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Reisenjima T4s
Serveur: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-03-01 16:59:11
Leviathan.Brotherhood said: »Leviathan.Celebrindal said: »Zerde is Zerde, .
I am more interested in if ppl have tried and if so WHAT did they use to try. Drk Zerg? Mnk + Formless strikes? Enspell spam? Would assume are not many ws or jobs that can match the numbers of a mage setup but I do want to know if it has been Melee burnt.
Manaburn setup involving smn:
RUN, WHM, SCH/BLM x2, BLM 1+, SMN 1+, GEO x2, RDM and/or BRD.
SMN starts fight with AF up. Everyone goes for ES stun on pop's JD. SCH#1 starts fusion skillchains after bolstered bubbles are up. SCH #2 for stunbitch. BLMs trigger proc thru bursting Fire 6, once procced, RUN pops abilities, SMN pop conduit SCH#1 pops tabula and spams SC as ifrit melts him with 99k meteor strike bursts. Properly run, a single me-tier SMN can easily break 50%+ of the HP on zerde in a 12 man setup. I like it.
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By Odin.Llewelyn 2017-03-01 17:20:24
Leviathan.Comeatmebro said: »Is anyone willing to do a writeup on 18man melee strategies for schah or onychophora? I've managed to kill both, but schah is messy We have a video on a 12-man melee Schah. Can't imagine general strategy changing much for 18-man, however after the BRD/GEO/RDM changes, it may call for different buffs. Our priority on which adds to pull are Gaja > Bhata > Ratha = Ashva. We found Gaja's shield to be difficult or near-impossible to take down with a melee, so we go after him first to give him as short of an opportunity as possible to put it up. Ashva seems to take reduced physical damage and take a while to kill, so if there's a Gaja or Bhata up, we go for them first. We kill the Mantri last so we don't have 2 mobs up capable of spamming Interference, or if you think you'd be fine meleeing Schah without a tank (I've never tried, so don't know if it's simple or not), you could just have the tank hold the Mantri off like usual, and potentially even a Gaja if shield was put up.
For Schah post-update, you may want to add in some Fire Carols for Malign Invocation's Amnesia and Dark Carol for reduced damage from most TP abilities in addition to Curse resistance. A stunner is recommended for at least Interference, Enthrall and Dark Arrivisme. Schah starts building resistance to Stun after a while, so you don't want to be stunning too many things. However, after the recent update, I imagine keeping Schah in check with Stuns would be rather difficult due to Frazzle and Threnody generally needing to be paired with Elemental Seal/Troubadour to land on iLv150 content while Schah loves to fully erase his debuffs.
Also, Arcane Circle does some work.
Edit: Somehow forgot about the reduced evasion on these NMs. Stuns were kinda important before 'cause Soul Voice Madrigals were a huge help, but after the recent update, I imagine you could just get an unlazy BRD to reapply songs the entire fight and be fine getting Dispelled every now and then if Stunning proves to be a challenge on something that constantly erases itself. Also note I haven't fought Schah, let alone any Reisenjima HELMs after the recent update, so I could be dumb about some things.
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Serveur: Leviathan
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By Leviathan.Comeatmebro 2017-03-01 18:02:53
I've killed it since update and have a general idea what's required, just doesn't seem at all reliable. Besieger's, banneret, shield, charm.. stuns are unreliable at best and there's so many opportunities for a wipe that it feels like melee is just rolling the dice. Maybe I got unlucky, but it took me 5 tries to get a single win post-update, and I have multiple idris/full REMA brds/top of the line DD. With mage setup, you could entirely eliminate the possibility of bad TP by killing adds before they got TP and using fealty for the last 30% of schah.
Just wondering if anyone's killed it multiple times since update and has a full, consistant, strategy to do so.. it feels like a crapshoot. (I assumed mage doesn't work, if that's not the case I'm fine with that too.. or RNG)
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By Asura.Taberif 2017-03-01 18:07:41
we kill schah everytime now with conduit burn 3smn pld geo. I've heard of other groups doing 5smn with 13 total and barely winning before 2nd add. so im sure you could just take more smns vs leeches if you scale dps/leech properly
Fenrir.Snaps
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By Fenrir.Snaps 2017-03-01 18:33:33
It's worth noting that for Schah doing the fight melee style without killing adds might be viable too. I'm also not convinced that we understand its DT mechanics thoroughly either.
