|
Reisenjima T4s
Serveur: Asura
Game: FFXI
Posts: 139
By Asura.Boogerballs 2016-11-03 15:18:37
Our PLD holds hate fine. RUN tank is a wasted slot in the DD party when you can just use a real DD RUN and deal more damage
Is the pld holding the nm and the adds or just the adds? When we did our 1st meele courage, i was freaking out because at one point i had 6 adds + courage wailing on me. I survived and our pld got the adds off of me pretty quick but im still worried about hate in general when using pld. Our tanks are very well geared and experienced so this cant be written off as them sucking. From what ive seen, dd runs can hold hate way better than a pld.
Fenrir.Ramzus
Serveur: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-11-03 15:25:07
Both. He comes /BLU and geist walls them, then the GEO responsible for vex/wilt cures the PLD and voila, everything does 0 damage
Asura.Chiaia
VIP
Serveur: Asura
Game: FFXI
Posts: 1656
By Asura.Chiaia 2016-11-03 19:19:46
I cant say one way or the other, I never saved any of the parses(to check crit rates) but doing blu blu cor as dd for it I never seen the blu start loosing dps compared to my cor with bracelets up we all just did less dmg but the %s stayed the same. We did about 20 runs sometimes one of the blus was a war or drk instead though but at-least 12 of those fights were blu blu cor.
When we go for round 2 I will save some parses but there won't nearly be as many runs since we got everyone almost every piece of WoC gear besides body of course.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10090
By Asura.Sechs 2016-11-04 03:24:55
I'm not too expert about these melee-zerg setups, yet, but I was wondering whats the global consensus about having one SMN in the pt with 4 Melees?
250TP bonus should be quite a boost for most relevant WSs, plus SMN can provide healing in place of a WHM (together with the GEO in the same pt) and also interesting and powerful auras like >25% DA or >20% Crit, or defensive auras (Meva, MDB etc).
Oh and of course another attack% boost in case for whatever reason your DDs aren't capped yet.
This shouldn't be the case, but if you have only one COR for prebuffs, it could save you from using Chaos for instance.
Blahblahblah, so, what's the general consensus about this scenario?
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-11-04 04:28:37
I'm not too expert about these melee-zerg setups, yet, but I was wondering whats the global consensus about having one SMN in the pt with 4 Melees?
250TP bonus should be quite a boost for most relevant WSs, plus SMN can provide healing in place of a WHM (together with the GEO in the same pt) and also interesting and powerful auras like >25% DA or >20% Crit, or defensive auras (Meva, MDB etc).
Oh and of course another attack% boost in case for whatever reason your DDs aren't capped yet.
This shouldn't be the case, but if you have only one COR for prebuffs, it could save you from using Chaos for instance.
Blahblahblah, so, what's the general consensus about this scenario?
Unfortunately I don't see the SMN providing enough of a boost over a GEO or COR and they most certainly can't main heal such a setup as they lack curaga and yagrush. With multiple-melee's the WHM ends up spamming curaga III / IV as needed and aoe-erase / paralyna / stona / viruna depending on if a status ailment makes it through. Now you might be able to substitute out one of the lessor melee's and use the SMN to boost the remaining 2~3 melee's power.
Serveur: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2016-11-04 04:42:40
Would depend on the NM. Some, like Onychophora, don't even need a WHM, whereas others, like Schah, are shitshows with aoe status and damage. Also few of these fights are really zergs (as in short enough for something like full-time Bolster Frailty) due to defensive mechanics the NMs have.
GEO's the only job you can't outside-buff with anyway, if you're planning to do that sorta thing. Beyond from maybe Haste or Precision, you don't strictly need a GEO in the melee party for offensive reasons.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-11-04 04:54:52
Yeah depends on the fight. I usually just treat melee zergs as curaga spam for one or two minutes (often less). Being able to instantly restore 600~1100HP to everyone is really nice failsafe.
Serveur: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2016-11-04 05:00:36
We've even just relied on stuff like Embrava + Regen, which is handy for Teles when she uses Mute aura, or Kouryu when flails interrupt casting.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10090
By Asura.Sechs 2016-11-04 06:27:17
Unfortunately I don't see the SMN providing enough of a boost over a GEO or COR and they most certainly can't main heal such a setup as they lack curaga and yagrush. I see, but someone in the previous page suggested a melee pt with 4x DDs, 1x GEO and 1x WHM.
Then someone else said that for many NMs you don't even need a WHM and that the GEO can provide enough healing.
I was talking about those scenarios.
In such a situation, and assuming COR does only prebuff and doesn't stay in the alliance, couldn't the setup become 4x DDs, 1x GEO and 1x SMN?
>20% Crit or >25% DA auras are no joke, neither is 250TP bonus or the ~15% att boost (which shouldn't be necessary and locks out WARs from using Warcry though).
All in all, it seems powerful enough? And SMN could help the GEO with healing and if need be could start with Perfect Defense, or provide additional damage with BP Rage or even Astral Conduit (altough that would likely *** up SCs...)
