Garuda (Extreme)

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Garuda (Extreme)
January 24th, 2014, 9:12 am

Now that I've played this a bunch under multiple strategies, I'm updating based on what I've learned.

Party Setup
2 tank, 2 healer 4 dps ... it's possible to do with 1 healer and 5 dps if both tanks and healer are all well geared and really know their stuff.

Gear Requirement/Suggestion
You're required to be at least average item level 65, but really go with 75 for a min. If you want to do the Suprana-only strategy then you need to have 4000 hp.

General Notes

This fight is absolute hell for melee dps. It's really rough on tanks and healers too. It's ranged dps easy mode however.

You will see a lot of the same mechanics as hard mode, except now things are a lot more painful. You can't ignore any plumes this time. AoE attacks are more visible now, and need to be positioned and avoided. Also of note is that all Garuda and add attacks can hurt the rock stacks, so positioning is very critical. Here's a general overview of attacks:


Slipstream - same as hard mode, and can be avoided in the same manner.

Wicked Wheel - the same aoe attack as hard mode, except this time it does significant damage, typically killing non-tanks.

Friction (from Suprana or Chirada) - this time an aoe circle appears on the target, making it easy to avoid. It hits hard if you don't avoid it.

Friction (from Garuda) - just like hard mode, a randomly-directed attack which does light to moderate damage to the target and anybody nearby.

Feather Rain - this is new, and will happen anytime Garuda jumps off the map. The aoe circles are small but almost impossible to evade. If hit, you take about 1500 dmg and then 1000+ for every tick. This needs to be dispelled quickly if hit.

Ministral Shriek - just like hard mode, make sure a rock stack is between you and Garuda to avoid. I mean directly between you and her.


Phase 1
Start by having the main tank hold Garuda between the northern 2 rock stacks, facing outward. Melees are right behind her, and everybody else stack in the dead center between the rock stacks. You've got 20-25 sec to unload heavy damage on her without dealing with any mechanics, so just bring on the pain. After the time passes the purple tornado fills the outer perimeter.

Garuda will now jump. Tanks and melees run away fast as feather rain is coming, several random spots near where she was originally located. She will reappear on the north side for ministral shriek, so make sure everybody has a rock stack between them and her. Unlike hard mode, don't just get on the south side of a rock stack because Garuda will reappear just outside of the rocks (in hard mode she appeared on the edge of the arena), make sure the stack is directly between you and Garuda. Razor and Satin plumes come next. Kill the satin first then all the razors. The tank should keep garuda in the original position, ranged/heals get back in the dead center, but melees have to run around to kill plumes. Any plumes that are not killed quickly enough will explode for big damage on anybody nearby, and take down rock stacks.

The previous paragraph will repeat until Garuda is down below 70%. The difference is she will move clockwise with doing Ministral Shriek. Ideally she will not do this a 2nd time, and this is your dps check. If you can't advance to phase 2 before the 2nd ministral shriek then you likely won't outlast her later mechanics.


Phase 2
Garuda will now summon the 2 adds. Both must be killed in a timely fashion. The adds work nothing like they did in hard mode though. What seems to work best overall is for the main tank to pull Garuda and Suprana to the north edge of the arena, and the off tank pull Chirada to the south. It's important to keep the 2 adds on opposite ends of the arena. The adds are tethered, and the closer together they are, the greater defense buff they will get. While adds are alive, be mindful of the aoe friction attacks. Everybody should be standing away from rock stacks (healers be dead center of the stacks, ranged dps be same or on the edges of the arena) as any attacks within range of the rock stacks will do damage to the stacks. Burn down Chirada quickly and move on to Suprana. The off tank will need to peel Suprana off the main tank and pull her to the side, while making sure slipstreams don't get directed toward party members. With both adds down, lay down the damage on Garuda.

If there are 6 or fewer remaining rocks, and/or either add is still alive by this point, the party will be wiped. As long as people stayed away from rock stacks prior, there should still be 10+ remaining and damage won't be too bad. Don't move too far away for phase 3.


