Dimensional Death

Final Fantasy XIV: A Realm Reborn => Guide Book => Topic started by: Abbas Al'Malik on February 21, 2015, 08:57:01 PM

Title: Turn 9 in a Nutshell, ish.
Post by: Abbas Al'Malik on February 21, 2015, 08:57:01 PM
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PHASE 1:

Stardust->Iron/Thermionic->Lunar Dynamo->Meteor Stream (one)-> Meteor stream (Two)

Stardust:
Ravensbeak
Iron Chariot ->Thermionic Beam
Ravensbeak->Dalamud Dive
Lunar Dynamo
Meteor Stream
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PHASE 2:
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PHASE 3:

Megaflare (Transition)
Heavensfall

Ghost Additional Mob

Garrote Twist

Binding Chain

Supernova
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PHASE 4
AT 47%:
Bahamut's Favor
--Will gradually increase damage
--Soft enrage

Bahamut's Claw
--Massive Tank-buster; 5 hits repetitive
--Tank should use a cool-down when possible.

PHASE 4:
Dragons throw elemental spells (Fire/Ice/Lightning) and will dive bomb at set intervals. First two, then the third, then they reset. The marker is the same as T5 DBs. Dives work as follows.


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    Common Issues

The biggest issue in this part of the fight is Anticipation, knowing the rotation and preparing/acting accordingly before it is thrown at you, especially Phase 4.
   Turn 9 is pretty Merciless, any fault made may cause a wipe, so it's important that everyone knows what they're doing and does so in a timely manner. Seriously, I can't emphasize enough how important it is to know what to do. It's vital!
   While on this topic, Unfortunately, I've seen a lot of groups fall apart because they wait on someone to tell them what to do, because they have no idea what to do in the first place. If you don't know what to do, and wait to be told, then you've probably wasted what little precious time you had, and you wont have enough time to deal with the mechanic accordingly, especially divebombs and Thermionic beam. Those two moves are merciless against hesitation, and even just a tiny moment of not moving may cost a wipe (Due to either not stacking in time, or not getting to your marker and hitting raid with divebombs.)

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    Raid Group Advice

    My other piece of advice is to remain calm and focused, AND TAKE BREAKS. An aggravated mind can't think straight, and loses focus, so it's pretty important that your crew remains calm, and if people start losing focus or are getting frustrated, don't feel bad about taking a break. I see this issue in a lot of groups as well where tensions get high, and people are not given a chance to cool off, thus more issues arise.
     On this topic, I highly suggest a 10 minute break every hour or so. Give your raiders a chance to cool off, grab a snack, use the bathroom, etc. Constantly smashing face against a turn without a break has some pretty nasty effects, you'd be surprised how much help that break will be.
    For example, I've had a lot of groups that don't take breaks and run for a couple hours to begin with. If I don't get a break, I get tired/unmotivated and lose focus, and, sometimes, get hungry because I didn't eat dinner, or haven't had the chance to use the WC. If your raiders are not at their best, both of mind and body, then they can't focus and do their job as well as they could. I noticed that when I wasn't feeling so hot, or getting frustrated due to constant wipes, I wasn't doing as well as I could; I was off my game, because I was distracted by my stomach pain and/or the growing need for a Bio break, or my frustration got in the way of my train of thought. Sometimes, even, this tension and frustration lead to incidents with other raid members in which people's frustrations caused souls to be at each other's throats, ready to lose control. For me, this shouldn't be happening, and could most possibly be avoided by giving your people a break so they can cool off before tensions get too high.
     Now, what you do during that break is up to each individual person and static. I personally like to take notes between each wipe about errors being made (Not just by myself but others as well) and overlook it so that I can see any errors made and see where we could improve. If I'm not doing that, I chat with other raiders, to ease my tension and relax before we return. Of course, that chat doesn't happen before I take care of my personal needs first.
     Though, I've also seen groups take that break instead with their leader pulling everyone together and telling the group what errors they saw being made, and then offering advice on how to fix it. I think personally this a great idea, to come together as a group and offer advice / Constructive Criticism on how to fix each other's mistakes. THEN After their mini-meeting they take a break to deal with personal needs.

     That's really all the advice I have, for now. Though, I'm sure as I continue, I'll learn more and write it down here, as well as common issues and advice![/list]
Title: Re: Turn 9 in a Nutshell, ish.
Post by: talran on February 23, 2015, 04:18:28 PM
PHASE 4:
Dragons are the ones throwing the elemental spells (Fire/Ice/Lightning) as you said, and will divebomb at set intervals. First two, then the third, then they reset. The marker is the same as T5 DBs. Dives work as follows.
Title: Re: Turn 9 in a Nutshell, ish.
Post by: Abbas Al'Malik on February 23, 2015, 09:28:55 PM
Thank you for that! The guide was still under construction and enhancement when you posted, but I've taken your post and added it to the phase list.
This is the phase I need more practice with as well, so to have this helps a bunch. \o