|
Reisenjima T4s
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-22 10:55:49
Dude, I had 5 Aeonics prior to the Geo-nerf. Playing as BST, THF, or BLM in ls events. My SMN was a job I mastered ages ago and felt like coming back to as a palate-cleanser. I like pet jobs.
You're right though, I'm not a career SMN. I'm currently making Terpischore not Nirvana even! So even with all-round slightly above average gear I'm under no illusions about what the job is capable of currently. Which is why I'm adamantly opposed to nerfing it, because its just not that big an issue outside of the cherry-picked corner cases being used to create that impression.
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-04-22 11:00:18
Well, look at it this way. Geo nerf happened because BLM was a reliable and simple strategy that anyone could execute once they had the gear.
SMN is the same thing now, except it requires significantly less gear, significantly less thought, and significantly less time. You can cling to your delusions if you want, but there's a reason so many people are suddenly burning it up and so many others are saying it needs to be nerfed.
Ragnarok.Ejiin
Serveur: Ragnarok
Game: FFXI
Posts: 528
By Ragnarok.Ejiin 2017-04-22 11:24:04
And the vast majority of the surge of new Nirvana in the past 2 months isn't from people wanting to try something fun and new, it's because after the GEO nerf, they tried BLM, melee or RNG method and couldn't cut it, and it's much easier/cheaper/efficient making a couple Nirvana than retooling your entire group.
Even if BLM method Schah became "easy" I still respected any group that could manage that level of coordination. Can a group SMN burning Schah(or anything for that matter) right now really say they are proud of their clears?
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2017-04-22 11:24:38
The shitty thing about the SMN situation is that I actually like job and strategy versatility. I believe it's healthy for the game for different fights / content to require different job setups and different strategies. Problems always happen when one setup / strategy absolutely overpowers the rest, which is what's happening with SMN right now. I hope whatever SE does doesn't hurt them too much, and only stops the SMN zerg on ~everything~ under the sun.
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-22 11:51:38
Hmmm, BLM burning didn't require a mythic just the easily obtainable staves from escha/reisen, didn't require SP usage, and allowed capped damage to be dealt practically at will. The biggest threat to that being another BLM sneaking their burst in a an unfortunate point and resist-walling you.
Saying that SMN requires less effort/expense is frankly laughable.
Not everyone has a Nirvana, nor is hell-bent on creating one, despite its absence creating a 40% defecit to peak dps.
Asura.Frod
Serveur: Asura
Game: FFXI
Posts: 1204
By Asura.Frod 2017-04-22 11:59:30
Short of beating smn with the nerf bat within an inch of it's life, the only options they have require effort. Removal or re-balancing of mob scaling mechanics or fixing faults in other jobs to bring them up.
If they roll back november's DA changes, it blunts the edge nirvana has and maybe switches two pieces of my gear. On paper I'll still parse 5-10% over a was smn, with gridarvor becoming trash.
If they lower BP damage in other ways, it won't do much as long as bringing more summoners outweighs the HP scaling of the mob.
A cumulative resistance build to pact spam in conduit would just mean rotating volt and chaotic.
A good balance is more content like the job master fights or omen end bosses, things that have better hard stop gimmicks that prevent or hamper me just running up and shotgunning it in the face. I'd also prefer a removal of party number scaling on all escha content. balance t1s for 6, t2s for 12, and t3s/4s for 18.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2017-04-22 12:07:55
Or ... just don't have AC stack with AF, or impose a mandatory wait in between BP's on AC, or reduce the base fTP values of a few of the BP's that are being used. Lots of stuff can be done that would result in less burst damage but still keep the job viable as a hate-free safe damage source.
Thing is, SMN without AF or AC is pretty balanced, it's not nearly as high total damage as buffed DD's but it's damage is hate free and can be done from a safe distance, both worth strategic value. Yet when they hit AF + AC they can spam extremely powerful BP's for obscene damage. So by adjusting the second situation to more resemble the first they can bring stop the SMN zerging without nerfing the job.
