King Thordan
Summary
If you are already familiar with Thordan, and just need a quick summary:
Strength of the Ward |
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Sanctity of the Ward |
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Strength of the Ward
Part 1
1. Light party spreads. Healers are in front to allow them to dodge into the upcoming Heavy Impact early. This then lets them cast an additional GCD heal without using Swiftcast. | |
2. Heavy Impact boundaries. |
Note that players on the back row can simply run forward to naturally dodge the Heavy Impacts as long as Ser Guerrique is not on one of the three closer positions.
Part 2
After dodging the Heavy Impact and Ascalon’s Mercy Concealed, orientate yourself such that Thordan is north.
Using Thordan as north:
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Tips:
- Do not look for Thordan. Instead, look for the two (of three) knights that spawn closest to the center.
- Thordan appears at his position last, giving you the least amount of time to find him.
- The two knights will spawn while the Heavy Impacts are resolving (and Thordan is still in the center).
- The two knights will always spawn SW and SE relative to where Thordan will teleport to later.
- Have the tanks stand halfway in between and let the party members bring the tethers to them.
- Tanks have probably been trained to stand right next to the knights (the tether sources) to pick up the tethers. However, if you do this, there isn’t enough time to make it to the edge (without Sprint).
- The two blue prey targets east and west should stand one notch away from the party to avoid hitting the tanks with the AoE (and giving them a debuff that will kill them).
Sanctity of the Ward
Part 1: Sacred Severs
Currently, the most popular way to resolve Sacred Severs is a DRK-relative, role-adjust strat.
- The MT group takes Group 1 as its base position, away from the DRK.
- The ST group takes Group 2 as its base position, on the same side as the DRK.
If a player in a group receives the wrong numbered sword (e.g: D3 receives the “2” sword), then the corresponding role in the other group (D4) swaps groups with that person.
1. Sort out swords, and start 3-4 notches away from the outside "shurikens" in the same direction that the inside knights are facing. | ||
2. Your movement will also be in the same direction that the inside knights faced. Wait for the explosion in front of you to go off first before moving.
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3. Stop three notches away from the next shuriken. |
Part 2: Meteors
1. Split off into your preassigned pairs. When the markers appear:
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2. After adjusting players, ice puddles get dropped on each pair. | |
3. Players then split off into their respective towers. Meteor role:
Non-Meteor role:
* If you have voice comms to coordinate, try to get the two meteor players opposite one another- prioritizing center is best in the absence of external player communication. | |
4. First set of towers resolve. Meteor players:
Non-Meteor players:
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5. When the fifth Meteor lands, players on the outside use anti-knockback abilities. Players on the inside get knocked back to their (intercardinal) towers. |
Additional Examples: Meteors
Since there are many Meteor configurations, here are a couple additional scenarios to consider.
Example #2 (D1, D2 meteors)
1. Everyone splits off into their preassigned pairs. Since D1 and D2 are targeted:
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2. After adjusting players, ice puddles get dropped on each pair. | |
3. Players then split off into their respective towers.
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4. First set of towers resolve. Meteor players:
Non-Meteor players:
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5. When the fifth Meteor lands, players on the outside use anti-knockback abilities. Players on the inside get knocked back to their (intercardinal) towers. |
Example #3 (D1, D3 meteors)
1. Everyone splits off into their preassigned pairs. Since D1 and D3 are targeted:
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2. After adjusting players, ice puddles get dropped on each pair. | |
3. Players then split off into their respective towers. This is the unfortunate case where following the macro makes things harder. If communication lines were available, D3 would've ideally gone to the cw tower instead of ccw. By taking the towers as close to the N/S line, this maximises the available space even in the "cursed" configuration.
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4. First set of towers resolve. Meteor players:
Non-Meteor players:
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5. When the fifth Meteor lands, players on the outside use anti-knockback abilities. Players on the inside get knocked back to their (intercardinal) towers. |
Frequently Asked Questions
[Sanctity of the Ward] Why is there a need for a role swap? Aren't there simpler strategies?
We do a role swap because we want each group to have:
You can use other strats under certain conditions (e.g: an AST's Macrocosmos lets you do pretty much any strat you want), but this unfortunately doesn't generalise to PF. |