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Alarial
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Posted: Mon Jan 5th, 2009 11:28 pm |
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I want everyone to get an idea of what we will be fighting. I will go over the fight itself, then our initial strat (that may change before we get there), then a brief overview of roles and responsibilities.

From wiki:

- Pandemonium Warden despawns two hours after its appearance, automatically ending the battle.
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- Initially spawns as a Dvergr type monster with multiple lamps similar to those found in Nyzul Isle Investigation Assault.
- Uses Hellsnap immediately after spawning, then disappears and comes back as one of the following mobs. Whenever the new mob is defeated, the Dvergr form returns with 100% HP, uses Hellsnap, and then respawns as another mob on the list. The list of monsters do not spawn in any particular order.
After these 10 forms have been defeated, Pandemonium Warden will return to its Dvergr form. This is presumed to be the final form.
- Each time the Warden changes form, eight Pandemonium Lamps are summoned. These assisting monsters vary depending on Pandemonium Warden's current form in the following ways:
Last edited on Wed Jul 15th, 2009 05:06 pm by Neosutra
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Alarial
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Posted: Mon Jan 5th, 2009 11:45 pm |
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Now this fight is handled in 2 seperate phases:
Phase 1: Defeating each of PW's preliminary forms.
- Phase 1 is broken into 2 sub phases:
- a. Defeat of the 8 lamps.
- b. Defeat of the current form.
This fight will primarily take place with 2 alliances in action during the course of the fight, with some extra parties/people that I will describe.
Defeating the 8 lamps:
The Lamps Alliance's role is to pull/dispatch the 8 lamps, as fast as possible, with as little death as possible.
The method for this is as follows, using PW in chariot form as an example:
PW respawns in chariot form, with 8 triple gears with him.
The main pld/rdm in the lamps alliance will sentinal/diaga the lamps when they pop and pull them away to the designated area. The 3 lamp DD parties will then assist the lamps targeter and kill them asap (blues spamming headbutt and blms keeping stun order to keep lamps stun locked) and repeat this process till all 8 are dead.
Last edited on Tue Jul 28th, 2009 05:56 pm by Neosutra
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Alarial
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Posted: Tue Jan 6th, 2009 12:38 am |
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Phase 1: Defeating each of PW's preliminary forms. (cont). Sub-section b.(Defeating the current form!)
My current plan for the PW alliance is a bit vague atm, as I am still working out what DDs I want on it. I plan on having:
2 pld/nin (with 1 more in back up), 2 whm, 1 rdm, 1 brd/blm for tank party.
+ 2 DD parties. One party will most likely be 3 strong melee + whm/rdm/brd. The second is the one I am still debating, as we may select to use 5 smns, or mix and match blms for solid stuns and damage across the forms.
GOAL: Reach PW's final form with 45 min left on the clock. Meaning an average Form kill of 7.5 minutes or less.
Now each form of PW requires a slight adjustment to the strategy, so I will break it down into the 3 sections:
Section 1: The chariots:
Battleclad Chariot:

Take a good look at the form each chariot takes, as we must be able to tell which form it is in, to prepare for each of their moves.
As with all chariots, these tyrants attack with double and triple attack, for decently high damage, as well as have conal AoE moves (Diffusion Ray), Paralyzing move(Discharge), Binding move(inertial stream), and his super move Discoid. For PW, discoid is a 10k needles attack, and will be used under 50%. With shell, this is reduced, but the basic counter for this is to keep enough people in range for this to not wipe the tanks. The PW alliance will position 9' from the tanks to ensure everyone is hit by the Discoid. This is also the move the blms should choose to stun.
Long Armed Chariot:

In addition to the normal Chariot moves, this fun Chariot uses "Brain Jack". It will use this 5 times in a row when it choses too, and each time it will charm the person with the highest hate on its list. Our method of countering this is fealty, stun, and proper support by the mages. Tanks should wait until the first tank is charmed to use their fealty, due to it's limited duration. This should cause only one tank to ever get charmed. In the event that multiple tanks and melee are charmed, the mages should bind/gravity the charmed melee, and keep out of range of PW.
Long Bowed Chariot:

Note that this looks alot like Battleclad chariot, so we must be careful to not confuse the two. In addition to normal Chariot moves, this bastard has a throat stab move that resets hate as well: Homing Missile! This move can only be used when facing the tanks, so the tanks will position themselves to the sides of this boss, and the blm(s) will stun in the event that LBC turns to face them. It is imperative that mages erase bind off the tanks asap!
Armored Chariot:

