Talk:Gartell

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RUN SCH BLM GEO COR COR

  • Everyone must remove Shell V manually before the battle starts and keep it off. If Gartell steals Shell V with Chokehold you've really stuffed yourselves.
  • See what element Gartell has active before engaging, adjust runes accordingly.
  • You have two options for skillchain/bursting.
    • 1) Have the SCH generate Induration or Scission.
    • 2) Ground Strike - Leaden Salute - Wildfire. (This is preferrable but requires high amounts of Ranged Accuracy from the CORs to consistenly pull off).
      • This skillchain also lets you change elements mid-window if you need to, keeping the damage going even when Gartell shifts.
  • Gartell can, and likely will, shift element multiple times in the battle. It is down to your tank to spot the change of element in Gartell's hand and call it out. You can also tell from the TP attacks Gartell uses as it changes depending on his current element.
  • Try all you can do defeat Gartell before he starts summoning fetters and especially before he rages with both elements active. When he rages he starts SWINGING.
  • Do not, under any circumstances, do a Fragmentation or Light skillchain. Do that and you better pop reraisers.
  • RUN should use as few abilities as possible to ensure Rayke gets reset. You're probably going to use it three times in the battle.
  • After the initial Gambit and Rayke have the RUN keep a Tellus and Gelus rune active so they can Rayke both the elements at once, negating Gartell's frequent shifts.

Melee Strat

WAR DRK BRD COR RDM WHM

  • War/Sam (Impluse) = PrePop all JAs, Recommended order: GA (Wind Only) > Meditate >Hasso > Engage > Berserk > Aggressor > Restraint > Mighty Strikes > Warcry > Brazen > Approach > Full Break (Wind only) > PA > Impulse Spam
     * Wind Hands: Zerg until 3 seconds remain on Asylum > Kite, Keep distance at 20'
     * Thunder Hands: Move him out of Fetters, Call out if he swaps to Wind hands (RDM can then Gravity/Dia3 and WHM can use Asylum if it isn't used at start)
  • Drk/Drg (Fimb) = Prep TP if possible with Impact before going up. PrePop JAs (LR, Scarlet) > Fimb Spam > When Asylum is at 10 seconds, SP2. When Asylum is at 3 seconds Super Jump.
  • Cor (Savage) = Cutting Chaos, Sam, SB spam, Wildcard after everyone uses SPs (can do right after WHM Asylums), Light shot dia.
  • Brd/Dnc (Rudra) = HM, Minx3 (2 with Aria if applicable), Mad, Steps and Rudra's Spam. Can use Savage if needed.
     * Thunder Hands: NO DEBUFFS
  • Rdm/NIN (Black Halow) = Haste2, Refresh3
   * Wind Hands: Dia3, Gravity, Distract (if needed)
   * Thunder Hands: NO DEBUFFS 
  • Whm = Baraera, Barsilencera, ProV SHellV
   * Wind Hands: Use Asylum right when you see Brazen Rush
   * Thunder Hands: Sacro right when you see Brazen Rush (Some groups may use Asylum here as well if they are debuffing for a fast kill)  Otherwise save Asylum for if he swaps to 
     Wind mid fight