Kealoha Admin replied

588 weeks ago

Dakuwaqa: Abilities and traits to know (Taken from BG wiki)

Water Spear Effect
• Immediately after using Carcharian Verve, Dakuwaqa will gain a visible magical water spear effect (this effect will activate even if the move is successfully stunned).

• Carcharian Verve is used as the first TP move and every 25% HP thereafter (as the first TP move below 75%, 50%, and 25% HP).

• Below 25% HP, Carcharian Verve can be used randomly as a normal TP move whenever the water spear effect is not active.

• Carcharian Verve grants extremely powerful attack and magic attack boost effects to Dakuwaqa (these effects should be dispelled immediately, Dispel goes through shield and can be used 2x as soon as ATK+ and MATK+ go up). The first several uses of this move are stunnable. Towards the end of the battle (25% and below), this move is used increasingly fast and is extremely difficult to Stun.

• Activation of the water spear modifies Dakuwaqa's abilities and resistances:

• Dakuwaqa is immune to Stun while the effect is active.

• Dakuwaqa will occasionally gain a powerful damage spikes effect while casting or readying TP moves while the effect is active.

• After utilizing Carcharian Verve (even if stunned) and activation of the aura effect, the next utilized TP move will be Marine Mayhem.

• Marine Mayhem deals water damage in a 0-5' AoE and instantly KOs any players in the 5'-20' AoE around Dakuwaqa. Because of the water spear effect, this move cannot be stunned.

• Marine Mayhem is not used as a random TP move at any point; it is only (and always) used as the next TP move after Carcharian Verve.

• Thunder-based attacks will be less resisted and deal increased damage while the spear is active.

• The spear effect is removed by inflicting a certain amount of thunder elemental attacks or damage.
Damage Resistance

• Dakuwaqa's damage resistances and susceptibilities change throughout the battle, based on remaining HP:

• 100% - 75% HP: Resistant to blunt damage, susceptible to piercing damage

• 74% - 50% HP: Resistant to piercing damage, susceptible to blunt damage

• 49% - 25% HP: Resistant to magic damage, susceptible to slashing damage

• <25% HP: Resistant to slashing damage, susceptible to magic damage

• This knowledge can be used advantageously for timing of SP or other abilities depending on the group setup. For example, a group heavily reliant on blunt damage from monks can use Formless Strikes to lose the blunt attribute and accelerate the first 25% of the battle.

The Fight:

Example Job set up:

Mage Party: SCH/BLM, SCH/BLM, RDM/BLM, GEO/WHM, and PLD/DNC

1st DD Party: MNK/WAR, MNK/RUN, DRK/SAM*, BRD/WHM, COR/WHM, and WHM/RDM

2nd DD Party: MNK/WAR, MNK/RUN, BLU/WAR*, BRD/WHM, COR/WHM, and WHM/SCH

* can be replaced by DRK/SAM (with req) or SAM/WAR (with mura).

Buffs:

CORs: Fighter’s and Chaos in original party and Hunter’s and Rouge’s in other DD party

BRDs: Songs will vary depending on the Bards instruments.
4 Songs – March, March, Minuet, Madrigal
5 Songs – March, March, Madrigal, Minuet and Minuet
6 Songs – March, March, Madrigal, Madrigal/Minuet, Minuet, and Minuet

Songs will need to be discussed by the BRDs as rotations will occur during the duration of the fight.

Pre-pull:

Corsairs will use Chaos Roll and double up until a desired number is reached but avoiding a busts After the first roll is completed, Bards will need to use Soul Voice and Job abilities and sing to the party they are in (I know duh!). DDs need to be split up according to their party, 3 DDs on one side of the left wall and the other 3 DD on the opposite wall. Once the first set of songs are sung, The PLD should locate Dakawaqa.

The pull:

Once Dakawaqa is located, he should be aggroed (not by claiming) and brought to the front of the tunnel. The first SCH on rotation should be near the DDs to watch for Verve. Once songs and rolls are completed, an assigned monk should provoke dakuwaqa. After the DDs have Dakuwaqa claimed, all support jobs and mages should be ’20 range from the NM.

Note – If Dakuwaqa uses Verve before he is claimed, the sch should stun dakawaqa, move ’20 range away from the shark, and the PLD should Flash dakuwaqa. The DDs, bards and corsairs will need to move ’20 range away from dakuwaqa as he will use Mayhem after verve.

Positioning:

Although this will be a bit redundant…DDs need to be separated 3 and 3 on opposite ends against the wall in the tunnel (1st DD party on one side and 2nd DD party on the other, stack on your party leader). When engaged to Dakuwaqa, DDs should be positioned where mages and support jobs can cast on DDs while staying at 20’range from the NM. Think of position around the NM in a V formation. Dakuwaqa does knockback so it’s important that you run back up to the NM. If bound, call for erase immediately.

