FFXIV ARR Garuda – Lady of the Vortex

Garuda Phase 1

In garudas first phase, you have one goal: Protecting the stone pillars. All of garudas listed abilities below can cause damage to the stone pillars, so positioning must be precise!

Wicked Wheel (PBAoE): A large 360 degree radius nuke.

Downburst (Targeted AoE): A medium sized AoE which targets random party members.

Slipstream (Interrupt-able, Stun): A nasty channeled attack that deals massive damage, and stuns you.

Razor Plumes (Adds): Kill them ASAP. They destroy the stone pillars if left alone.

After a while garuda will vanish and reappear on the edge of the map. You have to hide behind a rock opposite to her to prevent getting KO’d by the following attack.

This cycle repeats itself three or four times, until she does Aerial Blast.

 

Garuda Phase 2

Before officially entering Phase 2, You have to survive Aerial Blast. The better the condition of the stone pillar you hide behind, the less damage you take. Aerial blasts damage is absolutely brutal. Make sure you try to reduce it with various skills (As maruko did with Mighty Guard in the video)

The Arena becomes much smaller, but she retains all of the above skills. Exiting the “eye of the storm” results in significant damage. Make sure your tank doesn’t move around wildly. Having her face backward is extremely risky due to Slipstream in this phase, as there is little space to dodge it. Ranged guys, position yourself JUST OUTSIDE Wicked Wheels range. and far enough not to be multi-tagged by the Ranged AoE.

Razor Plumes continue to now explode on you, so kill them quickly or kite them.

Mistral Song is very similar to the disappearing mechanic in Phase 1. Treat it like Slipstream – but this one is a one shot kill.

Make sure throughout the fight you are aware of your position. Not too close, not too far. If your group has your positioning strategy down – Garuda is no problem!

Primals:
Ifrit | Titan | Garuda
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FFXIV ARR Ifrit – Lord of the Inferno

Ifrit is the first legitimate boss you’re going to fight. Don’t let nostalgia get to you: Ifrit can catch you off guard!

Ifirt Phase 1

“Flame Breath”: A wide cone of fire without a warning area. It’s important that Ifrit never faces the rest of the party.

Vulcan Burst: (PBAoE, knockback): A huge AoE knockback. Don’t worry, the fire walls do not damage you. While annoying for casters, this does not do significant damage.

Eruption – A targetted AoE attack that you must run out of the moment you see it. The affected area is pretty big. Damage ranges from 50-75% of your health.

All of the above abilities will continue throughout the fight.

 

Ifrit Phase 2

Infernal Nail – At 50% Health Ifrit will spawn “Infernal Nail”. This should be killed immediately. After a set amount of time, Ifrit will cast Hellfire. If Infernal Nail is still alive, your party will be KO’d.

Hellfire – Like mentioned above, a sure KO if Infernal Nail is still alive. This still does a huge amount of damage otherwise. There are two ways to deal with this, either a tank cast limit break before it hits, or a healer casts limit break after it lands. Either way is okay.

Radiant Plume – This ability can affect either the outer rim of the ring, or the inner area. It’s quite obvious, because the floor turns to Lava. After a few seconds of casting it explodes. Avoid this, because it can deal critical amount of damage.

Primals:
Ifrit | Titan | Garuda
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FFXIV ARR Titan – Lord of Crags

Titans fight has 2 phases, and in case you’re wondering: Yes, you can fall off or be pushed off the platform. Titan can, and WILL, use this to his advantage.

Titan Phase 1

Rock buster (frontal cone attack): A basic cone attack that tanks should be pretty familiar with by now. Face this away from your party members.

Tumult (PBAoE) – Titan randomly casts this skill, and hits everyones. Does twice in succession when in Phase 2.

Geocrush (jumping attack AoE,): When Titan jumps in the air, all party members should get as far from the center as possible, while remaining outside of the red pulsing area which surrounds the platform. Party members standing on the red pulsing area, or too close to the center will be KO’d. This deals significant damage, so make sure your HP is not critical.

Landslide (frontal line attack) – Knocks affected players in the AoE back, pushing them off the platform and resulting in a KO.

All of the above abilities will continue throughout the fight.

 

Titan Phase 2

The addition of double casting Tumult makes this phase quite damage heavy. If your healer gets caught in a Gaol – get him or her out immediately!

Titans Heart – comes out at 50% must be destroyed within a certain amount of time otherwise his Earthen Fury will kill all party members. This is the same mechanic as Ifrits Infernal Nail.

Granite Gaol – Imprisons a random party member. Party members should attack the imprisoned party member to “free” them ASAP. Otherwise they are vulnerable to Titans various AoE attacks.

Weight of the land –  places two random ground AoE circles which should be avoided. The damage isn’t so big, but don’t get hit either way!

Primals:
Ifrit | Titan | Garuda
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