Phase 3
The purple tornado comes back, and a bunch of plumes appear. This time replace the satin with a spiny. 2 important notes about spiny
- It must be kept alive until Garuda jumps. Do knock it down to 20-25% of its health, but let the tanks manage that since it doesn't have much hp.
- Whoever it targeted will get stacks of thermal low. If the stacks reach 3, spiny will explode on its own. This is very bad. Spiny doesn't attack, but still the best way to handle him is to have the tanks provoke it back and forth, and do some light damage in the process.

Burn the razor plumes as quickly as possible (make sure spiny isn't in the mix when you do aoe attacks) and shift focus to garuda, until she jumps. Beware of feather rain near her when she jumps. Now, quickly kill the spiny and stay out of its red aoe. Immediately after the explosion, a green aoe comes up, and everybody run within. This is how you survive the upcoming aerial blast. Garuda will then jump again, everybody run away from the center to avoid feather rain.


Phase 4

Tornado phase... while the platform is open at first, shortly within 5 tornadoes will spawn... one in each cardinal direction, and one in the center. So you're left with 4 small areas to work in. Here is where all the "strategies" apply. There are 3 common techniques used here. You've got ~80 sec to do your thing with the adds before aerial blast happens.

1) standard - you will kill both adds. As to which add the off tank takes is determined by party dps. It's risky to take Suprana as after a short time Garuda and Suprana will swap places, so only have the off tank take Suprana if you know the party can burn her prior to the swap. The advantage is the main tank isn't eating 2 wicked wheel attacks, and is potentially more melee-friendly. In any event, the main tank takes Garuda and (usually) Suprana to the NW, off tank and melee go SE with (usually) Chirada and spiny, and everybody else goes SW for attacking/healing.

2) triangle - again you kill both adds. Main tank will take Garuda NW, off tank will take Suprana NE, everybody else deals with Chirada SW. Kill Suprana after Chirada, and then go after Garuda.

3) Suprana only - most common method, requires excellent healing and tanking. Everybody needs to have 4000 hp min. Positioning works like standard above, but the main tank always takes both Garuda and Suprana. The off tank entertains Chirada while dps burn down Suprana then Garuda. Note the aerial blast after this phase, even within the spiny's barrier, will do 3600-4000 dmg to every party member. The pro here is more damage being done to Garuda, thus fewer iterations of this phase.


Phases 3 and 4 repeat until Garuda is dead.
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Re: Garuda (Extreme)
March 11th, 2014, 4:17 pm

updated wording a bit based on my experiences.

unrelated, I'm hoping to be able to make one of these for ex titan soon :TBfired:
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Re: Garuda (Extreme)
March 13th, 2014, 7:01 am

One tip for healers. The instant Friction from Garuda is always targeted at one of the healers. In order to minimize damage, when splitting up, have the healer(s) go to one side, and the ranged dps to the other in order to minimize party healing. Especially helpful for solo healing. The healers can then split up on their side as well (one more towards OT, other to MT), instead of being at the middle (though middle for solo).
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Re: Garuda (Extreme)
March 13th, 2014, 10:24 am

Ronneroo wrote:One tip for healers. The instant Friction from Garuda is always targeted at one of the healers. In order to minimize damage, when splitting up, have the healer(s) go to one side, and the ranged dps to the other in order to minimize party healing. Especially helpful for solo healing. The healers can then split up on their side as well (one more towards OT, other to MT), instead of being at the middle (though middle for solo).


for this to work effectively, healers and deeps gotta hang out against the center tornado right, so your heals can reach them if needed?
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Re: Garuda (Extreme)
March 13th, 2014, 1:51 pm

I don't think you need to worry about that. To be honest, ranged deeps shouldn't get hurt in that phase. The Sister Friction can be dodged, and the instant Friction only hits a healer. Though yes, if they do get hurt they'd need to get in range. Another option is for 1 healer to be on that side, as staying in the middle shouldn't hit the others if they're on the edge, while the other healer is on the other side only working on the tank(s). Or for the SCH to place their fairy on that side, as she doesn't get targeted by Friction.
If not solo healing, it's preferable for the WHM to go heal the OT side so Cure 3 can reach the melee deeps though. SCH off to MT.

Solo healing is not much trickier, I did stand in the middle, but I had Eos near the OT and manually healed him and the 2 melee with her and kept a buffed Regen on them when possible, while I mainly focused on the MT. Didn't have to worry about ranged at all.
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