Difference between revisions of "Containment Bay S1T7 (Extreme)"
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:'''Cochma (big add)''' - Physical Damage and will apply magic down vulnerability stacks over time, also healers note that this big add has it's own little mini tank buster so just be ready to heal this adds tank around that time. | :'''Cochma (big add)''' - Physical Damage and will apply magic down vulnerability stacks over time, also healers note that this big add has it's own little mini tank buster so just be ready to heal this adds tank around that time. | ||
::upon dying a Cochma add can do roughly 10K damage per person party wide without proper buffs and what not | ::-upon dying a Cochma add can do roughly 10K damage per person party wide without proper buffs and what not | ||
:'''Binah (little adds)''' - Magical Damage (these guys can really hurt the big add tank if not careful with the positioning of them) | :'''Binah (little adds)''' - Magical Damage (these guys can really hurt the big add tank if not careful with the positioning of them) | ||
::upon dying each Binah add can do roughly 2K damage per person party wide without proper buffs and what not | ::-upon dying each Binah add can do roughly 2K damage per person party wide without proper buffs and what not | ||
''' | ''' |
Revision as of 13:57, 5 March 2016
- See also: Containment Bay S1T7
Unlock
- Quest: A Fiendish Likeness
- Quest-giver Location: Unukalhai - The Rising Stones (x6, y5)
- Prerequisites: Quest When the Bough Wakes
Strategy
Phase 1
- First of all i'd like to say this fight is a dance and you have to know that all moves will blend into each other, I'll try to keep them in order and as detailed as possible.
- Ratzon - Four green circles will pop up growing in size over time, go to the side where no circle pops, and while doing this at the same time the next move will be happening so split up here healers on one side with off-tank and DPS on the other.
- Fiendish Rage - Two players will be marked and you'll have to split up the group to share damage for the two hits (usually people will stack the healers and the off tank on one side and the DPS on the other)
- main tank cannot be hit by either of the split AoE hits or a deadly death blowing debuff will be applied to him
- Super Charged Punched - This will happen after you guys are done splitting up the damage from the previous ability, tank will usually re-center the boss ASAP after both groups have been hit, and usually soon after he's back in the center you'll see his arm charge back for a super hit on the main tank which I think will happen twice back-to-back (one tank buff+adlo usually works wonders).
- Ain - This move will happen when you see one green circle spawn on the map (same looking as the ones from ratzon), best practice is to center your self between the boss and the green circle, usually closer to the boss then the green circle to avoid extra damage, and this is done to bait the Ain ability in the direction of the green circle (safe to usually start moving past him after his arms pull back, in preperation for the next ability which will be markers/circles).
- Markers/Circles - For this I know most people in learning groups have been doing big circle right behind the boss and the rest spread out, and i think this is the worst practice happening at the moment, and whats causing much problems for newer groups trying to get to Phase 3 continuously. In my opinion Big circle at the edge of the map would work best because then only one player is having to move really far rather then 3-5 other players having to struggle getting out of the bigger circle's AoE to be safe.
- -Repeat from Ratzon till phase 2
Phase 2
- Not quite sure what to put for this part yet cause different groups do different things and it's sad/weird to me that we can't figure out the best way, if i understand it correctly and being a healer, and decent with numbers 2 big adds spawn and 12 small ones spawn, so I don't understand why 6-1-6-1 wouldn't always be the best way to go, for heals sake and tank sake. but please i know this part will need a edit hopefully someone more enlightened has a more solid answer.
- Cochma (big add) - Physical Damage and will apply magic down vulnerability stacks over time, also healers note that this big add has it's own little mini tank buster so just be ready to heal this adds tank around that time.
- -upon dying a Cochma add can do roughly 10K damage per person party wide without proper buffs and what not
- Binah (little adds) - Magical Damage (these guys can really hurt the big add tank if not careful with the positioning of them)
- -upon dying each Binah add can do roughly 2K damage per person party wide without proper buffs and what not
Phase 3
- should have this part completed by the end of today, aboutz to go hard.
