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  1. #981
    Old Odin
    Join Date
    Dec 2011
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    FFXIV Character
    Seravi Edalborez
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    Hyperion
    FFXI Server
    Titan

    Having 0-1 melee is ideal for Twister/Dreadknight since more ranged in that part means they can start DPS on Dreadknight sooner; also more melee = more twisters to dance around while killing it. Having melee LB is also nice to get out of that phase ASAP.

  2. #982
    Old Merits
    Join Date
    Jun 2007
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    6
    FFXIV Character
    Enygma Xii
    FFXIV Server
    Hyperion
    FFXI Server
    Sylph

    Most run with range cus its safer during Dreadknight phase but we run with 2 melee and have no issues with that phase once u get it down. It'll come down to what ur group is confortable with.

  3. #983
    Yoshi P
    Join Date
    Oct 2006
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    5,478
    BG Level
    8
    FFXI Server
    Leviathan

    My one death last night during our clear was when the melee ran toward me right as Twister ran off, so as I was doing my little semi-circle that I'm used to, I thought, "Oh shit, he's going to get me killed." I moved back and inadvertently ran across my own Twister. Awesome.

    So yes, melee can be annoying, but we use a DRG for the Disembowel buff (we go 2 BRD) as well as LB2 to knock Twin from 35-30% to get into the easy phase faster. It works fine.

    I think the changes for 2.1 have made the ideal setup one of every job type though. PLD MT, WAR OT (-10% buff), SCH and WHM healers and BRD SCH DRG SMN for DPS.

    Limit will fill faster which means you can 4-stack rather than forcing 3-stack with Stoneskin to ensure LB3 for the Snakes, the DRG can assist the BRD with a Disembowel buff and backup Stun for Dreads as well as LB2 in that phase, Ballad won't be necessary because you can 4-stack with two pets and MP won't be nearly as drained, plus SMN can Bane with DOTs to keep consistent damage on Twin while DPSing Dreads and dodging Twisters, which is an advantage other jobs don't really have. The BLM is there for the big burst damage on the adds and for their high DPS overall.

    In general we 3-stack with Stoneskin for LB3 and AOE all four snakes at once. We just throw DOTs on the little snakes and immediately turn to the big one. It's usually at 65-70% before we go in for LB3 and after we AOE down the smaller snakes it's usually about at 50%. This lets us kill it sometimes with as much as 10-15 seconds to spare before Profusion.

  4. #984
    Tom Wilson will never be good.
    Join Date
    May 2006
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    13,471
    BG Level
    9
    FFXIV Character
    Zero Star
    FFXIV Server
    Hyperion
    FFXI Server
    Ifrit

    eh, we 4 stack(one set with pet) and just LB2 the snakes with 2xBRD,BLM,MNK. First two snakes die to LB, second 2 die a few seconds later to AoE spam and we usually have a good 5-10s left before Twin pop if nothing retarded happened during divebombs.

  5. #985
    Old Odin
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    Seravi Edalborez
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    Hyperion
    FFXI Server
    Titan

    ^ Now if our WHM would stop running into the wall during Divebombs, I could stop having a heart attack during snakes.

  6. #986
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

    Join Date
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    Quote Originally Posted by Judai View Post
    eh, we 4 stack(one set with pet) and just LB2 the snakes with 2xBRD,BLM,MNK. First two snakes die to LB, second 2 die a few seconds later to AoE spam and we usually have a good 5-10s left before Twin pop if nothing retarded happened during divebombs.
    We kill 1 mini snake before 2nd set of divebombs then we start killing the big snake (1 debuff) while the BLM bring 2nd snake to 50%

    After that we LB2 that kill 2nd snake and at the end big snake got 3 stacks

    But it's all the same thing lol

  7. #987
    Salvage Bans
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    Lakshmi

    My coil static consist of a war and pld tank. How does the war deal with dreadknight for stuns? or do you swap the war and pld as mt in dreadknight phase?

  8. #988
    Old Odin
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    Dec 2011
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    Seravi Edalborez
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    Hyperion
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    Titan

    Ours we just have WAR take first stun on dreadknight, BLM tosses up Lethargy if they aren't stunned, and we just kill it. PLD MTs whole time. If your WAR+healers are comfortable with the opposite (WAR MT, PLD OT) then you have the advantage of longer stun, but it's not totally necessary. We tried also having PLD just stun first and then WAR+melee just kind of sort it out if it doesn't die fast enough, but this sometimes resulted in Plummet on WAR+melee+fairy and it was kind of annoying with Twisters.

  9. #989
    Salvage Bans
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    Lakshmi

    Just to confirm, deathsentence is roughly within 30sec of each other right?

  10. #990
    Banned.

    Join Date
    Mar 2007
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    Patricia Lanvaldear
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    Sargatanas

    Quote Originally Posted by Abandon View Post
    AV wasn't hard, the fucker was impossible at the level he was introduced. we shall see about "hardest ever" when we get to it, eh?
    Pandemonium Warden tho

  11. #991
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Miltani View Post
    Just to confirm, deathsentence is roughly within 30sec of each other right?
    Yes

  12. #992
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    Lakshmi

    Quote Originally Posted by Ratatapa View Post
    Yes
    So I should start a 30s timer immediately after the death sentence land right? I'm not a tank just trying to teach my static tanks how to watch out for death sentence

  13. #993
    Old Merits
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    Enygma Xii
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    Sylph

    I assume that's what most people do as that's what our tank does. Hits a 28 sec timer when DS lands. It helps the healers out alot prepping for the hit during all the curing chaos.

  14. #994
    BG's most likeable Québécois
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Miltani View Post
    So I should start a 30s timer immediately after the death sentence land right? I'm not a tank just trying to teach my static tanks how to watch out for death sentence
    Or just use the dbm program

  15. #995
    Chram
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    Xerlic Jilrak
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    Hyperion
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    Titan

    Quote Originally Posted by Seravi Edalborez View Post
    ^ Now if our WHM would stop running into the wall during Divebombs, I could stop having a heart attack during snakes.
    I actually had this problem initially. What I do is select myself and use the blue pointer as a guideline. As long as the blue arrow is flush with the purple line of the wall, you're gone far enough into the pit.

  16. #996
    Old Odin
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    Seravi Edalborez
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    Oh nah, he plays with Standard controls so with faceing target on cures he will sometimes get turned around in the pit and go "forward" into the wall.

  17. #997
    Yoshi P
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    Dead Gye
    FFXIV Server
    Lamia
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    Ragnarok

    Quote Originally Posted by Seravi Edalborez View Post
    Oh nah, he plays with Standard controls so with faceing target on cures he will sometimes get turned around in the pit and go "forward" into the wall.
    Every time I convince an fc member to switch over to legacy controls, after the initial getting used to it, they suddenly find it's so much easier to dodge shit. I just can't fathom how people can continue using standard if it usually ends up with them suiciding. When it works for you it works for you and that's fine, but when it's apparently not working for you... just uhg.

  18. #998
    Campaign
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    Heart Underblade
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    WoW Realm
    Stormrage

    I just dont like legacy control as caster, and dont want to put/have facetarget macro.

  19. #999
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    Lakshmi

    There's the option to face target, there isn't any need for macro

  20. #1000
    Yoshi P
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    Oct 2004
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    Having a macro or keybind for /facetarget is very handy actually. When something decides it wants to move behind you or outside of your casting conal, spamming that key lets you track the target similar to rotating on standard controls.

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