Jedna ze strategii na Ultime
Aerial Armor Strategy:
Party Setups
Tank PT
PLD/WAR
PLD/WAR
RDM/SMN
SMN/WHM
WHM/BLM
BRD/WHM
Melee PT
Healer #1
Healer #2
DD #1
DD #2
DD #3
DD #4
Magic PT
Refresher #1
Magic DD #1
Magic DD #2
Magic DD #3
Magic DD #4
Magic DD #5
Healer : WHM/BLM, RDM/WHM, PLD/WHM
DD : WAR, MNK, THF, DRK, RNG, SAM, DRG, NIN, BST
Refresher: RDM, BRD
Magic DD : BLM, SMN, RDM
Alliance setup is subject to change depending on what is available, but this is ideally what we're looking for.
Items needed
Everyone, regardless of job, should bring the following items:
12x Echo Drops
12x Antidote
1x Reraise Gorget/Pin
12x Your favorite food, to redo after it gets dispelled.
In addition if you have MP, you should bring the following items:
12x Yagudo Drink, or 12x Melon Juice.
Yagudo Drink is preferable, but Melon Juice is okay if you can't afford/find it.
Try to stock up before Limbus itself so the AH isn't drained dry due to us buying Juice from it.
The Chest Mobs
As noted above, in the arena there are 3 differant sets of chests, which allow us to pop up to 3 mobs, one from each of the other areas of Temenos. As we believe that killing these weakens Ultima, we'll be popping and kililng these mobs first before we engage Ultima. We'll be following the tank strategy below, so this is a good time to practise the tank strategy, skillchains and stun order before we engage Ultima properly.
There are a couple of special notes. If we get an Enhanced Jelly, then melee should stay out of range and BLM and SMN only should handle it. BLM should continue to stick to the Stun Order however. When we pop the Mystic Avatar, The WHM, Healers and BLMs should make sure you have the appropriate Barspell cast.
Strategy
The PLD/WARs will provoke Ultima and take him to the top-left corner on the map. We'll tank him there to minimize his AoE range, keeping him facing the wall and his back to the other members of the alliance. They should keep provoking, flashing, and shield bashing him as often as possible. Other abilities should be used as neccesary. They should call out any status effects that land on them so the status curers know what to cure.
The RDM will be responsible for keeping Refresh on the members of the tank party. Every minute he should also run to the tanks and cast Aerial Armor on them. The RDM will also have to keep debuffs on Ultima, if there is a NIN or 2nd RDM in the alliance debuff duty can be split with them. It is important to keep him as debuffed as possible, keeping Bio II, Paralyze, Slow, Blind and Poison II on him at all times. The RDM can also spot cure should the tanks be running low on HP.
The SMN will be responsible for running in and casting Aerial Armor as often as possible. They will also be responsible for status cures on one PLD, which will be assigned to them. They should also spot cure should the tanks be running low on HP.
The BRD will be responsible for double ballading everyone in the tank party. We will all be seperate so there will be a significant amount of running around. The BRD should also keep Carnage Elegy on Ultima, it should be applied at all times. BRD will also help with status cures.
The WHM will be responsible for main healing the tanks. It's important to keep the tanks HP as high as possible as Ultima has some very vicious attacks that almost one-shot a PLD even with high HP. Also, they will be responsible for keep Barspells on the tanks. This will be Barstone and Barpetrify, as Ultima can do Petrify and thats the worst status effect for us to deal with (aside from Terror which we can do nothing about). Ultima's Dissapation move will remove all buffs from whoever it hits, so if the tanks get hit with this move, Protectra, Shellra, and Barspells must be reapplied immediatly. If anyone does get Petrified, the WHM will have to Stona them.
Healer #1 will be responsible for main healing the PLDs along with the WHM, and also will be assigned one specific PLD to status cure along with the SMN. Status cures are the priority.
Healer #2 will be responsible for main healing and status curing the melee PT. Protectra, Shellra, and Barspells should be kept up at all times. They should try and rest as much as possible aside from this to keep their MP high.
DDs #1 to #4 will be responsible for melee damage. They should try to sub /NIN to avoid taking damage from any AoE that does hit them. DD#1 and DD#2 will have a skillchain, as will DD#3 and DD#4. You will need to keep each other informed of you TP progress, as well as have a macro announcing you are ready to start your skillchain, make sure there is a <call> in this so nobody misses it. When someone uses this macro, no other weaponskills should be performed until the skillchain goes off, and the black mages should be ready to magic burst. Macro's should be made annoucing in party chat when you are using your weapon skill. Aside from this, Utsusemi should be kept up at all times, and if your running low on health (600HP or so), you should back off to the retreat area and rest, one of the mages will get around to healing you. If you have a status effect on you, you need to say so in party chat (repeatedly) so we know who needs to be status cured. If Ultima puts Particle Shield up, and your hitting for 0, retreat out of range and rest to recover your HP until it's down.
