P1 in a8s for tanks what cd's are running. We have a PLD/WAR comp and waiting on hallowed is a waste of progression time.
P1 in a8s for tanks what cd's are running. We have a PLD/WAR comp and waiting on hallowed is a waste of progression time.
WAR can holmgang first one and PLD provokes it after the last ray hit, doesn't need a CD since the only thing the PLD eats is a single missile. Second one just try and use as little as possible and have your healer spam heal the WAR after he vokes it. The add phase is a lot more intensive on damage so you're not gonna wanna blow too much. Alternatively make your PLD reroll DRK 'cause fuck PLD.
PLD WAR is inferior for cooldown wise for phase 1 compared to DRK WAR and thus have to rely more on holmgang/hallowed.
I would probably have pld pull, rampart the first big hit, warrior provoke mid cast and takes all the other hits with vengeance thrill innerbeast. With pld you probably have to rely on warrior eating the second tank buster alone with Holmgang (timing on the use has to be absolutely correct so the holmgang will last until the missile).
Where Drk can just use shadowskin for the first tank buster first hit(with grit), and dark arts dark mind + shadow wall the second tank buster hits after provoke.
I pull on PLD. Rampart just after the black boxes appear. It will last through a Hydro missile and the first Perp ray.
2nd Perp our WAR HGs and I voke it after the 3rd hit without blowing any CDs.
Everything is back up for the adds.
When would Hollowed Ground be best used in A8S? We run pld/war and after our 1st full lockout in the encounter yesterday, we're working on the part of add phase after blaster dies.
It's usually just used for one of the Perpetual Rays on Onslaughter (though doing this during progression is pretty terrible since you might find yourself sitting around waiting for Hallowed) and then again for either Final Punch sequence at the end of the fight. There's a few different ways to handle Final Punch (tank swapping, splitting with the party, popping CDs and healing through it all focused on your MT or using Hallowed/Living Dead to eat the whole thing) but using Hallowed completely removes any necessary healing on the tank/group and lets the healers focus on healing through needles and mitigating the Jstorm.
Yeah that's why we don't use it on onslaughter, also there's no need since we're hitting add phase pretty consistently already with just regular CD's and proper voking.
Thanks for the input, I guess we'll save it for final punch then!
If only cooldowns reset on wipe. Less waiting around for people
Yeah we're already using all kinds of mitigation and it works out well. Don't know if our blm uses apoc specifically, I'll ask him and we might slap that on top if he doesn't, every bit helps.
Regarding cd's resetting on wipe, they did when Yoshi P showed off Nidhogg ex during the LL. Maybe it was just on the developer kit, but there might be hope... ^^
Damn... xD
Yeah, Yoshi-p's a scrub and doesn't use cooldowns.
Left the group, switched to another server and took a 6week break from the game. Came back earlier this week and managed to one shot A7S with a random group that was looking for a brd last night.
Now I regret it even more I wasted my time with that group when things didnt look promising at any point.
I finally got A7S down with my new group last night. I regret not biting the bullet and switching up sooner - there is absolutely no way we would have cleared it with our last group, even if people weren't being mechanically retarded.
I'm still in a7s hell. Got to last jail. Tank doesn't realise he has prey. Swaps with nin too late and both go into melee jail. I don't think he had enough up to kill the add as drk. Both die. 2 stacks onto boss. Sparks go out. People start dying and only a few % on boss.
But yeah we seem to have that issue as well with the sparks after last cat phase but we recently replaced our whm with a new ast and got a new nin as well so might be experience and practice issue.
If it makes you feel any better you'll probably kill it once or twice and then never see that last jail phase again. If you got there once though it should be an easy clear the next time you go in as long as your group isn't horribly inconsistent. Just reiterate the final jail combos before each pull if you have to and if you're that close don't be afraid to LB the doll adds (especially the big one), those things have to die quick in the last jail phase, seeing them self destruct is heart breaking.
Yep, dolls in the last phase blowing up was our sticking point. Wish I would have known/thought of just BRD/MCH LBing the 2 adds.
Toshi: Have your PLD save DV for the 2nd cat to final phase spark transition. Bubble+DV and a tight stacked group really trivializes that part. I was using DV during the sparks following Merry Go Round but found that saving it for the triple spark to be much more useful.
Been to the enrage A7 about 4 times got him to 2% on our best attempt. Here is a parse of the 2% enrage https://www.fflogs.com/reports/N6K8n...QPvFC/#fight=6
Anyone have thoughts on what can be done to get 2% more damage?