Here is a different party makeup for Garuda than what I have been seeing. Drg gets some love here. They survive her 2 hour pretty well. Things get a little sloppy by some afterwards with the getting behind her but I like to seeing the different approaches with different party makeup since our ls likes to try and let people come on what they want to run on. This isn't a win but some info can be gathered.
That would be great if they made the others (at least Ifrit) that way as well. 1 totem per kill since you still need 10 to get a weapon. A couple runs and we could have some weapons.
AMAZING IN-PROGRESS GARUDA GUIDE YES YES YEEEEES! Side note: Not being able to upload pictures via the picture button to Guildworks is a pain in the ass.
Phase 1: Tank it close to the wall, faced away from the center (melee) and in between the rocks so she doesn't hit them. Ranged surprisingly stays at range.
When adds pop up, melee hits the close ones, BRD hits the far ones. Only switch if it seems like one is struggling and needs help. It is a waste of time for BLMs to kill adds unless they only have a sliver of health. Have to kill them fast, because they will kill the rocks and deal damage to anyone around them if you leave them alive.
Good point: If melee can time it right they can AoE just as the adds spawn, since they spawn on her position. They can either get rid of them immediately or weaken them quite a bit.
When she jumps, and it is very obvious for the tank and DD because you will automatically detarget her so pay attention, get behind a rock to avoid her attack. This attack hurts rocks. The tank should let garuda come to her. Watch your hate.
Phase 2 (Where we are as of this writing): There is a wind thing that build up around the edges. When it charges or whatever, just after Garuda does her jump, if you are standing in it you take damage and are sucked into the center. Every once in a while she jumps a certain distance from the tank and hits everything in fron of her. If the tank doesn't tank her out of the center we can't get behind her in time when she jumps and we will die, which is how we were killed the few times we have got to this phase.
There are also add spawns in this phase. Enough have to be killed so that we can avoid the whirlwind when they explode.
As a side note, the Bluegartr strat does so much damage that they skip this phase. The likelihood we have the gear to pull that off is slim to none.
Phase 3 (Which we haven't seen): Giant whirwinds spawn around the room. The tank needs to kite the boss around the edge avoiding these while DPS and healer follows closely. Or something.
Phase 4 (Also haven't seen it yet): She splits into three. Have to kill them all. Hoorah.
So taking a look at that video Silvano posted, it seems Yuri may be right. They only had two pillars up, both at 3, when Aerial Blast hit. They took hardly any damage and were hiding behind a pillar at full strength. Perhaps then it is only dependent upon the strength of the pillar you are currently behind as opposed to all of them.
So taking a look at that video Silvano posted, it seems Yuri may be right. They only had two pillars up, both at 3, when Aerial Blast hit. They took hardly any damage and were hiding behind a pillar at full strength. Perhaps then it is only dependent upon the strength of the pillar you are currently behind as opposed to all of them.Arcell
That might make all the difference. Unless I'm mistaken, I swear I didn't see plumes until the hellfire point. Could have just not been paying attention tho.
Magnus Greyson Sackholders replied
706 weeks ago