In addition to normal Chariot moves, this boss uses Mortal Revolution. This move is a 3 hit physical attack that can be absorbed via shadows. Keep your shadows up and this boss isnt that bad.
That concludes the chariots. The finer points of each are explained in each section. Mages must be fast to paralyna -immediately- after Discharge, as the tanks shadows will be wiped. Each tank should have a mage assigned for erase/paralyna and should recieve those buffs + cures immediately after each WS.
Last edited on Tue Jan 20th, 2009 11:00 pm by Neosutra
____________________ ¤ ¤ ¤ ¤ ¤ ¤ Alarial ¤ ¤ ¤ ¤ ¤ ¤
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Alarial
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Posted: Tue Jan 6th, 2009 12:39 am |
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I will post the next 6 forms in a bit, as I just realized I was posting under alarial's account instead Neo.
Section 2: Beastmen Kings!
Medusa:

Medusa is a rng mob, and will spawn with 8 lamia. Plds should take care to keep shadows up, as EES can lvl you. This fight is pretty straight forward. Plds can choose to tank at a distance, with their backs facing medusa, to avoid being stoned. As for the Lamia pets, they are weak to earth, however they should be fine to simply nuke down with our highest ga3.
Gurfurlur the Menacing:

This boss is a Mnk type mob. Special notes are:
1. Will use Arcane Stomp, allowing it to absorb magic damage (blms are useless on this).
2. Will use Head Snatch (throat stab move, be fast to cure plds after this move).
3. Pleides Ray: 500+ damage + AoE para, bind, poison, plague. silence, slow. Must get these effects off tanks and cure asap!
As long as a pld saves sentinel for Hundred Fists, and the mages keep the tanks topped off and debuff free, this boss isnt too challenging. He can hit very hard however, and has a 5 hit WS that can lvl a tank at low HP, so focus!
Gulool Ja Ja:

Gulool Ja Ja is a Nin mob, and will use Mijin some time during the fight (at low %s). Whms should keep barfira up, and everyone that is able should be at max range. Other than his typical moves, Gulool has some fun twists:
1. Vorpal Wheel (higher damage as hp goes down) on any person that casts magic on it. That being said, any brd casting elegy, or rdm casting enfeebles, should ensure they are at full hp and have SS/phalanx up when they enfeeble.
2. Miasma: Slow+plague+poison.
Pretty straight forward boss.
Now the beastman kings can be an easy phase, or a good loss of time, so take time to memorize their moves, and what your action should be for each phase! Last edited on Tue Jan 6th, 2009 01:34 am by Neosutra
____________________ ¤ ¤ ¤ ¤ ¤ ¤ Alarial ¤ ¤ ¤ ¤ ¤ ¤
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Neosutra
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Posted: Tue Jan 6th, 2009 01:51 am |
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Section 3: ToAU Kings:
Hydra:

Hydra isnt too bad except for a few pain in the ass issues:
Hydra is VERY resistant to Peircing damage, Nukes, and enfeebles. Additionally, his moves can be painful for those w/o shadows. DD should ensure their shadows are up, and that they do not take damage from the back, at all times.
Special Attacks
- Trembling: 5' AoE 0-500 DMG Attack with additional effect of Dispel (10' range). Blinkable, wipes shadows. Dispels 2-3 effects.
- Barofield: ~15' AoE 100-200 DMG Wind Attack with additional effect of Gravity (10' range). Not Blinkable, ignores shadows. Damage greatly reduced by Baraera. Appears to be a cone-shaped attack centered around his center head.
- Serpentine Tail: Heavy damage single target or cone attack triggered when someone gets hate from behind.
- Used only when second (Hydra's right-- our left) head is alive:
- Used only when third (Hydra's left-- our right) head is alive:
Hydra spawns with 8 Dahaks! Blms should nuke these down with Thundaga3, ensuring our SCH/DRKs stun appropriately to avoid Body Slam wipe!
Cerb:

Cerburus is a fire based mob, and is one of the most challenging of PWs forms, simply due to his lamps (8 unstunable bombs that self destruct). In addition to this, his Stonskin move increases the time to kill. He also attacks quite frequently, so ES elegy + slow2 is a must.
Special attacks:
- Both the Stun spell and Bash abilities are sufficient means of interrupting Gates of Hades. Head Butt does not land.
For Cerb we will most likely have 2 blms in the DD mage party, for the purpose of stunning GOH and Damage.
NOTE: Cerb's Lamps (Bombs) need to be nuked with Firaga3!
Khim:

Now Khim can be one of the most annoying to tank due to very high attack speed and double/triple attacks. That being said, his petrifying breath moves, Tourbillion move (high damage), and Fulmination make him offensively very strong.
Special attacks:
- Can only be used when its wings are up. Critical damage or Bashes from weapons has a chance to force Khimaira's wings to break temporarily
Mages must be on their feet to keep tanks alive, and melee/tanks must ensure they keep shadows up at all time.
Khim's Lamps are PUKS: Wind based mobs with some nasty AoE and knockback. Dispatching them with Thundaga3 is fine.
Last edited on Tue Jan 6th, 2009 01:52 am by Neosutra
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