Alinestra Covelia replied

505 weeks ago

Ramuh Extreme
There are two strategies possible:
1 Tank, 3 heals Video
2 Tank, 2 heals

0. Mechanics
1. 1 Tank, 3 heals
2. 2 Tank, 2 heals
3. Addtional notes

0. Mechanics

This fight involves 1 boss and several sets of add mechanics over 3 Phases:
Phase I Mechanics:
-Thunderstorm aka "Lightning".
This move targets a number of characters and 4 "natural" locations that do not follow characters. After the cast, a lightning bolt will strike each marked character. Each natural location will spawn a lightning orb (see below). Overlapping lighning circles will cause additional damage only if a character is in both circles. This move will break chaotic strike (see below). Anyone in the water will take massive damage.
-Orbs.
These are left behind after a natural thunderstorm, there will always be 4. Each orb grants 5 seconds of reduced lightning damage stacking buff. If 3 orbs are picked up, that player is immune to Ramuh's cleave (no action name). If additional orbs are taken after 3, they apply static overcharge (see below). Orbs left on the field increase damage of all mechanics.
-Static Overcharge.
This debuff is applied by picking up orbs after receiving the full static charge buff. Each additional orb grants 1 stack of this debuff, which reduces healing received. The maximum is 3 stacks. Renders character immune to Ramuh's cleave.
-Chaotic Strike.
This move targets two characters, one being the furthest away from the boss. These characters will have a targeting reticule appear on them for the duration of the cast (~3 seconds). After the cast, the characters are frozen in place. If no other action is taken, these characters will walk towards Ramuh. Lightning is required to remove the frozen debuff.
-Timing.
This phase is 90% predictable:
[Thunderstorm, Cleave after an indeterminate time, Chaotic Strike, Thunderstorm, Cleave after an indeterminate time]*n
Phase II Mechanics [boss hits ??%]:
-All Phase I mechanics are maintained.
-Lightning Sprite aka Add.
This signals the start of the phase. 6 sprites will appear at 12 o clock, 2, 4, 6, 8, and 10. These Adds are stationary and channel an invisible stacking buff on Ramuh. When he receives enough stacks, his Judgement Bolt (see below) will be an instant kill.
-Lightning Streaks aka purple lines.
These lines appear on the screen momentarily, and then deal damage to any character standing in the streak. Damage is minimal, unless the character is overcharged or standing in the intersection of multiple lightning streaks. Largely an ignorable mechanic.
-Judgement Bolt.
The ultimate. Does minimal damage unless Ramuh has received all 10 stacks. These stacks cannot be seen. However, this is a stack-based mechanic as opposed to an Ifrit Nail mechanic, as evidenced by the common occurance of killing the last Add before Judgement Bolt is cast and it still wiping the raid.
Phase III Mechanics [boss finishes channeling Judgement Bolt]:
-All mechanics from Phase II are retained.
-Rolling Thunder.
This move links two characters (not the main tank). The tether will tick damage that increases on both characters as either character performs any action (attack, heal, sprint, etc.). Tether can be broken by one character picking up 3 orbs consecutively to gain the buff.
-Lightning Sprite.
These adds are different from Phase 2. The difference is there will be 3(?) and they will be the origin point for lightning streaks during this phase.is signals the start of the phase.
-Timing.
This phase is also 90% predictable:
[Thunderstorm, Cleave after an interterminate time, Rolling Thunder, Chaotic Strike, Thunderstorm, Cleave after an indeterminate time]*n

1. 1 Tank, 3 heals

Tank
The tank will attempt to delay overcharging for as long as possible. Orbs spawn every ~18 seconds, so if the Tank marks one orb with a waymark at around ~23 seconds, that should be enough time pick up an orb if timing is off.
Recognize that phase pushes may delay Thunderstorm and cause the debuff to fall off.
Healers
The ideal composition is 1 WHM 2 SCH.
WHM is tasked with healing the raid and casting stoneskin on the tank.
The SCH must create an Adloqium rotation once the tank is at 3 stacks of debuff. Since Aetherflow is on a 1min cooldown, this means that each SCH will have 6 stacks of Aetherflow every 2 minutes. One scholar should completely exhaust their stacks before the other SCH starts using theirs. This will usually mean that the first SCH's Aetherflow has come back up.
If the SCH double up or do not follow the rotation, there will not be enough time to refresh Aetherflow and the tank will die, as physick heals approx 100hp at 3 stacks.
Raid
In Phase I and II additional orbs must be cleared as soon as possible. This is important as the tank cannot be healed through conventional means.
In Phase III, addtional orbs will be cleaned by one rolling thunder target after the chaotic strike is broken. Do not sprint, just run.

2. 2 Tank, 2 heals

Tank
Tanks will swap when the MT is at approx 20 seconds of buff left. Tanks should not overcharge.
Raid
In Phase I and II additional orbs must be cleared as soon as possible, unless the OT calls for orbs.
Moving into Phase III, two orbs should be left up for a total of 6 on the field.
In Phase III, 3 orbs will be cleaned by one rolling thunder target after the chaotic strike is broken. Tank orbs will be refreshed between rolling thunders. Orbs should be cleaned only after tanks and rolling thunder targets have received theirs.

3. Additional notes

Baiting Chaotic strike
Since Chaotic Strike targets the farthest character from Ramuh as one of its targets, it is suggested that the BRD or SMN bait this. This is done by being the farthest from Ramuh. Given that a stack point waymark is to be used (see below), it is suggested that as much as possible, the baiter choose to stay between 4 and 8 o clcok.
Waymarks
A waymark (C) should be placed behind Ramuh, as close to the water as possible. Chaotic Strike targets should run to this point. That way, breaking them out is controlled.
If a 1 tank method is used, the tank should mark his orb with waymark A so that it is not cleaned accidentally.
Number marks
Number marks are used on characters to describe two priorities: In ASCENDING order, the first player with Thunderstruck will break the frozen characters at waymark C. In DESCENDING order (with unmarked as top), the first player with rolling thunder will collect orbs to break the tether.
Depending on the strategy, the healers and DPS should be numbered thusly:
1 tank: 1 and 2 WHM and SCH, 3 and 4 melee/mobile ranged DPS (BRD/SCH) priority, 5 ranged DPS priority, last SCH unmarked.
2 tank: 1 and 2 healers, 3 and 4 melee/mobile ranged DPS priority, 5 ranged DPS priority, baiter unmarked. This is because the baiter will never be in a position to break frozen.


last edited 504 weeks ago by Alinestra Covelia

Kupo Noodle replied

505 weeks ago

"You have 65 seconds to kill all 3 golems."

Alinestra Covelia replied

505 weeks ago

Copypasta fail
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