Post by deltafox on Jun 19, 2008 12:42:17 GMT -5
Found this from one of the other groups I go with on Delta.
I found a good writeup for Wing 1 strategy here:
www.bluegartrls.com/forum/viewtopic.php?p=949593#p949593
And here's the post in quote form
Quote:
If you are going in with a lot of melee (around 2-3 parties with DD/support setup), it is a very good idea to have two assists (use your judgment on which mobs not to double assist i.e. aoe using mobs). It lowers the time it takes to destroy a wave by a large margin.
Every DD party MUST have a BRD and a healer. Every DD should be hasted, and every bard should be hasted as well. ES+Sleepga2 has a good set-time (~90s I believe) so your next BLM in line can get ready to ES+sleepga2 if needed (Bards are generally a better use for horde lullaby).
Having an overall balanced DD setup is key. Don't go all monks (like we did once) or all RNGs. Try to keep a consistent number of different types of melees (Having monks around helps for skeletons, having warriors with Tomahawk really helps with Physical resistant mobs, and angon pwns =P). Key to double assists is to set parties to assist one person beforehand, not during the run.
This Wiki has all the mobs and bosses you can find in Tier 1. Prepare for the worst (Skeletons should be the most of your worries due to their absorb AOE ws. Ghosts are rather easy, and any WHM should banish each ghost by assisting the main puller).
Good double assist waves are:
Bugards
Chigoes
Ghosts (Plan on bringing Poison Pots, but if you don't feel comfortable, or it's your first time, go with single assist)
Elementals (Bring poison pots if you do so, as you should aways)
Worms (These stay stationary, it's a good idea to kill boss first away from worms)
Bats (Single and Triple. Triple bats appear to have a magic damage weakness)
Doomed
Wamoura (squishy squishy)
Single Assist waves you should be aware of are:
Skeletons!
Ghosts (see above)
Elementals (see above, but don't need to be. Sleepga is the only spell that is noteworthy)
Hounds (Paralyga can break a run)
Bombs
Sea Monks (Can be double assisted, Maelstrom isn't as powerful as you would think, but single assist would ease the mages MP usage).
I don't suggest going in with 14 people if this is your first time around. I believe Kaeko's setup was much better geared for a low-man run (not to mention probably had better luck ).
As far as going blm heavy or smn heavy, it is a good idea, but not as one group. You can't beat any chamber using only one type of setup (aka only blms, etc). You can Sleepga - Time nuke/Astral Flows to defeat waves quickly, but when you get to the boss, you'll get bent over easy.
Be sure to kill the random-pop Pet (Muninn Huginn Saehrimnir or Heithrun). They will always benefit you in the rest of the chamber.
For the bosses you might confront, here is a good strategy that our LS has used on many of them (and victory ensued):
Orobon
His Seismic Tail is deadly, but stunnable. Killing Muninn supposedly can remove this WS from being used. Be sure to have NO melee attacking the tail (Higher usage of WS was noticed, maybe the only reason). It can do the move in succession very quickly (up to 3 times I believe), but stunning at least one will stop him from continuing. Utsusemi should absorb the damage.
Marid
One of the tougher bosses we've fought. Kiting while walking helped to avoid Probiscus Shower (the massive cure move). This boss is up for debate, but the ONLY effective method that's been proven to prevent Probiscus was to kite (was it fixed?) because it won't stop to use the move, therefore interrupting it. If or when it calls Chigoes, I don't know if it will summon more. If it can only have x-amount of chigoes out (i.e. one set) then have someone diaga them and kite around with movement speed.
Buffalo
My favorite boss on Tier 1 His hate system is ass-backwards. He will go after the person with the least amount of hate at times (that includes people that have been afk inside the entire time). We take him to a small hallway towards the back of the chamber and everyone including mages surrounds him, back against a wall. His AoE attack does a large knock-back, and if someone has hate at this time and is drawn from the alliance, it takes away precious time of killing when people have to chase him down. Make sure every DD is never in the red. DD should be attacking the sides, never the front.
Manticore
Treat it like any other Manticore: destroy the fowl beast! It too has random hate, so everyone should be within a reasonable range as to not have to run in circles everywhere. It will do his normal TP attacks, and has Mighty Strikes.
