Virtus Rothiem FC Member replied

569 weeks ago

Righto chaps! This is where I will be posting all our static info in regards to FCoB aka The Biz.

I'll update this post with our strategies and all that jazz and if anyone would like to post relevant info to FCoB progression feel free to do so here!

Also, I'll be posting our static events on the FC schedule so please do check that. It might feel a bit trivial but I'd like to have it there as a place for people to confirm whether they are showing up or not. If you know you are going to be late or you can't make it, that's the place to post it!

Members:
Azarim Erro (Healer)
Hung Hero (Tank)
Katsumi Kishin (Healer)
Knives Millions (DPS)
Lollie Poppins (DPS)
Raven Lonberk (DPS)
Reldhir Ondoreil (DPS)
Virtus Rothiem (Tank)

Event times:
Day 1 - Tuesday 9pm EST
Day 2 - TBD
Day 3 - TBD

NOTICES:
We are currently trying to clear Turn 9 for Knives so that we have 8 members able to enter T10. It may take this week in order to clear and since we do not have a clear schedule it's possible we may not be able to meet up for T10 at all this week.
I will try to keep everyone updated on this however it would help for everyone to post which days they are able to play.
In the mean time I will write up a guide based on what I've learned and would appreciate if everyone would read into it so that when we do enter T10 we have a good understanding of the mechanics and are able to make more efficient use of our time inside.Reldhir Ondoreil

Virtus Rothiem FC Member replied

569 weeks ago

FCoB - Turn 1 GUIDE

(Reference Video)



Imdugud - Abilities + How to counter
Spike Tail - Long rear cone attack triggered by player standing behind Imdugud. Inflicts bleed. (similar to Caduceus' Tail Whip)
Counter - Don't stand behind it. (LOL) Triggering this attack will cause Imdugud to stop attacking for the duration.

Critical Rip - Deals heavy single target damage to Tank (similar to Death sentence but without the debuff)
Counter- Treat in similar manner to Twintania's Death Sentence, Adlo,SS, queue Cure II, tanks pop cooldown etc.

Crackle Hiss - Wide frontal cone attack.
Counter- Tanks face this attack away from the party. Also, Imdugud will always follow a Wild Charge with Crackle hiss so be ready to dodge this attack after it charges the party. Main tank should stay in position to bait Crackle Hiss away from the party.

Wild Charge (BLUE) - Places a BLUE symbol over a player other than the tank. Player sustains AoE damage, vulnerability and is stunned. Imdugud will then charge up and rush the marked player inflicting massive damage and knocking players back. At the same time. Imdugud will also create an electric pool under it which deals heavy DoT to those standing in it.
Counter- Targeted player moves to WAYMARK A, other players should take care to avoid this player until the AoE vulnerability lands. Wild Charge damage is shared between players where players closer to Imdugud absorb more damage than those further away. The Off tank should place themselves at WAYMARK B, closest to Imdugud, while any player not inflicted with vulnerability should move between WAYMARKS A and B. The off tank should use a defensive cooldown, the White mage should SS the marked target and the scholar should cast succor. Using the focus target bar, White mages should start casting Medica or Cure III as soon as bar has loaded up to the C in Wild Charge this will cause the spell to land immediately after damage from wild charge is inflicted which helps to reduce the chance of a player dying after being pushed back into the electric pools surrounding the arena.
IF the Off Tank is inflicted by vulnerability, tanks must SWAP HATE and trade places.

Erratic Blaster/Prey (RED) - Places a RED symbol over a random player other than the main tank inflicting Prey. Erratic blaster will land shortly and deal small initial damage, once the timer on prey runs out the player sustains heavy damage and paralysis.
Counter- Prey can be removed from the player if damage from Erratic Blaster is blocked by Adlo or SS. Idealy, the scholar should be in charge of Adlo-ing marked targets while the White mage should focus healing the tank. Depending on timing, the scholar may need to stop healing and wait for Prey(RED) to appear as there is only a very small window to get Adlo up before Erratic Blaster is inflicted.
Heat Lightning - Targets 3 random players other than the main tank, and deals small AoE damage, inflicts vulnerability. (similar to meteor stream)
Counter- There is no indicator to show which players are being targeted by heat lightning. Therefore, all players should spread out and avoid standing too close to each other while Imdugud is casting. (Use focus target)

Cyclonic Chaos (Tether) - Targets a random player other than the main tank with a tether after a short time it will deal heavy AoE damage and knockback inflicting vunerability.
Counter- The damage inflicted by the tether can be shared. A minimum of 3 players must absorb this attack. The marked player should move to WAYMARK B while any player not inflicted with vulnerability should move in to help absorb damage. However, there is a point where Tether is followed immediately by Wild Charge therefore players should use a numbered priority system to allocate ONLY 3 players to absorb tether, freeing the remaining 4 to intercept Wild Charge.

