Game seems to only register the effect of Hallowed Ground after the animation is complete, fucking annoying
Working
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inTended
yeah it's little bit annoying too for BLM with manaward
Yeah, miss-typed that by accident.
As I stated, even on ADS I have enough time to get silence off when spamming both GCD and non GCD abilities. Unless you have latency issues animation lock should not be an issue. I was wrong and you were correct regarding the tank buffs with a long particle animation though.
I have a love and hate relationship with the particle animation bullshit; took zero damage from Titan's astral flow earlier because I was broken out of the rock in the middle of the animation. I wonder how much of the particle animation problem is client side and how much of it server side. For example, would turning off all battle animations make hollowed ground take effect earlier?
How have we missed the obvious - we're supposed to replace the animation files for Hallowed Ground and Benediction with Carbuncle's glow.
congrats on the world first twintania kill!!!
lmao
Any FCs here use a tank rotation on twin? We downed it last week single tanking it the whole fight and it seemed like in some spots that cool down rotations got extremely tight. Want to get some healer opinions on single vs rotation tanking it to maybe make life easier for our healers on future kills.
From a healers stand point, it shouldn't matter who is tanking. Tank swapping is actually a good idea if you can coordinate it with your group. Making use of both tanks and their CDs is very smart use of personal.
After dealing with T2, tank swap healing should be part of any healers resume.
The idea of tank swapping is taunting during Death sentence so that any melee swings after hit your OT and prevent a tank from being killed essentially instantly. It happens but it's rare enough that we never saw the need to do it. I'm just looking for some more healer input before we change up something that's worked for us.
I can't speak as someone who has killed her because my group only goes about twice a week, if that, and are just getting tech on her as of the last few days.
However, since you are asking about what seems to be the panic of Death Sentence: My WHM co-healer and I have no issues. I have alarms set up for DS and I cast adloq, WHM usually casts SS which leaves him enough of a shield so that generally even if she crits and attaches an auto attack to the DS our MT won't die. I immediately chain the Adloq into lustrate and then physick as necessary. Only time it really caught us was when tank wasn't topped and he did a 5.9k DS crit with an auto attack and he just instantly dropped. Seems rare though.
Our MT has 6.7k HP for reference.
What gets me is when DS hit the tank for 90% of his life, and even though I pre casted perfectly the heal debuff is so strong I can't overcome it in any meaningful way.
What I think would be best is if the off tank just provokes every time DS is cast, and then the main tank vokes back once he is full.
Finally got some attempts in tonight and managed to push her to 10% before she killed us with her enraged aoe wipe spell. Our tanks have 6.3k and 6.4k HP and we just single tanked her in the last two phases (tank swap during the conflag phase). Our SCH pre-shields the Death Sentences and I time it so my Cure II lands right as the DS hits - haven't really seen a need to pre-Stoneskin it but I know groups that do that on top of the SCH bubble for maximum safety. This frees up the offtank to stun the Dreadknights so it works out pretty good.
So Yoshi's figure of only 100 people beating T5 before 2.1 is probably looking a little bit conservative at the moment right?