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By Leviathan.Comeatmebro 2017-03-04 18:13:56
Tried Schah using the SMN setup, but I only have 1 nirvana(3 near-perfect smns, but 2 were using gridarvor as they did not have nirvana) and got pet amnesiaed during conduit so only got it to 40%ish~. Wondering if the people who claim to win every time really do so, seems like you lose over 1/4 of your conduit if your pet gets amnesiaed. Regardless, not a viable option for me unless I finish more nirvanas.
That said, RNG works decent. I used:
RNG RNG RNG COR BRD GEO
PLD RUN WHM Leech
and finished in 28 min despite a charm landing and burning some time. Forgot barrage was a thing until halfway through schah, and didn't have my COR shooting at all, so there's definitely room for improvement on speed. PLD supertanked afk, run pulled single adds to kill. PLD tanked schah, but either would have worked I assume. No one hours were necessary.
Some observations:
-Schah's stygian sphere shields seem to be a ranged stoneskin(less than 10,000 damage). Saw some 0 damage shots immediately after shield, but it was always down in seconds. Didn't see if the same was true for Gaja.
-Schah seems to have 50% reduction to physical/piercing/ranged after all adds are dead. Bolster didn't increase damage dealt, and it was about half what my RNGs typically deal. I would lean toward physical from my experience on BLU.
-Accuracy was capped on Schah and the adds with honor march/preludex2/sushi. May not have needed all of them.
-Ratio was capped on Schah with crooked chaos, honor march, minuetx2, fury, frailty. Did not need blaze of glory, may not have needed others. Unsure on adds, as too much was going on and some seem to have some PDT/etc.
Ragnarok.Ejiin
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By Ragnarok.Ejiin 2017-03-06 11:12:31
We only did one, but melee Schah was surprisingly very easy. Cleared with about 15min remaining(10min for adds, 5min for Schah). Had 1 "oshit" moment with ST20 on adds where HPs got pretty low, though. Charm was not a major factor, though one did go off at 15%(after the DDs buffer wore when used at 50%), but PLD still had either fealty or buffer up and was able to tank the DD until we uncharmed.
Setup:
PLD WHM BRD PLD
SAM BLU DRK WHM COR GEO
SCH GEO BRD
This is just what we had available and we didn't want to leave anyone out just to lower HP so I'm sure it can be optimized.
BRD: We split the BRD SPs and used it on the 5 carols(ice/fire/dark) so it was up for both adds and Schah. Other did Honor/March/Madx2.
GEO: BoG frailty/vex on adds with GEO in DD party doing attunement. Bolster Vex/Frailty during Schah zerg.
PLD: Main PLD supertanked while 2nd PLD pulled adds and tanked Mantri far away during Schah zerg.
DDs: Parse was like SAM 35% BLU 25% DRK 23% COR 8%. Hit rate was as low as 85% depending on how unlucky a DD was with dispels. In hindsight we should have used BoG Torpor. Ideally, in the future, would rather take WAR over BLU for Warcry and Mighty Strikes during Schah Zerg.
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Ragnarok.Martel
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By Ragnarok.Martel 2017-03-06 11:25:46
I was still on Fealty #1 when Enthrall went off. Starting at just above 50% I went, Charm Buffer>Fealty>Super revit>Fealty,for a total of 4:20 protection from Charm. Also locked in resist charm set. Schah died well before the second fealty ended.
Over all it was a really clean, satisfying fight. Only thing I'd change would be giving the add PLD a dedicated WHM. Or figuring some way to position so that my WHM can cast on both without eating AOE.
