. #42
    CoP Dynamis
    Join Date
    Sep 2013
    Posts
    271
    BG Level
    4
    WoW Realm
    Jubei'Thos

    Quote Originally Posted by Tymon View Post
    TP starvation on T10 is real as fuck. Pre-2nd adds too.
    T11 is just as bad. No reason to stop dps until 60% - at least in T10 you have downtime for charges and cyclones.

  3. #43
    Campaign
    Join Date
    Sep 2007
    Posts
    6,650
    BG Level
    8
    FFXIV Character
    Sean Kipling
    FFXIV Server
    Midgardsormr

    Can heat lightning affect the 2nd highest enmity target?

  4. #44
    CoP Dynamis
    Join Date
    Sep 2013
    Posts
    271
    BG Level
    4
    WoW Realm
    Jubei'Thos

    Quote Originally Posted by Uryuu View Post
    Can heat lightning affect the 2nd highest enmity target?
    yes

  5. #45
    Old Odin
    Join Date
    Dec 2011
    Posts
    6,197
    BG Level
    8
    FFXIV Character
    Seravi Edalborez
    FFXIV Server
    Hyperion
    FFXI Server
    Titan

    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.

  6. #46
    Bagel
    Join Date
    Nov 2005
    Posts
    1,390
    BG Level
    6
    FFXIV Character
    Ellatrix Reatori
    FFXIV Server
    Sargatanas
    FFXI Server
    Fenrir

    Quote Originally Posted by Uryuu View Post
    Can heat lightning affect the 2nd highest enmity target?
    The only target it doesn't hit is MT.

  7. #47
    Campaign
    Join Date
    Sep 2007
    Posts
    6,650
    BG Level
    8
    FFXIV Character
    Sean Kipling
    FFXIV Server
    Midgardsormr

    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...

  8. #48
    Puppetmaster
    Join Date
    Apr 2012
    Posts
    51
    BG Level
    2
    FFXIV Character
    Renavi Silenas
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    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).

  9. #49
    CoP Dynamis
    Join Date
    Sep 2013
    Posts
    271
    BG Level
    4
    WoW Realm
    Jubei'Thos

    Quote Originally Posted by Uryuu View Post
    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...
    Happens pretty often. They probably just got lucky for the kill attempt - thats how most kills go.
    It's 3/7 targets so would be very rare for the OT not to get hit.

  10. #50
    Campaign
    Join Date
    Sep 2007
    Posts
    6,650
    BG Level
    8
    FFXIV Character
    Sean Kipling
    FFXIV Server
    Midgardsormr

    Admittedly we did not try tank swapping, so we'll be doing that tomorrow. Thanks for the tips.

  11. #51
    Black Belt
    Join Date
    Oct 2006
    Posts
    5,668
    BG Level
    8
    FFXIV Character
    Arthars Menethil
    FFXIV Server
    Chocobo
    FFXI Server
    Odin

    im wondering if perfect dodge can complete avoid the charge from T10 boss

    that will be soooo broken

  12. #52
    Old Odin
    Join Date
    Dec 2011
    Posts
    6,197
    BG Level
    8
    FFXIV Character
    Seravi Edalborez
    FFXIV Server
    Hyperion
    FFXI Server
    Titan

    ^ Confirmed by our BLM, Wild Charge is magical so no cheesing it.

    Final Coil Turn 1 (Turn 10)
    Spoiler: show
    Imdugud: This fight is in a circular arena somewhat like Turn 7. Entry at south, boss starts at north.

    The arena is made up of rings that fill in as the fight goes on (hp% or time?), starting from the outside rings and going inwards. Standing in a bad ring section = 1.1k/tick damage.

    Dig Dug has an extremely wide instant-cast frontal cone (Crackle Hiss); and should be pointed away from the party. It also has a thinner rear-cone (Spike Flail) with a cast time. Tank-killer move is Critical Rip; have seen it do in the realm of 7k+ without proper mitigation but it's not that bad.

    The main mechanics are Wild Charge (blue/purple mark) and Erratic Blaster (red).

    Wild Charge picks a non-tank and marks them with a blue/purple ball. After a short time that player is stunned and gets a vulnerability up debuff in an AoE. Dig Dug then charges that person for a lot of damage and knockback. Anybody in the path splits the damage* and is also knocked back. If anyone dies to charge, Dig Dug gets a stack of Static Charge for each person that died (more on this later).

    *Wild Charge deals a high amount of damage (~10k+?) that drops off with range (Shield Oath PLD with no other CDs takes 5-7k from one half of the center circle to the other), then every additional person after the first is hit with significantly less damage. The person who was targeted should be the furthest away, as they need the hit mitigated most. Basically, you want to stack in a line at a decent distance from Dig Dug, and have the tank hit first and target hit last. He always follows charge with a cone at MT so MT should not stack.

