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Haukke Manor HM boss questionFollow

#27 Jan 03 2014 at 9:11 PM Rating: Excellent
Cleared this today, had the exact same setup in terms of jobs, but people were better geared. Tank had 7000hp, Bard was consistanly in the 240+ range for DPS, BLM 160.
#28 Jan 04 2014 at 7:46 AM Rating: Good
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svlyons wrote:
Seriha wrote:
To this day, I feel like XI players never really discovered the right way to do DL. CS Stun zerging was effective, yes, but I just can't bring myself to believe that was the trick. Though knowing Tanaka, it was probably designed with having 64 people present in mind with no actual 64-man testing.

As much as people complain about boss fight mechanics and gimmicks in XIV, I'm glad it's not Absolute Virtue.

I'll agree, though more in the context that XI rarely, if ever, gave clues to a mob's tricks. Players might've figured them out based on HP% like Odin or Ultima, but even the reactive stuff is typically silent. This also gave rise to the importance of things like the Distance plugin with Windower as a pseudo-AoE indicator. AV was just a **** as it involved doing **** with the mob before, daily crap, and THEN 2 hour use in a very short, almost bot-required window after it used it already. Then it could still nuke like a truck with meteor.

It really is no surprise people just decided to zerg instead and hope for the best.
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#29 Jan 05 2014 at 11:10 AM Rating: Decent
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Wanted to point out that I once survived this final attack (draw in party member for 1-shot, Blood Rain which usually kills everyone else) from the Haukke boss as a tank.

She then just drew me in and 1-shotted me, as if she was preparing the attack again. So yeah, it pretty much is a sort of instant lose condition being fulfilled there, akin to how in XI, Maat would sometimes enter a state where he would just spam Asuran Fists on you nonstop until you died.

The adds cannot actually be killed (except by the boss). Even if you empty their HP bar, they will not actually die until drawn in by the boss and killed.
#30 Jan 07 2014 at 8:48 AM Rating: Excellent
This mechanic is easy if you know it.

Label the two Maidservants #1 and #2.

DPS #1 until 5% health. Then switch.

She will always, always suck in the one with the lowest health first.


Giving you tons and tons of time to DPS #2 all the way to nothing. You will take almost no damage and have plenty of time.

Using this method, and saving LB for the final Add, will win it every time.
#31 Jan 07 2014 at 8:50 AM Rating: Good
Wint wrote:
Yeah, I may not try the High level DF again until I have a few more DL pieces. I'm sure the right group could do it with me geared as I am, but I'd rather not be the reason we fail Smiley: tongue


Wint wrote:
Less than 10 min each I think. We died a couple of times through the dungeon before her, and tried 4-5 times and quit with 7 min left.


Check out the strat above man. It's not your gear.

:)
#32 Jan 07 2014 at 9:45 AM Rating: Good
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Did this last night in the DR. Got up to the second boss with out a wipe, before the tank pulls the SMN mentions that he always dies in this fight. Sure enough, boss drops his first ground attack and the SMN runs though all of them dying instantly lol. We wipe, so I give the guy a few pointers about where to stand to help dodge, second attempt went a little better, SMN still died twice, I died once, but we got the boss down to around 5%.

Soon as we wipe the tank leaves, the SMN says something about the boss being to hard and drops, followed by the healer. Pick up 3 new people in about 20 secs, clear the rest of the instance in about 10 mins.

I know some things in this game are hard due to latency issues, such as Titan, but some people are just too impatient or to lazy to work to learn something. We had pretty good dps and to just drop group like that after waiting in the DF and then clearing half the dungeon just to take a 30 min wait timer and lose out on any myth tomes is just retarded.

Anywho, I was just kind of shocked when they all just dropped group like that. I really like this dungeon a lot, I really think it might be the better of the new ones they released.
#33 Jan 07 2014 at 10:03 AM Rating: Decent
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Keysofgaruda wrote:
The problem is with the DPS check which SE seems to have a hardon for. Not every fight should have one, and it shouldnt be up to the dps alone to determine a wipe or success. If the tank and healer is stron enough, why cant they carry the team like a dps could. Of course healers and tanks have their own version of a gear check, its not nearly as unforgiving as it is for DPS.

In ff11 there was no bosses where you had to put out a ton of DPS to win, and it helped lesser geared players experience content. People didnt usually condemn people as much as they do in ff14. The only drawback in ff11 was that you had to deal with the fight mechanics for a longer period of time. I dont think that was an unreasonable way of handling things since some fights were hard even without DPS checks. i can even argue ff14 is much harder than ff11 ever was because of how ff14 works. Because of this, i find DPS checks an uneccesary evil.