Electrocharge - Signals phase change, Imdugud stops attacking, summons his sons and daughters and becomes invulnerable. Imdugud accumulates charges during this phase which increases the damage of Electroblast.
Counter- Kill Imdugud's famry (sons and daughters) to remove his invulnerability, this will allow you to push the dps check and force Electroblast before Imdugud has accumulated enough charges for lethal damage. Healers can also deal damage during this phase to quicken Electroblast occuring.

Electroblast - Heavy arena wide damage dependent on charges accumulated by Imdugud during the Electrocharge phase.
Counter- Scholars should use succor and sacred soil and virus to mitigate damage. If DPS is sufficient, this attack should not deal much damage. White mages should follow Electroblast up with Medica II to restore the party.
Electric Burst - Causes heavy arena wide damage and reduces lightning resistance when a player dies.
Counter- Don't Die.

Imdugud's Son/Daughter - Abilities + How to counter
2 son/daughter pairs appear on the east and west of the arena, both tanks should move to intercept.
Both the son and daughter have Crackle Hiss and Spike Tail so should be tanked where they spawn on a tangent to the arena (circles) during the second son/daughter phase an additional son appears to the north and a daughter to the south. tanks should move clockwise from their position and grab one each taking care not to face them toward the party.
Sons can not be tanked together or they will form a bond and become invulnerable(?)
Daughters can each cast Prey(RED) two players will be marked at the start of each son/daughter phase so the scholar and white mage ss or adlo one each. White mages should use presence of mind to help with cast times. While daughters are up, Prey(RED) will continue to occur periodically so the scholar must be on the look out while the white mage focuses healing the tanks. Also, during the second son/daughter phase, before the new daughter appears, Prey(RED) will be cast on one player then immediately as the new daughter appears another Prey(RED) will be cast. Scholars should have enough time to get both but they occur in quick succession so you have to be quick.
After the son dies it creates a pool of thunder where it died which deals heavy damage to those standing in it.

Tam posted a great breakdown of the boss' rotations for each phase as well as some helpful tips on how to manage things like son/daughter placement and most importantly the combo things the boss does like tether/wild charge and so on. You can find it a few posts down! Thanks tam!Reldhir Ondoreil

Virtus Rothiem FC Member replied

569 weeks ago

Rotation breakdown:

Phase 1: 100-85%
1)Crackle Hiss / Spike tail / Critical Rip
2)Wild Charge
3)Crackle Hiss / Spike Tail / Prey

Phase 2: 85-55%
1)Heat lightning
2)Crackle Hiss / Spike Tail / Prey
3)Heat Lightning + Wild charge
4)Crackle Hiss / Spike Tail / Critical Rip

Phase 3: 55-0%
Here comes the fun part. The rotation will always start with
1) Heat Lightning + Cyclonic Chaos (Tether)
2) Crackle Hiss / Spike Tail / Prey / Critical Rip
3a) Heat Lightning + Wild Charge
3b) Cyclonic Chaos + Wild Charge
(It's random which one the boss chooses to do, but be ready for either 3a or 3b)
4)Crackle Hiss / Spike Tail

Things to note on the phase change

Son - Uses Crackle Hiss and Spike Tail
Daughter - Casts Prey and uses Spike Tail

During the first phase change(85%), each tank will grab a pair of adds (1 son and 1 daugther). We focused on killing the daughters of both tanks and then the sons. We want to get rid of the prey casters asap! So, we did: MT's Daughter -> OT's Daughter -> OT's Son -> MT's Son. We were able to get back to the boss at around 5 stacks.

There is a circle indentation on the floor, where if the tank stands exactly on it, they can flash and get both of the adds. Once you get the initial flash, the tank can run a little bit south and then back north again, so that both adds are facing the same direction. If you are a DPS, you can go to the rear of the adds to activate the Spike Tail. This makes it a little easier on the healers(The poppins knows!)

During the second phase change (55%), you will get the second set of adds. Each tank again will grab a pair (1 son and 1 daughter). After about 30 secondish, 2 more adds will pop on the north and south end. We had the tanks rotate clockwise to where they pop (Thanks virt) for easier add handling. So for this phase, it goes something like this: Tanks grab adds, Caster LB3, and shank shank shank. This time the order for killing adds will be: MT's Daughter -> OT's Son -> OT's Daughter -> OT's Son -> MT's Son (pretty much dead at this point) -> MT's Daughter. We got back to the boss at around 7 stacks.

Additional Notes:

The boss always does a crackle hiss after a wild charge

4 of your members will get priority numbers. These numbers are only RELEVENT during Cyclonic Chaos + Wild Charge. We numbered are range people for the 1 2 3 as they have flexibility of mobility and dps.

Heat Lightning + Cyclonic Chaos
Everyone spreads out for heat lightning, the person with the tether goes to B, if you weren't hit by heat lightning, you go to B!

Cyclonic Chaos + Wild Charge
Tethered person goes to B, Wild charge person goes to A, 2 other people will join the tethered person at B based on the priority number(3 total people on B including tethered person), B people are hit by the aoe and move back out to the side, OT goes behind boss and the last 2 people with no vulnerability go behind him for the charge.Tamjin

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298 weeks ago

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