Final Fantasy XIV: Asphodelos The Fourth Circle Raid Guide
The fourth and last meeting of this level of incursion is Helpers, which has become a vampire committees. There are 2 main tricks for this meeting, each of which takes the existing mechanics of Final Fantasy XIV and adds a little additional complexity. In this guide, we will put it up to date on each of the attacks of Helpers and the ways of dealing with them.
If you need it, we have an End walker team guide for 6.0. As well as an ASPHODELS unlock guide and a booty table!
Final Fantasy XIV Fourth Circle - HESPERUS INCURSIONS GUIDE — Attacks
Elegant evisceration
This is the Chief's Caravans, which requires a time of defensive reuse of the main tank. As with other caravans at this level of incursion, the main tank should also be ensured to stay away from any other group member.
Setting the scene / piney
Setting the scene is part of one of the 2 tricks mentioned above. Initially, Helpers will cover a quarter of the sand with the layer of it. After launching Setting The Scene (staying in the layer during this release will not harm any damage, despite the visual effect), the layer will disappear, leaving a new area on the ground. This area will determine what to do when the boss launch to Piney; Said launch will also make the area show a different animation. In order of appearance, there is:
Lightning: Represented by a lightning pillar after Piney. When piney is thrown, move to a corner of the sand. After a few seconds, an AOE based on the proximity will attack from the center of the sand. This will cause fatal damage unless it is far enough. Water: Represented by a water geyser after Piney. A few seconds after launching Piney, a recoil marker will appear in the center of the sand. Stand out close to it or use the demolition prevention skills to avoid being pushed towards the instantaneous death peaks around the sand. Poisonous gas: Represented by a large cloud of green gas. This will place AOE markers on each member of the group, requiring it to be extended to avoid additional damage. Fire: Represented by a column of fire. A player is marked with the pile icon. All players must be grouped to distribute the damage, with shields if there are less than 8 stacked players.
Ray and water are introduced by themselves, and the poison appears when the boss begins to cover 3 rooms of the sand during the setting of the scene. Fire will appear in the last half of the fight, after all the sand is covered with Setting The Scene.
When several areas have been transformed, only one will be activated by piney launch. Cure between each mechanic when necessary. In addition, try to avoid standing in elementary circles in the transformed areas. They will hurt while you are in them, each with a different disadvantage (these disadvantages do not matter in normal mode and are probably somewhat more relevant for the next wild version).
Separation
This is an OAS at the incursion level. Curve yourself after this happens; In general, you will have enough time to allow spells like Media II regenerate the health of the group before other mechanics appear.
Skew of hell
Hell Skewer makes Hesperus facing a group member, attacking with an AOE line once the cast ends. Later in the fight, this will be matched with other mechanics, usually after those left at their place as the fire piney.
Blood rake.
Another AEO in the whole band that is always followed by another mechanic immediately afterwards. One of those mechanics is...
Anti-role towers
Four towers will appear, each with a role icon crossed. Each tower must have a player stopped at it, but those players must have different roles to those shown on the icon. There are always 2 anti-DPS towers, 1 anti-healing tower and 1 anti-tank tower. Stopping in the wrong tower will probably kill, and no one of the right role standing in a tower will explore, inflicting harm to the whole band and applying a VLN pile.
Cardinal change
The boss will launch X SHIFT, with X-related one of the cardinal directions; There will also be a marker on the edge of the sand in this direction. The boss will then teleport to the scoreboard (that is, the change from the north will move it to the north), performing one of two attacks. A sword marker will make Hesperus cover most of the sand with a coal AOE, while the icon of the layer will cause a setback.
For the sword, it can be stopped at the sides of the marker, while the layer requires it to stop to the front. You can also use the prevention skills of setbacks to obtain the maximum time of DPS activity, although the boss will always teleport.
Gobs of Belong
After launching Belong Burst, all live members of the group will have an orb tied to them. The anti-role mechanics reappears here, with each orb marked: DPS can not be beaten by their own orbs, as well as healers and tanks.
Players must run into orbs different from their role, each of which inflicts a lot of damage. Because of this, pre-shielding and AOE regeneration are recommended. In addition to anti-role mechanics, players hit by Forbes will also get simulations of ruin three times. This will kill instantly in 3 accumulations, so try to limit the amount of orbs that em papa, even as a tank.
more Final Fantasy XIV Guides
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