It's 100% random.
Only one it cannot target is main tank.
Thanks guys
About 30hrs in A7S and we still cant make it alive past the second heart phase shift to final phase. Healers cant keep the group alive and are the main reason for it. Mostly getting run over by the balls and then blaming others for not staying in range for heals etc. It's gotten to the point everyone is already mad when we start and there is zero tolerance for mistakes.
God forbid you try to even give advice. I honestly wish I would have just quit instead switching worlds for a new group.
Besides the balls which are always annoying that phase is pretty straight forward.
Healer with Searing stands dead middle so they can still heal everyone. Group just avoids the middle.
Tank uses HG/LD for the uplander. If DRK or WAR they'll want a 2nd CD while the stacks are up. PLD eliminates a ton of healing there since they don't get stacks.
After the 2nd heart dies stack tight for heals and make your way to the middle after the 2nd spark.
Besides panic and people trying to DPS over dodging balls, its very straight forward.
We just tank swap after I LD the tankbuster. In that second heart phase the WAR will help kill the first heart (and is responsible for stunning it if DPS is low 'cause of balls or whatever) and then come and voke it off me. That phase can be pretty annoying to heal though. Just tell your SCH to Whispering Dawn there, ensure your WAR and DRK/MNK are getting up Path and Delirium/DK and use Virus there if you're not already. If you have a MCH you can also have them Rend Mind the sizzlesparks. A lot of that might sound like it should go without saying, but if you're struggling at a point in a fight just be vocal about it and hold peoples hands through it.
Gotta have that sexy 0.45 STR/VIT tank dps when it could be the combined healers instead! As for triple balls, I still say fuck that phase. All it takes is for one DPS getting greedy and accidentally getting smacked for 10k from a ball, into a sizzlespark, giving the boss an extra damage stack, causing a domino effect for an already stressful healing portion of the fight
Anyways, A8S, how much group DPS are we looking at needing before Hydrothermal cheese for the first Legislation may become a problem and may be stuck having to learn the mechanic the intended way?
It's not nearly as bad as you think.
First is hallowed
2nd is sentinel into rampart+conva
3rd is rampart>bulwark+awareness>conva+foresight
4th our war takes
5th is hallowed
6th is sentinel to everything
Taking out the swaps made the fight simpler. We also wanted our war on every heart since PLD is shit DPS while stunning.
Firm believer of doing whatever works for your group but I wanted to point out a couple things:
-You can tankswap on every Doom and the WAR will still be able to get the first three hearts. Only need to solo tank through the Doom of the second heart phase to achieve what you mention here, you don't need to take out the tankswaps entirely.
-PLD shouldn't lose that much DPS when doing hearts, you only need one stun per heart (right before the sprint goes off, which is 10s in). Stunning before the sprint window starts is sort of a waste if you have Heavy.
I agree it makes learning the fight easier, but only for the tanks (only one tank has to learn jails).
Why is this a cheese again? The Final Punishment stacks (as proven later in the fight) are designed to be removed with any source of damage.
Either way, the boss does 3 Hydrothermal Missiles regardless of your DPS since he gets stuck at 1% HP during Perpetual Ray and won't fly away until the Missile lands (I don't think you can skip the Perp Ray sequence entirely, correct me if wrong). I'd recommend mixing methods though: use the first Missile (which happens immediately after Discoid) and then use balls for the rest of the stacks. Dealing with 3/2/1 is still infinitely easier than dealing with 4/3/2/1.
If you push to 0% before the final megabeam, you'll skip everything after it including that perpetual ray sequence likely leading to hilarious shenanigans with orbs still out before a wipe the first time it happens unintentionally. We still get hit by first hydrothermal but will not be able to count on the other 2 at some point once we decide to push instead of holding.
Any advice for the 2nd mini boss in A6S (blanking on his name). We are getting past him but usually have unnecessary casualties for his P2. Any help with tank positioning for Tank Buster and All in mechanic and eating the big orbs?
Just curious how other groups handle it
We've always just faced both busters north. That phase can seem a little overwhelming at first but once you've been through it a handful of times it's easy breezy. You can take two approaches on the party stack buster, if you're having trouble mitigating/positioning for the double buster you can just have the 2 tanks eat it alone by popping a cooldown. Just call out the double buster and tell people to stay away from north. For the big double orbs to line up the timing on them you should slow and stun one and completely avoid CC abilities on the other, that gives you the most time to prep for the second hit. You can apply Storm's Eye, Delirium/Dragon Kick, Virus, Rend Mind and Disable on the big orbs to reduce the explosion damage and trivialize how much they do too.
Thanks for the correction. Now I'm curious: can you realistically clear all the FP stacks while pushing this fast? Feels like the timing before Blaster comes down would be pretty tight.
My group does:
-Single Buster towards the exit.
-Double Buster towards the entrance (everyone soaks). Keep in mind you don't actually need to stack, just need to be in a line south of him so you should focus on avoiding chakrams if you can't safely make it directly next to him.
-Mark one Beta then Stun (5s) + Miasma it, don't CC the other one. Delirium+Path both of them (prioritize debuffing the unmarked one first). Virus both as they get close to the middle but that's probably overkill now.
Brawler always does Drill > Buster > Drill > Buster in Emergency mode and he can only use each Attachment once before dying. For example if he starts with Double Drill > Single Buster, you know his next two Attachments are Single Drill and Double Buster. While learning you could try having your MT wait near the middle shortly after the first Drill for an easier time aiming the Buster wherever it has to go. The last two attachments happen immediately one after another, there's very little delay between them.
Thanks for the advice. I'll inform the group of the tips and hopefully it will clean that phase up for us
Yes, you have the same amount of time as the FP debuff is timer based, it doesn't trigger when Blaster comes down (it just happens to align that way if you push to 0 during the Perpetual Ray sequence). It's tricky because you still have to go around getting hit by your orbs while also killing Blaster fast enough and dealing with other Brawler mechanics. I don't know if it's realistic to get rid of all stacks before Blaster shows up but it might be doable under certain conditions. I've idly wondered if you can use auto-attacks by not having the tank grab hate immediately to help clear stacks in a controlled way but it'll be a matter of playing around with it and seeing how much of a hindrance having the discoid orbs around longer will actually be.