The Second Binding Coil of Bahamut
235 weeks ago
235 weeks ago
230 weeks ago
Guide and Tips on various jobs:
Tanks will be tank swapping in this fight, and instead of doing it right at a certain number of stacks, we found it much easier and more fluid to do the swap during each Devour/Spit. This is similar to how Tanks do a swap during the Landslide of Titan Ex to make the transition smoother. Once Devour is out, the boss no longer attacks or cleaves, so the Main tank is free to move to the back of the boss to avoid devour. The OT should combo up to their Rage of Halon / Butcher's Block, and wait for Spit. Once Spit starts casting, do your provoke > Combo ender for max hate. This is also the best time to rotate the boss if needed. You always want to position the boss so that its Butt is towards the most open space. This will allow everyone else who is gathered on its butt the most room for breaking tethers. Simply call out the direction and distance you are rotating and everyone move together. EX: "Turning 180 degrees to the right" , or "Rotating a little to the left.". Lastly altering your Provoke macro helps a lot to help people see where the MT is and where the front of the boss is for devour.
The following is the altered Provoke Macro:
/micon "Provoke" <t>
/p Provoking <t> <se.1>
/mk Circle <me>
This makes it so that you mark yourself with a Circle so the rest of the party knows where you are when they need to run to your location for devour. A lot of times the tank may run away from the front of the boss right as devour comes out, and while the dps or whoever is looking if they have the devour mark, they will miss exactly where the tank was originally and may force a devour at an odd angle that may catch a dps who is on the flank. So this marking is very helpful.
In phase 3 tanks take on a much different role. One will be the MT for the rest of the fight, while the other is in charge of adds. Since patch 2.3 the slugs seem to go directly for the MT without any actions being taken on them by the MT. This is likely due to the fact that the MT is closer to the Slugs on the initial spawning. If the MT then moves to the edge immediately, the slugs will still follow him even though the other tank by have full hate on them. This is because they will not actually acknowledge the change in the hate table until they are in range of their initial target. So the MT may want to wait a few seconds before moving to the edge until the slugs have time to switch over to the OT. The OT should pop all cooldowns including Hallowed Ground or Holmgang when the slug eats all 3 slimes, and then bring the other 2 slugs back to the Boss for dps to finish off. On the 2nd set of slugs, the OT should just hold them and run cooldowns. The MT doesnt have anything to do but rotate cooldowns on Swarms.
230 weeks ago
Healers need to be alert to tank swaps. The provoke macro should help with visual cues as to when swaps occur. In the first phase, healers should focus on the MT, and sch should succor before each tether(when you see bulbs spawn) and before and after each spit. When breaking tethers, healers should be the last to move, if they need to move at all, it should be only a slight distance towards the boss. There will be cases however when the 2 healers or tethered together in which case the sch should move since Eos can still cure. Also if a healer is tethered to a devour target, since the devour target cannot go too far, its up to the other person to run and break the tether. Healers should always be on the lookout for these cases, but otherwise should do very little moving during tethers so they are free to cure. Use sacred Soil on the Spits, and use virus on boss when/if the other healer is the devour target, and otherwise run cooldowns to conserve MP.
In Phase 2, Blights will keep you from curing for brief periods so it is important to plan for these cases. The first case is on the tank. When you get a blight with a tank at 2 stacks, they take a lot of dmg, So be sure to Aldo and regen him/her before the Blight. The 2nd case is Bees. Honey glaze itself will do over 1k dmg to the player, and if they die with Honey glazed on them its basically a wipe because the boss will simply hone-glaze another person and now you have 2 bees up, and its all down hill from there. So make sure that the party is healed up at the start of phase 2. Once someone is honey-glazed, they need special treatment so they do not die while honey-glazed. Do make sure to Aldo and regen them asap. The bee that spawns is attracted to the honey and cannot be taken off them, the dmg from the bee is noticeable and that player can also have tethers to add to that damage. On top of that, a Blight happens when the bee is only at 50% or so, so it is important to keep cure up on them as well as the rest of the party. Also note, that the damage from the bee can be taken by the OT if they use Cover.
All that being said, the real fight doesnt start for healers until phase 3. Phase 3 opens with Leafstorm which is usually done right after a devour/spit, so there is a lot of healing needed going into phase 3. Make sure ballads are up and Mp is good before going into phase 3. After leafstorm casts, it does large AoE dmg to everyone initially and then will pulse throughout the rest of the fight for another 300~ dmg per pulse. Its not every 3 secs, but it still adds to the overall dmg people are taking. It is also good to assign a tank to each healer in phase 3. Each healer should eye of an eye their tank, and use virus on the boss and super slug right after they dodge Acid Rain. After the slug is dead, dps should kill the other slugs and then both healers focus the MT for Swarms. Again succors should be used before tethers to keep health up. Tethers should be broken in a straight line leading away from the boss in this phase to keep everyone in range of Rotten Stench. Rotten Stench is a laser attack that targets a healer, it will be a blue marker over your head. Healers should succor and medica 1/medica 2 before and during this attack as there will be tethers along with it, also sacred Soil and whispering dawn and other cooldowns as most deaths occur during this time. There are new tether configurations in this phase and the worst one is where 1 person is tethered to 4 other people. This means this one person will be taking about 600dmg per tether, every 3secs, so about 2.4k dmg per tic. The person tethered to all the rest should NOT break vertically, but off to the side ASAP even if there is a Rotten Stench. Healers try to ID this person and be ready with a lustrate/bene. Leaf Storm and Acid Rain will cast again in this phase, and everyone needs to move away from the boss to prevent any Slimes for being too close to the boss. Healers be careful of aggro on the slugs as the tank will simply hold them and not kill them. If a slug gets to 50% it will go after a slime, so tanks will have to watch their dmg, which will affect their hate management.