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By Bahamut.Boogerballs 2017-03-06 11:57:47
Leviathan.Comeatmebro said: »Tried Schah using the SMN setup, but I only have 1 nirvana(3 near-perfect smns, but 2 were using gridarvor as they did not have nirvana) and got pet amnesiaed during conduit so only got it to 40%ish~. Wondering if the people who claim to win every time really do so, seems like you lose over 1/4 of your conduit if your pet gets amnesiaed. Regardless, not a viable option for me unless I finish more nirvanas.
That said, RNG works decent. I used:
RNG RNG RNG COR BRD GEO
PLD RUN WHM Leech
and finished in 28 min despite a charm landing and burning some time. Forgot barrage was a thing until halfway through schah, and didn't have my COR shooting at all, so there's definitely room for improvement on speed. PLD supertanked afk, run pulled single adds to kill. PLD tanked schah, but either would have worked I assume. No one hours were necessary.
Some observations:
-Schah's stygian sphere shields seem to be a ranged stoneskin(less than 10,000 damage). Saw some 0 damage shots immediately after shield, but it was always down in seconds. Didn't see if the same was true for Gaja.
-Schah seems to have 50% reduction to physical/piercing/ranged after all adds are dead. Bolster didn't increase damage dealt, and it was about half what my RNGs typically deal. I would lean toward physical from my experience on BLU.
-Accuracy was capped on Schah and the adds with honor march/preludex2/sushi. May not have needed all of them.
-Ratio was capped on Schah with crooked chaos, honor march, minuetx2, fury, frailty. Did not need blaze of glory, may not have needed others. Unsure on adds, as too much was going on and some seem to have some PDT/etc.
Nirvana is super important when using the physical bp smn strat. its a gamechanger. my ls has quite a few nirvana/hq smns and schah dies 1/2 time time before adds even pop. its totally doable, just need to gear your smns a little more. im not claiming to be a smn expert but the smns really need nirvana and hq gear to pull this off. also the dt goes in to effect after the 2nd add pops so u have a little extra time to play with.
Odin.Taffy
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By Odin.Taffy 2017-03-06 14:14:27
We tried Schah last night. Idris Geo and frazzle 3 landed and the resist rate was horrible. I've had no problem landing 99,999 on all the mobs up to this point. The best I was landing last night on Bhata was 74k. Second death landing from another blm who consistently does 5 9's and it was landing for 40k ish. We did not have a brd for Dark Therondy 2 last night but will next week. Any advice?
Asura.Saevel
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By Asura.Saevel 2017-03-06 16:37:08
We tried Schah last night. Idris Geo and frazzle 3 landed and the resist rate was horrible. I've had no problem landing 99,999 on all the mobs up to this point. The best I was landing last night on Bhata was 74k. Second death landing from another blm who consistently does 5 9's and it was landing for 40k ish. We did not have a brd for Dark Therondy 2 last night but will next week. Any advice?
Use Thunder for the adds, you can down them with two SC's. Death is for Schah and only have a ES Sab Frazzle III is landed with a boosted Dark Threnody II.
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By Leviathan.Comeatmebro 2017-03-06 17:52:22
Quote: tanked Mantri far away during Schah zerg.
Did you observe ~50% PDT? I'd believe those DD are significantly better than my BLUs, but not enough better to drop it in 5 min. I always kill mantri, wondering if that could be related to the PDT(especially since SMNs don't seem to have to deal with it when zerging).
Ragnarok.Ejiin
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By Ragnarok.Ejiin 2017-03-06 18:41:11
Yeah, there was definitely around 50% PDT for us. Fudo only averaged around 15K outside of SP1/2, which is about 1/2 of what I'm used to seeing depending on TP overflow. We engaged at :27:39 and it died at :33:48 with about 30 seconds of that being charmed.
Also, it used 26 TP moves during zerg. 4 were Interference and 4 were Sphere. I see 2 Besieger's Bane, but we were not terror at all during the zerg, so I assumed we resisted it with bolster vex and SV'd carol.
