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Reisenjima T4s
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-15 12:27:27
Leviathan.Comeatmebro said: »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
Mostly just to minimize dumb ***like doom/terror/hate reset. It isn't *necessary* by any means but if everyone is going to be standing around, then why not?
I don't know if it'll even work, it'll probably end up being too slow unless all the T4s have roughly the same HP.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-15 12:47:20
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.
I get that SMN is strong, but the first 50% of Onychophora is basically irrelevant regardless of setup. If I had rotated people in from the other party to use their Lucid Wings and still have 12 wings leftover for 50-0, it would take roughly the same amount of time to take it down to 50%. Each WS round with 3 THF was doing 150k, so something like
WS->Wing->WS->Revit/Wing->WS->Wing->WS would take maybe no more than 1 minute total and we'd end up getting the same 600k damage as a SMN, and then we'd still have 12+ Lucid Wings and 0 risk of ever absorbing or having to deal with timing between spells.
I guess I shouldn't advocate that it is the *fastest* way to do it but I definitely found it the least frustrating of the ~5 times I've done it.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-11-15 23:55:52
follow up on albumen:
not SA rudra spam friendly at all
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By Odin.Llewelyn 2016-11-20 15:51:06
If anyone still cares about Vinipata, with double Idris you can get away with 1 GEO doing Bolster on Languor and another GEO stacking Blaze/Ecliptic Attrition on Focus to reliably SCH Stun everything. Swap Bolster/Blaze JAs when first Bolster wears off and you got 7 mins of reliable Stuns, rendering him pretty much completely harmless the entire fight.
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By Asura.Reidden 2016-12-22 22:10:14
Did you use 2 sch's?
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By Odin.Llewelyn 2016-12-22 22:13:57
If it's me you're asking, we have 1 SCH Tabula Rasa (if necessary) stunlock and 1 SCH Tabula Rasa Immanence spam. If you kill him fast enough, the SCH stunner won't even need to Tabula Rasa and you'll only need 1 GEO's Bolster, so you can do Vinipata/Zerde back-to-back without any resetting by having each GEO and SCH swap 1-hour roles for the 2 fights.
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By Asura.Reidden 2016-12-24 09:46:27
Cool, thanks for the info.
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By Odin.Llewelyn 2017-02-18 06:54:51
Was bored so I went out and got a few updated evasion estimates for some NMs.
Warder of Courage:
1682 acc - 55.87% hit rate (1099 samples)
[Estimated Evasion: 1720]
Onychophora:
1329 acc - 46.35% hit rate (507 samples)
[Estimated Evasion: 1386]
Teles:
1606 acc - 84.87% hit rate (1652 samples)
[Estimated Evasion: 1586]
Albumen:
1682 acc - 29.59% hit rate (970 samples)
[Estimated Evasion: 1773]
That's all I could get by myself. I don't have much people to help at 4 A.M.
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By Odin.Llewelyn 2017-02-19 03:04:58
Adding a couple more to the list. Lower samples than the above 'cause of how annoying they can be with damage output and dispels making me have to actually pay attention.
Schah:
1595 acc - 77.95% (440 samples)
[Estimated Evasion: 1589]
Vinipata:
1595 acc - 80.86% (162 samples)
[Estimated Evasion: 1583]
With how close they are to Teles in my limited sample, I'd venture to say they share her evasion, or pretty close to it.
Sylph.Braden
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By Sylph.Braden 2017-02-19 11:55:36
Since Evasion at this level is purely a product of skill and Evasion Boost/Bonus, the three of them should be identical. Aside from Clarsach Call (which Distract III overwrites), I don't think any of them have any sort of evasion buff. Schah and Vini doing dispel/erase spam is a shame though.
A person with 1215-ish base accuracy eating Sublime +1 with maxed Vorseals+Fortitude and a regular Idris Torpor would have 95% hit rate. Pretty good as far as dispel-proof setups go.
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Asura.Sechs
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By Asura.Sechs 2017-02-21 16:20:31
Killed Albumen tonight with uh... 15 people I think?
2x RUNs
2x GEO (Idris)
1x afk GEO mule
1x BRD
4x BLMs
1x COR
1x RDM
2x SCH (could've totally gone with just one)
1x WHM
I had to resleep adds only once (my sleep last like... I don't remember, something around 7mins 40 seconds)
We used Soulvoice but only one Bolster because Albumen died before we remembered to use the second lol
So what can I say? Totally doable with mage setup, people were exxagerating when they reported "OMG IT'S IMPOSSIBLE!!"
I'll have to agree though that you can clearly notice a step up in difficulty.
Before the patch we could eat one or two levelups and still kill it.
Now even one levelup it's gonna be quite a huge impact on your killspeed, making you time out eventually if you use our slow strategy (which implies wiping after third wave of adds)
Asura.Sechs
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By Asura.Sechs 2017-02-21 16:21:16
For Snaps who was asking buffs used and Fire vs Death:
We used Death. In pairs when Rayke was down, all together when Rayke was up.