Bards and Corsairs should only come into the DDs’ range when singing or rolling (not on E). Bards and Corsairs should never be in range after the DDs first pull dakuwaqa, at 75-77 percent, 50-52 percent , 25-27 percent, or anytime under 25 percent when Verve is used (Verve can be used anytime under 25 percent).

Mages should be at 20’ range from the NM at all times. The only exceptions are when the first rotating sch stuns the first verve and when Dakuwaqa is slept.

The fight:

(100-75%)
After the DDs claim dakuwaqa, the first rotating sch should watch for verve as it’ll be his first TP move. Once Verve is used, Mayhem will follow. DDs need to be within ‘5 range of Dakuwaqa to avoid being KOed by mayhem. Also, after Verve is used, his water spear will be active, thus…DDs need to be wearing -PDT/MDT gear. MNK/RUNs will need to have Thunder Runes active and SCHs/RDM will need to spam thunder spells to drop the Water Spear Effect (or known as his Aura. After his Aura wears, DDs can re-equip their normal or hybrid tp sets (TP and –DT gear). At this point, the two MNK/WARs will need to pop Formless strikes and Hundred fists. The MNK/RUNs should only use formless strikes.
Bards and Corsairs should help with haste, curing status ailments, and be refreshing their DDs and mages (marches for SCHs). Bards and Corsairs should not get into Dakuwaqas range at the specified percentages.

Note – If Verve is used when the PLD is holding Dakuwaqa, the PLD should bring the NM to the DD party (the PLD should stand on top of the DDs) after mayhem is used. DDs should be at 20’ range until mayhem is used and rush back to their position (keeping the NM away from the mages).
Mages should watch their range as mayhem is an instant KO.

(75-50%)
Formless strikes should be dropped at 74 percent (he’s weak to blund dmg from 74-50%). At this point, Dakuwaqa will use Verve as his next TP move. DDs need to be ready to equip their –PDT/MDT sets. DDs need to to watch for mayhem and can resume to their regular tp sets after his aura is dropped.

(50-40%)(40-25%)
This will probably be the most complicated part of the entire fight. After Dakuwaqa’s aura drops, the DDs will need to turn around so a bard can sleep the NM. The Bard assigned to the task will be the one in the mage party. When the shark’s HP drops below 50 percent it will use Verve as its next TP move. Mayhem will once again be used so the DDs will need to continue to hold the NM. Once Mayhem goes off and when the SCHs/RDM/MNK\RUN remove the shark’s aura, the DDs will need to turn around. Once all the DDs are turned around the Bard in the mage party will need to use Troubadour and Horde Lullaby.

At this point the CORs and BRDs will need to run to the DDs. The CORs will first pop off Wild Card and then the Bards will use JAs and recast songs (4-6 songs depending on instruments). It’s important that the BRDs don’t miss Wild Card as JAs will need to be reset. If the shark is the wake up before songs are completed, the Bard in the mage party should sleep the NM again. Once the songs are complete, the DDs will start DPS again.
Note – Food may wear around this point so DDs need to make sure to eat food again.

(25-0%)
This is considered the most difficult stage of the fight. Dakuwaqa will use Verve as his next tp move after dipping below 25 percent followed by Mayhem. He can also use Verve at any time under 25 percent. SCHs may find it difficult to consistently remove the NM’s aura which may cause a miss stun on Verve (if Verve is used when aura is up he will gain massive Attack and MAttack that will need to be dispelled). Assigned monks will need to use Formless Strikes and Hundred Fists to quickly finish him off. DDs will need to be sharp to swap in – PDT/MDT sets when Dakuwaqa’s aura is up, and especially if Verve isn’t stunned. Slow DPS, songs and rolls wearing off at this stage will likely end in a loss. Whms need to be quick on heals and support jobs should help with hastes and curing status ailments.
If DPS is strong, Dakuwaqa will fall and then we can all throw a parade.

Notes

If Verve is not stunned, RDM will need to use x2 dispels.

DDs –PDT sets should be at around 30+. –MDT at around 10+

WHMs will find healing intense, having a strong fast cast set is strongly recommended.
Having Windower helps with keeping track of Dakuwaqa’s HP bar. Each stage is crucial so having this information will keep people from dying to mayhem

All credit originally posted by Feint

Feint Admin replied

587 weeks ago

I'll add additional information later….

For Schs…white verve is up, one or both Schs should be spamming Thunder II (One Sch needs to be ready to stun asap when aura drops).

For DDs if you're are not /run, you should be turning around while ice spikes are up. If shark is at like 3 percent or so, you may wish to melee if your hp is high enough.
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