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Bahamut.Neb
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By Bahamut.Neb 2017-03-06 20:46:21
We tried Schah last night. Idris Geo and frazzle 3 landed and the resist rate was horrible. I've had no problem landing 99,999 on all the mobs up to this point. The best I was landing last night on Bhata was 74k. Second death landing from another blm who consistently does 5 9's and it was landing for 40k ish. We did not have a brd for Dark Therondy 2 last night but will next week. Any advice?
Use Thunder for the adds, you can down them with two SC's. Death is for Schah and only have a ES Sab Frazzle III is landed with a boosted Dark Threnody II.
if you dont have ES up for some reason or aren't /blm you can land Frazzle 3 very easily when you burst it before death lands so you can use your revit for Sab instead of ES.
Asura.Saevel
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By Asura.Saevel 2017-03-06 21:49:23
if you dont have ES up for some reason or aren't /blm you can land Frazzle 3 very easily when you burst it before death lands so you can use your revit for Sab instead of ES.
...
Revit restores ~all~ JA's, you don't use it for a specific one. Sab is consumed regardless if the enfeeble lands or not, this pairing it with ES very useful as you can guarantee it landing. Immediately use super revit and you can guarantee it once more time, which should be more then long enough.
Also there is no longer "land is easy" with ~any~ spell on T4's now. With the nerf to Focus + Langour the magic evasion discrepancy is ridiculous and your not landing jack *** consistently (I've randomly landed Addle II and Slow II on Sandworm T4 before) without using JA's and / or having a BRD do an enhanced (SV or Marcato with ES or NT) Threnody II.
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By Asura.Boogerballs 2017-03-07 16:15:41
u also have stymie if es is down
Asura.Frod
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By Asura.Frod 2017-03-07 16:28:22
Bahamut.Boogerballs said: »
Nirvana is super important when using the physical bp smn strat. its a gamechanger. my ls has quite a few nirvana/hq smns and schah dies 1/2 time time before adds even pop. its totally doable, just need to gear your smns a little more. im not claiming to be a smn expert but the smns really need nirvana and hq gear to pull this off. also the dt goes in to effect after the 2nd add pops so u have a little extra time to play with.
The reason nirvana is a game changer is specifically the 3k tp aftermath use due to november's update, a double or triple attack proc when each hit is worth 20k is amazing. The bigger boost however comes from stacking job point astral flow and conduit categories.
Flatly a summoner who wants advanced endgame will need job master to function.
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By Asura.Boogerballs 2017-03-07 16:45:26
thats kind of a given tho...
Asura.Frod
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By Asura.Frod 2017-03-07 18:28:26
Asura.Boogerballs said: »thats kind of a given tho... Not really, as i've seen plenty of people attempt it without.
Odin.Taffy
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By Odin.Taffy 2017-03-12 22:00:07
Any idea why Zerde is getting Bio aura when Just Desserts is successfuly stunned?
By Perdi 2017-03-12 22:57:16
Did Schah 2 nights ago after the update. It popped one Bhata, One Ashva and One Gaja over the entire 30 minute fight. After those 3 adds, none others appeared. We proceeded to {Full Attack!} Schah after waiting around for 3 minutes while no more bhata's appeared.
Not sure why he glitched and haven't attempted since. Could be an issue related to the new boss they added in Omen, a line cut here or there just ruined the encounter since I don't believe 3/14 mobs is an intended nerf.
Feels bad that we beat Schah with only 20 seconds to spare though...
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By Fenrir.Nightfyre 2017-03-12 23:32:58
It's happened before; there should be an example posted somewhere early in this thread. I don't think the root cause was ever established however, and it's quite possibly nothing more than a rare glitch.
Shiva.Hiep
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By Shiva.Hiep 2017-03-22 08:08:24
Not sure if anyone pointed this out already, but Eriny's aura drops once it uses its TP move Vermillion Wind. We went a bit too fast on TPing and reaving wind went off at 7%, so we decided to just push it since we had the time. Wouldn't really recommend pushing it unless time is fine, since hate is wonky during aura and Vermillion Wind had a huge radius hitting everyone for 2-3k except the PLD.
