So I tried FBI last night with guildmates, we didn't have a DC and we could not get past the Dragon Turtle. The party was GF(me) 2 SW (one was templock) GWF and CW(don't know his spec but most likely not MoF). I was using Tactician so I was wondering if I used a Protector loadout would that have helped or is it pointless at our item levels without a DC? I don't know if this is common but almost no one in our guild plays a DC, at least during the times that I play. My alt is a DC, not FBI ready but yet but even so when I switch to the DC we don't have anyone to tank
I'm at around 12.5K and the rest of the party was the same or a little lower, maybe 11.5K. I usually died from his steam breath after he went into the water the second time so I probably should have turned off KV during that time. It didn't help that my dancing shield disappeared twice during those phases and you only get a second or two to resummon while he is coming back on the iceberg AFTER he's done steaming us. One time I died after he took his second swim in the water and came back, snapped at me and one shot me even though I was pretty sure I had my shield up. Is that snap attack an AoE so maybe I took extra damage from my KV?
Some times I can't see what the boss is doing, on my screen they aren't moving at all for several seconds but in reality he was about to slam us, or about to do that multiple snapping attack. I'm pretty sure it's because 1 or 2 people in the party have Aboleth set, which is really annoying. Bosses like this one and Orcus don't seem to do that crazy dance from the Aboleth set, they are just frozen on the screen for several seconds at a time.
Comments
Survivability isn't the issue, the mechanics are. If you don't use KV during breath and nobody hits the turtle with runes, team will wipe so thats worse. If people stand too close under turtles arms, he will build too many stacks and kill you regardless of healing and buffs.
Aboleth set also does cause some issues. It would be even worse during Drufi fight I reckon.
We didn't know exactly where to stand so I think they may have been standing too close under the flipper because he would slam 3 or 4 times per "phase" before jumping into the water. I was worried about standing too close to his mouth or too far away, wasn't sure about that either.
This is mostly to give him a primary target for the Steam attack that's supplemented with Slams.
From what I heard the more Steam attacks he make the less slams will occur. But bear with me, this is not 100% accurate.
If you have like 8/9 stacks you will wipe - period. The damage he makes will kill everyone including shielded tank.
I was in the run few days ago, we had no DC and Turtle was our blocking part of the run. Finally a DC came in and we made it with less of an issue.
This is more about damage than mitigation. If the group lacks the DPS you will have so many stacks that it will be impossible to live long enough to kill the freak of nature.
As for the KV, you're a tank so you really should never turn it off.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
game - Human/real life - ???
OP 18k+ Devotion/Justice - Light
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
So if party is standing too close to flipper he will slam more? I still don't know what to say about the steam breath attack he does from the water when you are trying to hit him with the runes. I have no stamina to to put my shield up so after I ended up dying once during this phase, but does this attack do more damage when he has more stacks of the slam as well?