I agree with this 100 percent.. Strategy is used very little in this game compared to FFXI... It either dps race or dodge this and dodge that which hurts those with latency due to distance or lesser internet connection.. With FFXI you could read others tatics and figure out a way through everything with just a decently geared group.


Jeskradha wrote:
Did this last night in the DR. Got up to the second boss with out a wipe, before the tank pulls the SMN mentions that he always dies in this fight. Sure enough, boss drops his first ground attack and the SMN runs though all of them dying instantly lol. We wipe, so I give the guy a few pointers about where to stand to help dodge, second attempt went a little better, SMN still died twice, I died once, but we got the boss down to around 5%.

Soon as we wipe the tank leaves, the SMN says something about the boss being to hard and drops, followed by the healer. Pick up 3 new people in about 20 secs, clear the rest of the instance in about 10 mins.

I know some things in this game are hard due to latency issues, such as Titan, but some people are just too impatient or to lazy to work to learn something. We had pretty good dps and to just drop group like that after waiting in the DF and then clearing half the dungeon just to take a 30 min wait timer and lose out on any myth tomes is just retarded.

Anywho, I was just kind of shocked when they all just dropped group like that. I really like this dungeon a lot, I really think it might be the better of the new ones they released.


That stinks... I have had that happen on the last boss or halfway through a few times.. Usually the tank... In most cases we get another and walk through it..

Edited, Jan 7th 2014 11:13am by Nashred
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#34 Jan 07 2014 at 10:11 AM Rating: Decent
XI had a lot more skills and spells to play with, and a lot harsher cooldowns on the majority of them.

No handy red AOE outlines, though.
#35 Jan 07 2014 at 10:19 AM Rating: Good
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Gnu wrote:
This mechanic is easy if you know it.

Label the two Maidservants #1 and #2.

DPS #1 until 5% health. Then switch.

She will always, always suck in the one with the lowest health first.


Giving you tons and tons of time to DPS #2 all the way to nothing. You will take almost no damage and have plenty of time.

Using this method, and saving LB for the final Add, will win it every time.



Few things:
1) it is time dependent, so you can burn the first add to 40% and have it get eaten before you even get it to 5% if your DD is slow. If your DD is high, yeah you can take one to 5% (we usually stop once its drawn in) then switch, but stopping at 5% doesn't stop the draw in.

2)You dont need to LB the 4th add (named) to live through it. I have been in countless low dd groups that can kill the 4th add with no issues (get to ~40% before draw in), then still die to the final boss.

3) The issue is after the 4th add, when you have low dd, you basically get 3 charms to finish her, and if you dont you fail, which is a better spot to save limit break for imho. You absolutely must kill her before she eats one of your party members.
#36 Jan 07 2014 at 10:24 AM Rating: Good
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Catwho wrote:
XI had a lot more skills and spells to play with, and a lot harsher cooldowns on the majority of them.

No handy red AOE outlines, though.


Yea and as a whm I usually could pick a place and sit most of the fight in FFXI... I cant cure and run, it is impossible in both games. Dps's knew enough if they needed a cure stay close to the whm..

I did ct last night 3 times and it amazes me how many dps run out of range and die.. Parties need to stick together because most healers will use aoe heals allot in CT. If you dont get one it is your fault. If I start having to run all over there is a higher chance I am going to die or someone else in the party is going to die if I have to run to heal this lone dps. Sometime you have to sit like when I need to stay near the pot to heal it on one level..

Yea in this game it is either heal or ensuna but I feel it is more challenging because I have to be running all the time... I can not concentrate on just what I have to do like in FFXI. you have to watch every ones health and dbuffs which are much harder to see in this game. But you have to constantly move and watch the ground. Yea I dont need to use poisona, or stona just ensuna for the most part but all the moving and watching the ground make it harder. Yea occasionally in FFXI you would have to run out of aoe range but nothing like this. It really make healing a challenge.







Edited, Jan 7th 2014 11:28am by Nashred

Edited, Jan 7th 2014 11:37am by Nashred
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#37 Jan 07 2014 at 10:43 AM Rating: Good
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I did my first high level Duty Roulette over the weekend on my PLD. Now my PLD is only ilevel 56 or 57, so I'm probably undergeared for it, but I didn't realize it would put you in one of the Hard Mode dungeons. Well I got randomed into Copperbell Mines HM. We got to the first boss, and nobody in the group had done the dungeon before, including the ilevel 80+ WHM. So I told them to hold on a minute and alt-tabbed over to check out the strat. It seemed pretty straightforward. You tank the boss where he stands, kill the little green goo, and when he does the ground effect, both DPS go and kill the Flambeau before he got to the boss or it was game over.

