The Hills Are Alive/Strategies

Strategy for those who cannot gather 18 BLM. I'm not very good at typing these things out, but to give some people out there a brief idea of how its down without a BLM army.

Tartaruga Gigante - has 2 states in shell and out of shell. In shell he can cast spells and has super Auto-Regen (like 2% per tick and will pop his head back out when he hits 100% HP) but he does not walk. He changes state after a certain amount of damage is dealt to him.

Spell it can cast - Flood, Silencega, Slowga, Waterga IV.

He can be silenced, gravity can land and bound but stun will resisted.

Team setup:

PLD/WAR - 1 or 2, if 1 beware of flood or waterga IV only hitting 1 tank.

BLM - as many as you can, recommended 6+, Ice spells only!

SAM or /SAM - 2 melee that can meditate preferred

RDM - 1 for each alliance

WHM - 1 for the tanks

BRD or COR - for BLM parties

Starting Positions - Everyone stands in the centre of the BC, while the tanks kite the Turtle around.

Turtle out of shell- Melee should meditate and build TP as needed but do not hit anymore when at 100+ TP. When MP and TP is ready, set a time for all the BLM to use Blizzard IV, this will almost always make turtle hide in his shell. If he does not hide in just rest for more MP and wait for next timed nuke.

Turtle in shell- After the timed Blizzard IV that made the turtle go in, the SAM or /SAM will do a Distortion or Darkness SC that the BLM MB with Blizzaga 3 or Freeze 2. This should pop the turtle out of his shell. If after MB and turtle is still in, BLM must keep using Ice nuke to make him come out at all cost. If any BLM is still casting while it popped out needs to cancel cast immediately, if over damaged he has a chance to go back in shell.

Just repeat these 2 steps and the win should not be difficult. The idea is to get him outside the shell as much as possible so he can't regen and never to have him go in the shell without TP and MP ready.

No random damage- No one is to deal DOT, hit, nuke or anything on the turtle without everyone knowing. If a /SAM needs TP it is best to wait till BLM have MP incase his damage will make the turtle hide in shell prematurely.

PLD - needs to keep hate and try to make the turtle face away from the centre right before the timed nuke so when it enters his shell he will not frontal AoE the mages or will he silence the blm.

RDM - needs to silence the turtle right when he enters the shell. If all 3 RDM cast at least 1 will land even without ES it's not hard to land. Casting when he is out of shell is useless as it is dispelled when he enters the shell. And keep gravity on and bind randomly but not on mages.

SC Melee- the starter must make sure when he starts the turtle has entered the shell (it does not always enter shell after the timed nuke, its kinda random) and make sure the mages are not silenced before he uses his TP. They can continue to melee after the MB if it does not come out but must stop once it is out.

BLM - must watch the head to know when to cancel nukes.