Of course for NMs where you really need a WHM it's impossible (unless you can kill before PD wears off? But I doubt anything can be killed in under 60 seconds)
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10090
By Asura.Sechs 2016-11-04 06:29:52
I mean, think about a pt of 4 RUNs with Lionheart and Moonshade spamming Resolution with Shiva's Crystalline Blessing (250 additional TP bonus.
That's like what, 950 TP bonus on Resolution? Sounds like, wow, quite the thing :D Plus RUNs thanks to their innate defensive traits, Valiance, Runes, OneForall and Gifts would need less healing/support, further enhancing the no-whm-needed approach.
Fenrir.Snaps
Serveur: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2016-11-04 07:06:31
You don't always need to consume a slot to receive that buff. For our COR, we have the GEO or other non DPS jobs come on COR, do Phantom Rolls (abusing the NPC for double crooked and fast XI) and then switch back to their primary roll.
By Ruaumoko 2016-11-04 07:54:01
I mean, think about a pt of 4 RUNs with Lionheart and Moonshade spamming Resolution with Shiva's Crystalline Blessing (250 additional TP bonus.
That's like what, 950 TP bonus on Resolution? Sounds like, wow, quite the thing :D Plus RUNs thanks to their innate defensive traits, Valiance, Runes, OneForall and Gifts would need less healing/support, further enhancing the no-whm-needed approach. Lionheart: +500 TP Bonus
Moonshade: +250 TP Bonus
Blessing: +250 TP Bonus
Warcry: +700 TP Bonus
Total is +1700 TP Bonus with all that active. You can fire at 1300% and be at 3000% for calculation purposes.
It's also worth mentioning that a full powered Ifrit's Favor is +25% Double Attack, which is the same as an XI Fighter's Roll with a WAR in the party.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-11-04 08:35:01
People talking about how powerful 500Tp Bonus is from Lionheart while forgetting that WAR has a natural party wide 700 TP bonus / +12% attack bonus that lasts 60s and can be used twice with a temp item. Also has a party wide +40% crit rate boost that does silly things to crit rate WS's.
Serveur: Asura
Game: FFXI
Posts: 616
By Asura.Avallon 2016-11-04 09:04:17
I mean, think about a pt of 4 RUNs with Lionheart and Moonshade spamming Resolution with Shiva's Crystalline Blessing (250 additional TP bonus.
That's like what, 950 TP bonus on Resolution? Sounds like, wow, quite the thing :D Plus RUNs thanks to their innate defensive traits, Valiance, Runes, OneForall and Gifts would need less healing/support, further enhancing the no-whm-needed approach. Lionheart: +500 TP Bonus
Moonshade: +250 TP Bonus
Blessing: +250 TP Bonus
Warcry: +700 TP Bonus
Total is +1700 TP Bonus with all that active. You can fire at 1300% and be at 3000% for calculation purposes.
It's also worth mentioning that a full powered Ifrit's Favor is +25% Double Attack, which is the same as an XI Fighter's Roll with a WAR in the party.
Ruau, tell Saev that I find his lack of faith in SMN's potential disturbing. I give him the benefit of the doubt being that he's been MIA lately. xD
We'll have to show him how everyone can go afk and watch YouTube with me on SMN for Sandworm, etc
By swordwiz 2016-11-04 11:40:32
I mean, think about a pt of 4 RUNs with Lionheart and Moonshade spamming Resolution with Shiva's Crystalline Blessing (250 additional TP bonus.
That's like what, 950 TP bonus on Resolution? Sounds like, wow, quite the thing :D Plus RUNs thanks to their innate defensive traits, Valiance, Runes, OneForall and Gifts would need less healing/support, further enhancing the no-whm-needed approach. Lionheart: +500 TP Bonus
Moonshade: +250 TP Bonus
Blessing: +250 TP Bonus
Warcry: +700 TP Bonus
Total is +1700 TP Bonus with all that active. You can fire at 1300% and be at 3000% for calculation purposes.
It's also worth mentioning that a full powered Ifrit's Favor is +25% Double Attack, which is the same as an XI Fighter's Roll with a WAR in the party.
Ruau, tell Saev that I find his lack of faith in SMN's potential disturbing. I give him the benefit of the doubt being that he's been MIA lately. xD
We'll have to show him how everyone can go afk and watch YouTube with me on SMN for Sandworm, etc
Nope we wont
By Afania 2016-11-05 15:35:10
Asura.Boogerballs said: »Our PLD holds hate fine. RUN tank is a wasted slot in the DD party when you can just use a real DD RUN and deal more damage
Is the pld holding the nm and the adds or just the adds? When we did our 1st meele courage, i was freaking out because at one point i had 6 adds + courage wailing on me. I survived and our pld got the adds off of me pretty quick but im still worried about hate in general when using pld. Our tanks are very well geared and experienced so this cant be written off as them sucking. From what ive seen, dd runs can hold hate way better than a pld.