Bio2/Poison2/Requiem kept on the nm, Addle2 as well and of course Frazzle3. No clue if our RDM was Saboing, pretty confident he didn't Stymie.
COR was using Caster's/Tactician.
Songs on BLM pt were VictoryMarch, INT etudex2, Balladx2.
When SV dropped I swapped to double march, double int, single ballad out of habit, but honestly with the changes to march probably I should've kept the same buffs and just make sure someone was landing haste1 on them.
Actually I forgot we had a RDM that was probably haste2ing them... to used to do Albumen w/o RDM.
SCH was putting Voidstorm2 on mages then going back to the mid party.
I could tell you the random songs I was using on tanks (Marchx2, Minnex2, Balladx1) but that's hardly relevant tbf.
Don't think we had any other relevant buff.
Last time we tried Fire on Albumen (which is tons of time ago) it was doing ***damage compared to Death so we never went back to fire ever since.
BTW concerning BRD and landing stuff on Albumen.
Of course with NiTro up it's no issue.
But landing Threnody without Nitro was still hard for me, even with my gear (not BiS but pretty close to that) and Pear Crepe up.
I had Focus (Dunna) on me, and Idris Languor on Albumen.
And still... I had to CHRx2 myself and land Light Threnody first, to be able to reliably land Dark Threnody.
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By Leviathan.Comeatmebro 2017-02-21 16:26:36
Couldn't get respectable death m.acc on teles using a m.acc death set and the full myriad of buffs(int etudex2, boostint, entrust indi-int, idris focus/languor, crooked warlocks, pear crepe, frazzle3)
probably could still gimp it down that way, but it appears the lack of ability to land threnody makes it a crapshoot, tried using one bolster at a time on languor and it still wasn't enough to get a decent land rate
at least it's not that bad melee
Asura.Sechs
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By Asura.Sechs 2017-02-21 16:40:11
macc-needs wise I'm sure Teles would be doable without Threnody, just with Frazzle3 and Idris Bolster stuff etc.
The problem with Teles is her phases and the "get the *** out" during Dia Aura and Mute aura.
Those things can really make you waste a lot of time I guess...
So yeah, think Teles might prove to be harder for us. Wonder if we'll manage to kill her mage-style...
Fenrir.Snaps
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By Fenrir.Snaps 2017-02-21 16:57:31
I would agree with that. If you didn't have Frazzle III for Teles then it wouldn't be a very good litmus test for magic accuracy.
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By Leviathan.Comeatmebro 2017-02-21 18:08:17
oh somehow left frazzle3 out of my buff list, derp
landed for full damage ~1/3 of the time if it was full dispelled
don't doubt it's still possible(got it to 40% in 20 min, but it was obvious i would have timed out and with melee as an option i warped instead of finishing it).. so with tweaks would only need 20-30% better performance than i had to win in time
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By Leviathan.Comeatmebro 2017-02-22 09:19:45
Anyone taken a physical smn setup to vinipata? With blunt bonus and the further reduced evasion, I bet volt strike wrecks.
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By Asura.Avallon 2017-02-22 09:37:33
Leviathan.Comeatmebro said: »Anyone taken a physical smn setup to vinipata? With blunt bonus and the further reduced evasion, I bet volt strike wrecks.
It does.
IIRC, we've successfully defeated every T4 with SMN now whether using physical or magic BP's.
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Asura.Frod
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By Asura.Frod 2017-02-22 11:30:17
Leviathan.Comeatmebro said: »Anyone taken a physical smn setup to vinipata? With blunt bonus and the further reduced evasion, I bet volt strike wrecks.
It does.
IIRC, we've successfully defeated every T4 with SMN now whether using physical or magic BP's.
Offhand i've personally seen my smn handle well on everything but albumen. I'm unsure of the tactic on him currently.
Zerde smn is top dps, issue is i don't seem to be able to proc him with merited ifrit pact.
Teles, schah and vini are straight overbuff and volt spam.
Onychophora i could solo dps for a group of 4, if i got a cor wc proc. Damage alternates between phys pacts and diabolos for magic mode sub 50.
Fenrir.Snaps
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By Fenrir.Snaps 2017-02-22 11:49:53
Onychophora physical evasion is so low it leaves me wondering if it has similarly low magic evasion. Either way its physical evasion is so laughable it seems like you could use melee and stick to weaponskills that don't skillchain (no need for SATA). I could even see a solo DD pulling it off.
Shiva.Spynx
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By Shiva.Spynx 2017-02-22 11:58:02
Onychophora physical evasion is so low it leaves me wondering if it has similarly low magic evasion. Either way its physical evasion is so laughable it seems like you could use melee and stick to weaponskills that don't skillchain (no need for SATA). I could even see a solo DD pulling it off.
We always did Ony with melee as it's just easier for a melee to time damage spikes compared to nukes (especially if SC is involved). Its evasion wasn't that crazy pre-update but now it's just a joke. The only annoying part is the massive stat- that will make your WS do little dmg but with competent DDs and some luck with fire/earth switches, it's a pretty quick and easy fight.