Loot
Other
- 25 Allagan Tomestones of Esoterics
- 13 Allagan Tomestones of Lore
- Fiend Totem
- Faded Copy of Fiend
- Warring Lanner Whistle
Weapons
Item | Icon | Level | Item Level | Requirement | Damage (Type) | Delay | Auto Attack | Materia Slots | Stats and Attributes |
---|---|---|---|---|---|---|---|---|---|
Axe of the Sephirot | 60 | 220 | MRD WAR | 77 (Physical) | 3.44 | 88.29 | 2 | Strength +119, Vitality +128, Determination +103, Skill Speed +76 | |
Blade of the Sephirot | 60 | 220 | GLA PLD | 77 (Physical) | 2.24 | 57.49 | 1 | Strength +85, Vitality +91, Parry +54, Skill Speed +77 | |
Bow of the Sephirot | 60 | 220 | ARC BRD | 69 (Physical) | 3.04 | 69.92 | 2 | Dexterity +119, Vitality +128, Critical Hit Rate +76, Skill Speed +108 | |
Cane of the Sephirot | 60 | 220 | CNJ WHM | 106 (Magical) | 3.44 | 88.29 | 2 | Vitality +115, Mind +119, Critical Hit Rate +108, Spell Speed +76 | |
Edge of the Sephirot | 60 | 220 | DRK | 77 (Physical) | 2.96 | 75.97 | 2 | Strength +119, Vitality +128, Determination +103, Skill Speed +76 | |
Fire of the Sephirot | 60 | 220 | MCH | 69 (Physical) | 2.64 | 60.72 | 2 | Dexterity +119, Vitality +128, Critical Hit Rate +108, Skill Speed +76 | |
Fists of the Sephirot | 60 | 220 | PGL MNK | 77 (Physical) | 2.56 | 65.70 | 2 | Strength +119, Vitality +128, Critical Hit Rate +76, Skill Speed +108 | |
Pike of the Sephirot | 60 | 220 | LNC DRG | 77 (Physical) | 2.88 | 73.92 | 2 | Strength +119, Vitality +128, Critical Hit Rate +76, Skill Speed +108 | |
Points of the Sephirot | 60 | 220 | ROG NIN | 77 (Physical) | 2.56 | 65.70 | 2 | Dexterity +119, Vitality +128, Critical Hit Rate +108, Skill Speed +76 | |
Song of the Sephirot | 60 | 220 | SCH | 106 (Magical) | 3.12 | 80.08 | 2 | Vitality +115, Mind +119, Determination +72, Spell Speed +108 | |
Staff of the Sephirot | 60 | 220 | THM BLM | 106 (Magical) | 3.28 | 84.18 | 2 | Vitality +115, Intelligence +119, Determination +72, Spell Speed +108 | |
Star of the Sephirot | 60 | 220 | AST | 106 (Magical) | 3.20 | 82.13 | 2 | Vitality +115, Mind +119, Critical Hit Rate +76, Determination +103 | |
Word of the Sephirot | 60 | 220 | ACN SMN | 106 (Magical) | 3.12 | 80.08 | 2 | Vitality +115, Intelligence +119, Critical Hit Rate +108, Determination +72 |
Shield
Item | Icon | Level | Item Level | Requirement | Slot | Block Strength | Block Rate | Materia Slots | Stats and Attributes |
---|---|---|---|---|---|---|---|---|---|
Shield of the Sephirot | 60 | 220 | GLA, PLD | Shield | 364 | 364 | 1 | Strength +34, Vitality +37, Critical Hit Rate +31, Determination +21 |
Lore
Preserved upon the Allagan tomestone you received from Unukalhai was an extraordinary history─a detailed record of the battles fought between the eikon Sephirot and the armies of Allag. After feeding the account of this epic conflict into Azys Lla’s verification systems, you have succeeded in activating what the node describes as a “combat simulation.”
Can the enigmatic technology of the ancient empire truly manifest an enhanced simulacrum of the formidable Fiend? Can this artificial incarnation truly surpass the threat posed by the original Sephirot? There is but one way to know for certain...