This method of doing Alexander arose from circumstances and ended up being surprisingly good--we finished with more than 10 minutes left on Darksday.
Here is the PT:
Tank: PLD/WAR
DD Group: BLM/WHM, BLM/WHM, RNG/WAR
Support Group: WHM/SMN, RDM/DRK
Function of Support Sharacters in General During Battle I.
WHM/SMN
Realize that any sub is ok for this. Preference is given to the three "top" subs, /SCH, /SMN, and /PUP (Soulsoother).
White mage is in charge of healing. White mage will use Repose each time Raubahn wakes from sleeping after a nuke during the 1st incarnation.
RDM/DRK
The sub-job is non-negotiable. While during Battle I, the RDM will not be a primary stunner, the RDM will be the primary stunner during Battle II. For battle I, the RDM will be casting Sleep II during Incarnation 1 each time a nuke goes off.
The RDM's primary role in Battle I is maintenance of the standard buff cycle (Haste/Refresh), backup Stun, backup Heal, and debuffing Raubahn. Paralyze can add an extra layer of protection from Eyes on Me.
Battle I (Raubahn & Razfahd)
1st Incarnation: Magical Death
I. The two BLMs will kill Raubahn using a Sleep/Nuke Strategy. While this is occuring, the PLD and RNG will attack Razfahd until he uses Perfect Defense.
This is pretty standard. The BLMs refrain from casting spells until Raubahn's health bar drops below 50%.
After his last reraise, continue attacking him as you were after he dropped below 50% on incarnation 2.
When the 3rd incarnation dies the CS will begin immediately. The simultaneous early killing will give you a couple of "bonus minutes" which are very important in this battle that can often stretch into the last minute. The CS is auto-scrolling, so you don't need to spam enter and no one can slow you down.
Rest to Full.
The positions of each person is instrumental. We used the right side of the room:
Everyone is basically arranged in a ring spaced out so that of someone gets caught by an AoE attack, they'll be the only one hit. Now, you can't quite get that far apart, so we ended up having the BLMs a bit close together. The PLD needs to be isolated, and the WHM is free to move around in the back but everyone remains basically stationary.
Battle II (Alexander):
This can't be described procedurally, everything is basically event driven. The default process is this:
PLD:
Uses hate generation moves as soon as available. Having anti-magic gear for spells and anti-physical gear for Radial Sacrament is helpful as is an initial array of MP gears that are swapped out after the mp is used. The PLD will reserve the move, Rampart for use during Alexander's Divine Judgment that will be used at around 50%. As soon as the PLD sees the "Omega" warning, he pops Rampart. When this is skillfully executed it will prevent a wipe. PLD's two-hour is reserved to counter WHM's Benediction only.
RNG:
Rangers know what they do... Shoot stuff.
BLM/WHM:
The reason BLMs are subbing WHM is b/c even with Fast Cast from /RDM it is rare to see a BLM actually stun Alexander's Gospel of the Lost in time to prevent it. The /WHM allows the BLMs to pick up the near constant need for Erase on the PLD. BLMs should provide Erases freely as well as liberally unloading hot nukage on the giant metal avatar. It is a good idea to bring a sizable amount of Ether to this battle. Having a Pro-Ether and a couple Super Ethers can give you that extra nuke you need. BLM/WHM will also take stun duty while the RDM is buff-cycling or the WHM is resting.
RDM/DRK:
The RDM/DRKs first job is to Stun Gospel of the Lost. After each cycle, the RDM sits in "ready" mode to stun Alexander. You may miss some, but every Gospel that doesn't go off is 1000 fewer HP you have to knock off. RDM should notify the party when cycling so that the BLMs can stun. Again, bring ethers. At 5%, RDM will two-hour to fend off Alexander's use of the deadly Divine Judgment using the Chainspell Stun lock-down defense. When the WHM runs low on MP or needs to consume ether, the RDM becomes primary healer.
WHM
Erase and Cures should be the only spells WHM has to cast. Ether is critical. You will run out of MP. When you run out of MP, you must notify the party so the RDM can jump on main heal and the BLMs jump on stun. Bring good Rest gear. You may need to use your two-hour at around 50% when Alexander's first Divine Judgment goes off, so be prepared.
The DD two-hours are best used at 20% before he starts using Perfect Defense. All DDs should pop their two-hour when Alexander reaches 20%. This is the time when the PT will be most vulnerable. The PLD will most likely not be able to maintain hate. If you go down, wait until the Paladin restores hate before popping as you may be within range of Alexander's AoEs if he's targetting one of the other DDs.
I believe that's it. I played RDM/DRK. I actually took hate and died in the 5-10% level, and I never got to use Chainspell because of it--we still won. A very fun battle.
Here is the PT:
Tank: PLD/WAR
DD Group: BLM/WHM, BLM/WHM, RNG/WAR
Support Group: WHM/SMN, RDM/DRK
Function of Support Sharacters in General During Battle I.
WHM/SMN
Realize that any sub is ok for this. Preference is given to the three "top" subs, /SCH, /SMN, and /PUP (Soulsoother).
White mage is in charge of healing. White mage will use Repose each time Raubahn wakes from sleeping after a nuke during the 1st incarnation.
RDM/DRK
The sub-job is non-negotiable. While during Battle I, the RDM will not be a primary stunner, the RDM will be the primary stunner during Battle II. For battle I, the RDM will be casting Sleep II during Incarnation 1 each time a nuke goes off.