230 weeks ago
DPS have some be responsibilities in this fight. The first and foremost of this is killing the center Bulb. The boss is tanked right on top of the center bulb and is hard to see at times, but DPS should be aware of the rotation and look for it, and which to it ASAP when it spawns. If it grows more than once it makes the movement around the boss harder, but still manageable, if it grows 3 times, its basically a wipe. As you do the fight more and more, you will actually start killing the bulb too fast. If it is not allowed to grow at least once, it can pop there again on the next bulb phase. By letting it grow once, it will stay there for a bit and give you much needed uptime on the boss. The 2nd responsibility is tethers. Besides the MT, DPS should be the first to move and move the furthest to break tethers. The distance you are from the person you are tethered to when the vines first appear determines the distance you need to run to break them. The closer you are, the less you need to run to break them. So it is important that everyone stay stacked in close. Break tethers by running directly away from the other tethered person so that the tether is coming out your back to break them quickly. If 2 end up running the same way, the furthest person out should continue in that direction and the other should turn around and run back to the boss. On every other tether, there is a devour/spit. Dps should not immediately break tethers but instead should move to the flank and wait for the devour mark. If you are the devour mark, run to the front, if you are not, run and break tethers as normal. If you run away from the boss too early, and then get the devour target, you will not make it to the front of the boss.
In Phase 2, dps have to deal with Blight. You need to stop all actions and movement during this, including auto-attacks. Focus target the boss to make seeing this attack easier. As soon as the animation goes off, you are free to move and attack again. Finding comfort in this attack will allow you to know exactly when you need to stop and when you can attack again, and increase your DPS. Take me for example. As a mnk, I played it safe and stopped immediately and waiting a few seconds after the attack to make sure I was safe, but it usually costed me my Greased lightning stacks. Now, I can do blights and not lose my stacks because I know what I can get a way with. This will come in time, but all Dps should seek to achieve this. The only real DPS check in this fight is also during phase 2, when you have bee spawns. If the bee is not killed in time, it will start doing Sharp sting for 30k dmg and kill the group. So as soon as someone is honey-glazed, find the bee and get on it. Back sure DoTs are up on it asap because you will have a blight during this. And finding that extra room before and after Blight will help dps here. Right after the blight, the bee needs to die, because bulbs pop right after every blight, so you could get a center bulb here. So the bee needs to die ASAP and then the Bulb ASAP. So save cooldowns and off-globals for this part. The honey-glazed person needs to be devoured to get rid of the honey, which is easy, as long as you remember you need to NOT dodge devour. Also note that if you are tethered to a healer or devour target when you are trying to get eaten for honey-glazed, you can run far in front of the boss to break the tether. The boss will draw you in as long as you are in the frontal cone, so it is up to you to break that tether, since the devour target needs to stay near the boss to line of sight the attack.
In Phase 3, everyone needs to stack with the OT for Acid Rain. Once Leafstorm goes out, three slugs will spawn and there will always be one that is closest to the group. DPS need to target this one and apply DoTs to it.Once Acid rain finishes casting, wait one extra second, and then run to the boss. This should cause the 3 AoE circles to be right on top of each other to spawn slimes. This is important because all 3 need to be in range of each other when the slug tries to eat them so it gets all 3. The Slug that you DoT should get to 50% with the DoTs alone, and should run over to the slimes and eat all 3, before it finishes eatting them, a Melee should already be casting the Limit Break, and the Tank should have Hallowed Ground up. The DoTs should already be ticking, and everyone should be blowing up the slug. You have 10secs to kill it before it kills you. After that DPS race, it pretty simple for dps. Go back to the boss, and kill off the other 2 slugs. Break tethers vertically in a line going out from the boss, and help take Rotten Stench dmg. If you are the one tethered to 4 other people, run out of the group ASAP to the side and break it if you can. Pop Second wind too so you dont die. Its ok if you do not help absorb rotten stench dmg. the group will live with only 5 people taking the dmg instead of 6, but the extra dmg from the stench will likely kill you if you survive the tethers. Leafstorm will cast again so more slugs will spawn, ignore them and continue on the boss. Back away from the boss for Acid Rain to avoid any slimes next to the boss. If you it a slime, it will counter you for several thousand dmg, to avoid placing them near the boss.
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