Alex Codex Admin replied

535 weeks ago

Here's a plan for us to tackle A1 Savage. I have been using this guide as a reference:
http://suiko.guildwork.com/forum/threads/55af2ea1002aa84ca52d40de-alexander-1-guide

All Players should read and be familiar with the first two post. The third post is healer specific. It can't hurt to read it.

Faust:
Faust is a beat'em up fight. No real mechanical discussion. Whm will take MT, Scholar will take OT typically for our group. Other matters can be discussed in individual sessions.

Oppressor:

Division of players: The basics are that each tank needs to take a boss, and 2 dps of 4 should focus each boss at split. Also, a healer should take one tank each.

Dps/Tank division is important..
1. Monk should be paired with a Warrior or Paladin so their int-down debuffs don't clash (more than likely attack Oppressor .5 since Dark Knight is a common MT for 1.0)
2. Summoner should focus the Oppressor opposite of the Oppressor of the tank the Scholar is healing. For us, that means the Summoner will always be on the Oppressor 1.0 as the Scholar will be healing that .5 tank and this allows the Summoner to easily cast virus on Oppressor 1.0.
3. Ninja should be on the Oppressor that Warrior is not on so that the other tank can also get a slash debuff on the boss. For us, Ninja will be on 1.0.
4. Dragoon and Bard/Mechanist should be on same boss to take advantage of disembowel.

(in other words, for us, Ninja/Summoner on 1.0 and Dragoon/Bard/Monk/Mech on .5)

- add on: Black Mage should attack Oppressor of the tank that is more likely to die from the tank buster, so he can be aware of when to use apocatastatis. This is a minor point of convenience and range, as the Black Mage can more or less easily cast apocatastasis on either. Honestly, Black Mage is a downer for this fight, though acceptable and will take the last dps spot available.



Healers:
Each healer should focus a tank at split, and prey target. Further healer discussion in next post.

Tanks:
Basic tank switch. If we want more dps, warrior can open the fight in Deliverance, and then have the Dark Knight or Paladin provoke on the alarm and drag them across the field to keep up with Dark/Paladin on 1.0 and warrior on .5.

Benchmark:
The boss splits at 90 seconds, and the Oppressor .5 takes his same health and aggro. In other words, ALL damage dealt before the split is essentially double and this fact is crucial for the dps check. Ideally, he is below 60% before split, though this is not a hard number. It is said 5400 dps is needed for this boss.


last edited 535 weeks ago by Alex Codex

Alex Codex Admin replied

535 weeks ago

Rotation:

You can find this information more neatly presented in the guide above, but this is a slightly specialized for our group version.

This boss follows a strict rotation in both phases. This is most important for tanks and healers to know for survival purposes, though DPS should be familiar with it so they know when Resin Bomb, Photon Spaser and Aluruns are coming.

Phase 1:


Royal Fount
Gunnery Pod
Hydrothermal Missle
Gunnery Pod
Photon Spaser
Royal Fount
Resin Bomb
Royal Fount
Photon Spaser
Gunnery Pod
Royal Fount
Emergency Deployment
Hydrothermal Missile
Gunnery Pod
Royal Fount
Gunnery Pod
Photon Spaser
Gunnery Pod (x2)
Royal Fount
Alarm (Split)


Phase 2:
3000-tonze Missile
Gunnery Pod
Emergency Deployment
Resin Bomb
Royal Fount
Photon Spaser
Gunnery Pod
Hydrothermal Missile (Double Prey)
Royal Fount
Hypercompressed Plasma
Photon Spaser
Gunnery Pod
Royal Fount
Jump

Stack in the center for heals. During the jump, we will call out one corner to run to, and the run to an opposite corner to safety (and ideally a sacred soil marking the spot should Aetherflow allow). Ideally, it will be called out, but know that for the worse case, you want to run UNDER one of the boss circles to bait resin bombs then to run to the corner where the bosses are furthest away from.

Then the cycle repeats. Enrage is some time after the third jump at 8:30 into the fight.





