What's to say they're not doing the WoW thing and having it drop recolored or...better yet...DYEABLE i200 gear?
@Sketch: As MT it's better not to take risks when it involves clearing. But first option would be simply ask your healers. That's entirely a 'how long is my HP bar, really' mechanic, and with a good healer on the ball, that answer is 'really friggin long'. That said? Discoid leads into Perpetual, so first thought says 'don't move the MT'. Since you're using Warrior OT, if he likes to chill in Deliverance and pump big DPS, I'd try and weave some ranged through the balls if possible, with healing aid. If that's not possible, then the OT has to suck it up and take one for the team. DPS isn't all that matters. (it's just the only thing that matters)
That's exactly what they're doing with Savage........ Dyable versions of the normal mode.
The only question is going to be will we need to upgrade the normal gear, or buy savage gear separately.
hoping we know tomorrow
So are there any actual strategies up anywhere or am I going to be forced to watch MrHappy videos ._.?
By the way..I meant to ask: are the orbs on F4 physical, magical, or special damage? Manaward had no effect on them and I didn't really get to try wall much. I assume they're not negatable with any CDs which will make savage a lot of fun since it forces everyone to take an orb or two.
According to ACT, orbs are classified as Darkness damage instead of magic. Maybe that's why manaward doesn't work on them.
I'll do a short text rundown a little later today covering the highlights (and what's unclear).
This is really all you need:
https://www.reddit.com/r/ffxiv/comme...tldr_strategy/
More or less. Only things I'd add as nitpick nuances:
1 - The add spawns with the same hate table as the first boss, so it's easiest if you tank swap after add spawns (OT becomes MT on the original mob, old MT runs across). Because the add is untargetable for some time.
2 - Gobwalker vehicle: Use recharge on the red mechs (big mechs too?) when they are 15% or below to properly recharge. probably need to precast at 20%ish.
3 - Tornado phase, pudding types are priority kill. They move fast when close to the edge.
4 - Phase 1: Sometimes a leg will start venting steam and lose its stun resistance. I am told elsewhere on reddit that doing this lowers the damage of the random Perpetual Ray that hits people in this phase. Whenever OT is sent to the other room their hate resets to MT should probably just tank both legs.
Do you need to recharge the vehicle? The way our strat is I never run out of charge.
Everyone just hugs the corner, whm solo heals, I(the sch) use the mount to only pull bombs away and tick vuln down on scary stuff while waiting on bombs, dps just aoe everthing down. I never need to recharge ever lol.
Probably have to for Savage, idk. Helps to know ._.
Anyone know what makes The Manipulator gain a Damage Up stack, or two? Wipes pugs nasty fast.
Noticed that goblin sniper on A2 second wave has set aggro on healer, need to provoke in order to get it off healer.
The steam-leg stun does reduce Perpetual Ray damage. It will target two random players and begin charging. An early stun can net as low as 1.7k on the hit I believe and there's also a visual indicator: If the stun is hit, Ray will be red. If not stunned, Ray will be blue.