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Sanguine BiteFollow

#1 Jan 12 2011 at 11:57 AM Rating: Good
219 posts
edit: Whether or not attempting higher rank wolves is worth the effort is not the point.

Ok, I wanted to talk about this ability because it keeps coming up. This is the wolf's ability that returns health based on damgage done, similar to a MRD's bloodbath+ws. A few people have claimed they know how to counter this. I'd like to discuss a few options here.

I suppose you could always spam stun/silence/paralyze/pacify these when they get low. A higher rank tank will reduce the heal amount, and you may be able to avoid it with featherfoot.

I've also spent an evening Incapacitating their heads, and this did NOT prevent the bite. If anything it seemed to increase the time in between casts. I'm not sure about cast time, but after an incapacitation I did have to wait tens of seconds before the wolf attempted the move again.

Edited, Jan 12th 2011 12:59pm by chopstx

#2 Jan 12 2011 at 12:05 PM Rating: Good
315 posts
It seems to have pretty low accuracy, so as a pgl its quite easy to dodge it. Have you tried incapacitating other body parts? Most monster moves are linked to some body part of the monster, if it isn't the head, it might be the tail ( sounds stupid I know, but worth a shot).
FFXI 2003-2007: Elaron ~Phoenix
FFXIV 2010-> : Gus Morgan ~Wutai
#3 Jan 12 2011 at 12:10 PM Rating: Decent
219 posts
Well according to SE's little Incapcitation by Genus chart, wolves can only have their heads incapacitated.

#4 Jan 12 2011 at 12:27 PM Rating: Good
Head Incapacitation will lower accuracy, as well as increase the casting times for actions by monsters.

Regarding Sanguine Bite, the ability does an awful lot of damage to anyone, particularly those whose roles are not of the tanking variety. Skills that would reduce the damage would be any of the Gladiator and Marauder defense skills (Defender, Rampart, Obsess,) while magic such as Protect and Stone Skin would serve to reduce overall damage. Having a higher level main tank do Provokes/Taunts/War Drum to make the Mongrels focus on them would make the healing capacity of Sanguine a lot lower than if it ran up to a caster and did the same.

Casting Sleep, if there are two or more in a group, will also give valuable time for parties in order to focus on one target.

Having said that, combining Light Strike + Featherfoot as a Pugilist gives you more of a chance to evade Sanguine Bite, and hence follow up with Jarring Strike to stun.

Estur Leone - Gysahl

#5 Jan 12 2011 at 7:00 PM Rating: Good
1,948 posts
Silence - cant prevent it.
TP wipe - cant prevent it.
What is it? A normal attack?

#6 Jan 13 2011 at 5:03 PM Rating: Excellent
178 posts
Our linkshell does wolves pretty successfully on 4-5 stars and use the following mechanics to deal with bite.

In order of priority:

1. TP down battle regimen (normal attack > ws)

2. Incapacitation

3. Damage battle regimen at <50% health (ws > ws > spell burst)

4. Having Pugilists tank rather than Gladiators.

5. Kite the second wolf (if in pairs) with a Gladiator

With a combination of 1,2, and 3 the wolves get off on average 1-2 bites per fight. Hate management is important for wolves since you don't want a bite to go off on mages or your melees involved in the BR.

Edited, Jan 13th 2011 6:03pm by lightacadi
#7 Jan 13 2011 at 5:55 PM Rating: Decent
219 posts
great info!

#8 Jan 14 2011 at 9:53 AM Rating: Decent
259 posts
How hard is it to incapacitate these guys? I've done a few SkullSunders and have had no luck incapacitating them.
#9 Jan 14 2011 at 10:13 AM Rating: Decent
219 posts
it was about 1k dmg when I was soloing the mongrols nw of broken water...need to confirm though.

#10 Jan 14 2011 at 10:15 AM Rating: Decent
2,214 posts
Has anyone tried MRD's Fracture towards the end of the fight?
#11 Jan 14 2011 at 10:38 AM Rating: Decent
259 posts
You need to parry first in order to do Fracture. Not very reliable :/
#12 Jan 14 2011 at 11:41 AM Rating: Good
6,899 posts
Moonrise II, the lnc r38 ability is also very helpful against mongrels since it inhibits tp severely. Another good trick is to just save tp until they are at 50%, then have your glad tank use sentinel and have everyone go all out. It will give you 15s of time to kill them, while if a sanguine bite goes off it will restore VERY minimal HP (usually less than 200). Also, making sure paralyze sticks is very important, as it can stun them out Sanguine Bite, and they will use their other TP move instead.

Lastly, be warned that the other TP move that a mongrel does (the one that causes paralyze) is either a complete or partial hate reset. To keep your mages from getting sanguine bite after that move, make sure your tank is provoking every time that move happens.
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