Resin Bomb:
All resin bombs should be baited to the edge of the arena when possible. Melees and tanks should place their Resin bombs on the same side of the boss. For example, melees should bait their positioning to the right side of the boss before hand to make sure it is place there if they are targeted. The tank should move to the same position which will be the tanks left since they are facing opposite direction than the melees. Move during the Resin Bomb cast bar.

Baiting Resin bomb is the ONLY time dps should even possible be out of healing range. Definitely gather during Gunnery Pod.

Laser Division:
Of the 2 dps on each Oppressor, each one should know they are grabbing the left or the right. Ranged Dps should do further lasers. Calling out is helpful here. Bait resin bomb to the sides, then kill Aluruns under the lasers.

Tank Cooldown Rotation:
PLD: Rampart + Sentinel for the first, Hallowed Ground the second, Rampart + Sentinel the third. Feel free to Stoneskin / Clemency yourself before the attack hits. If you feel safe dps instead of stoneskin, its a small amount of hp. Clemency would be huge though.
WAR: Inner Beast + Thrill of Battle + Vengeance, followed up by Inner Beast + Equilibrium after the hit. All three cooldowns should be up for every Hypercompressed Plasma, if they are used right after the previous cleave hits.
DRK: (Dark Arts) Dark Mind + Shadowskin for every Hypercompressed Plasma. You should also use Shadow Wall for the second round.

An alternative method is to have the Warrior Holmgang the first and third Hypercompressed plasmas to ensure the healers can guarantee one lives through the damage, and one lives at 1 hp (which the can then heal in conjunction with equilibrium).


last edited 535 weeks ago by Alex Codex

Alex Codex Admin replied

535 weeks ago

Healer Specific Guide

Here are some suggestions at what to do when, and how to handle certain mechanics for each healer.

Division of healing:

There are three key ways that healers need to be divided: AOE healing, tank priority, and Prey target priority.

As this is a heavy AOE healing fight, White Mage is primary healer as AOE heals should come out often (with assistance of Scholar heals).

As for tanks, it doesn't matter much. However, according to how we have divided DPS above, the WHM should focus the 1.0 tank, and the Scholar the .5 tank primarily for Virus.

As for prey, the healers will need to create a system. Ideally, one healer heals the person higher on the list, and the other lower. However, this is imperfect and calls should be made. Other things should be discussed in chat (such as what if a healer is a target).

Scholar Rotational Guides/Suggestions:

Phase 1:

Royal Fount
- Dps on opening up through gunnery pod, where you assist AOE heals and prepare to shield the Hydrothermal missile target.

Gunnery Pod
Hydrothermal Missle
Gunnery Pod
- Assist healing up through the second Gunnery pod, then dps during photon spaser, allowing the WHM to handle tank heals. Up through Deployment.

Photon Spaser
Royal Fount
Resin Bomb
Royal Fount
Photon Spaser
Gunnery Pod
Royal Fount
Emergency Deployment
- Dps up until now, the drop Cleric Stance if the other healer needs assistance, which they likely will not. Shield the Hydrothermal Missile Target target.
Hydrothermal Missile

- From here, help on healing up until the split to ensure a smooth transition.

Gunnery Pod
Royal Fount
Gunnery Pod
Photon Spaser
Gunnery Pod (x2)
Royal Fount

Alarm
- as soon as the alarm sounds, there is down time. Both healers should get DOTs on 1.0, and maybe .5.



Phase 2:

3000-tonze Missile
- DPS up until Gunnery pod, dropping it as necessary to heal the .5 tank. Eos can assist. Make sure tank is healthy for Gunnery pod. Can DPS and spot heal up through resin bombs, make SURE the tank is healthy for Royal Fount. Hold back on DPS until comfortable - spot heal up through hydro thermal missiles to keep everyone healthy.

Gunnery Pod
Emergency Deployment
Resin Bomb
Royal Fount
Photon Spaser
- Start healing HARD, you want people full for Gunnery Pod so they aren't too low for the coming damage.

Gunnery Pod
- Adlo your tank and your assigned Prey target. Adlo the other healers target if time permits. Prey target need not be at max health, they just need to survive at ~1/2 health. There are 5x 3000 damage missiles, so prepare to heal 10-15k damage (they are at half health from gunnery pod). Initial Adlo (~4800), Physick (3000) and a second Adlo (4800) should handle this. Don't stack adlos as it waste shields and MP.

