The ideal roster: (Doesn't exactly have to be this, this is just my recommendation.)
After entering the BC and ensuring everyone is ready to go (full buffs, food, meds, you know what I mean) send one PLD in towards the Wyrm. The reason this is done is that the moment anyone enters the battlefield the Wyrm will immediately start the fight with a large breath attack. This will hit anyone who is in the battlefield at that time and it does fair damage I have seen it one shot unsuspecting people and that is the absolute worst way you want to start out this battle is to have crucial members of your team either dead or badly hurt especially those very important BLM who have low HP to begin with. The remaining 17 members of your team must understand not to Leroy Jenkins this thing. You will be sorry.
As soon as this breath attack has landed and done its damage, the rest of the team should file in to their appropriate positions. This is a Wyrm and he can / will flail you if you are not positioned properly. Flail means ejection from the arena and loss of your hard earned 99 KS by the way. So beware.
Positioning is also an important aspect in damage control in regards to future breath attacks. Standing too close to the mouth / in between the feet will yield you prone to extra damage incurred to you via the repeated breath attacks. Stand right on top of either the front left or front right foot. There is no discretion here, that's where you are to be. Too far outside the feet + sloppy hate control equals flail.
(Just a side note, fire resist gear, especially on your PLD tanks can be worth their weight in gold here.)
Ok so far we have absorbed the first breath attack with relative ease, healed that main PLD back up and have all our comrades in position.
At this point in time you want your PLD's, your RNG's and any extra melee to hack away the Wyrm's HP for a while. I strongly suggest setting up a skill chain / magic burst between one filler job, one PLD and one static BLM in charge of magic bursting. This is the most effective way of peeling off the Wyrm's HP as quick as possible, which you will hear me say a few times in this guide that the "as quick as possible" method is one of your best tools for survival. If possible, the PLD should close the chain to help keep hate control from the imminent big ass magic burst that is coming.
On a good (lucky) day you can hopefully take the wyrm from 100% health to in flight status with 2 to 3 good skill chain / magic burst combinations. This is beneficial because the whole time you are building TP and whittling away his HP, he is smacking the living piss out of your tank. You're going to need that PLD once this takes flight, protect him at all costs. Get the wyrm in the air ASAP and don't mess around.
While this is happening, the BLM team and the 2 RDM/DRK are in defensive mode, not doing anything except staying alive, conserving precious HP / MP and if necessary keeping others from dying. These people's MP banks are crucial to this fight and if you run dry of MP while the wyrm is in flight well lets just hope you have a RNG or two and a ton of luck. Regular melee attacks while in flight are not possible and the wyrm must be brought back down to the ground to finish him off.
Your WHM team should be trying to conserve MP as well, but they need to keep the other 5 members of their team above a decent amount of HP and have curaga (a good strong one) macro'd and ready to be used at any time. This wyrm doesn't play nice and will smack you around and the AOE breath attacks can be even worse. Get caught with your guard down with a few people under a certain amount of HP and you risk them all wiping in one fell swoop. Not good, because every other person in this battle is helping someone else do their job and vice versa. By the way, the Wyrm uses a TP move called Hurricane Wing which will inflict approximately 400 DMG or so to a level 75.
Ok, so now we have the Wyrm's health down to approximately 70 to 50 %. At this point of the battle he is now going to take flight. This is where the fight is won or lost, in my opinion. It takes coordination of your whole team to execute and deliver this strategy.
(Keep in mind even though the following steps are separated, they are all actually supposed to be executed simultaneously. Start as soon as he starts to fly, time is your enemy here.)
Step 1: Non essential melee and people who aren't either BRD, BLM, RNG, WHM, PLD and RDM/DRK go into defensive mode. You are about to potentially face this wyrm nuking you off the face of the earth. Bunker down and hold on. You can't do anything here but wait and hope your team mates bring down his HP enough to force him to land.
Step 2: Each of the three bards fire up soul voice and do their respective thing for their party, depending on whether they are supporting the BLM team or the rangers or red mages. Your bard should know what is ideal for what each team needs. The idea is to give your team the best resources possible to punch through this stage as quick as possible.
Step 3: Your lead RDM/DRK fires up chainspell and spams stun. Over and over and over, don't stop. When your chainspell is gone, the second RDM/DRK does the exact same thing. This hopefully will prevent the wyrm from spamming it's breath attack AOE. This is crucial. You will not survive this without chainspell stun.
Step 4: At the same time as your RDM/DRK hits chainspell stun, your PLD uses invincible, as well as any and every hate control tool they can muster. Chainspell stun will get your RDM killed, so get yourself a good PLD. When the lead PLD�s invincible goes down, the second PLD should fire up their invincible and hope it takes some hate.
Step 5: Meanwhile, your previously inactive RNG's (spam sidewinder) and BLM's spring to life and all start simultaneously nuking as hard and efficiently as they can, with manafont. Do not relent. You are what is going to make or break this crucial process. You need to get the wyrm out of the air as fast as possible because everyone is getting blasted while you are nuking your target.
The wyrm will dejectedly drop out of flight at approximately 20% health remaining. If you have made it this far, you're so close. Don't stop now. If your BLM's still have any MP left whatsoever at this point, still keep going. Do not relent under any circumstances.
While all this is going on, your 3 WHM's, one per party are under fire here. During the flight time, Curaga II / III is essential and depending how bad the breath damage is, it isn't uncommon to have to spam strong Curaga's over and over. Benediction is obviously viable at this point as well as dead people not nuking / tanking / ranged damage dealing are only going to make you lose. Keep those troops alive.
At the time the wyrm takes flight, as I indicated above, that is when things get serious. The whole process from taking flight down to 0% HP should be as smooth, well executed and seamless as possible. Good communication between your party members is essential, especially when one persons chainspell stun wears and the second person has to execute theirs. Same for PLD's and invincible as well as for WHM's who may be out of MP or resources, they may need another WHM to take care of their party for a bit.
When the Wyrm hits the ground at 20ish %, your dormant melee now have to be on the ball and ready to go. When he hits the ground, there is no time to waste and that wyrm is gonna be angry. This is an all out zerg, no ability or resource can be left unused. Any left over 2 hours, icarus wings, hard nuking and WS/MB spam all need to be employed. I have noticed after the wyrm hits the ground that he tends to crit a little more or hit a little harder or faster. This may just be a false perception but keep watch either way. Don't drop your guard.
Good luck / good drops. I'm still hoping for my speed belt ^_-
This page last modified 2009-06-26 04:22:18.
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