Morbol
Probably the toughest bosses in the Tier. It uses Vampyric Root, which absorbs all buffs on a target. Suggested to not have PLDs use Sentinal or other Defense buffs, as it will make the fight much much harder. It can absorb Souleater and harm itself, as well. Poison Potions are REQUIRED for this boss (Sweet Breath is large range). Bad Breath is AoE and not single target. Mages should cure the DD as soon as possible to reduce downtime.
Wivre
Probably the easiest boss in the Tier. Melee should attack from the sides at all times. It has a heavy AoE attack (Crippling Slam), so mages must be ready to cure DD, but it isn't as deadly as a Seismic Tail. Will use all other Wivre moves.
Before fighting a boss, you should have all bards Soul Voice / Troubadour and buff their melee parties (and Ballad the mage groups). Your Bards should also Troubadour songs upon entry to quickly go through the first wave(s). If merited, Troubadour should be ready for the boss. (If the wave looks rough, I suggest using Soul Voice at the beginning too).
Hope this helps out a little bit, but it's mostly geared towards 18+ people. 14 and lower is really luck based, if anything.
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Author Message
Delta-fox
Guest
Posted: Thu Jun 19, 2008 12:40 pm Post subject: Another BGLS Tier I boss Strat
--------------------------------------------------------------------------------
Here is the link.
www.bluegartrls.com/forum/viewtopic.php?f=24&t=34338
Basically looks like they are just forming up merit parties and just zerging things. In theory it looks pretty crisp from everything I've seen since the new changes.
Past few runs we aren't having any real serious issue's except we are just taking too long to kill all the pulls. Currently we have been doing things old school dynamis style assist the main tank sleep add's and everyone pound on 1 mob.
But with this whole 30 min limit it really puts stress on time. Maybe just forming up strike groups of merit party setups like 3 to 4 4xDD/BRD/RDM a brd or rdm goes grabs a mob, while the 3 other brds pull a link off that one, pull to different parts of the chamber cause that room is super big, to where each party is out of AOE range of another and everyone just unleash. Once all are dead, everyone just zerg the boss. Maybe have the bard jump parties for 2xsongs?
I found a good writeup for Wing 1 strategy here:
www.bluegartrls.com/forum/viewtopic.php?p=949593#p949593
And here's the post in quote form
Quote:
If you are going in with a lot of melee (around 2-3 parties with DD/support setup), it is a very good idea to have two assists (use your judgment on which mobs not to double assist i.e. aoe using mobs). It lowers the time it takes to destroy a wave by a large margin.
Every DD party MUST have a BRD and a healer. Every DD should be hasted, and every bard should be hasted as well. ES+Sleepga2 has a good set-time (~90s I believe) so your next BLM in line can get ready to ES+sleepga2 if needed (Bards are generally a better use for horde lullaby).
Having an overall balanced DD setup is key. Don't go all monks (like we did once) or all RNGs. Try to keep a consistent number of different types of melees (Having monks around helps for skeletons, having warriors with Tomahawk really helps with Physical resistant mobs, and angon pwns =P). Key to double assists is to set parties to assist one person beforehand, not during the run.
This Wiki has all the mobs and bosses you can find in Tier 1. Prepare for the worst (Skeletons should be the most of your worries due to their absorb AOE ws. Ghosts are rather easy, and any WHM should banish each ghost by assisting the main puller).
Good double assist waves are:
Bugards
Chigoes
Ghosts (Plan on bringing Poison Pots, but if you don't feel comfortable, or it's your first time, go with single assist)
Elementals (Bring poison pots if you do so, as you should aways)
Worms (These stay stationary, it's a good idea to kill boss first away from worms)
Bats (Single and Triple. Triple bats appear to have a magic damage weakness)
Doomed
Wamoura (squishy squishy)
Single Assist waves you should be aware of are:
Skeletons!
Ghosts (see above)
Elementals (see above, but don't need to be. Sleepga is the only spell that is noteworthy)
Hounds (Paralyga can break a run)
Bombs
Sea Monks (Can be double assisted, Maelstrom isn't as powerful as you would think, but single assist would ease the mages MP usage).
