Reimi Farrow replied

559 weeks ago

Imdugud Phase 1: Full to 85%

Right off the bat we’re faced with 3 of his basic mechanics you’ll be seeing throughout the fight.

- Massive frontal cleave that does heavy damage to all guys. Naturally you want to face the boss away from the raid for this. I will reiterate that this cleaving mechanic is MASSIVE and the damage is no less BEEFY.
- Tailswipe that is easily avoidable. You can “bait” this to come out by going behind Imdugud. (He doesn’t do basic attacks during this time so it’s advisable to do so)
- Critical Rip is your usual tank-buster. A long wind up leading to a haymaker. It’s your tanks responsibility to use a mitigation skill for this. Healers should Stoneskin / Adloq this when possible.
— The above abilities will be used throughout the fight. The next two abilities will be, too, but I’d consider them special mechanics.

Wild Charge (Blue)
A two part mechanic. First a blue marker appears on top of a random, non-tank raidmember. There is no debuff icon for this. After a short delay, ALL PARTYMEMBERS NEARBY (and including) the marked person will be stunned and a Vulnerability UP debuff placed.

Next up Imdugud channels Wild Charge. He makes a beeline to the marked guy and will deal heavy damage to all guys in his path. However, this damage can be reduced by standing in front of Imdugud. The more people blocking, the less damage the victim takes. There is a caveat – the frontmost guy takes the most damage. Only a tank can survive this! So make sure the engine on your choochoo train is your offtank :D. Virusing charge is the largest value you can squeeze from Virus in this fight.

Prey (Red)
Another two part mechanic, albeit much simpler. First a red marker is placed on a random raidmember. Once the timer of this expires, it will deal MINOR damage to the afflicted person (500~). Easy to spot since there is a debuff icon. If this damage goes through (ANY of it), a new debuff is placed. Once this second debuff expires, it will deal a cripplingly huge amount of damage, coupled with a paralysis. Prevent all this BS by having your SCH Adloq or WHM SS after the initial red marker appears.. For SINGLE reds, it’s advisable for SCH to do it since Adloq has a significantly less cast time. For doubles, it’s discussed in P2.

For the remainder of this guide I will refer to them by (what our static uses) Blue & Red. Again these 5 attacks will be used for the ENTIRE DURATION OF THE FIGHT.

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Before we discuss the second phase we will discuss a bit on Positioning and Markings

A (west) and B (East) are where the adds spawn in both add phases (more on this later) Mark these areas whenever you zone into T10 so you won’t get confused. Easy reminder: The first dot in the first ring direct East and West is A and B. There are two practical ways to position boss (and adds, too):

Outwards Facing (less space efficient, safer for mechanics)
Sideways Facing (more space for your team, slightly higher risk for cleave)
A basic cycle of Red, Blue, Rip will repeat until he’s at 85%. He will become invincible at this point then on to Phase 2. The skill “Electrocharge” means he’s phasing – have your tanks position accordingly.

Imdugud Phase 2: Adds (Sons and Daughters)

“Cream the daughter first!! R@P3 the son now!” – Normal T10 Conversations

So, in case you haven’t noticed by now, the stage gets smaller and smaller, leaving a dangerous electric field whenever it recedes. This will continue to happen until you have nothing left to stand on. Anyways…

2 Sets of 2 adds spawn (total of 4, for the confused). 1 Son of Imdugud and 1 Daughter of Imdugud for each tank. If a son gets close to another son, they will be tethered and become extremely beefy. Same applies for daughters. In a nutshell, keep them AWAY from each other. Both the son and daughter of Imdugud inherited his skills (Not much of a surprise there). All adds have the massive frontal clear and tailswipe. So you’re going to want to position them facing outwards (like their daddy).

As per their individual traits… Daughter of Imdugud hits hard, Son of Imdugud leaves an electric pool on the ground (takes a while to vanish). Killing Daughter first is always a smart move. You don’t want people maneuvering around an electric pool. Remember to move the son as close to the edge as possible before killing, to minimize the area affected by the pool.

Red happens during this phase, too. But it can now sometimes target two people. As far as I remember it cycles between 2-1-2-1 targets before phasing. Could be 2-1-1-2-1-1 (will check later). For this, the WhiteMage has to Stoneskin one, Scholar has to Adloq the other. To make sure we dont target the same guy we arrange our party the same way (Healers > Tanks > DPS). One healer goes from the top of the list, the other goes from the bottom. If both healers get the mark, shield themselves. (Once succor reaches 500 or 600 due to gear, you can just use that)

This phase is TIME BASED. So wether or not you beat the adds before time expires, he will continue on the to next phase. The good news is, if you beat up the adds quickly you get to DPS imdugud for FREE until the timer runs out! The phase is ending when he begins to channel Electric Burst. (Generic AoE skill that you shouldn’t worry about!).
Imdugud Phase 3: Electric Burst to 53%

“I’m dirty! I’m dirty! Someone else pile up!” – More questionable T10 convo

Wild Charge (Blue) and Prey (Red) are still around. Of course so it the tailswipe and cleave. So what’s new in this phase? Heat Lightning.

Heat Lightning targets 3 random raid members. They will burst, affecting themselves and nearby allies with moderate damage and applies a VULNERABILITY UP debuff. Here are a few pointers to deal with heat (we’ll talk about how it affects other mechanics later)

Spread out. Getting hit by 2 heat lightnings is a no-no. Hitting otherwise unafflicted members can potentially cause wipes.
Set positioning and stick to it. Having the same setup for each “heat” is integral to consistency.
Red is dealt with the exact same way as usual. It’s blue that’s the problem in this phase (onwards).

