The Realm's Edge
The Realm's Edge
Alexander Turn 1: The Fist of The ...
168 weeks ago
Alexander Turn 1
Zerg down the Faust. OT to pick up the adds and tank them. Minimalistic healing required on OT at the start so one healer can DPS.
Hangar 8 (Meet FFXIV’s version of Strike and Freedom GUNdams)
Phase 1 (100% - 60%)
Royal Fount: Frontal Cone of lasers.
Gunnery Pod : Raid wide untargeted AOE. Small damage.
Photon Spaser : Line targeted AOE. Targets a random party member and casts a line AOE towards target. 3 Second Cast.
Hydrothermal Missile : Targets a random party member with prey. Hits prey target 1 per second for 5 times for about 1.5k damage each time.
Resin Bomb : Targets 4 random party members and casts a circle AOE. Explodes after 3 seconds.
Emergency Deployment : Each Oppressor (including the Oppressor 0.5 later) spawns 2 Alarum.
Alarum : Aggro locks on the first source that deals damage to it (Similar to Renauds in turn 7)
Starts out with 8 debuff stacks on them. Every auto attack transfers 1 debuff stack onto its target. Target will die if 8 stacks are received.
Spawns a circle pool on the floor that puts a minimize debuff on anything that enters it (no effect on Oppressor or Alarums)
Phase 1 rotation:
Phase 2 (60% - 0%)
Same skills as Oppressor. Needs to be picked up by Off-Tank.
Tethers to Oppressor if both are too close to each other. Tether puts an increasing damage buff on both Oppressors.
3000-tonze Missile : Each Oppressor fires 1 missile into the air. Missiles will land after 1 minute from start of cast. Path of missile is marked by lasers, initially appearing as blue then turning red when missile is near.
Missiles deal 8K Damage raid wide unmitigated and places a health and damage debuff stack on players.
To deal with this mechanic, you need to pull Alarum under the lasers and kill it, leaving the pool under the laser. As long as the laser point is inside the pool, the missile will become miniaturised when close to impact, making it deal 0 damage.
Quick Landing : Both Oppressors will fly into the sky and become untargetable. Two giant markers will appear on a random side of the room indicating where they will land back. Damage is done according to proximity to the markers when they land.
To deal with this mechanic, run to the opposite side of the room from the markers. Beware of miniaturizing pools along the way.
Phase 2 rotation:
Gunnery Pods (1 for each Oppressor)
Repeat until 0% (3 cycles if DPS is good)
Self Destruct : When either of the Oppressor is defeated, the remaining Oppressor will start casting Self Destruct. After 30 Seconds, if the remaining Oppressor is not destroyed, it will deal killing AOE damage around it and Oppressor will respawn at 100%.
To deal with this mechanic, split your DPS between the two Oppressors. Leave their HP difference no bigger than 5% to be safe. Use Damage Limit Break on the remaining Oppressor.
Congratulations on beating the GUNdams.
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