So we tried 3 times, and neither of the DPS seemed to understand that they were supposed to kill the Flambeau. The MNK just kept wailing on the boss despite me typing in chat to kill the Flambeau multiple times. And the BRD thought he was supposed to go kill the green goo further down the walkway. After dieing the 3rd time, the WHM dropped group so I did as well. I think I'll wait until I get ilevel 65+ before trying the high level Duty Roulette again, and I'll make sure to CMHm and HMHM with my FC as well so I know the mechanics.

Edited, Jan 7th 2014 10:46am by Bigdaddyjug
#38 Jan 07 2014 at 11:26 AM Rating: Excellent
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Bigdaddyjug wrote:
I did my first high level Duty Roulette over the weekend on my PLD. Now my PLD is only ilevel 56 or 57, so I'm probably undergeared for it, but I didn't realize it would put you in one of the Hard Mode dungeons. Well I got randomed into Copperbell Mines HM. We got to the first boss, and nobody in the group had done the dungeon before, including the ilevel 80+ WHM. So I told them to hold on a minute and alt-tabbed over to check out the strat. It seemed pretty straightforward. You tank the boss where he stands, kill the little green goo, and when he does the ground effect, both DPS go and kill the Flambeau before he got to the boss or it was game over.

So we tried 3 times, and neither of the DPS seemed to understand that they were supposed to kill the Flambeau. The MNK just kept wailing on the boss despite me typing in chat to kill the Flambeau multiple times. And the BRD thought he was supposed to go kill the green goo further down the walkway. After dieing the 3rd time, the WHM dropped group so I did as well. I think I'll wait until I get ilevel 65+ before trying the high level Duty Roulette again, and I'll make sure to CMHm and HMHM with my FC as well so I know the mechanics.

Edited, Jan 7th 2014 10:46am by Bigdaddyjug


As a note, it's definitely not when the flambeau gets to the boss, because every time I've gone in there, we tank the boss at the end of the path, right next to the boss room seal. You can view that method as a slight variation which you may (or may not) want to entertain, the next time you're in there.

Basically, make your way to the end as early as possible, clumping and blowing up as much of the green goo as you and the healer can handle. (The more geared everyone is, the more you can take at once.) Once you're at the end, you have more time to deal with the flambeaus because you'll be where they spawn and can just focus on the boss.
#39 Jan 07 2014 at 11:48 AM Rating: Good
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Ravashack wrote:
Bigdaddyjug wrote:
I did my first high level Duty Roulette over the weekend on my PLD. Now my PLD is only ilevel 56 or 57, so I'm probably undergeared for it, but I didn't realize it would put you in one of the Hard Mode dungeons. Well I got randomed into Copperbell Mines HM. We got to the first boss, and nobody in the group had done the dungeon before, including the ilevel 80+ WHM. So I told them to hold on a minute and alt-tabbed over to check out the strat. It seemed pretty straightforward. You tank the boss where he stands, kill the little green goo, and when he does the ground effect, both DPS go and kill the Flambeau before he got to the boss or it was game over.

So we tried 3 times, and neither of the DPS seemed to understand that they were supposed to kill the Flambeau. The MNK just kept wailing on the boss despite me typing in chat to kill the Flambeau multiple times. And the BRD thought he was supposed to go kill the green goo further down the walkway. After dieing the 3rd time, the WHM dropped group so I did as well. I think I'll wait until I get ilevel 65+ before trying the high level Duty Roulette again, and I'll make sure to CMHm and HMHM with my FC as well so I know the mechanics.

Edited, Jan 7th 2014 10:46am by Bigdaddyjug


As a note, it's definitely not when the flambeau gets to the boss, because every time I've gone in there, we tank the boss at the end of the path, right next to the boss room seal. You can view that method as a slight variation which you may (or may not) want to entertain, the next time you're in there.

Basically, make your way to the end as early as possible, clumping and blowing up as much of the green goo as you and the healer can handle. (The more geared everyone is, the more you can take at once.) Once you're at the end, you have more time to deal with the flambeaus because you'll be where they spawn and can just focus on the boss.