Odin.Taffy
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By Odin.Taffy 2017-02-22 12:36:45
Onychophora physical evasion is so low it leaves me wondering if it has similarly low magic evasion. Either way its physical evasion is so laughable it seems like you could use melee and stick to weaponskills that don't skillchain (no need for SATA). I could even see a solo DD pulling it off.
We always did Ony with melee as it's just easier for a melee to time damage spikes compared to nukes (especially if SC is involved). Its evasion wasn't that crazy pre-update but now it's just a joke. The only annoying part is the massive stat- that will make your WS do little dmg but with competent DDs and some luck with fire/earth switches, it's a pretty quick and easy fight.
We did Ony with the Erinys method and it was just as easy.
Asura.Frod
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By Asura.Frod 2017-02-22 13:06:16
Onychophora physical evasion is so low it leaves me wondering if it has similarly low magic evasion. Either way its physical evasion is so laughable it seems like you could use melee and stick to weaponskills that don't skillchain (no need for SATA). I could even see a solo DD pulling it off.
We always did Ony with melee as it's just easier for a melee to time damage spikes compared to nukes (especially if SC is involved). Its evasion wasn't that crazy pre-update but now it's just a joke. The only annoying part is the massive stat- that will make your WS do little dmg but with competent DDs and some luck with fire/earth switches, it's a pretty quick and easy fight.
For onychophora a smn can swap to diabolos for magic mode and land night terror for 15k-20k without mab/macc related buff/debuffs.
Shiva.Spynx
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By Shiva.Spynx 2017-02-22 13:24:52
Onychophora physical evasion is so low it leaves me wondering if it has similarly low magic evasion. Either way its physical evasion is so laughable it seems like you could use melee and stick to weaponskills that don't skillchain (no need for SATA). I could even see a solo DD pulling it off.
We always did Ony with melee as it's just easier for a melee to time damage spikes compared to nukes (especially if SC is involved). Its evasion wasn't that crazy pre-update but now it's just a joke. The only annoying part is the massive stat- that will make your WS do little dmg but with competent DDs and some luck with fire/earth switches, it's a pretty quick and easy fight.
We did Ony with the Erinys method and it was just as easy.
So basically tactician+lullaby and just watch for casting modes? Should work fine but feel it would be slower than melee it fulltime and watch for absorb TP moves/magic modes (probably since we bring an army so it has like twice the HP it should have so need a lot of damage)
Fenrir.Snaps
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By Fenrir.Snaps 2017-02-22 14:58:32
My experience with sandworms is that once you get more than 2 people full time meleeing them, your progress slows down due to accidental healing.
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Carbuncle.Papesse
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By Carbuncle.Papesse 2017-02-22 18:25:42
Offhand i've personally seen my smn handle well on everything but albumen. I'm unsure of the tactic on him currently. I had the same problem for a while but on the last Albumen I did Ramuh was finally able to do 35~60k BPs. I just couldn't really cap acc on this one before Omen gear and the last evasion patch. Guard can completely cripple BPs also.
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Asura.Frod
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By Asura.Frod 2017-02-22 19:53:53
Carbuncle.Papesse said: »Offhand i've personally seen my smn handle well on everything but albumen. I'm unsure of the tactic on him currently. I had the same problem for a while but on the last Albumen I did Ramuh was finally able to do 35~60k BPs. I just couldn't really cap acc on this one before Omen gear and the last evasion patch. Guard can completely cripple BPs also.
Yeah, my few attempts with albumen were quite a bit ago, and involved completely dropping the ball on buffs (bad geo bubbles, no cor rolls, no rdm). i suspect with all three it'd be more reasonable. Whats current acc requirement for regular DD?
Asura.Sechs
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By Asura.Sechs 2017-02-23 01:21:03
My experience with sandworms is that once you get more than 2 people full time meleeing them, your progress slows down due to accidental healing. This is my fear but honestly has always been the issue with Onychophora even with mage setup.
To a certain extent I think you could say every T4 is harder with a full alliance of people rather whan with a perfect, compact number, but that's even more true with Onychophora.
He can swap Earth/Fire mode even with silenced and even if he does no TP move, right?
About who hypothesyzed Ony to have low meva because of low eva before, I can say it's not true for the Meva.
Not sure if things changed lately (I haven't personally fought Ony in months) but his meva was pretty high and sticking Silence wasn't easy.
Someone claimed his meva drops to the floor during a TP move but somehow that never proved to be true for us =/
Asura.Saevel
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By Asura.Saevel 2017-02-23 01:30:42
sticking Silence wasn't easy.
That's a huge *** mistake right there, don't silence him, in fact you don't want to silence most of anything big now. This is because spells take time to cast, which we can lengthen using Addle II or Pinning and the longer it's spent casting a spell the less time it's spent doing TP moves. Spells are easy to deal with, it's the TP moves with their shitty status ailments that are hard. In the worms case you want him casting so you can see which mode he's in, silencing him doesn't prevent him from switching modes, it only prevents you from knowing about it.
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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.
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