Ok I would like to share some opinion/experience about the tank hate thing. I have done this with MS WAR+ THF and without THF. With THF SATA hate is really not an issue. Without THF it's actually semi challenging to hold hate off MS WAR on my none epeo RUN, especially if they pop MS right from the beginning(they should IMO) and only 2 ppl in tank pt(thus less enmity gain from aoe enmity JAs). What I did is that I just burn 1hr on woc for hate purpose when WAR start MS and pull hate then flash foil all the way to the end and was able to keep hate that way.
woc has one million ***moves including call wyvern, petri etc, I would avoid losing hate at all costs otherwise it's pretty big dps lose if DD gets status ailment or have to turtle due to wyvern hitting them. That makes THF great for this fight IMO....ability to sc with reso(your heavy hitting ws), stealing 1hr, enmity control etc.
I'm not sure if tank/DD hybrid play style is good for this with lionheart. Even with 55% pdt-, defense food, pld roll I took 1100+ dmg from eagle eye shot without wilt, 700+ with wilt. And ESS can't be parried afaik. If I tp full dps gear and use dd roll/food I would take over 2k dmg from ESS, which is kinda risky with 6 wyvern hitting tank on the same time. Maybe it's less risky with epeo RUN or using some kind of hybrid tp set. But personally I'd rather turtle all the way for safty purpose(and less stun/stoned etc) and I don't think there's anything wrong with safer approach when tanking this.
Bahamut.Sephiran
Serveur: Bahamut
Game: FFXI
Posts: 40
By Bahamut.Sephiran 2016-11-06 22:02:13
Though very old at this point, Albumen can easily be haphazardly stunned without bots assuming lack of network latency and the like.
Futhermore, in the case of Petalback Spin, even if you stun too late, it gives the WHM a chance to get silence and paralysis off the tank so they can Flash quickly in anticipation of the hate reset. Best implementation of this strategy is to just make SCH's sub BLM and while one's stratagems are on cooldown, one stuns whatever they can. Something is better than nothing, and every Petalback Spin prevented is helpful. Naturally, it does ready fast enough that you won't have time to see it pop up in the log, but if you animation stun, simply hit the button as soon as you see him squat like he's about to take a big dump. Of course, you might hit a spell, but using a Death rotation strategy, how long before he's sucked dry of MP anyway?
Fenrir.Ramzus
Serveur: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-11-14 21:08:22
Recommend doing Onychophora like you would Erinys over mage style. The fight is a complete joke. Did exact same style buffs as Erinys, used less Mewing Lullabies (we're not using Rudra as often so it doesn't gain TP as often) and it still TP'd a total of 0 times.
Used half of our Lucid wings from 100-50%, then saved the rest for 25-0 so we could get 2 rounds of WS in before spells. Had all 3 THF rudra at the same time so it wouldn't skillchain. Took 15 minutes to take it down to 1% while going very slowly then it kinda just chilled on Earth for 5 minutes.
10/10 would recommend
Serveur: Asura
Game: FFXI
Posts: 122
By Asura.Taberif 2016-11-15 00:58:05
yea we just throw SMNs at it as well, with 2 geos doing respective malaise/langour and 2nd geo doing torpor/frail
pld, geo, geo, cor smns+bsts easy/quick win since garuda/tiger dont skillchain
as far as SMNs I am curious if its possible to stack enough SMNs to conduit Albumen down. One of ours just for giggles after a lost run did like 15% with 0 buffs/sc's during a conduit, this was awhile ago before recent updates
Fenrir.Ramzus
Serveur: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-11-15 01:24:17
I'm going to try the Erinys method on Albumen too. I could see it working.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10090
By Asura.Sechs 2016-11-15 01:28:14
Recommend doing Onychophora like you would Erinys over mage style. The fight is a complete joke. Did exact same style buffs as Erinys, used less Mewing Lullabies (we're not using Rudra as often so it doesn't gain TP as often) and it still TP'd a total of 0 times.
Used half of our Lucid wings from 100-50%, then saved the rest for 25-0 so we could get 2 rounds of WS in before spells. Had all 3 THF rudra at the same time so it wouldn't skillchain. Took 15 minutes to take it down to 1% while going very slowly then it kinda just chilled on Earth for 5 minutes.
10/10 would recommend How do you handle the Fire/Stone modes though?
Compared to Erynys you need to pay attention to:
1) The mode the Worm is in (so physical doesn't heal)
2) Avoid doing WS when he's casting stone spells (physical would heal him under 25% if he's casting stone spells, no?)
3) Avoid Skillchains (Rudra>Rudra is Darkness, at the wrong time in the wrong mode it would heal him for more than 99k. This is especially dangerous because while you can recover by a single SC that happens by mistake, if a second happens it's doomvoid and that's likely game over. (also SC is part of the overall damage on Erynis, if you take that out from the overall DPS, wouldn't it make Onychophora even slower than Erynis? Especially since you have to wait when he's in the wrong mode etc, whereas on Erynis you can just spam WSs whenever you have TP and SA/TA up)
TPing wouldn't be an issue because you would be using WSs without engaging, and likewise Ony's TP moves shouldn't be an issue because without melees meleeing and with SMNs using Mewing Lullabies, no TP moves should ever go off.
I mean it sounds totally doable but it requires lot more attention than Erynis, doesn't it?
...but then again Onychophora requires attention even if you're doing it mage mode. So with that said, it's not a big deal to go for melee setup. If you have a small group it's likely gonna be faster/easier.
