kalfyra Admin replied

600 weeks ago

ADS Turn 1

Abilities:
  • Repelling Cannons: This is a small AoE around the boss, the tank and the melee dps should focus on moving out of this.
  • High Voltage: Deals huge damage to the party and puts an incurable paralyze on all members, this must be silenced by either 2 Bards on rotation, or a Bard and another silencer on rotation (like the Spirits Within of Paladin).
  • Piercing Laser: A pretty big line skill, easy to spot and should be dodged, as it deals high damage.

= Clicks: ADS start with 4 "Clicks" at the beginning of the fight. This works like an enrage timer, basically you have to kill it in 4 minutes or it will start doing massive damage to the entire party.

Tanks:
- Main Tank: Should tank ADS at it's original position, and move out of Repelling Cannons.
- Offtank: Should stand by the entrance, and pick up the Nodes that spawn. These should be tanked away from ADS as he absorbs them and grow stronger. The nodes have Chain Lightning and Repelling Cannons.

DPS:
- Should spread out in the middle of the room, melee DPS should stay on ADS to avoid Chain Lightning and ranged dps should switch to Nodes when they spawn.

Healers:
- Should also stay in the middle of the room, and focus on one tank each, but also help out if a tank is in trouble.

Not much to say about this fight, as it's pretty straight forward. At around 30% or when the third or so Node spawn, all DPS should focus on nuking down the boss, before the group of 2 Nodes spawn.
Also, the abilities of ADS is on a rotation: High Voltage, Repelling Cannons, Piercing Laser (and repeat), so it's easy for silencers to predict when the High Voltage will come.


kalfyra Admin replied

600 weeks ago

Caduceus

Abilities:

  • Cleave : This boss cleaves, so only the tank should ever stay infront of him.
  • Whip Back: A tail swipe he will do whenever someone gets close behind him, it's a small cone skill, but deals alot of damage, and should be avoided.
  • Steel Scales: 30 seconds into the fight, and every 45 seconds after that, he will get a stacking buff, that increases his damage.
  • Regorge: Every now and then the boss will turn around and spit on a random player, leaving a small AoE poison on the ground. Doesn't deal too much damage and is easily avoided.

  • Split: At around 70-65% HP, the boss will split in two, along with his HP pool.


Countering Steel Scales:
After about 40 seconds, some of the platforms will start glowing, and 5 seconds after that, a slime will spawn for every person who stands on the glowing platforms.
This slime will follow the person who spawned it regardless of threat and damage dealt to it.
The clue is that the person who spawned it (preferrably the offtank), to kite it to the boss. This will remove a stack and heal the boss for a small amount.
That person or someone else should dps the slime down to where it's almost dead, as the boss will heal for only a small amount, whereas if the slime has alot of hp, the boss will heal about 5%.
Also the kiter needs to stay close since if he moves too far from the slime, it will explode and deal massive damage to anyone near it.

The Split:
When he splits, the offtank should kite the second boss away from the main boss. Since while they are split, they will deal half the amount of damage from before, and if they get close, he will merge and enrage, so avoid that.
They will still have all the same abilities as before.
Also healers should hold back while the offtank kites the 2nd boss, since they can easily take aggro before the tank is in position.
If you have good DPS, you can ignore the slimes after the split, and simply nuke down the bosses. However, you must make sure they die at about the same time, since after one of them dies, the other one enrages, and should be kited.
If you don't have enough dps to do this, simply have two designated people spawn and kite the slimes, one to each boss.
In addition, after the split, the tanks should start the rotation of their defensive abilities, and if at some point they are all on cooldown, good communication with the healers helps alot.

Xanra Admin replied

599 weeks ago

Turn 4:

Setup here should be 2 Tanks, 2 Healers, 2 Magic DPS(SMN, BLM) and 2 Physical DPS(DRG, MNK, BRD)


Phase 1: 6 Clockwork Bugs

The tank pulls these spider-like adds, and gathers them. The DPS then just AoE's them down. This is the easiest part.


Phase 2: 2 Clockwork Soldiers & 2 Clockwork Knights

- Clockwork Soldier: Has Stoneskin, absorbing several thousands of damage. The Spellcasters/Magic DPS should deal with these.

- Clockwork Knight: Has Magic Stoneskin, absorbing several thousands of magic damage. In addition it has 100% Magic Reflect. Physical damaging DPS should deal with these.

= Both of these adds have a Draw In ability, pulling a target towards them, and an AoE Swipe at melee range.

1 Soldier 1 Knight spawns at the north part of the room, and 1 Soldier & 1 Knight spawns at the west part of the room.
1 Tank should run to the north part and grab those adds, and 1 should do the same on the west side. The rest of the party should gather in the middle of the room.
Then your 2 magic DPS should kill the 2 Soldiers, and your 2 Physical DPS should kill the 2 Knights.


Phase 3: 1 Dreadnaught & 4 Clockwork Bugs

- Dreadnaught: Has Roto-Swipe, a frontal cleave for massive damage. Also absorbs nearby Bugs, which heals it for 25% per bug, and gives it a stack(max 4 stacks), increasing damage(also on Roto-Swipe).

When this phase starts, everyone should stand in the middle of the room. A Dreadnaught will spawn on the west side of the room, and 4 Clockwork Bugs will spawn on the east side.
The Main Tank should tank it in the middle of the room, and the rest of the party should stand right behind the Dreadnaught, so that the 4 Bugs are absorbed immideately.
The Main Tank will need some heavy healing now, and the DPS should nuke down the Dreadnaught before the next phase starts.(If it does, it's most likely a wipe, as Bugs will spawn and heal the Dreadnaught, giving you too much adds to deal with).


Phase 4: 4 Clockwork Bugs & 2 Spinner-rook

- Spinner-rook: Has Pox, a 2 second cast which lowers the targets max HP by 25%. This stacks, so rooks should be the first to die.

1 Tank tanks the 2 Rooks and the other one tanks the 4 bugs. Both Tanks should mark their adds with kill order, and DPS should focus the Rook with (1), then the Rook with (2),
After that they should kill the remaining bugs (again, kill order helps). The rook-tank should be on his feet and move alot, try to avoid the Pox, as it can be dodged.


Phase 5: 1 Dreadnaught, 1 Clockwork Soldier & 1 Clockwork Knight

If there are any Bugs remaining from last phase, let the Dreadnaught eat them.
The Main Tank tanks the Dreadnaught where it spawns, and the offtank tanks the Soldier and Knight in the middle of the room.
The DPS then nukes down the Dreadnaught first(it should die before the last one spawns, or atleast be very close to death).


Phase 6: 1 Dreadnaught, 1 Clockwork Soldier, 1 Clockwork Knight, 1 Spinner-rook & 2 Clockwork Bugs

If/after the Dreadnaught of phase 5 is dead, have the physical DPS nuke down the Rook and the phase 6 dreadnaught should eat the spiders.
The Magic DPS should kill the 2 Soldiers, and the Physical DPS should kill the 2 Knights, before finally moving on to the very last Dreadnaught.
When only the Dreadnaught is alive, everyone(except the tank) should move behind it, and healers should be ready with AoE healing.
The elevator will start dealing AoE damage to the entire party every few seconds untill the Dreadnaught is nuked down.


last edited 598 weeks ago by Xanra
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