I don't suggest going in with 14 people if this is your first time around. I believe Kaeko's setup was much better geared for a low-man run (not to mention probably had better luck ).
As far as going blm heavy or smn heavy, it is a good idea, but not as one group. You can't beat any chamber using only one type of setup (aka only blms, etc). You can Sleepga - Time nuke/Astral Flows to defeat waves quickly, but when you get to the boss, you'll get bent over easy.
Be sure to kill the random-pop Pet (Muninn Huginn Saehrimnir or Heithrun). They will always benefit you in the rest of the chamber.
For the bosses you might confront, here is a good strategy that our LS has used on many of them (and victory ensued):
Orobon
His Seismic Tail is deadly, but stunnable. Killing Muninn supposedly can remove this WS from being used. Be sure to have NO melee attacking the tail (Higher usage of WS was noticed, maybe the only reason). It can do the move in succession very quickly (up to 3 times I believe), but stunning at least one will stop him from continuing. Utsusemi should absorb the damage.
Marid
One of the tougher bosses we've fought. Kiting while walking helped to avoid Probiscus Shower (the massive cure move). This boss is up for debate, but the ONLY effective method that's been proven to prevent Probiscus was to kite (was it fixed?) because it won't stop to use the move, therefore interrupting it. If or when it calls Chigoes, I don't know if it will summon more. If it can only have x-amount of chigoes out (i.e. one set) then have someone diaga them and kite around with movement speed.
Buffalo
My favorite boss on Tier 1 His hate system is ass-backwards. He will go after the person with the least amount of hate at times (that includes people that have been afk inside the entire time). We take him to a small hallway towards the back of the chamber and everyone including mages surrounds him, back against a wall. His AoE attack does a large knock-back, and if someone has hate at this time and is drawn from the alliance, it takes away precious time of killing when people have to chase him down. Make sure every DD is never in the red. DD should be attacking the sides, never the front.
Manticore
Treat it like any other Manticore: destroy the fowl beast! It too has random hate, so everyone should be within a reasonable range as to not have to run in circles everywhere. It will do his normal TP attacks, and has Mighty Strikes.
Morbol
Probably the toughest bosses in the Tier. It uses Vampyric Root, which absorbs all buffs on a target. Suggested to not have PLDs use Sentinal or other Defense buffs, as it will make the fight much much harder. It can absorb Souleater and harm itself, as well. Poison Potions are REQUIRED for this boss (Sweet Breath is large range). Bad Breath is AoE and not single target. Mages should cure the DD as soon as possible to reduce downtime.
Wivre
Probably the easiest boss in the Tier. Melee should attack from the sides at all times. It has a heavy AoE attack (Crippling Slam), so mages must be ready to cure DD, but it isn't as deadly as a Seismic Tail. Will use all other Wivre moves.
Before fighting a boss, you should have all bards Soul Voice / Troubadour and buff their melee parties (and Ballad the mage groups). Your Bards should also Troubadour songs upon entry to quickly go through the first wave(s). If merited, Troubadour should be ready for the boss. (If the wave looks rough, I suggest using Soul Voice at the beginning too).
Hope this helps out a little bit, but it's mostly geared towards 18+ people. 14 and lower is really luck based, if anything.
Back to top
Author Message
Delta-fox
Guest
Posted: Thu Jun 19, 2008 12:40 pm Post subject: Another BGLS Tier I boss Strat
--------------------------------------------------------------------------------
Here is the link.
www.bluegartrls.com/forum/viewtopic.php?f=24&t=34338
Basically looks like they are just forming up merit parties and just zerging things. In theory it looks pretty crisp from everything I've seen since the new changes.
Past few runs we aren't having any real serious issue's except we are just taking too long to kill all the pulls. Currently we have been doing things old school dynamis style assist the main tank sleep add's and everyone pound on 1 mob.
But with this whole 30 min limit it really puts stress on time. Maybe just forming up strike groups of merit party setups like 3 to 4 4xDD/BRD/RDM a brd or rdm goes grabs a mob, while the 3 other brds pull a link off that one, pull to different parts of the chamber cause that room is super big, to where each party is out of AOE range of another and everyone just unleash. Once all are dead, everyone just zerg the boss. Maybe have the bard jump parties for 2xsongs?