The video I watched and the written out explanation I read both said that the Flambeau goes off when it gets to the boss' ground spawn AOE. What role do the little goops play? I couldn't figure out what was going on with them.
#40 Jan 07 2014 at 12:12 PM Rating: Excellent
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Bigdaddyjug wrote:
Ravashack wrote:
Bigdaddyjug wrote:
I did my first high level Duty Roulette over the weekend on my PLD. Now my PLD is only ilevel 56 or 57, so I'm probably undergeared for it, but I didn't realize it would put you in one of the Hard Mode dungeons. Well I got randomed into Copperbell Mines HM. We got to the first boss, and nobody in the group had done the dungeon before, including the ilevel 80+ WHM. So I told them to hold on a minute and alt-tabbed over to check out the strat. It seemed pretty straightforward. You tank the boss where he stands, kill the little green goo, and when he does the ground effect, both DPS go and kill the Flambeau before he got to the boss or it was game over.

So we tried 3 times, and neither of the DPS seemed to understand that they were supposed to kill the Flambeau. The MNK just kept wailing on the boss despite me typing in chat to kill the Flambeau multiple times. And the BRD thought he was supposed to go kill the green goo further down the walkway. After dieing the 3rd time, the WHM dropped group so I did as well. I think I'll wait until I get ilevel 65+ before trying the high level Duty Roulette again, and I'll make sure to CMHm and HMHM with my FC as well so I know the mechanics.

Edited, Jan 7th 2014 10:46am by Bigdaddyjug


As a note, it's definitely not when the flambeau gets to the boss, because every time I've gone in there, we tank the boss at the end of the path, right next to the boss room seal. You can view that method as a slight variation which you may (or may not) want to entertain, the next time you're in there.

Basically, make your way to the end as early as possible, clumping and blowing up as much of the green goo as you and the healer can handle. (The more geared everyone is, the more you can take at once.) Once you're at the end, you have more time to deal with the flambeaus because you'll be where they spawn and can just focus on the boss.


The video I watched and the written out explanation I read both said that the Flambeau goes off when it gets to the boss' ground spawn AOE. What role do the little goops play? I couldn't figure out what was going on with them.


That might be part of the confusion. The ground spawn AoE is independent of the boss's location. It doesn't matter where the boss is -- the flames will start from one end and make its way over to the other.

The goops snare you I think, but I don't remember for certain. I know they can do a decent amount of damage though, so it's definitely not healthy to ignore them.
#41 Jan 07 2014 at 12:53 PM Rating: Decent
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Ravashack wrote:
The goops snare you I think, but I don't remember for certain. I know they can do a decent amount of damage though, so it's definitely not healthy to ignore them.


They do damage, as well as a snare, paralyze, silence, and slow. Kinda like the pudding adds in Wanderer's Palace if left alone long enough.


Edited, Jan 7th 2014 1:54pm by Viertel
#42 Jan 07 2014 at 2:24 PM Rating: Good
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Yeah, so you have to kill the Flambeau before it gets to the ground spawn. The problem was, neither of the DPS was even recognizing that there was a Flambeau to kill, lol.
#43 Jan 07 2014 at 8:27 PM Rating: Excellent
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The ilvl requirement for Pharos, Haukke HM, and even Copperbell HM is too low, period. Don't think CBHM ilvl needs to be quite as high as the other 2, but 48 is way too low. As the OP mentioned, just surviving AoEs is an issue at i48, and even at i70, I've gotten stuck on 1st boss in these dungeons (still have yet to see what's past the first boss in Haukke at all) because DPS can't take down adds fast enough. I go SCH, and while my gear is by no means uber, it is over i70.
#44 Jan 07 2014 at 9:36 PM Rating: Excellent
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Wint wrote:
Yeah, I may not try the High level DF again until I have a few more DL pieces. I'm sure the right group could do it with me geared as I am, but I'd rather not be the reason we fail Smiley: tongue


If you haven't Wint, I'd start running Ifrit and Garuda for a chance at the weapons there. Done right, you can easily heal them with a level 55 weapon (i.e. Grand Company), and getting an ilvl 60 or 70 weapon really goes a long way towards mana efficiency as a healer. Not to mention you can throw on Cleric Stance for some extra damage as time permits.

As for Haukke HM itself, I've found it's less about a DPS check and more about a check on DPS idiocy. This isn't to say that DPS who can't do this are idiots, only that it punishes DPS who don't play smartly. You want to save your damage cooldowns for when adds are up, specifically Amandine, because the quicker you get them down the better. You want to make sure that any DoT's you have are refreshed on Halicarnassus before the adds spawn to ensure you're getting max damage uptime. You also want to blow any stuns you have on her to stop damage/aoe before her first sacrifice, because then she becomes immune to stuns, so you may as well use it while you've got it.

