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 Foret de Hennetiel Fracture~

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Hawina
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Age : 27
Location : Sweden

PostSubject: Foret de Hennetiel Fracture~   Fri Nov 01, 2013 6:52 pm

Heya guys ^^

For those that might like it, here is my personal notes of the run!
Just wrote down fast and messy what we should be looking out for.
I might clean it up sometime ^^ Feel free to ask questions.


Craklaw:

Mnks formless strike it to 80-85%, no ws!


Uragnite:

The more debuffs on it, the more damage it takes. Impact=7 debuffs.
Doom aura when in shell. Run outa range to get it off
Strong poison tp move in shell.\
Sherzo for painfull wip. Can one shot a DD.


Jagil:

Kill fast or enspells start to hurt a lot lot! Stunnable~ but resistant in thunder mode.


Nerrivik:

Attack from front with crits to break the lanterns. Uses charm and sleep tp move as long as they
are not broken. Turn to avoid this.
Can get ice spikes inside Delve, making Deathgnash dangerous.


Krabakarpo:

Formless strikes the first 50%. Normal melee and physical ws the last 50%. Mages mind venom
shower. 20 range and irremovable poison.


Dakuwaqa:

One of its normal attacks causes def down. Mages be on your toes to erase when your DD needs it.

100-75% weak to piercing. Formless strikes, Hundred fists.
75%-50% weak to blunt. bards run in range, cor 2hr. frontline geo 2hr
50-25 weak to slashing. backline geo 2hr
25-0 weak to magic.

Use dispel asap every 25%. (after Carcharian Verve.) att, matt boost.
Can use it whenever after 25%. Hard to stun. Bards dispel regularly.

Carchatian Verve grants the nm a water spear effect even if stunned.
It will be immune to stun while this is active. Sometimes gets nasty
damage spikes while casting or using tp moves with it active, so turn.
The move will always be followed by Marina Mayhem. Insta KO if in the 5-20 range.
DDs run into the monster after Carcharian Verve, mages make sure they are out
of 20 range. This move is only used right after Verve.

While spear is active it will take increased damage from thunder based attacks.
The effect will be removed after a certain amount of thunder damage.


~Haw
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Mouku

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Age : 20

PostSubject: Re: Foret de Hennetiel Fracture~   Fri Nov 01, 2013 9:20 pm

This is actually pretty good. Just want to make a few changes. :3

When we first enter we should not stay at start we should run straight into the big room.(Will save some time.) We'll buff in there.

Craklaw:(Always do this first.)

This is pretty easy. Monks should Formless Strikes until 75~70% when you see Riptide Epuna turn. Wait till it's done...then BAM kill it. TAKE OFF FORMLESS BEFORE YOU DO THIS. Stun all TP moves.


Uragnite:

This fight is pretty simple as well. Impact it. Just put as many debuffs as you can on it.
If you put as many Debuffs as you can it will take 700+ hits and 10k+ WS damage. Killing it in less than a minute
if DD kill fast. Nothing much else too it. However, if you get doom. Wait till about 6~5 before running. Then, once it's off...run back in!


Jagil:

Kill fast...nothing else too it... :3 Do not cause Magic Damage.


Nerrivik:

DDs who're /RUN can FINALLY use Sulpor for some extra damage. Hehe. :3 Stand in front and try to break the lamps...this is just a zerg fight really.


Krabakarpo:

THIS CAN CAUSE THE MOST TROUBLE. All MNK need to Formless Strikes. Till 50% (If it reaches 50% before Formless wears. Don't take off Formless. From my personal experience it helps kill it a little bit...47~45% then DD ZERG the HELL out of it when it wears.)
Embrava this fight. PLD should help too using Reqesicat. DRK as well. When 50% DRG can finally engage.  DO NOT WS DURING THE FIRST 50%
ONLY IF YOU ARE REQESICATING.



Dakuwaqa:

This fight is about positioning and focus. There may come times were Mages NEED to run out of range. One of the mages should make a macro.

DD...IF YOU ARE LOW AFTER MARINE MAYHAM PLEASE TURN. I HATE SEEING DD DIE FROM SPIKES WHILE WHITE MAGES ARE TRYING TO CURE.

Embrava.


(From Haw. hehe :3)

One of its normal attacks causes def down. Mages be on your toes to erase when your DD needs it.

100-75% weak to piercing. Formless strikes, Hundred fists.
75%-50% weak to blunt. bards run in range, cor 2hr. frontline geo 2hr
50-25 weak to slashing. backline geo 2hr
25-0 weak to magic.

Use dispel asap every 25%. (after Carcharian Verve.) att, matt boost.
Can use it whenever after 25%. Hard to stun. Bards dispel regularly.

Carchatian Verve grants the nm a water spear effect even if stunned.
It will be immune to stun while this is active. Sometimes gets nasty
damage spikes while casting or using tp moves with it active, so turn.
The move will always be followed by Marina Mayhem. Insta KO if in the 5-20 range.
DDs run into the monster after Carcharian Verve, mages make sure they are out
of 20 range. This move is only used right after Verve.

While spear is active it will take increased damage from thunder based attacks.
The effect will be removed after a certain amount of thunder damage.



All there is too it in Foret. :3
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ryosaeba



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PostSubject: Job responsibilities    Fri Nov 22, 2013 10:13 pm

Fade Craklaw- kill time 2min
Mnks engage with formless strike on.
After nm use Riptide Enpnea, everyone can full attack with melee hits. (no weapon skills).

sch need to stun when red line goes off. It is ok to stun riptide, the weakness will still take effect.

Uragnite- kill time 2min
Weakness: Damage taken increases greatly proportionally to the number of enfeebles that have been applied.
when doom aura is up, run when timer reach 5 counts.
Melee please run towards mages, so you can get cures.

Sch- stun all magic, and abilities.
enfeebling breakdown.
sch1: ES+impact, sch2:bio2
geo1:slow¶lyze, geo2:blind&gravity
brd1:thurenody, brd2:elegy&requiem
cor:dia2

Jagil - kill time 3min
all physical attacks are ok, but no damage from skill chains.
If mnk only shijin spiral, then no other ws should preform that will make skillchain.

silence is effective against this nm.

nerrivik - 3min
sch-stun lock spells and abilities.
Cor-rouge's roll + chaos
melees, use critical hit ws to break lamp by standing in front of the nm.

Krabakarpo - 5min

Sch1: 1hr+embrava alliance for this fight.

pld drk war cor - requiescat.
mnk.formless strike. sam-mura(vw gk).

sch-stun all abilities, and spells.

each mnk can also mantra in orders.

Due to the high damage poison, after the move goes off support classes must curaga. the poison can not remove by spells, only chakra works.

Mnks will keep formless strike until 0dmg, then take off.


Boss-7min

positioning is the most important of this fight. support roles must stay out of range of mayhem.

Due to every 25% and its use of Carcharian verve, melee must take caution and put on damage reduction gear and slower damage when near that hp%. Darkshot, finale, and dispel must be fast after verve.

Mnk can open formless before enter, and 100f after verve/spike is removed.  

100-50%. geo1 SP: indi-refresh&geo-frailty geo2:indi focus- geo-torpor
50%~ geo2 SP:indi-focus&geo-frailty, geo1:indi-refresh, geo-torpor.
(notice switching of spells)

geo can thunder damage through out fight, but please help dispel.


Brd rotation is pretty standard before the fight.
100-75% - piercing dmg
74-50% blunt dmg
49-25% slashing
<25% magic damage

@50%, light shot > ja+song can sleep nm to rebuff party.
cor > wildcard
brd > songs again.

@25%, if formless strike got reset, please use for this segment.
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