Tanking in Delubrum Reginae (Savage) is not the usual PvE content in Extreme trials or Savage raid tiers. Whilst the level of difficulty is similar to Savage raiding, the key difference in DRS is the preparation of the fight from mechanics to holster setup. As a Tank, you need to have a stable knowledge of the basics of being a Tank, while always being prepared by reading up before any fight. The mechanics involve as a Tank are crucial in all fights throughout the encounter.
Pure Essence of the Indomitable + Lost Sacrifice. Lost Sacrifice is an alternative action for raising KO players while inflicting a Doom, an action that has an affinity to all Jobs. The Pure Essence will grant a 20% chance of not being inflicted with Doom.
Some tanks are allocated with the following set of Lost Actions:
Boss #2 - Dispel (Main Tanks for the pairs)
Boss #3 - Aethershield (ABDE- Sub Tank | CF - Tank )
Trash #4 - Perception & Antidote (ABDE - Main Tank)
Pure Essence of the Indomitable
Resistance Reraiser
When the organizer announced the confirmation of the roster, everyone needs to be familiarize themselves with the assignments given. I'm going to focus on specifically the Tank's holster assignment. Tanks primary role remains as a mitigative approach with Lost Actions like Aethershield for your party. Different part of the fight will require a tank swapping their secondary action slot for Lost Actions to survive and resolve the mechanics of the fight.
Pay attention to the rooms assigned to. Each player is assigned to a room. Healer and Tank pair should be aware of their positions too.
Unlike in Slimes, only Healer and Tanks are assigned to rooms. DPSes in Golems focus fire on a single golem before moving on to the next.
Trash #1 - Slimes / Golems
Primary Action: DPS Actions
Secondary Action: Any DPS or Defensive Actions
Trash #2 - Dahu
Maintain the same loadout
Trash #3 - Phantom
Maintain the same loadout
Primary Action: DPS Actions
Secondary Action: Switch to Lost Perception (MT)
Maintain the same loadout
Primary Action: DPS Actions
Secondary Action: Lost Dispel (MT)
Primary Action: DPS Actions
Secondary Action: Switch to Lost Aethershield (ST)
Primary Action: DPS Actions
Secondary Action: Any DPS or Defensive Actions
Slimes: Assigned to Rooms
Your end goal is to have the slime in your room at +5 (and above) cast rupture on the platform in the middle of the room
This is achieved by allowing green slimes to merge, Provoke the green slimes off the healer bringing the slimes to you
At +4 (Your Slime) AND Your healer has a slime, Use the Macro eg: "NW +4 Ready" to notify the shotcaller that you are ready
When "Merge Now" is called, Provoke off the slime from your healer and wait for the slime to merge and start casting Rupture before you move off
Note: Warrior's Nascent Flash can steal aggro off the healer, DO NOT use it in Slimes
Slimes: Assigned to Corridors
Kill off Bozjan Soldiers as soon as they spawn, You can stun their AOE, Hellish Slash.
Do not let them wander into the rooms
Kill order: Blue (SW) -> Green (NE) -> Red (NW) -> White (SE)
4 Tanks have been assigned to take a golem each. Golem changes color in this cycle: Blue > White > Green > Red > Blue.
Metamorphosis will change the golem's color to the next.
If the golem requires a color change, Tanks will allow Metamorphosis to change it.
If the golem does not require a color change, Tanks must use Interject to interrupt the cast.
All bicolored golems must die on the circular platform that corresponds with the color of the golem.
1. Blue: Bring Blue Golem into the Blue room. Interject all Metamorphosis. Blue Golems will cast an AOE Tank Buster that must be mitigated and cleansed or Esuna by an assigned Healer.
2. Green: Bring Green Golem into the Green room. Interject all Metamorphosis. Green Golem is a punching bag, so use cooldowns when necessary.
Red: Bring Green Golem into the Red room. Allow the first Metamorphosis to cast, turning it red. Once it turns red, immediately use a ranged skill to be tether the red golem. Kite the golem around the room. When its HP reaches 10%, lure it towards the platform, use invuln (Hallowed Ground, Holmgang etc) and kill the Red Golem on the platform. Red Golem one-hit kills any player it tethers to first. Interject all Metamorphosis when it's red.
White: Bring Blue Golem into the White room. Allow the first Metamorphosis to cast, turning it white. AOE Tank buster must be mitigated and cleansed or Esuna by the assigned Healer. Casts "Compaction" at 30% which fully restores HP. Interject all Metamorphosis when it's white.
Golems: Assigned to Corridor
Ruin Golems spawn at North and South, take aggro on the North Ruin golem first, followed by the South. Keep aggro and golems in the middle of the corridor.
Don't let the ruin golems wander into the rooms, especially the Green Golem room.
Flare Markers to the East / West
Note: If only one side is safe, Knockback to the same side and use Invulns.
Interrupt boss after the phase change
Paladin can utilize Clemency if healers are struggling with wraiths.
4 Tanks have been assigned to take Minotaur. Check the spreadsheet for info.
After entrapment has been cast, Cast Perception, Pop your invuln if needed and run through it. (Antidote if necessary)
In the case that you did not cast perception, You should run a few step back before continuing clockwise to make sure you get the trap
There are only 3 traps in total, so one quadrant might not have a trap.
ST to be on standby to take over if MT dies.
There is a stillness Tank Buster. If you're not a MT, be away from the front. If you're the MT, do not move but may use actions.
There is a shared Tank Buster, all Tanks should stack with mitigation.
There are two Bosses, and two Tanks assigned to take the boss.
Keep both bosses apart.
Tank taking Warrior will move first towards the edge, followed by Tank taking the Knight. Place the Knight in the middle of the arena.
Bear in mind when moving around to dodge mechanics, ensure the Boss do not tether to each other, or the next ability will be enhanced - a raid wide will kill the alliance, a Tank Buster will kill the tank.
Same assigned Tanks.
Tank taking the Soldier will move to the edge first, followed by the Tank taking the Gunner. The Gunner should be as close to the middle as possible, for the easy handling of certain mechanics.
Bear in mind, to avoid having bosses tether when dodging mechanics.
4 new Tanks are assigned to take aggro on Spiritual Sphere.
These Spheres will cast Spite Check that must use immunity to survive. Tanks taking these Spheres in a specific order must turn on Tank stance and maintain aggro for the Spite Check.
There are 4 Spheres, 2 at North and 2 at South.
There is a cone shared Tank Buster. Soak and use mitigation.
Some Tanks are assigned to use Aethershield. This is a mandatory skill that must be allocated into your Duty Action. All raidwide will inflict a bleed that must be mitigated using Lost Aethershield.
Assigned Main Tanks to pick up Cleansing Slash, a triple Tank Buster that must be swapped and hold aggro of the boss. Cleansing Slash will inflict a Doom that must be cleansed or the Tank will die.
Tank 1 : Hold Aggro of Queen from pull
Tank 2 : Provoke during Cleansing Slash cast bar
Tank 3: Provoke after second blade has gone off, hold aggro
Tank 4: Provoke during Cleansing Slash cast bar
Assigned Aethershield Tanks must bring Lost Aethershield as a mandatory skill. All raidwides will inflict a bleed that must be mitigated.