Post by Crumb on Mar 14, 2010 13:33:15 GMT -6
T3 Bosses are a little different than T1 and T2 because for the most part we can't really just chainspell stun and zerg away. Here are the strategies we'll basically use for these fights.
Vampyr Jarl
Probably one of the easiest bosses here. Rotate 3 Soul Voiced BRD's and zerg the piss out of him. Have somebody keep track of the time, because 2 minutes after engaging, he will split into either a bunch of bats or hounds. The RDM/DRK can Chainspell and Stun at the 1:45 mark to prevent him from splitting. Usually he will die really fast, especially with powerhouse melee's zerging his ass.
If you can't manage to finish him off in the alloted amount of time, he will change into a bunch of bats or hounds. You have to kill the right one for him to change back into the Vampyr. It's random which one it is, just keep killing until he changes back. Finish him off after this. I'm not sure if the bats or hounds can be slept. I think they just run around hitting random people. If I remember correctly, they aren't THAT threatening anyway.
Easy.
Freke, Gorgimera & Stoorworm
A step up in difficulty from the Vampyr, but still pretty easy. Same basic strategy applies when taking them on. Rotate 3 BRDs and zerg the piss out of them. They have all the standards abilities that their normal counterparts have. With 3 parties worth of heavy DD and 3 parties worth of BLM ripping them a new asshole, they should die within minutes. When it comes time for their respective "Rage" moves, have the RDM/DRK Chainspell and camp Gates/Fulmination/Nerve Gas. Don't spam Stun, as they will build resist. Just stun the Rage moves. The purpose of Chainspell is so that you can recast it if they decide to use these moves in quick succession.
Things can get out of hand if several of their more damaging TP moves get off in a short period of time. Have the WHM's ready to Benediction if it comes to that, although it usually doesn't. A good strategy for healers is to spam /as on Freke, Gorgimera or Stoorworm. This will give them the target with hate so they can focus their cures on that person, instead of having to guess or worse, turn filters off to see who is getting hit. Keep status ailments off the melee! You have 3 people capable of curing/erasing in each melee party for a reason.
Dendainsonne
The pissed off King Behemoth mob. This is where things start to get difficult. SE designed this to be an Anti-Zerg mob. The more people you have hitting it, the more often it will cast and spam Meteor. The flaw of this, is that it still has a recast time on Meteor. The only time people zerging this run into trouble is when it decides to use Thunderbolt every TP move. Keep Barthunder up to reduce Stun length and thunder damage. If Dendainsonne is less than 50%, WHM's can freely cast Curaga IV and Benediction without getting hate probably. I recommend everybody being in semi close. Meteor and Thunderbolt will hit everybody in a large radius, so there is no reason for mages to be over 20 away like they usually are. Don't have everybody attack from front, and don't have anybody attack from the back. Kickout still sucks. Just another basic zerg strategy with a twist. People are likely to die, but that actually makes it kind of easier because you have less people hitting it, meaning it won't meteor as much.
RDM's Chainspell curing can help as well. RDM/DRK is essentially worthless here for stunning purposes, as it can't be stunned.
No, Meteor isn't fire based, dont try to Fire Carol or Barfira.
Motsognir
Your favorite, my favorite, everybody loves Mister Motsognir. He floats around in a chair with a shit eating grin on his face along with his 12 demon buddies. While he may be the hardest Tier III boss, there is a plus side to getting him as your boss. That plus being that you will only have 1 wave of mobs before Motsognir pops. Motsognir will ALWAYS pop with his 12 demon friends on the second wave. Meaning you will probably have ample time to fight him. If you do happen to wipe, there is also possibility that you can reraise and finish him off as well. Those are the two plus sides to getting him as a boss.
The objective is to kill the 12 demons. Killing each demon will take a % of Motsognirs health off...He cannot be harmed otherwise. While it may sound easy, it can get messy REAL fast. He will use Hellsnap TP move to wake up all the demons left alive AND stun everybody in range. Meaning if he uses it close to BLMs, they will be stunned while getting raped from the Demons that just woke up. He also has several other TP moves, but nothing as serious as Hellsnap. It is a good idea for the BLMs and BRDs to NOT stay together, to avoid everybody being stunned at once. Need to Sleepga the Demons ASAP after they wake up, or they will just cause havoc. Keeping the Demon's asleep is probably the most important thing in this fight.
I suggest having the RDM/DRK keeping trying to run Motsognir away from the group. The RDM/DRK can zombie if need be, but as long as the BLM's and melee's arent getting stunned every 10 seconds, you should be alright.
As for the Demons, you'll definitely want to Soul Voice and rotate 3 BRD's. There are 4 BLM mobs, 4 DRK mobs and 4 WAR mobs. BLM's need to go first, they wield wands so they are easily identified. Tell BLM's to Stun as often as possible. After the BLM Demons are dead, you can finish off the other 8 in any order. Keep stunning, their TP moves aren't very forgiving (Quadrastrike and Condemnation). The fight gets easier the more of them you kill, obviously.
Motsognir can also cast -ga3's which is a pain. But like I said, try and keep him away from the action. Be warned he does have Draw-In if you get too far away.
Keep chipping away at the Demons and don't stay directly in the middle of the chamber. Try to be semi-close to a wall so if you do happen to wipe, you can get back up and finish the last couple demons. You should have time remaining, because remember you only had one wave of mobs before this! Motsognir cannot regen HP due to the nature of the fight.
