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EX7 - Ramuh

Ramuh

Written by:
Alexander Terphia@Sephirot

Introduction (Lighting Orbs)

Place waymark A just to the north of Ramuh's hitbox, and B just to the southern end of land just before the water begins. When the fight begins, MT will agrro Ramuh and stand at A.

One of Ramuh's main attacks is Thunderstorm which will create random AOE markers both on the ground and on players, just spread to avoid overlapping damage. Do not stand in the water, as lighting damage is increased. After this goes off, Lightning Orbs will spawn and linger where the markers went off.

When a player picks up a Lighting Orb, they granted a stack of Electroconductivity which doesn’t do anything on its own. Getting three stacks will turn it into Surge Protection, which lets a Tank survive otherwise lethal damage from Shock Strike (Tank Buster), it lasts for 55 seconds. Picking up a 4th Orb (or more) turns it into Static Condensation, which reduces healing received (also lasts 55 seconds, avoid this!)

The general plan for tanks will be for the current OT to collect three orbs from around the arena to get Surge Protection, and then provoke Ramuh to get hit by Shock Strike. MT should always be positioned at A. After this the now OT would repeat the same process, but it is important to wait a little bit as Surge Protection does not last forever, and you need to make sure there is enough lightning orbs and for the OT get the buff when required. Tank swapping too fast will lead to no orbs remaining and no buff when Shock Strike hits again. As stated before though, damage output is higher when the more orbs there are, so any spare orbs (if there are 4 or more) should be picked up by other players. leaving enough for the tanks to survive the tankbusters, as the more orbs currently active, the higher Ramuh's base damage output. Coordination within the party will be required to execute this smoothly.

This isn't too difficult on it's own, but as the fight progresses with more mecahnics, it's important to keep in mind.

Shock Strike

Alongside Thunderstorm and Shock Strike, Ramuh will also cast Chaotic Strike, which will target two random players (besides highest aggro) with a reticle. When those players are hit, they will be inflicted with Chaos and be unable to move. Chaos will then turn into Seduced, and those players will slowly walk towards Ramuh. Ramuh then casts Thunderspark which is AoE centered on himself, a death trap for those Seduced. To avoid this from happening, those targeted stack at B. Thunderstorm will be cast soon after you are targeted, and to free you from Chaos, you want another party member targeted by Thunderstorm to deliberately hit the afflicted players, as this will removes Chaos and allow players to run back. Stacking at B makes this more predictable for other players.

Grey Arbiter Adds

When Ramuh reaches 64% HP, six Grey Arbiters spawn around the arena. Ramuh will eventually cast Judgement Bolt, which will wipe the party if all adds are not killed before the cast. The party should focus on killing one at a time as each add will constantly throw out line AOEs. Before careful not to get hit by other attacks during this.

Rolling Thunder

After judgement bolt, Ramuh will cast Rolling Thunder (Immediantly followed by Chaotic Strike so watch out). This inflict Causality, tethering two players together, and Thunderclap, which will inflict damage on the player for every action they take. To remove this, only one of the two tethered players need to gain Surge Protection and then the debuffs wear off.

From this point all of Ramuh's attacks will repeat, and Thunderstorm will be cast more often. Other players should be careful when picking up spare orbs as there will need to be enough for the both the Tanks and Rolling Thunder targets to survive their mechanics as well as making sure no single player collects more then three, it is a party-wide responsibility.

At around 11 minutes into the fight, Ramuh will enrage by casting a final Judgement Bolt.