Refresher #1 will be responsible for keeping Refresh on everyone in the magic party.
Magical DDs #1 to #5 will be responsible for damaging Ultima. If you are a SMN you should use Leviathan's Spinning Dive, or Garuda's Predator Claws whichever is best when it has Mana Shield, and use Nether Blast when it has Particle Shield up. SMNs will also be given other duties in between their blood pacts, most likely status cures and spot cures.
We will have one of the BLMs keeping Elemental Debuffs on Ultima, Drown, Rasp, and Frost should always be kept on Ultima. BLMs should nuke him when they can, but do not spam nuke on him. If you see that the melee are about to start skillchain, hold off on nuking and wait to do the magic burst. Also, keep your MP high, if your getting down to around 50% MP, rest. It's important to keep MP high incase we run into trouble. Above all of that, buffs should be kept on at all times. Protectra, Shellra, Barspells (Barblizzard and Baraparalyze), Stoneskin and Blink should always be kept up, this is more important than nuking. The most important thing of all the BLMs will do is the Stun Order. We'll have our BLMs use Stun in an order to slow down the fight a bit and give us a breather, and hopefully stop some TP moves. The interval between stuns will be no. of BLMs divided by 45, so if we have 3 BLMs, the interval will be 15 seconds. When it is your turn in the Stun order, you should do nothing else except wait to stun. Watch Ultima, and watch for the "power-up" mobs do before using a TP move, the red lines being drawn into them. Look at the mob itself, don't look at the chat log. If you see those red lines, use your Stun. If he hasn't used a TP move by the time the interval is up, use your Stun anyway. Each BLM should have a macro with the Stun command, and a party message saying who is next in the Stun order, and a <call> so nobody misses the message. In short, the BLM priority goes Stun Order -> Self Buff -> Elemental Debuff (1 BLM only) -> Magic Burst nuking -> free nuking -> everything else. The last thing is when he puts Mana Shield up, if your nukes are doing zero then just focus on your stun order, buffs and resting MP.
When it all goes to hell
Bad things can and do happen, and this is a hard fight so we need to be prepared for the case when things do go wrong. If people are dying, close to dying or we're running low on MP then we need some time to recover. We'll have the tanks and a few support people kite Ultima clockwise around the room, while everyone else stops attacking Ultima, leaves the room and rests to recover HP and MP. If we have dead people, hopefully they will have Reraise up. If not, then hopefully we'll be able to have the WHM Raise II/III them, but if we're low on support people or the WHM has no MP, then we may have to Raise I some people. If the tanks are down, we'll have the NINs and WAR/NINs kite it while the tanks recover. If all of the above are down, whoever has hate will have to do their best to kite while we try to get the PLDs, NINs and WAR/NINs up. Ultima does do Draw-in, so we won't be able to kite him away the best we can do is kite him around the room. Ideally to support the PLDs we'd have the RDM, BRD and a WHM or PLD/WHM around, but depending on who is alive/has MP this could change.
Citadel Buster
Ultima's Deathga move, Citadel Buster. When he gets to around 20%, he will randomly start a coutndown from 30 to 0, with hate locked on one person. When he hits 0 he will perform Citadel Buster on that person, an AoE attack that will do 2000+ damage to whoever it hits. Although the countdown is from 30 to 0, it's actually less in seconds, around 20-25 seconds. While he's counting down, he will do no other attacks so there is a brief chance here for the BLMs to hit him with a very high nuke for free. When he starts counting down, we'll use the following macro to determine who Citadel Buster is targetted on:
<target on Proto-Ultima>
/assist <t>
/wait 1
/party Citadel Buster is focused on <t>! <t> stay in the middle with Proto-Ultima! <call>
The person Citadel Buster is focused on should stay in the middle with Proto-Ultima. Everyone else should leave the room. BLMs should try to get a high nuke in quickly, but getting out of range is the priority. Ultima will still draw people in randomly, so you will have to make sure you get out of range if you get drawn in. We don't know if Citadel Buster counts as physical or magical damage, so if it's focused on a PLD then they should try to Invincible at the 5 count and hopefully block the damage from Citadel Buster.
After Citadel Buster has gone off, Ultima will change whatever shield he was using, so if he was using Particle Shield, for Physical resistance, he will change to Mana Shield, for magic resistance. We need to keep an eye on that and <call> out what he is resistant too, so the BLMs don't waste their MP nuking when he is immune and the melee get a chance to retreat and rest, as well as stay away from any AoE. Aside from this, fighting should resume as normal. As we're getting close to the end of the fight we will prepare to use 2hours at this point. Depending on it's resistance, either the magical DD or the melee DD will use their 2hours. Hopefully we'll be able to take him down quickly before he can use Citadel Buster again, if not we'll deal with Citadel Buster as before and continue to fight, and have the other set of 2hours trigger afterwards. If he still isn't dead, we'll fight on as usual until he is.
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