The RDM's primary role in Battle I is maintenance of the standard buff cycle (Haste/Refresh), backup Stun, backup Heal, and debuffing Raubahn. Paralyze can add an extra layer of protection from Eyes on Me.
Battle I (Raubahn & Razfahd)
1st Incarnation: Magical Death
I. The two BLMs will kill Raubahn using a Sleep/Nuke Strategy. While this is occuring, the PLD and RNG will attack Razfahd until he uses Perfect Defense.
A. BLM1 casts Freeze II on Raubahn.
B. BLM2 casts Sleep II on Raubahn as he becomes claimed.
C. PLD & RNG engage Razfahd.
D. BLM1 & BLM2 pick a time and simultaneously cast Tier IV nuke.
E. As nukes go off, BLM2 casts Stun on Raubahn, BLM1 casts Sleep II on Raubahn. ((RDM and WHM assist with controlling Raubahn.))
F. Repeat steps D & E BUT on step E (Stun/Sleep), switch the BLM's duties.
G. Whichever group finishes first, assists the other. RDM will control 2nd incarnation until Razfahd is dead if Raubahn goes down first.
2nd Incarnation: Melee DeathB. BLM2 casts Sleep II on Raubahn as he becomes claimed.
C. PLD & RNG engage Razfahd.
D. BLM1 & BLM2 pick a time and simultaneously cast Tier IV nuke.
E. As nukes go off, BLM2 casts Stun on Raubahn, BLM1 casts Sleep II on Raubahn. ((RDM and WHM assist with controlling Raubahn.))
F. Repeat steps D & E BUT on step E (Stun/Sleep), switch the BLM's duties.
G. Whichever group finishes first, assists the other. RDM will control 2nd incarnation until Razfahd is dead if Raubahn goes down first.
This is pretty standard. The BLMs refrain from casting spells until Raubahn's health bar drops below 50%.
A. BLMs alternate Stun (Raubahn uses Eyes on Me approximately once every 40 seconds). No nuking.
B. RNG and PLD attack.
C. When Raubahn's HP drops below 50%, The BLM that is not on stun is Nuking. (RDM/DRK is assisting with Stuns).
3rd Incarnation: Free-for-allB. RNG and PLD attack.
C. When Raubahn's HP drops below 50%, The BLM that is not on stun is Nuking. (RDM/DRK is assisting with Stuns).
After his last reraise, continue attacking him as you were after he dropped below 50% on incarnation 2.
When the 3rd incarnation dies the CS will begin immediately. The simultaneous early killing will give you a couple of "bonus minutes" which are very important in this battle that can often stretch into the last minute. The CS is auto-scrolling, so you don't need to spam enter and no one can slow you down.
Rest to Full.
The positions of each person is instrumental. We used the right side of the room:
Everyone is basically arranged in a ring spaced out so that of someone gets caught by an AoE attack, they'll be the only one hit. Now, you can't quite get that far apart, so we ended up having the BLMs a bit close together. The PLD needs to be isolated, and the WHM is free to move around in the back but everyone remains basically stationary.
Battle II (Alexander):
This can't be described procedurally, everything is basically event driven. The default process is this:
PLD:
Uses hate generation moves as soon as available. Having anti-magic gear for spells and anti-physical gear for Radial Sacrament is helpful as is an initial array of MP gears that are swapped out after the mp is used. The PLD will reserve the move, Rampart for use during Alexander's Divine Judgment that will be used at around 50%. As soon as the PLD sees the "Omega" warning, he pops Rampart. When this is skillfully executed it will prevent a wipe. PLD's two-hour is reserved to counter WHM's Benediction only.
RNG:
Rangers know what they do... Shoot stuff.
BLM/WHM:
The reason BLMs are subbing WHM is b/c even with Fast Cast from /RDM it is rare to see a BLM actually stun Alexander's Gospel of the Lost in time to prevent it. The /WHM allows the BLMs to pick up the near constant need for Erase on the PLD. BLMs should provide Erases freely as well as liberally unloading hot nukage on the giant metal avatar. It is a good idea to bring a sizable amount of Ether to this battle. Having a Pro-Ether and a couple Super Ethers can give you that extra nuke you need. BLM/WHM will also take stun duty while the RDM is buff-cycling or the WHM is resting.
RDM/DRK:
The RDM/DRKs first job is to Stun Gospel of the Lost. After each cycle, the RDM sits in "ready" mode to stun Alexander. You may miss some, but every Gospel that doesn't go off is 1000 fewer HP you have to knock off. RDM should notify the party when cycling so that the BLMs can stun. Again, bring ethers. At 5%, RDM will two-hour to fend off Alexander's use of the deadly Divine Judgment using the Chainspell Stun lock-down defense. When the WHM runs low on MP or needs to consume ether, the RDM becomes primary healer.
WHM
Erase and Cures should be the only spells WHM has to cast. Ether is critical. You will run out of MP. When you run out of MP, you must notify the party so the RDM can jump on main heal and the BLMs jump on stun. Bring good Rest gear. You may need to use your two-hour at around 50% when Alexander's first Divine Judgment goes off, so be prepared.
The DD two-hours are best used at 20% before he starts using Perfect Defense. All DDs should pop their two-hour when Alexander reaches 20%. This is the time when the PT will be most vulnerable. The PLD will most likely not be able to maintain hate. If you go down, wait until the Paladin restores hate before popping as you may be within range of Alexander's AoEs if he's targetting one of the other DDs.
I believe that's it. I played RDM/DRK. I actually took hate and died in the 5-10% level, and I never got to use Chainspell because of it--we still won. A very fun battle.
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