Vampyr Jarl
Probably one of the easiest bosses here. Rotate 3 Soul Voiced BRD's and zerg the piss out of him. Have somebody keep track of the time, because 2 minutes after engaging, he will split into either a bunch of bats or hounds. The RDM/DRK can Chainspell and Stun at the 1:45 mark to prevent him from splitting. Usually he will die really fast, especially with powerhouse melee's zerging his ass.
If you can't manage to finish him off in the alloted amount of time, he will change into a bunch of bats or hounds. You have to kill the right one for him to change back into the Vampyr. It's random which one it is, just keep killing until he changes back. Finish him off after this. I'm not sure if the bats or hounds can be slept. I think they just run around hitting random people. If I remember correctly, they aren't THAT threatening anyway.
Easy.
Freke, Gorgimera & Stoorworm
A step up in difficulty from the Vampyr, but still pretty easy. Same basic strategy applies when taking them on. Rotate 3 BRDs and zerg the piss out of them. They have all the standards abilities that their normal counterparts have. With 3 parties worth of heavy DD and 3 parties worth of BLM ripping them a new asshole, they should die within minutes. When it comes time for their respective "Rage" moves, have the RDM/DRK Chainspell and camp Gates/Fulmination/Nerve Gas. Don't spam Stun, as they will build resist. Just stun the Rage moves. The purpose of Chainspell is so that you can recast it if they decide to use these moves in quick succession.
Things can get out of hand if several of their more damaging TP moves get off in a short period of time. Have the WHM's ready to Benediction if it comes to that, although it usually doesn't. A good strategy for healers is to spam /as on Freke, Gorgimera or Stoorworm. This will give them the target with hate so they can focus their cures on that person, instead of having to guess or worse, turn filters off to see who is getting hit. Keep status ailments off the melee! You have 3 people capable of curing/erasing in each melee party for a reason.
Dendainsonne
The pissed off King Behemoth mob. This is where things start to get difficult. SE designed this to be an Anti-Zerg mob. The more people you have hitting it, the more often it will cast and spam Meteor. The flaw of this, is that it still has a recast time on Meteor. The only time people zerging this run into trouble is when it decides to use Thunderbolt every TP move. Keep Barthunder up to reduce Stun length and thunder damage. If Dendainsonne is less than 50%, WHM's can freely cast Curaga IV and Benediction without getting hate probably. I recommend everybody being in semi close. Meteor and Thunderbolt will hit everybody in a large radius, so there is no reason for mages to be over 20 away like they usually are. Don't have everybody attack from front, and don't have anybody attack from the back. Kickout still sucks. Just another basic zerg strategy with a twist. People are likely to die, but that actually makes it kind of easier because you have less people hitting it, meaning it won't meteor as much.
RDM's Chainspell curing can help as well. RDM/DRK is essentially worthless here for stunning purposes, as it can't be stunned.
No, Meteor isn't fire based, dont try to Fire Carol or Barfira.
Motsognir
Your favorite, my favorite, everybody loves Mister Motsognir. He floats around in a chair with a shit eating grin on his face along with his 12 demon buddies. While he may be the hardest Tier III boss, there is a plus side to getting him as your boss. That plus being that you will only have 1 wave of mobs before Motsognir pops. Motsognir will ALWAYS pop with his 12 demon friends on the second wave. Meaning you will probably have ample time to fight him. If you do happen to wipe, there is also possibility that you can reraise and finish him off as well. Those are the two plus sides to getting him as a boss.
The objective is to kill the 12 demons. Killing each demon will take a % of Motsognirs health off...He cannot be harmed otherwise. While it may sound easy, it can get messy REAL fast. He will use Hellsnap TP move to wake up all the demons left alive AND stun everybody in range. Meaning if he uses it close to BLMs, they will be stunned while getting raped from the Demons that just woke up. He also has several other TP moves, but nothing as serious as Hellsnap. It is a good idea for the BLMs and BRDs to NOT stay together, to avoid everybody being stunned at once. Need to Sleepga the Demons ASAP after they wake up, or they will just cause havoc. Keeping the Demon's asleep is probably the most important thing in this fight.
I suggest having the RDM/DRK keeping trying to run Motsognir away from the group. The RDM/DRK can zombie if need be, but as long as the BLM's and melee's arent getting stunned every 10 seconds, you should be alright.
As for the Demons, you'll definitely want to Soul Voice and rotate 3 BRD's. There are 4 BLM mobs, 4 DRK mobs and 4 WAR mobs. BLM's need to go first, they wield wands so they are easily identified. Tell BLM's to Stun as often as possible. After the BLM Demons are dead, you can finish off the other 8 in any order. Keep stunning, their TP moves aren't very forgiving (Quadrastrike and Condemnation). The fight gets easier the more of them you kill, obviously.
Motsognir can also cast -ga3's which is a pain. But like I said, try and keep him away from the action. Be warned he does have Draw-In if you get too far away.
Keep chipping away at the Demons and don't stay directly in the middle of the chamber. Try to be semi-close to a wall so if you do happen to wipe, you can get back up and finish the last couple demons. You should have time remaining, because remember you only had one wave of mobs before this! Motsognir cannot regen HP due to the nature of the fight.