For larger groups I think it could be messy though.
Carbuncle.Papesse
Serveur: Carbuncle
Game: FFXI
Posts: 438
By Carbuncle.Papesse 2016-11-15 01:47:12
I'm going to try the Erinys method on Albumen too. I could see it working. If you are thinking about using Mewing Lullaby, it won't work very well. Albumen has a high regain trait unlike Erinys and Onychophora.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10090
By Asura.Sechs 2016-11-15 01:55:38
Carbuncle.Papesse said: »I'm going to try the Erinys method on Albumen too. I could see it working. If you are thinking about using Mewing Lullaby, it won't work very well. Albumen has a high regain trait unlike Erinys and Onychophora. Also with a bunch of melees constantly hitting Albumen he would generate a lot of TP.
Of course SMN would still help reducing the frequency of Albumen's TP moves (they can be dangerous!) but I wonder if this difference would be enough to justify the party slot and the consequent raise in Albumen's HP.
I've noticed SMN, even just one, makes a big difference on Onychophora as well instead, even with mage setup.
I wouldn't dare to say it makes the fight "easier", since it's still annoying with his modes etc, what I mean it that it gives you a higher degree of control over the fight and makes it overall slightly more "relaxing" compared to what otherwise is one of the fights where you have to pay most attention on what you're doing and a single mistake can mean a lot.
[+]
Bismarck.Indigla
Serveur: Bismarck
Game: FFXI
Posts: 343
By Bismarck.Indigla 2016-11-15 03:14:11
Carbuncle.Papesse said: »I'm going to try the Erinys method on Albumen too. I could see it working. If you are thinking about using Mewing Lullaby, it won't work very well. Albumen has a high regain trait unlike Erinys and Onychophora. Also with a bunch of melees constantly hitting Albumen he would generate a lot of TP.
Of course SMN would still help reducing the frequency of Albumen's TP moves (they can be dangerous!) but I wonder if this difference would be enough to justify the party slot and the consequent raise in Albumen's HP.
I've noticed SMN, even just one, makes a big difference on Onychophora as well instead, even with mage setup.
I wouldn't dare to say it makes the fight "easier", since it's still annoying with his modes etc, what I mean it that it gives you a higher degree of control over the fight and makes it overall slightly more "relaxing" compared to what otherwise is one of the fights where you have to pay most attention on what you're doing and a single mistake can mean a lot.
In regards to Onychophora, I'd say SMN is really helpful for more or less guaranteeing you can get a clean set of death nukes in when Compression's turn comes up.
Fenrir.Ramzus
Serveur: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-11-15 09:31:27
Recommend doing Onychophora like you would Erinys over mage style. The fight is a complete joke. Did exact same style buffs as Erinys, used less Mewing Lullabies (we're not using Rudra as often so it doesn't gain TP as often) and it still TP'd a total of 0 times.
Used half of our Lucid wings from 100-50%, then saved the rest for 25-0 so we could get 2 rounds of WS in before spells. Had all 3 THF rudra at the same time so it wouldn't skillchain. Took 15 minutes to take it down to 1% while going very slowly then it kinda just chilled on Earth for 5 minutes.
10/10 would recommend How do you handle the Fire/Stone modes though?
Compared to Erynys you need to pay attention to:
1) The mode the Worm is in (so physical doesn't heal)
2) Avoid doing WS when he's casting stone spells (physical would heal him under 25% if he's casting stone spells, no?)
3) Avoid Skillchains (Rudra>Rudra is Darkness, at the wrong time in the wrong mode it would heal him for more than 99k. This is especially dangerous because while you can recover by a single SC that happens by mistake, if a second happens it's doomvoid and that's likely game over. (also SC is part of the overall damage on Erynis, if you take that out from the overall DPS, wouldn't it make Onychophora even slower than Erynis? Especially since you have to wait when he's in the wrong mode etc, whereas on Erynis you can just spam WSs whenever you have TP and SA/TA up)
TPing wouldn't be an issue because you would be using WSs without engaging, and likewise Ony's TP moves shouldn't be an issue because without melees meleeing and with SMNs using Mewing Lullabies, no TP moves should ever go off.
I mean it sounds totally doable but it requires lot more attention than Erynis, doesn't it?
...but then again Onychophora requires attention even if you're doing it mage mode. So with that said, it's not a big deal to go for melee setup. If you have a small group it's likely gonna be faster/easier.
For larger groups I think it could be messy though.
I literally browsed reddit for 90% of the fight, it's not hard to just have someone call out when it casts stone or fire, and then wait for it to finish casting before WSing. I did 0 SCs the whole fight because we'd all Rudra's Storm at the same time. Not using Lucid Wings meant that it took long enough to get TP back that we wouldn't SC again. Even if we used wings, we'd just wait a solid 10 seconds to guarantee we wouldn't SC. We could easily fit in 2 rounds of WS between spells (roughly 300k dmg at 50k x3 x2)
I thought BLM method was way way way way worse because spells give more TP than WS and if you use 8 deaths in a row, it is a very likely chance it'll get a TP move off towards the tail end of the MB. Also there were no adds either the entire fight because of the lack of SCs. It's pretty important you don't SC it with THF because if you do Darkness twice I'm sure it'll Doomvoid wipe you.
