Rochetm wrote:
Depends on your group and if they ***** up/die. Paladins and Bards are the best choice for it. Monk is very high risk and very little reward when it comes to silence.
Monk has absolutely no more risk than Paladin associated with interrupting. Is it annoying? Hell yes, and only if something goofs or if ADS does his weird High Voltage, 2 seconds then Gravity Well, 2 seconds then High Voltage, and timers are thrown *WAY* off I'll let my MNK to prepare just in case, but it's hardly a 'risk'.
Secondly, Paladin is nowhere near Bard's ability to interrupt. The cooldowns might be the same, and they might be off the global, but whereas Bard's interrupt is *literally* instant Paladin's doesn't kick in until the
animation is finished and depending on when that happens you can still technically be well within the interrupt time and it'll still go off. It's annoying as sh*t.
As far as it's concerned as some tips here's a few TC:
Turn 1 - ADS: just dodge red circles and move to the adds when they spawn if you're told to (I don't have my Monk move since his damage is better just left on the boss due to travel time/GL stack mechanics).
Turn 1 - Cadecus: If you're the only melee damage dealer, try to force Tail Swipe as much as you can get away with without lowering your own dps (by moving behind the boss). This will lessen tank damage over the course of the fight. Other than that just burn him and completely back away during the split transition so you don't get caught with a Tail Swipe or Hood Swing during the move -- that 10 seconds lost damage is perferrable to having to raise you mid-fight and potentially lose a tank due to 'lost' healing. As we usually blow Tank-LB2 to make the setup transition smooth as silk and burn him pretty quickly we usually just barely get an LB2 off so use that if told.
Turn 2 - ADS: Dodge red and ferry Allagan Rot if need be (our MNK is the 5th as we run with a DRG and MNK). If you go the M/V formation be sure you're running to the right person AND that you're not running too closely to the ranged when avoiding AoE. We just moved to having all ranged stack after initial rot setup and our MNK heads to the group when his debuff is almost off and stays until he passes it automatically again. LB3 if needed.
Turn 3: LOL
Turn 4: TP is strained and it's a hefty damage check. Ignore using any AoE attacks during all phases as it's just not worth it as a much. Instead, single target all the way and switch monsters if you start getting high on threat. Phases 1 & 2 are easily done so save cooldowns, and burn them on the Dreadnaught when it drops in 3. 4 & 5 are like 1 & 2, and then burn cooldowns again once the rest of the adds are dead and you've only got the Dreadnaughts left. If told to, LB2 on the older Dreadnaught to finish it off ASAP.
Turn 5: Pucker and pray. The fight's too complicated to go over as you really need to A) read up on it B) watch a video if possible and C) experience it firsthand.
Edited, Nov 19th 2013 12:49pm by Viertel