Asura.Frod
Serveur: Asura
Game: FFXI
Posts: 1204
By Asura.Frod 2017-04-22 12:19:59
1. defeats the purpose of astral flow and implements a restriction that no other job has.
2. defeats the purpose of conduit itself. there's already a 1-2 second 'ready' delay.
3. is a nerf anyway. would hurt nonburn output.
The problem with AF/AC isn't simply that i can do a lot of damage. It's that i can do a lot of damage with minimal members in situations that aggressively favor such. Complete removal of the HP scaling mechanics would go a long way to help alleviate this. Setups that use more members shouldn't be penalized.
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-04-22 12:22:48
Astral flow is strong, but I'm willing to bet the zergs would still work if it didn't stack with conduit, especially if all smns had nirvana.
Increase mp cost of all blood pacts by 2-3x and prevent MP recovery through any method during conduit. Done. Nothing outside conduit changes, you get limited to only a few offensive BP while still being able to superbuff, get a damage burst comparable to most melee 1hrs, or chain squall/mew.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2017-04-22 12:24:41
Sorry man your not keeping your super zerg mechanic.
Whatever happens, that is being nerfed. SE is not going to buff every DD job to do 2 million damage in 60s on CL150 content. Now there are many different wants to nerf it, some of them make SMN nearly useless in group content, others just prevent the mega zerg. I would much rather the later and not the former.
What your thinking is the same thing RNG's, THF's and BST's thought. It's happening and no amount of positive wishful thinking is going to stop it.
Asura.Frod
Serveur: Asura
Game: FFXI
Posts: 1204
By Asura.Frod 2017-04-22 12:30:09
Sorry man your not keeping your super zerg mechanic.
Whatever happens, that is being nerfed. SE is not going to buff every DD job to do 2 million damage in 60s on CL150 content. Now there are many different wants to nerf it, some of them make SMN nearly useless in group content, others just prevent the mega zerg. I would much rather the later and not the former.
What your thinking is the same thing RNG's, THF's and BST's thought. It's happening and no amount of positive wishful thinking is going to stop it.
you're responding to my argument with a "nope they're gonna nerf you and that's that" when i'm saying that there's other mechanics in the game that need to be resolved to remove situations like this down the line.
The party member hp scaling mechanic is terrible ***and shouldn't be used to balance content. It punishes groups that can meet the bar but need a larger footprint while encouraging an exploitative play style.
Fenrir.Jumeya
Serveur: Fenrir
Game: FFXI
Posts: 155
By Fenrir.Jumeya 2017-04-22 12:40:58
You can also throw in a Fade for some very steep reduction in damage, most mobs don't seem to have very high MAB.
Cactureas for example, do next to nothing with fade on any of their magical WS, same goes with Claras. Either boost up the m.eva to resist it, or half the damage with fade (or both, because why not)
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2017-04-22 14:02:17
Sorry man your not keeping your super zerg mechanic.
Whatever happens, that is being nerfed. SE is not going to buff every DD job to do 2 million damage in 60s on CL150 content. Now there are many different wants to nerf it, some of them make SMN nearly useless in group content, others just prevent the mega zerg. I would much rather the later and not the former.
What your thinking is the same thing RNG's, THF's and BST's thought. It's happening and no amount of positive wishful thinking is going to stop it.
you're responding to my argument with a "nope they're gonna nerf you and that's that" when i'm saying that there's other mechanics in the game that need to be resolved to remove situations like this down the line.
The party member hp scaling mechanic is terrible ***and shouldn't be used to balance content. It punishes groups that can meet the bar but need a larger footprint while encouraging an exploitative play style.
Oh there are lots of little things that need changed and a few big ones. Big ones being NM's having too much magic evasion creating a catch-22 situation with BRD and RDM, NM's HP scaling too dramatically, and NM's having too many crippling AoE status ailments just to name a few. But that's not the issue here, the issue is SMN stacking abilities and buffs to exploit a mechanic enabling them to completely bypass content mechanics. That is why it's going to be nerfed, not because other jobs can't do it, but because SMN can.