I also wouldn't even bother meleeing Albumen if I did it with THF+Mewing spam just to reduce the number of TP moves. It does too much annoying ***that it might actually end up being the same speed.
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2016-11-15 09:47:55
i don't really see how there's any benefit to mewing albumen, most of his tp is harmless to a tank to begin with
onychophora made sense for a small group, but if you have 6 deaths it's dead in around 10 min with blms anyway.. just have someone sub smn and mewing right after you open compression
By Verda 2016-11-15 09:53:13
I will say that for mage setups SMN on Onychophora can do upwards of 600k damage off the first darkness chain. We do SCH Helix II on wind, then when dark comes up RUN gambit/raykes and I mew. I wait for a few deaths to go off then conduit night terror for 30s. Night Terror is doing anywhere between 30k and 55k even without burst, with burst it's even more. We can get the worm to 51% before the 2nd rotation even starts sometimes. As most know most of the fight timer is after the 50% mark but it still helps to get to that point as fast as possible.
Fenrir.Snaps
Serveur: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2016-11-15 10:09:55
Well there's definitely more than one way to skin a cat. I dunno why you'd wanna skin a cat though.
Serveur: Asura
Game: FFXI
Posts: 139
By Asura.Boogerballs 2016-11-15 11:02:41
Well there's definitely more than one way to skin a cat. I dunno why you'd wanna skin a cat though. Because its getting colder and cat fur is a good insulator. Dont google that, im sure its ***
Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2016-11-15 11:52:23
Cat gut used to be the main source of violin strings. So if you ever need a reason...
Didn't see a thread up here and the info on BG is all over the place so I figured I'd make a thread to summarize the NM kill strats so far for people who want to try it for themselves. Everyone is welcome to add info themselves and I'll update the OP
Albumen
Ashweed x3 + Void Grass x3 + Vermihumus + Coalition Humus
Notes:
-4x Adds spawn with the main NM
-4 More spawn at 28:00, and 4 more spawn at 26:00 for a total of 12x adds (doesn't spawn any more, may respawn if you kill them, unconfirmed)
-Adds won't hesitate to SP shortly after spawn (about 10 seconds after.) Possibly 2hs are Chainspell, Mijin Gakure, Benediction (I haven't seen a 4th one? It might be the DNC one?)
-Main NM has access to standard Korrigan moves (including Fatal Scream, Petalback Spin etc.)
-Petalback Spin causes hate reset
-Stunnable by GEO/BLM with just focus or languor.
-Main NM can do Hundred Fists (often does Terror->Hundred Fists)
-Main NM has a 5-15 second long enpetrify effect that lands semi-frequently.
Strategies
Source: Ramzus/Lyramion
The only strategies recorded thusfar have been by Lyramion/myself. I don't know the exact details of his but the underlying concept is the same so I'll just add whatever I know, he's welcome to add in points himself after he wants.
Setup: BRD/BLM GEO/BLM PLD WHM | BLM/SCH BLM/SCH BLM/SCH BLM/SCH GEO/WHM COR/WHM | SCH SCH
Buffs:
Languor, Malaise, Focus, Haste, Entrust Acumen
Tactician's Roll, Wizard's Roll, Voidstorm (II)
Part 1: Adds Spawning
BRD pops JAs before spawning it (NT, Marcato, Elemental Seal). Horde Lullaby 2 on spawn immediately before they allahu akbar you. From here on, it's basically just afk until more adds spawn. The BRD needs to pop super revit as soon as possible, and then reuse JAs at ~28:30 remaining in the fight to resleep the 4 new adds that will spawn. After that, afk again until 26:00, once all 12 have spawned, someone can wake up all the adds to wipe your ally as fast as possible.
Part 2: NM Fight
Wait for everyone to recover and for BRDs JA timers to come back up, we rotated the SCH into the BLM pt for voidstorm 2 and then moved them back out.
BRD opened with NT/Marcato/Ele Seal and pulled with Horde Lullaby II (make sure your BRD memorizes how long their Lullaby lasts with NT+Marcato and NT+Marcato+CC) then we moved the Mandragora away from all the babies and started Gravitations alternating Death in pairs. The GEO in the tank PT popped BoG Languor for now.
As soon as possible, The COR should go into the PT with the BRD and RD'd + Super Revit RD'd again to get Marc/Ele Seal/NT back up, as well as got the GEO's BoG back for another Languor. Then at some point, The tank PT GEO did bolster malaise+languor and one of the SCHs tabula rasa'd and we just Death SC'd continuously. The BRD made sure to keep track of her Lullaby timer and told me when it had <30 sec remaining, then I ele seal Breakga'd then the BRD reapplied Lullaby with NT/CC/SV/Ele Seal for an additional 6.5min for a total of 12min. At some point the COR WC'd the BRD+1st bolster to see if they'd get it back (just in case for some reason it takes more than 12 min of fighting to kill). If bolster didn't recover then our GEOs swapped PTs and continued. The GEO/BLM can stun Petalback Spin 100% of the time with just Languor or just Focus, we only got hate reset 1 time because it did it mid-cast so it got through.