The vulnerability debuff means that you cant just save the victim as easily anymore. here’s a few reminders for “Heat + Blue” rotations.

Offtank gets hit by heat: Means that he can no longer be the front guy in the train. “Fix” this by having them tankswap, and MT blocks the first hit instead. Other guys hit by heat also cannot join in the pile. So once heat + blue is seen cal out “All cleans save” (Meaning those without the debuff).

Now, keep in mind that if they do tankswap, the cleave right after charge has to be taken into account. Make sure your NEW maintank positions in such a way that it wont decimate your party! (He is highly likely to cleave after charge – sometimes tailswipe)

That’s the basic addition in this phase. It cycles from Heat->Red, Heat->Blue (Repeat). At around 53% you go to another cycle of adds phase. The skill “Electrocharge” signifies phases are changing. Have your tanks position accordingly.
Imdugud Phase 4: 53% Adds II (Sons and Daughters)

This phase is pretty much the same as the previous adds phase with the exception then and extra Son spawns at A and an extra Daughter spawns at B after a short time. So your first objective here is simply

“Burst A’s Son and B’s Daughter” consider using Magic Limit Break here to make things easier. Save up for meteor if needed. Again any tank cannot have 2 of the same kind of add – so kill them fast. Don’t sweat if you dont have LB. You can use it before you kill the first 2 or after. Just remember those first 2 have to die fast!

After the new set of adds spawn have the tanks pick up their respective children. As usual this is a timed event. Regardless if you’ve killed the adds or not Imdugud will proceed to final phase after some time.

Red happens here again, and can be annoying. Notably, double red happens right after phasing. I’ve found Surecast an actually a legit spell to use if you find yourself getting interrupted by random positioning problems here! (God knows we need more reason to use Surecast haha)

If you finish early you get some more free DPS time make the most out of it! Get your healers in it, too. Again, the phase change is signified by “Electric Burst”.

Imdugud Final Phase: ALL THE THINGS

The encounter becomes significantly more difficult at this point onward. Errors in this phase are HEAVILY PENALIZED, and can lead to almost certain wipes. Anyways here we go!

Red, Blue and Heat from Phase 2 are here again. The only additional mechanic is Tether.

Tether happens on a random target. It’s easily seen, theres an electric wire between the target and Imdugud (Similar to Ramuh rolling thunder). The tether mechanic has three parts.

After a short delay, the tethered person will get massive AoE damage which can be shared. If it’s not shared, they’re likely dead.
All people afflicted by tether get vulnerability up.
All people afflicted by tether get knocked back.
Keep in mind, the “minimum” people needed to help for tether is TWO. Meaning if a guy gets tethered, at least two people must “save” that person.

So the final phase combines certain mechanics. Here’s how it looks.

A) Heat + Red: Chumpy, deal with it as usual. (Same as P3)
B- Heat + Blue: As usual “All cleans pile up”. (Same as P3)
C) Heat + Tether: Will be discussed below (All cleans pile up is the same call here)
D) Tether + Blue: Will be discussed below, most risky combination.
As far as we know, there is no set pattern in the combinations coming up. We find that familiarization with each combination and reacting accordingly was better than trying to discover any set rotation.

Heat + Tether isn’t so bad. Treat it the exact same way as you would Heat + Blue. Meaning, all those unaffected by heat lightning, gather in middle and save the tethered person. Again use the call “All cleans save” for both of these.

How to handling Tether + Blue!

Tether + Blue, however is the most risky combination in this phase. It’s the combination that causes the most wipes, hands down. What do you need to consider to pull this off successfully?

Where to handle tethers and blue is the main thing all people should know. Keep in mind that you must not tag other people with either mechanic (excess vulnerability ups = death). (Boss) – (Tether) – (Blue) is what we do, though (Boss) – (Blue) – (Tether) is fine as well, we just find our safer. Why? If you accidentally join tether, there’s some value – while messing up blue is a wipe.

Since there’s no heat in Tether + Blue, its a little harder who will act as the “cleans” to join in for tether. We use a numbering system to determine who saves, similar to T8’s Ballistic Missle. Mark 4 people, 1-2-3-4. Usually Healers + Ranged DPS are numbered. Here are the possible scenarios

Non-numbered person is tethered? 1+2 save.
Numbered person tethered? 2 highest available numbers save.
Sample: 1 Tethered? 2+3 save.
Sample: 4 Tethered? 1+2 save.
Numbered person tethered & numbered person is blue: Remaining 2 clean numbers save.
The above list is in regard to saving TETHERS, the first priority for Tether + Blue. Once that’s sorted out, you have to line up for blue! From here, it’s easy to determine who CAN stack up for blue since theres only so few guys remaining. Anybody used to save tether, cannot stack up for blue!

Don’t panic when this comes out. It’s not that bad as long as everyone knows what to do. Remember, take care of tethers first, then all cleans stack up for blue! If you’ve got this down – Imdugud is as good as dead.

Reimi Farrow replied

559 weeks ago

Sorry guys i didn't write this one, i've paste it. This was the guide i've used to learn the fight. So study it well because i'm going to start a learning party for T10 tonight. I've made a static with dear friends outside FC as well, but for this one i want only FC members.
For now the members i have for this:
- Gibblz as MT;
- Me as OT or MNK;
- Sin as DRG;
- Utena as SCH (i'm not sure if he can attend);
- Lana as BRD or OT;
- Maggie as BLM (i'm not sure if he can attend);
- Taira as BLM;
- Scott as WHM (i hope he can attend) ^^ ;
- Zack as DRG or WHM;
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