Shiva.Spynx
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By Shiva.Spynx 2017-03-22 09:27:11
Did Schah 2 nights ago after the update. It popped one Bhata, One Ashva and One Gaja over the entire 30 minute fight. After those 3 adds, none others appeared. We proceeded to {Full Attack!} Schah after waiting around for 3 minutes while no more bhata's appeared.
Not sure why he glitched and haven't attempted since. Could be an issue related to the new boss they added in Omen, a line cut here or there just ruined the encounter since I don't believe 3/14 mobs is an intended nerf.
Feels bad that we beat Schah with only 20 seconds to spare though...
Remember reading this and there was the theory that if you killed adds fast enough in a certain order (given by a specific chess game opening move as all Schah adds map to a certain chess piece) it would stop spawning additional adds. This was never proven to be valid either as lack of testing or as Schah is pretty easy anyways with the right setup/players so nobody bothered to test
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By Bahamut.Boogerballs 2017-03-22 10:36:19
Did Schah 2 nights ago after the update. It popped one Bhata, One Ashva and One Gaja over the entire 30 minute fight. After those 3 adds, none others appeared. We proceeded to {Full Attack!} Schah after waiting around for 3 minutes while no more bhata's appeared.
Not sure why he glitched and haven't attempted since. Could be an issue related to the new boss they added in Omen, a line cut here or there just ruined the encounter since I don't believe 3/14 mobs is an intended nerf.
Feels bad that we beat Schah with only 20 seconds to spare though...
Remember reading this and there was the theory that if you killed adds fast enough in a certain order (given by a specific chess game opening move as all Schah adds map to a certain chess piece) it would stop spawning additional adds. This was never proven to be valid either as lack of testing or as Schah is pretty easy anyways with the right setup/players so nobody bothered to test
i believe the move you are talking about is called checkmate. its a rumor tho
Fenrir.Ramzus
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By Fenrir.Ramzus 2017-03-22 12:29:00
it was my LS that first experienced it, i haven't seen anyone experience it again until this report so i'm unsure if there's an actual mechanic or if it just glitches out sometimes
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By Asura.Pergatory 2017-03-24 13:14:21
Any idea why Zerde is getting Bio aura when Just Desserts is successfuly stunned? It happens roughly 20-30% of the time. Just Desserts isn't the only way for him to gain the aura, but as long as you stun Just Desserts, the aura will not expand beyond about 10-15 yalms and your mages should remain safe.
Fenrir.Ramzus
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By Fenrir.Ramzus 2017-04-04 10:51:23
How are people doing Schah these days? Been having a bit of trouble doing it mage style. Gaja goes down a bit slower now so we've been dealing with Beiseger's Bane woes and for whatever reason, we can't get the shield to go down even with multiple SC+MBs. The fight has generally been going really smooth until the last few adds and then it goes south really fast once the Gaja *** us.
Shiva.Spynx
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By Shiva.Spynx 2017-04-04 11:01:55
We stopped doing mage style Schah since update as, even if you get to Schah itself, death will often suck unless you do all sorts of debuffs (threnody, frazzle3, focus/languor). Our last 2 runs we did it RNG style low man (9-10 ppl - 2 tanks + whm + geo, geo brd cor 3 rng) and adds go down incredibly fast and schah isn't a huge problem either but we have pretty good rngs and shooting cor. I think it'd be even faster melee but you need an amazing WHM for all those status/nasty moves and amnesia can make it slower (empy AM3 white dmg ftw)
Leviathan.Nitenichi
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By Leviathan.Nitenichi 2017-04-04 11:03:05
How are people doing Schah these days? Been having a bit of trouble doing it mage style. Gaja goes down a bit slower now so we've been dealing with Beiseger's Bane woes and for whatever reason, we can't get the shield to go down even with multiple SC+MBs. The fight has generally been going really smooth until the last few adds and then it goes south really fast once the Gaja *** us.
Just melee, only "problem you run into" is on Gaja have to skillchain and Aero bursts til it breaks. Once past that continue to melee til dead. Extremely straight-forward especially with a group like you have.
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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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