Erinys
Voidsnapper x3 + Ashweed x3 + Mistmelt + Scroll of Tornado
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
I dualbox'd GEO and did wilt/frailty in the tank pt, and DEX/Fury in the melee pt. The bubbles never wore for the most part (i did switch frailties between pt a few times and changed DEX to Barrier in tank pt) but you should never have an issue with it wearing off.
We also had all 6 members of the THF pt to get both lucid wings1/2 and we timed using them around when all THFs offloaded tp, in reality I should have saved them for when I did bolster but that's just for something to consider in the future.
We had 2 COR/SMN and a SMN rotating lullaby with SMN->COR1->SMN->COR2->SMN etc as soon as timers were up after the initial spacing out of lullabies to get a good cycle going. We opted from using BSTs to kill adds and just mewing lullabied all of them, not a single TP move went off the entire 23min fight.
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem.
Onychophora
Void Crystal x3 + Void Grass x3 + Titanite x10 + Worm Mulch
Notes:
-Absorbs damage during TP moves
-Does relatively little damage, as do adds.
-Luopans soak Gorge/Disgorge damage making it a non-issue.
-Has unique TP move called Psychosis Gorge(sp?) that is an unerasable/sacrificable impact type stat reduction.
-Absorbs magic damage after casting Fire type spells below 50%, switches to absorb Physical Damage when it starts casting Earth spells
-Spawns adds after first SC, will retaliate with Doomvoid if you repeat the same SC, need to cycle some elements (not sure total amount)
-Increasing SC level causes more adds to spawn, can cycle t1 SCs.
-Main NM and babies can all Dustvoid to fully strip tank equipment, need some sort of method of immediately getting it back on so you don't die (our PLD make an equipset and macro'd it and mashed it when it did dustvoid.)
Strategy:
Source: Lyramion, Ramzus
PT1: PLD WHM SCH GEO
PT2: SCH BLM BLM BLM GEO COR
Buffs: Wizard's Roll, Tactician's Roll, Languor, Malaise, Focus, Acumen
I followed Lyra's suggestion of doing Wind->Ice->Fire->Dark->Thunder-> but I'm not sure how much it matters? If possible, Wind->Ice->Dark would probably work the best as those produced the highest damage nukes. I had BLMs self storm on every single SC so I wouldn't have to deal with it. On the wind SC I had the other SCH SC, no one except me MB'd so I could get some super powered Helix off. Without Bolster/Temp I was landing 13k Helix, with Bolster+Soldier the highest I saw was 30k.
There is very relatively little damage dealt by the NM this entire fight, GEOs should theoretically be able to full time BoG bubbles until they wear off naturally, unless they have enough regen (not sure if it's even possible to fully negate?)
During the more important SCs (Wind/Dark) we'd spam dia on the NM to force it to use a TP move before going, just to guarantee not healing it since 3x Death was doing >200k damage total. The TP feed is incredibly slow on this NM so this is a guaranteed method of being able to avoid TP dmg absorption 100% of the time if you SC immediately after it goes.
However, below 50% when it starts absorbing damage based on whether it's casting fire/earth, it starts to do multiple TP moves in a row instead of just one, so do be careful of that. We opt'd out of using silence after the first 3 landed, since it appeared to use spells almost guaranteed after silence wore which disrupted the flow of the battle. I'm not 100% certain, but I think it casts spells every 30 seconds and whether it decides to use Fire or Earth is random? It does use the same element spell multiple times in a row, though. I didn't observe enough to see whether it occurs in phases or not.
Schah
Voidsnapper x3 + Gravewood Log x3 + Leisure Table + Trump Card Case
The hardest fight in the game. Tumult Curator might be close, but he doesn't really give anything special. Anyone who wants an aeonic weapon eventually has to face this guy, who is on another level from all of the other NMs required. Even the best geared and most coordinated groups WILL lose to this guy, multiple times, before winning once.
Everything about this is a nightmare. Schah spawns a grand total of 14 adds; 7 Bhata (pawn), 2 Ashva (knight), 2 Gaja (bishop), 2 Ratha (rook), and 1 Mantri (queen). If any Bhata lives for too long (2-3 mins), it "promotes" into another Mantri. Ashva can use Banneret Charge (sets HP to 1) from 100%, which is basically an instant loss if it hits the PLD. Gaja can use Besieger's Bane (20' Terror+Zombie+Bio) from 100%, which is, again, instant loss if it hits the PLD and WHM. Every single caturae possesses knockback TP moves, and they can go into the trees and knock the PLD out of the corner. Hate is nigh impossible to hold; they WILL eventually split off from the PLD and attack others.
There are some good sides, and some key points. Bhata has less health than the other adds, and will almost always die in one SC+MB volley. Ratha does nothing special, so it can be left alone until the two Ashva/Gaja are dealt with. Mantri has FAR more health and defenses than the other adds (letting a second Mantri spawn is basically game over), but she can't use Enthrall (charmga) until 50%. Finally, don't even think of keeping the adds alive; Schah himself takes virtually no damage until they're all dead.
