First of all, Vrtra would have to be parked in one spot. I know that he can Flail when he summons because of this, but this doesn't 100% mean he will Flail. We have had Jormungand literally doing like 900 degree rotations before stopping, and sometimes he doesn't flail when doing so. On our average Jormungand, we will eat up to 5+ Flails and still win easily. So although he may Flail even a lot, we are able to overcome this. So Flail may be somewhat of an issue, but with sheer numbers it can be overcome and pretty easily straight tanked by pets. With Vrtra we would obviously eat more Flails, but we would have at least 10+ more BSTs than our Jormungands. Don't forget Carrie has well over 2,000 HP, and can literally eat Flail and still survive. With the recent Reward update it is even easier to keep Carries alive.
I know for a fact we wouldn't be able to handle summons and adds however. There are a few linkshells of friends I am looking to alliance for this and with them they would be able to handle summons and adds. I am thinking that we would need somewhere around 8-10 or more BLM/NIN. They would sub NIN for an obvious reason, so they could eat Flail and not die. We would have 1 spotter for Summons, and when Vrtra did summon the BLMs would run in, nuke down and kill the Summon, and run back out of range. During this, the RDMs, CORs, and BRDs would remain out of range. If Flail went off they would be able to survive. If Wing went off, the BRDs, CORs, and RDMs would run in and Curaga, the BLMs would finish nuking the Summons, and run out again.
The remaining members of both linkshells who did not have BST, SMN, COR, BRD, BLM, or RDM would be the add party. We would have plenty of MNKs and SAMs to take out the rest of the room pretty easily. Granted that this all goes to plan, there shouldn't be much blood aggro anyways. One half of the room could theoretically ignored because they would be out of range of blood aggro since Vrtra is parked in one spot and not kited, and since theoretically no one should be taking much damage.
We actually kill extremely fast as well. Out of our three Jormungands, we killed in 1 hour 28 minutes, 1 hour 2 minutes, and 57 minutes. 57 minutes is extremely quick for Jormungand, especially when only killing it for the second time.
Just a little picture on how we roll
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