Guide
Turn 4 takes place in a lift that is descending. Waves of monsters will spawn and you have exactly one minute to take them out before the next wave spawns. The whole turn is basically a DPS check and there are six phases, each lasting up to a minute. Each player must learn when to use their cooldowns to give the most burst damage and understand where to position themselves for each phase. If a phase has not been cleared in time the next one will start on top of it and you can be overwhelmed quickly. Below is a detailed guide for turn 4. The optimal party setup for this turn is to have two tanks, two healers, two mage DPS and two physical DPS. I didn’t say two ranged and two melee because this isn’t about the range, it’s about the type of damage dealt. So a BRD fits into the physical damage dealt. Phase 2 will explain why.
Phase 1
In phase 1 you will find six Clockwork Bug creatures. The tank should round them up and the DPS players should use an AoE rotation to kill them. Physical DPS players should be careful not to use all their TP on these and allow BLMs to provide the bulk of the damage. However you are on a timer so be aware of that too.
Phase 2
In phase 2 we will have two Clockwork Soldiers and two Clockwork Knights. Each tank will take a Knight and Soldier and tank them away from each other. The Knights have a Stoneskin effect that will absorb magical damage and reflect it back at the caster, while the Soldiers will absorb physical damage. This is why it is important to have a balanced party setup as mentioned earlier. In this phase the magical DPS should kill the Soldiers while the physical DPS are killing the Knights.
Phase 3
Phase 3 will bring a Clockwork Dreadnought and four Clockwork Bugs into play. These are the same bugs from phase 1 but this time you will not kill them. The Clockwork Dreadnaught is able to feed on these bugs to increase its strength and this is what you need to do. This has to be done quickly because for each bug fed to a dreadnought it will heal the dreadnought by a large amount. So you must do this at the start of the fight.
Equally it is important to kill this Clockwork Dreadnought quickly as it is a DPS race. I mentioned the whole turn is a DPS race and it is, but this is a mini DPS race within the turn. Basically if phase 4 drops on to you before you kill the dreadnought it can cause the dreadnought to be healed to full health, almost certainly causing a wipe.
With Dreadnoughts in any phase of this turn no one but the tank should be standing infront of them. They deal very high damage from their fronts and it is important that everyone else is behind.
Phase 4
Phase 4 is much the same as phase 1, and should be handled the same with heavy use of AoE abilities. The BLM should keep his Convert for this phase so that he is able to use a Double Flare (use Quelling Strikes before doing this!) and help kill the mobs quickly.
The only difference between phase 4 is that there will be two Spinner-rook monsters in the fight. These have the ability to reduce the maximum HP of a player so the tanks should be targeting these along with DPS players when they need to use their single target skills. But over all the focus should be on AoE DPS.
Phase 5
Phase 5 brings a Clockwork Soldier, a Clockwork Knight and a Clockwork Dreadnought. This phase you will not be able to complete before the next phase starts but you can make good progress.
Your priorities should be the Clockwork Soldier and the Clockwork Knight. The off-tank should hold these while the main tank holds the Clockwork Dreadnought. The Dreadnought should be last on your kill order while the DPS attack and kill the appropriate target from the Soldier and Knight, just like you learned in phase 2. After the Soldier and Knight have been defeated start work on the Dreadnought, but do not expect to finish it. Phase 6 will begin before this happens and your priorities will change.
Phase 6
Phase 6 is the final phase and brings with it a Spinner-rook, four Clockwork Bugs, a Clockwork Knight, a Clockwork Soldier and a Clockwork Dreadnought.
Immediately upon phase 6 starting the group should take focus off the Dreadnought from phase and feed the Clockwork bugs to the new Clockwork Dreadnought. Most likely one or two will find their way to the Dreadnought from phase 5 and heal it a bit but this is not a disaster.
The DPS should then begin attacking the Spinner-rook. This must die quickly and most groups will have the melee DPS player limit break it. Meanwhile the off-tank should be holding the Clockwork Knight and Soldier and hold them away from the group.
Once the Spinner-rook has died the DPS should move on to the appropriate Knight or Soldier as with phase 2 and 5 and kill these quickly. The next mob on the kill list is the Dreadnought from phase 5. It should already be half dead and until it is killed there is still a lot of risk of a party wipe. This should be killed as soon as possible.
Lastly the group should kill the phase 6 dreadnought. The healer should be ready for AoE heals because after a certain amount of time lightning will begin to AoE the room and this needs to be healed through while the DPS finish off the fight.