With all adds dead, it becomes a race against the clock. Only Death does any reasonable damage against Schah, so as many of those need to fire off as possible (hence BLM/SCH). Be careful; we have seen Schah use Besieger's Bane, Royal Decree, and Enthrall, as well as all the other caturae TP moves. We haven't seen him use Banneret Charge, but that just might be extremely rare. This is far easier to survive than with adds up, but don't let your guard down. Slack off on damage at any point, and you very well might time out.
The Corsair was dualboxed (by me). Every other job you simply cannot dualbox, too much is required. Setup was PLD/BLU WHM SCH in tank pt, then BLM/SCH BLM/SCH SCH GEO GEO COR. 1 Idris, no mage has any Amalric+1 gear. We did get lucky on Wild Card reset this time, but we have beaten him without it.
Before you start worrying about getting clears for an aeonic weapon, ask yourself if you're ever going to be able to beat this guy...because to get one, you're going to have to. Using a brew won't count either. Up for the challenge?
Teles
Void Crystal x3 + Voidsnapper x3 + Siren's Hair + Scroll of Maiden's Virelai
Notes:
-Uses SPs in random order at 79, 59, 39, 29, 19 and 9%. At 9% it will keep using SPs over and over.
-Each SP comes with a mega range aura.
-Soul voice: 1 minute silence aura and it gains access to virelai and a charm TP move called Entice. Vex/attunement will block Entice 99% of the time, but only charm buffer can block virelai reliably. Important to note that charm buffer can be dispelled easily in this fight. We had PLD use Sent. or invincible when this aura was up, but tank party will still have to rely on healing temps if HP goes too low.
-Manafont: 1 minute MDB down aura. Laughably easy to deal with if you have vex/attunement and Aegis on PLD. This is a good period to do as much damage as you possibly can.
-Invincible: 30 second 200-300/tic dia aura. Manawall can block this damage, which leaves the rest of the mage party to heal themselves. As long as no one panics and uses cures/temps, it's not too bad to deal with.
-Heavily favors using Clarsach when someone pulls hate at a distance, usually resulting in the entire backline getting 1shot.
-It's very important to pop this at a spot where the mage party can abuse terrain due to Clarsach's range. There are a few spots that work, but we settled on the spot near warp #2.
Strategy
Source: Ejiin
Tank party: PLDx2 GEOx2 WHM. Mage party: BLMx3 SCH GEOx2.
-PLD x2 was used because it has wonky hate, similar to Seiryu mechanics, where once damage is dealt to it, it will partial reset hate on its current target and chase the person who damaged it. This can be completely negated by having a 2nd tank who tries to get hate during periods when damage is done to it. Doing this, it did not chase BLM even once the entire fight.
-WHM was pulling hate a lot and wiping the backline, so we ended up having the WHM stand with the tanks.
-GEOs were used for vex/attunement/focus/wilt and entrust haste cycle for tank party, which made Teles very manageable to deal with. Focus was so the GEOs in the tank party could land dispel. GEOs in the mage party did standard mage GEO buffs/debuffs.
-Clarsach gives it many buffs, including Attack/MAB/MDB/Meva boosts, so it's a good idea to have several people on Dispel duty.
-Magic burst Death in pairs, spacing them out appropriately to avoid magic resistance mechanic to allow for 99,999 on each death.
Vinipata
Void Crystal x3 + Duskcrawler x3 + Bone Chip x10 + Scarletite Ingot
Notes:
-Spawns with 2 adds, Green Naraka has random hate, Blue one usually stays glued to the tank.
-Astral Flow at around 46 and 16, seems to be a hybrid between AF and Meikyo? Will do Sakra Storm or Yama's Judgment at the end of 4 TP move and spawn 2 more adds at the end of each AF, for a maximum of 6 adds. Will spawn a Green+Blue Naraka each time
-Meikyo Shisui at 74, 49, 24%, and spams it below 10%. Will also do Sakra Storm or Yama's Judgment as its 4th TP move.
-Yama's Judgment is 5-count doom.
-Meikyo Shisui during Raksha Stance : Judgment or Illusion > Judgment or Illusion > Vengeance > Yama's Judgment
-Meikyo Shisui during Yaksha Stance : Bliss or Damnation > Bliss or Damnation > Oblivion > Sakra Storm
-CAN BE STUNNED with elemental seal (save it for the 4th tp move of SP)
-Fairly resistant to most debuffs.
-Will heavily favor Raksha Stance which gives it -50% MDT. Can supposedly be terror/DT reset proc'd by completing a SC in the middle of the animation for a stance TP move.
-Killing adds will cause him to respawn one per TP move until he reaches his current maximum add capacity.
Strategy
Source: Papesse, Ramzus, Lyramion, Geigei
PT1: PLD RUN WHM SCH SCH BRD/BLM
PT2: BLM BLM BLM BLM GEO/WHM GEO/WHM
Buffs: Focus, Haste, Malaise, Languor, Entrust Acumen, Firestorm II
Fight is very heavily terrain dependent, Warp#2 highly recommended.
Like Albumen, this fight is highly dependent on BRD sleeps.