    Erratic Blaster picks a party member with a red ball. This player will take a moderate hit (~500ish?) after a bit; if the hit dealt damage they will get a debuff that explodes for a lot of damage (5k, more if boss has Static Charge stacks) and inflicts Para, much like T9 thunder. If you can mitigate the initial hit, the second won't come out. If the second hit comes out, Dig Dug gains another stack.

    Around 85% the first adds spawn. During this time, Dig Dug uses Electrocharge and builds stacks of Static Charge. He will not move and just goes Invincible.

    2 Son of Imdugud and 2 Daughters, in NW / NE / SW / SE corners. Tanks should take west/east spawns respectively and take them to opposite corners (say, SW and NE). These both have Spike Flail. Sons have Crackle Hiss (the huge frontal cone). Daughters will do Erratic Blaster, meaning you'll have to deal with 2 of them at a time for as long as they are alive. If 2 Sons or 2 Daughts are together, they get super-buffed. We advise killing Daughters first, then Sons. You will then have like 20ish seconds to beat on Dig Dug without him doing anything. After a certain amount of time (hp % push?) he uses Electric Burst; a Megaflare-like attack based on his charges. 15+ charges is basically a wipe. He will get 1-2 more charges than what he currently has after you switch back to him when adds are dead. We're currently getting it down to 7-9 stacks.

    After this, it's a lot like phase 1 but with an extra move: Heat Lightning. This targets 3 people other than the MT (including OT) with a short AoE that deals ~3k damage and a short vulnerability up debuff. Every second Heat Lightning is followed by Wild Charge. So 3 people with Heat Lightning should not be in Wild Charge's path. The other 3 people and whichever tank does not have Heat must soak the charge as normal. Sometimes you will have to do a very fast tank swap for this, or OT will have to pop a big cooldown.

    55%ish is the 2nd add phase. Awhile into it (ballparking 30 seconds) another Son (northish) and Daughter (southish) spawn, so you have to have at least killed one of each by this time. Caster LB3 would be nice at this part for the original set of 4.

    This is about as far as we've personally gotten.

  13. #53
    Sea Torques
    Join Date
    Jul 2012
    Posts
    574
    BG Level
    5
    FFXIV Character
    Taruto Shippuden
    FFXIV Server
    Gilgamesh
    FFXI Server
    Siren

    I have a quick question about t11 so i'll spoiler it:

    Spoiler: show
    After the add phase, when the boss becomes targettable again and uses it's roomwide AoE. How do you handle the 3 (from what I remember) blue-ish tethers that hook on from the boss. We've tried break them like vines in t6 and each time it's just rekt our worlds. Any input on how to handle this mechanic?

  14. #54
    Bagel
    Join Date
    Nov 2005
    Posts
    1,390
    BG Level
    6
    FFXIV Character
    Ellatrix Reatori
    FFXIV Server
    Sargatanas
    FFXI Server
    Fenrir

    Random accuracy numbers (tank)

    T10 capped 517, didn't try less
    T11 not capped 521, capped 529

  15. #55
    A. Body
    Join Date
    Jun 2007
    Posts
    4,445
    BG Level
    7
    FFXIV Character
    Sir Taint
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus

    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.

  16. #56
    New Merits
    Join Date
    Jul 2014
    Posts
    206
    BG Level
    4
    FFXIV Character
    Bokchoy Mcnuggets
    FFXIV Server
    Sargatanas

    Quote Originally Posted by Seravi Edalborez View Post
    55%ish is the 2nd add phase. Awhile into it (ballparking 30 seconds) another Son (northish) and Daughter (southish) spawn, so you have to have at least killed one of each by this time. Caster LB3 would be nice at this part for the original set of 4.

    This is about as far as we've personally gotten.[/spoiler]
    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.

  17. #57
    A. Body
    Join Date
    Jun 2007
    Posts
    4,445
    BG Level
    7
    FFXIV Character
    Sir Taint
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus

    ^ 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.

  18. #58
    New Spam Forum
    Join Date
    Sep 2013
    Posts
    189
    BG Level
    3
    FFXIV Character
    Hitome Naoki
    FFXIV Server
    Sargatanas
    FFXI Server
    Bismarck

    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.

  19. #59
    An exploitable mess of a card game
    Join Date
    Sep 2008
    Posts
    13,258
    BG Level
    9
    FFXIV Character
    Gouka Mekkyaku
    FFXIV Server
    Gilgamesh
    FFXI Server
    Diabolos

    Healer Bracelet/Belt (T11).

  20. #60
    The Defense is ready, Your Honor
    Join Date
    Sep 2007
    Posts
    20,339
    BG Level
    10
    FFXIV Character
    Lord Longhaft
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus
    WoW Realm
    Mug'thol

    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.