Originally Posted by
Lunaeria
We split our raid (excluding the tanks) into four groups, then put down four world markers around the middle of the room, in a square formation. Each group is assigned to clear the bombs around each marker during the air phase. Tanks each take two of the four markers (close together ones, of course) so they can assist in clearing the bombs that you have to jump on to soak the detonation. Hunters with Deterrence or any class with strong defensives can also help with these.
During the ground phase, the boss is tanked in the middle of the markers, and if needed, when she does Barrage towards one of the "corners," the colour of the marker can easily be called out so the ability can be avoided.
Tank artillery strike or whatever it's called gets taken to the gate - i.e. the gate entering HFC, not the fire wall in front of the portal. Random raid member artillery strikes during the air phase will just be taken to the edges away from others.
Generally, during ground phase, each group will stick close to the boss, to more easily avoid Barrage (less distance to run the closer you are, because the ability spreads out in a cone shape) and to stack up for the Pounding ability, which we just use healing CDs on. Keep in mind that when the boss uses Pounding, all fire starts to get pushed outwards, so make sure there's none in front of you or the group because it'll pass through and give you a bunch of fire stacks which can be pretty deadly.
For Blitz, just dodge it. And the raid should also never be stacked up if possible (excluding for use of healing CDs during Pounding, when stacking isn't a concern) to avoid taking extra damage from the flame orb debuffs that the boss randomly drops on people.