[+]
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-22 15:46:20
Really can't see the upside in nerfing it. The time investment needed to make a Nirvana far outstrips that required to make as many Aeonics as your heart desires.
And without Nirvana, the whole zerg argument is moot because dps without AM3 simply isn't that extreme even factoring in how its still the bis weapon for physical BP's.
Classic case of trying to close the gate after the horse has bolted. Making content more difficult after most strong groups have done it to death basically only penalizes those behind the curve already.
EDIT: Oh and aggravates those who put the work in to make a mythic... Alienating two groups with one move... genius for retention I don't think.
By Odinz 2017-04-22 16:22:22
The time investment needed to make a Nirvana far outstrips that required to make as many Aeonics as your heart desires. By that argument everyone with a mythic should be entitled to pumping out 1.5-2million dps every 45 minutes.
And without Nirvana, the whole zerg argument is moot because dps without AM3 simply isn't that extreme even factoring in how its still the bis weapon for physical BP's Again, same applies to most jobs.
Classic case of trying to close the gate after the horse has bolted. Making content more difficult after most strong groups have done it to death basically only penalizes those behind the curve already. Every job has had their time in the sun. And every job gets the nerf stick when it becomes overwhelmingly overpowered due to unforseen exploits SE were too disconnected from their own game to realize.
EDIT: Oh and aggravates those who put the work in to make a mythic... Alienating two groups with one move... genius for retention I don't think. There's a fair share of jobs that put just as much time into their mythics and gear and don't achieve anywhere near half of what even less than perfect SMNs do now.
Nerfs suck. But to pretend like SMN doesn't have it coming or need it right now is pretty disconnected from reality. We would all prefer that SE invest time into boosting other jobs, 90% of the time. This is one of those 10% times where no, SMN needs a nerf. This ***is broken. It is getting abused.
And earlier you said that its not like everyone can get the mythic. Come on dude, there's 5-10k of us FFXI players left and Mythics are far easier, far less time consuming and more common than ever.
[+]
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10094
By Asura.Sechs 2017-04-22 16:24:58
I don't think SMN as a job needs a nerf. If they want to nerf something (doubt it will happen) they could nerf Astral Conduit.
Make so the JA lasts 45 secs but 5 secs cooldown?
That would probably be fast and easy to implement.
Or they could create a progressive damage reduction/resistance to the repeated use of the same BP, kinda like what happens with magic, but this would probably require more time to SE.
Regardless, if they really want to nerf something it's AC, not SMN job by itself, imho.
Ragnarok.Primex
Serveur: Ragnarok
Game: FFXI
Posts: 229
By Ragnarok.Primex 2017-04-22 16:33:13
Regardless, if they really want to nerf something it's AC, not SMN job by itself, imho. same thing. Nerfing a JA or Trait or WS specific to a job is what nerfing a job is.
[+]
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-22 16:42:37
Make so the JA lasts 45 secs but 5 secs cooldown?
Ummm, that'd be a buff. Conduit only last 30secs as it is.
By Aeyela 2017-04-22 16:55:22
Every job has had their time in the sun
lolpup
By Blazed1979 2017-04-22 16:58:17
[+]
By Blazed1979 2017-04-22 17:00:32
How much harder would game be if I didn't have automation gearswaps and/or event/action based scripts to run?". That in and of itself is more broken than smn ever is. DPS would take a slight hit. 5-10% max.
Casters would take the biggest hit.
PLD - I don't really need GS for PLD. Windower/in-game macros are fine. A little more work but didn't have any tanking probs for 10+ years without gearswap.
By Aeyela 2017-04-22 17:04:55
Ah, so it's currently enjoying it's time in the sun? That's terrific. They deserve it!