Hydrothermal Missile (Double Prey)
- Tank should be shielded before missiles to ensure they are topped up for Royal Fount. As soon as you know your prey target will live, HEAL THE FUCK out of the tank and virus it the moment you see the castbar of Hypercompressed Plasma. Pray your tank is following the cool down rotation. Best case scenario it deals 12k damage to the Warrior.

Royal Fount
Hypercompressed Plasma
- After this, throw some heals at the tank and calm down, you are good if he is alive. Dodge Photon Spaser and heal your party during or before it, as another gunnery pod is going out. This will kill the former prey targets if they have not gotten heals after Hypercompressed Plasma, Throw a spare heal on the tank for Royal Fount.

Photon Spaser
Gunnery Pod
Royal Fount
Jump
- Gather in the center, adlo the warrior and deployment tactics the great shield! Leave primary healing to WHM at this point. We are stacked in the center for Cure 3 if necessary, but Medica 2 will likely suffice. Follow jump rules, place Sacred Soil at destination if possible, and heal up all damage from the jump. If Eos is out, use her abilities.

White Mage Rotational Guides/Suggestions:

Phase 1:

Royal Fount
- Open up with dps, but swiftly move into healing. AOE heal through Gunnery Pod through Medica 2 (Aluruns ignore aggro in Savage), while trusting the Scholar to do missiles. Primary goal is to heal tank. Slip into dps at any times you know you have down time. Relatively little changes for this phase.

Gunnery Pod
Hydrothermal Missle
- Might need another heal before/after Gunnery Pod.

Gunnery Pod
Photon Spaser
- Double Royal fount, bait resin and make sure tank is healthy.

Royal Fount
Resin Bomb
Royal Fount
Photon Spaser
Gunnery Pod
- Medica 2

Royal Fount
Emergency Deployment
Hydrothermal Missile

- Make sure everyone is healthy before this gunnery pod, particularly the prey target. A regen at the start of prey would be enough. Tons of gunnery pods are coming up, so pull out Medica with a medica 2 rolling. Scholar will help heals here. Make sure tank survives both upcoming Royal Founts.

Gunnery Pod
Royal Fount
Gunnery Pod
Photon Spaser
Gunnery Pod (x2)
Royal Fount
Alarm
- take a breath and dps if you like.

Phase 2:

3000-tonze Missile
Gunnery Pod
- Medica 2, no worries about Alurun aggro.

Emergency Deployment
Resin Bomb
- Keep tank topped up while baiting resin bomb for Royal Fount, and make sure to spot heal for Gunnery POd.

Royal Fount
Photon Spaser
- Regen your tank and your assigned Prey target. Regen the other healers target if time permits. Prey target need not be at max health, they just need to survive at ~1/2 health. There are 5x 3000 damage missiles, so prepare to heal 10-15k damage (they are at half health from gunnery pod). Initial Cure 2 (~4800), Cure (3000) and a second Cure 2 (4800) should handle this. Divine Seal will make this laughable.

Gunnery Pod
Hydrothermal Missile (Double Prey)
- Tank should be full HP before missiles to ensure they are topped up for Royal Fount. As soon as you know your prey target will live, HEAL THE FUCK out of the tank. Pray your tank is following the cool down rotation, and the Summoner/Black Mage is using Virus/Apocatastatis. Best case scenario it deals 10-12k damage to the tank.

Royal Fount
Hypercompressed Plasma
- After this, throw some heals at the tank and calm down, you are good if he is alive. Dodge Photon Spaser and heal your party during or before it, as another gunnery pod is going out. This will kill the former prey targets if they have not gotten heals after Hypercompressed Plasma, Throw a spare heal on the tank for Royal Fount.

Photon Spaser
Gunnery Pod
Royal Fount
Jump
- After the jump, heal up and do the mechanic; the group is stacked for medica 2 or Cure 3 as necessary before the run. Have a heal ready for the landing - cure 3 or Medica 2 as you see fit, maybe even medica. The drop will do different amounts of damage depending on if Scholar has emergency tactics up (first and third) and the positioning of the drops.


last edited 535 weeks ago by Alex Codex
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