Bardo FC Member replied

604 weeks ago

https://www.youtube.com/watch?v=2UKUppqOKPU&t=4m11s

Both Disposal nodes (star aoe and wave aoe) have a spell cast that gives away their AoE about a second before they actually cast it..

One is called Firestream, the other is Ballast.
The ADS also does these casts (if you left the nodes up that give him those powers).

So if you're having trouble getting out of those AoE's, that REALLY quick half second cast can serve as a better warning than watching for the red zones to show up on the ground.

Bardo FC Member replied

603 weeks ago

Since there doesn't seem to be a good list of Turn2 nodes and their buffs/debuffs, I made one:

edit by Dario: resized it :P

I timed the DarkMatterPelicans last night and noted health levels on a few attempts and did some estimating:
  • Going down east side, we were making it to ADS with nearly 8 clicks left, and it would have taken us just over 4 minutes to kill ADS. In other words, PLENTY of time and we were killing him fairly quickly. And if we could get LB3 off when he hits 25%, then we would probably only have to deal with one or two casts of ballast. However, I felt like I was having to curb DPS and watch for aggro quite a lot.
  • When we mixed it up and killed a 4th node, we were making it to ADS with just under 6 clicks remaining, and it would have taken us just over 5 minutes to kill ADS. So it's feasible, but without LB3, we would be cutting it pretty close. Giving him Slashing, Blunt, AND Piercing resistance though REALLY slowed our dps on him. My estimate is that it would have taken almost a full extra minute to kill him. However, we would only have to deal with Rot and Firestream.

So, from out of this I'm thinking a couple of things:
I don't think killing 4 nodes is worth it. It makes the mechanics slightly easier on ADS, but only for the last 25% and it prolongs the fight such that there are many many more chances to screw it up.
We should choose right or left and kill three nodes.

On that note, there are advantages to each with our group:

Going east
Leaves us with more overall damage, but it also means the bards/monk have to watch threat like a hawk and actually slow dps at times. On top of which, I still think Ballast is going to give us issues during the last 25% when the ranged are having to stay stacked while avoiding Ballast, Gravity Well, AND Piercing Laser.

Going west
Nerfs our overall damage slightly, but as long as we don't kill the sector2 node like we were, it means at least some damage shifts back to the tanks. It also means we trade gravity well for Firestream. That's something extra for the tanks/melee to avoid, but I don't think it would provide any more of an issue than Gravity Wells. We would also trade Ballast for Chain Lightning. This means the rot group can stand just outside repelling cannons range and still hit the tanks with aoe heals instead of having to move for ballast or stay long range. Chain Lightning hits for around 1500, and it would go off only once or twice before the fight was over. I don't think that amount of extra healing is going to tax our healers any more than running away from and possibly having to heal people back up after Ballast.

So in my opinion, going down the West side and killing only 3 nodes is probably the easiest way to approach ADS, even though we have two piercing and a blunt dps AND are stacking for Rot.


last edited 603 weeks ago by Dario

Locke FC Member replied

603 weeks ago

Nice! Good little quick guide.

Chodensu FC Member replied

603 weeks ago

I like this write up a lot! Good work Phor.

I would like to try and go west like you mentioned and just heal through chain lightning like "Mr Happy's group does. That way we wont have to work on watching threat as much. Given the groups make up we could do the stacking method if we have enough ranged classes and gravity wont be messing with us so it should be decently easy to get out of things. Could come at a bad time and having both healers having to move could be not so great for tanks but we will see. If we dont have enough ranged classes we could even try the designated spot for rot.

Dario replied

602 weeks ago

Found a better video on Turn 2 for those that need a reference to prepare:

Speedy replied

602 weeks ago

Thanks for sharing! We should try the 5 points setup moving to each other instead of stacking maybe for next time

Bardo FC Member replied

602 weeks ago

Did you see when it Laser'd directly into the only safe spot in the ballast?
HAHA… ADS be Trollin'.


Chode and I were talking about our Turn2 experience last night though, and we think there's a tweak we can make as to how we handle Rot that will make stacking sooo much easier. (and I still think stacking is the best way to handle rot)

The vast majority of "guide" videos out there have one thing in common:
They always have the person WITH Rot run to hand it off. Every time.

The way we've been doing it, the first person who gets rot can see the debuff timer ticking down and runs it to the middle. But from then on, everyone is running TO the Rot instead of handing it off. That means they can't see the timer, so we have to have a vent caller drop dps and call a play by play for 30+ seconds in order to get the stack timing right. We tried using focus targets so that we could see the timer on someone else, which makes it sort of like handing off the debuff, but I think there's an even easier way.

So here's what we're thinking:
We number the group 1,2,3,4 and circle(or 5, it doesn't really matter) just like we have been doing.
We continue to stand in a W formation with a healer in the middle, just like we have been.
We continue stacking just like we have been, BUT, before we stack we hand rot around the outside first.

Example:
Rot is about to be cast, everyone pays attention to their debuffs. It gets cast on 1. 1 calls out "I've got rot, moving to 2". Then after he hands rot to 2, he runs to the middle to stack with the healer. 2 calls out "Moving to 3" and then after the handoff, stacks in middle. 3 hands to 4 then stacks, 4 runs in to middle to hand off to healer. Now everyone's stacked properly, and everyone could see the countdown timer on their own debuff list as they handed it to the next person without having to worry about an extra focus target frame, and we're up about 5k damage on ADS from where we would have been using someone calling it out (which means less chances for me to miss a high voltage later).

This way you get the best of both worlds. Each player can see the timer and know the EXACT handoff timing, and we still get to stack so that we can basically ignore Rot for the rest of the fight.

Example2:
Say it starts on 3 instead, then 3 can hand to 4 and run to stack, 4 can move into 3's position and get off another spell or two, then 4 hands to 2 and runs to stack, 2 hands to 1 then stacks, 1 runs to stack. This way we don't have to follow any specific order, so if someone dies we have a much greater chance of recovering as long as whoever has rot calls who they're moving to right before handoff.

Canine FC Member replied

602 weeks ago

that sounds great bardo

Dario replied

602 weeks ago

That actually happens a lot, the nodes casting repelling lasers right after ballast :x

I agree with Canine, Bardo's strategy sounds like a much better approach. Can't wait to see it in action!
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