The mages should be positioned at the top of the hill, while the PLD tanks it at the bottom of the hill with their back facing the mages, Vinipata should be on the dirt path. Knock back makes this fight a total bitch, the PLD needs to be very alert and run immediately back to Vinipata if they get knocked back before it gets repositioned closer to the mages.
Part 1: Initial Spawn + Fighting
The BRD should open with NT CC Ele seal and sleep the adds right on pop. The PLD runs the NM down the hill, positions it. As soon as positioning is good, 1 GEO should bolster Focus+Malaise while the other does BoG Languor+Haste. The first SCH can also tabula rasa and then immediately start spamming fusion while the RUN Gamb/Raykes and the BLMs MB Firaja->Fire6. This fight is highly dependent on your ability to push Vinipata down to the next set of adds spawns.
GEOs should be helping with status ailments, particularly spamming cursna on the PLD on Yama's Judgment. Global recasts on Cursna make it hard for a single WHM to consistently remove it on time while dealing with curing+other debuffs.
As you continue to MB it down, prepare yourself at approximately 50% for Astral Flow to occur, and BLMs should change off of Firaja to just single target MBs. As soon as the AF animation goes at ~46, everyone should just gather ontop of it and wipe as soon as possible, having a good Helix II MB on it shortly before 50% is indispensable as it can whittle down a good 10% while someone zombies vinipata during recovery.
Part 2: Saccing
Right before wiping, someone needs to throw a Bio II or Dia II on Vinipata just in case to prevent it from regening while zombing. We had our GEO that used bolster sac it while we all recovered. It is highly important that you wipe TOWARDS THE DIRT PATH AS LOW AS POSSIBLE and remain there while waiting for weakness to wear, otherwise a stray TP move while saccing might wipe all of you again. When ready, get buffs up again, the BRD should this time use CC + SV ontop of the usual JAs for maximum duration sleep on adds, since the goal is to (hopefully) kill it before adds wake up this time.
Part 3: Killing it
Everyone repositions again, mages should hide at the very top of the hill in the little corner to avoid TP move on pull, BRD pulls with Horde Lullaby II again with all JA/SP while PLD stands on bottom of hill ready to flash Vinipata on pull.
Repeat the same thing, the 2nd GEO and SCH should now Bolster/TR (obviously switch bubbles on GEO so that you have Bolster Malaise+Focus again) and start SCing + Firaja/Fire6 with Gambit/Rayke. The RUN should also super revit so that they can Gambit+Rayke at low % again just to force it to 0, as <10% can get messy.
The BRD also needs to super revit before 25% to have JAs ready to immediately sleep adds 5/6 when they spawn. At that point, go back to strictly single target, and throw out another Gambit+Rayke, and hope that it dies before anything wakes up. You should IDEALLY have about 15 minutes left, but you may find that to not always be the case. If you wipe at <10% (we have at least 3 times), continue saccing it until the BRDs JA timers are up, it'll be a really bad time crunch as you have probably 3 min to finish it. You'll need to watch out too because it likes to use Meikyo frequently <10%, and when you start the fight it'll open up with 4 tp moves while repositioning, so everyone needs to stay away, as it will very easily wipe you.
This fight is very very dependent on how frequently it uses Raksha Stance. We've had fights take 12 min, and fights taken 29 min entirely because it stayed in Raksha Stance for 100% of the fight.
Zerde
Void Grass x3 + Ashen Crayfish x3 + Flan Meat x10 + Black Pudding
Notes:
-Arguably the easiest fight, is a complete Zerg.
-Spawns with 2 adds that cause an approximate 21'? 400 dmg Bio Aura. Killing the adds will drop the aura until new ones spawn.
-Frequently spawns new adds, at <50% it gains access to adds that give a doom aura.
-Auras can be avoided by everyone except for PLD+WHM by abusing terrain on Warp 2.
-Gains access to charm at <50%.
-Can be proc'd with SC+Fire MBs (?)
Strategy
Source: Ramzus, Lyramion.
PT1: RUN PLD/BLU WHM
PT2: BLM BLM BLM SCH GEO GEO
(can alternatively throw SCH into tank PT after storms and bring 4 BLM).
Buffs: Languor, Malaise, Acumen, Focus, entrust Haste, Firestorm II
1 BLM should use elemental seal before pop, and immediately stun it when its popped to avoid a 10 second stun from Just Desserts. The fight entirely relies on this opening stun.
Once positioned, the PLD uses appropriate /BLU spells (Jettatura, Geist Wall, Sheep Song etc.) when adds spawn to hold hate. Everyone should abuse the hill terrain to be a good 23' away from the NM and avoid aura. We had both of our GEOs Bolster + have the SCH TR + Embrava both PTs and just zerged it down with Firaja->Fire 6 MBs in under 2 min.
The PLD+WHM should use Charm Buffer before 50% (around 60 is pretty good) as it goes down pretty fast, and might use charm fairly fast. It has a fairly large range on it, as our WHM got hit by it on our first win, so assume that it'll probably be 20'.
Every time we've fought it, SC+MB proc'd it around 60% and made it take very massive damage (i.e. multiple 99,999 Fire MBs) which made it drop really fast, I'm not sure how easy it is to replicate this.
|
|