(02-21-2014, 09:54 AM)ExKage Wrote: I honestly would not mind at all learning how to beat T2 with the mechanics in mind but no one in my FC really does it so I'd have to actually find a group to teach it to me. ><;
EDIT: Corrected things now with Merri's help.
I did it ONCE. I can tell you right now I prefer the enrage method.
Now, this is an overview of the strategy of the ADS:
Each Sphere you kill on the way to the ADS removes an ability in the ADS arsenal. It also gives the ADS a permanent buff for the rest of the fight or until you reset it out. You will need to kill at least three to get the ADS, which means that three abilities get locked out and it will get three buffs. People took that in consideration which is why you have the path that most people take.
What most people knock out is chain lightning and firestorm. Primarily now it's because these are the ones with the easiest mechanics to knock out. The ADS will then keep three abilities: gravity well, a water crescent, and Allagan rot. It will also keep it's stacking debuff that it applies to the tank, high voltage (which is always silencable) and it's laser ability.
So the traditional set up will work as normal, silencing the high voltage and staying away from the massive aoes (mind you I played Monk so my experience varies to the mage/healers). The tanks do their swap thing while keeping a safe distance from the jackass.
At about 75% it has the most infamous attack, Allagan Rot. This is what it does: The player will have a debuff that does nothing but is instead a timer that counts down (this is 15 seconds). If the person's timer drops to 0 a huge AoE explosion occurs and everyone dies. How a person gets rid of it is by physically getting close to another person. This "passes" the debuff from the first person to the next, resetting the timer (since it is a new application.) The player that passes the rot also gets a 40 second immunity debuff which means that they can't receive the rot again until those 40 seconds are up. This means that when the next person's timer drops they need to move to another person to pass it again, resetting the timer and getting the immunity.
This basically makes this part of the fight a game of debuff hot potato. Since there is a little time 5 players can pass this around safely -- usually three ranged dpses and the two healers.
Once it hits about 50%, it kicks in the second ability, a gravity well. This ability isn't too bad. It will randomly targets a player and that person would get heavy + a DoT debuff as long as they are in the thing. It lasts about 20-30 seconds and there will be a little cool down before the next one goes up. The primary thing that this interferes with, though, is stepping out of it's laser attacks and the Allagan rot.
At about 25%, the ADS learns a water crescent move that has an atypical shape in melee-mid-length range. People that get hit with it take a couple of thousand water damage and get knocked back. Mostly this thing is surprising when it first starts and is something to keep in mind thereafter. It works horrendously with rot and screw up the cycle rotation.
So how the fight works is the two tanks (and, potentially, the melee DPS) engages the ADS and starts fighting. The five (or six) ranged attackers spread out in a circle shape on the other side in preparation of the rot. They are also numbered using 1 - 2 -3 -4 - 5 Things continue as normal, with the bards/paladin silencing high voltage and everybody avoiding the area attacks. One the gravity well goes down the ranged attackers maintain the same relative formation and move away from it to accommodate for the decrease in the size of the arena.
Once Allagan rot goes out, the person who receives it (if ranged) waits for the timer to tick down past 12 seconds but no more than 15. They then move to the next person in line and applies the rot debuff. That person then waits another 12 to 14 seconds before moving on to the next. This whole time they also need to keep in mind the ADS' moves and respond accordingly. It's trickier than it sounds and very easy to lose track of when you need to move. This keeps going until the end of the line in which case the 5th person moves back to the 1st to begin the cycle all over again.
Another other thing to keep in mind is that the rot can apply to the tanks and melee that you have. Rather than have either of them run to the back to become a part of the rotation one of the people in the line should go TO the melee/tank to take the rot away and start the rotation from there. Also while trying to keep from getting killed with the ADS's aoes and cleaves.
As you can see this is like balancing on a chair while there's a firehose trying to spray you down. The thing isn't that hard, but it requires coordination and if anybody dies the cycle is pretty much screwed.
Thy life is a Riddle to bear Rapture and Sorrow
To Listen, to Wonder, to Entrust unto tomorrow
In One fleeting Moment from the land doth Life flow
In One fleeting Moment from the land doth Life flow
Yet in that Same Fleeting moment Thou must Live, Die, and Know