Serveur: Asura
Game: FFXI
Posts: 216
By Asura.Lordoftheseven 2017-04-22 17:16:38
Ragnarok.Phuoc
Serveur: Ragnarok
Game: FFXI
Posts: 354
By Ragnarok.Phuoc 2017-04-22 17:28:55
PUP is pretty fun for tanking roles once you gear it up and get master, it just suffers in the DMG department but let it be that way, if you give the master or the puppet too much DD power, its gonna be like the BST nerf with people calling the famous "but 1 job shouldnt be able to tank and dmg at the same time".
About SMN: I think the AF/AC combo is a bit OP since all you do is mash a button and see the mobs HP drop but there's also a lot of things that can screw your 30 second timer.
Avatars dont resist big hits well, amnesia kills the whole AC time making it useless, you actually need people that can do it well (i've suffered a guy in events who only did like 5 BPs during the AC timer because he was waiting for the animation to end or he'd just use chaotic strike lol), you also need the AM3 up (which requires nirvana) and also spend a good amount of gil/obtain the best gear like other jobs.
Btw those comments about SMNs doing 2m dmg during conduit during those 30 seconds, i think you are bumping up the number waaaay high, the last schah zerg i did (i was missing af1+2 to +3 and lugalbanda still but used af1+2 and gelos/esper) i got around 500k dmg with 10+ volt stikes and 650ish mp at the end with convert done, dmg was fluctuating around the 30-45k mark with bolster torpor/frailty and beast/drachen if i remember right (or beast/companion, forgot exactly), but even in the best of the scenarios where the mob doesnt do aoe amnesia (which schah and albumen can do AND you cant buff your pets to resist those) and you can get 20 pacts @ 45-50k each without the pet dieing, that's 1m dmg instead of the 2 everyone is calling, big difference here.
I dont expect a bit hit/nerf if anything on SMN, there's many other things that need a revamp like h2h being able to keep up with other DDs for example, i really feel sorry for career SMNs if they nerf it right now when it started to shine just a little.
By Afania 2017-04-22 18:06:05
Quote: (which schah and albumen can do AND you cant buff your pets to resist those) odyllic subterfuge....
[+]
Ragnarok.Prats
Serveur: Ragnarok
Game: FFXI
Posts: 1
By Ragnarok.Prats 2017-04-22 18:24:34
I hope that these people who are always crying with the game, who wants everything easy, that if the summoner does a lot of damage, that because I can not do a mithic in a week, they all go to the end fantasy xiv to cry there, I As summoner that I've been playing for 14 years I've never complained that my job does less damage than another, I have not posted anywhere to ask nerfeen the job, this type of people hurt the game and what they should do is go to another Site, do not cry so much and play the game without giving the *** to others
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-04-22 18:36:35
I don't think anyone asking for SMN to be nerfed wants the game to be easy.. the game is easy with SMN as is, lol.
By Odinz 2017-04-22 18:36:43
I hope that these people who are always crying with the game, who wants everything easy, that if the summoner does a lot of damage, that because I can not do a mithic in a week, they all go to the end fantasy xiv to cry there, I As summoner that I've been playing for 14 years I've never complained that my job does less damage than another, I have not posted anywhere to ask nerfeen the job, this type of people hurt the game and what they should do is go to another Site, do not cry so much and play the game without giving the *** to others In 14 years your first post was to come in defense of SMN. That is some hard core loyalty. Well I hope they don't nerf SMN for the sake of dedicated people like you. But, they probably will regardless. And I have a feeling people like you who really enjoy the job and have stuck with it are going to have your hearts broken.
Hey, look it could be worse. You could still be living in the times of being asked to sub WHM and cure III main heal. =)
[+]
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-22 18:41:04
Quote: (which schah and albumen can do AND you cant buff your pets to resist those) odyllic subterfuge....
Damn those RUN's and their overpowered SP's! Nerf them!
(Am I doing this right?)
Seriously though, what a job can do when burning all their SP's, under maximal buffs, is not representative of its overall performance.
Ergo, if a NM is susceptible to a zerg strategy (which are above all else, death or glory, chancy approaches that can fail as quickly as they succeed) the problem is with the encounter design, not the job that can exploit that.
[+]
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.
|
|