If necessary, you can have the tank work on the adds as well, since it's likely Hali will be glued to them as it is. The tank should also be saving DPS cooldowns (FoF, Unchained, Berserk) for adds as well, especially Amandine.
#45 Jan 07 2014 at 10:23 PM Rating: Excellent
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Quor wrote:
Wint wrote:
Yeah, I may not try the High level DF again until I have a few more DL pieces. I'm sure the right group could do it with me geared as I am, but I'd rather not be the reason we fail Smiley: tongue


If you haven't Wint, I'd start running Ifrit and Garuda for a chance at the weapons there. Done right, you can easily heal them with a level 55 weapon (i.e. Grand Company), and getting an ilvl 60 or 70 weapon really goes a long way towards mana efficiency as a healer. Not to mention you can throw on Cleric Stance for some extra damage as time permits.

As for Haukke HM itself, I've found it's less about a DPS check and more about a check on DPS idiocy. This isn't to say that DPS who can't do this are idiots, only that it punishes DPS who don't play smartly. You want to save your damage cooldowns for when adds are up, specifically Amandine, because the quicker you get them down the better. You want to make sure that any DoT's you have are refreshed on Halicarnassus before the adds spawn to ensure you're getting max damage uptime. You also want to blow any stuns you have on her to stop damage/aoe before her first sacrifice, because then she becomes immune to stuns, so you may as well use it while you've got it.

If necessary, you can have the tank work on the adds as well, since it's likely Hali will be glued to them as it is. The tank should also be saving DPS cooldowns (FoF, Unchained, Berserk) for adds as well, especially Amandine.


Wint said he is using an Alkalurops. (The crafted ilvl 70)
#46 Jan 07 2014 at 10:51 PM Rating: Excellent
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A word of caution in the opposite direction: if you DPS both maidservants down to 0%, she will bug and kill you with blood rain as if she had ignored absorbing the 2nd add. I take it it's a problem with the AI since she is set to absorb the lower HP one like Gnu stated but both being at 0%, it confuses it.
#47 Jan 08 2014 at 12:37 AM Rating: Good
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Ravashack wrote:
Quor wrote:
Wint wrote:
Yeah, I may not try the High level DF again until I have a few more DL pieces. I'm sure the right group could do it with me geared as I am, but I'd rather not be the reason we fail Smiley: tongue


If you haven't Wint, I'd start running Ifrit and Garuda for a chance at the weapons there. Done right, you can easily heal them with a level 55 weapon (i.e. Grand Company), and getting an ilvl 60 or 70 weapon really goes a long way towards mana efficiency as a healer. Not to mention you can throw on Cleric Stance for some extra damage as time permits.

As for Haukke HM itself, I've found it's less about a DPS check and more about a check on DPS idiocy. This isn't to say that DPS who can't do this are idiots, only that it punishes DPS who don't play smartly. You want to save your damage cooldowns for when adds are up, specifically Amandine, because the quicker you get them down the better. You want to make sure that any DoT's you have are refreshed on Halicarnassus before the adds spawn to ensure you're getting max damage uptime. You also want to blow any stuns you have on her to stop damage/aoe before her first sacrifice, because then she becomes immune to stuns, so you may as well use it while you've got it.

If necessary, you can have the tank work on the adds as well, since it's likely Hali will be glued to them as it is. The tank should also be saving DPS cooldowns (FoF, Unchained, Berserk) for adds as well, especially Amandine.


Wint said he is using an Alkalurops. (The crafted ilvl 70)


Didn't see that, thanks.
#48 Jan 08 2014 at 1:11 AM Rating: Decent
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The ilvl requirement for Pharos, Haukke HM, and even Copperbell HM is too low, period


Certainly not for Haukke Manor, you can steamroll it way faster than AK once people know what they're doing. I got in in DF the other night and was almost stunned by how fast we completed it in a group with a couple of people who were new. Really the only advice I gave them was "follow me, kill adds ASAP, dodge AOE".

I've only run Copperbell once and that was a pretty comfortable clear, after a bit of guidance on the bosses. I haven't run PS at all, but I can't imagine its difficulty varies greatly from Haukke. It's just a matter of mechanics being unfamiliar. The boss fight in PS sounds like it catches a few people out, and that's not a bad thing.

P.S. Now I have the Haukke manor tune stuck in my head.Smiley: laugh

Edited, Jan 8th 2014 7:19am by blowfin
#49 Jan 08 2014 at 2:19 AM Rating: Good
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HitomeOfBismarck wrote:
A word of caution in the opposite direction: if you DPS both maidservants down to 0%, she will bug and kill you with blood rain as if she had ignored absorbing the 2nd add. I take it it's a problem with the AI since she is set to absorb the lower HP one like Gnu stated but both being at 0%, it confuses it.



This just happened to me tonight, we were all baffled. But downed her on the second try so /shrug.
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