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Reisenjima T4s
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-04-22 18:48:31
Leviathan.Comeatmebro said: »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.
SMN is "easy mode" FFXI, the same as BST's and way back in the day RNG's. In fact when SE nerfed RNG the RNG community screamed that "End Game" would be impossible without them, it wasn't and we adapted. Every user of an OP combo is going to swear up and down that it's not "broken", that they somehow "deserve" that combo existing. There is nothing wrong with abusing a broken mechanic, just admit that it's a broken mechanic and you'll be milking it for all it's worth.
Ragnarok.Primex
Serveur: Ragnarok
Game: FFXI
Posts: 229
By Ragnarok.Primex 2017-04-22 18:53:25
In fact when SE nerfed RNG the RNG community screamed Good. They were taking my Ridills!
Serves them right.
Ragnarok.Zeig
Serveur: Ragnarok
Game: FFXI
Posts: 1619
By Ragnarok.Zeig 2017-04-22 18:55:13
In fact when SE nerfed RNG the RNG community screamed Good. They were taking my Ridills!
Serves them right. My first thought was "how could you possibly nerf the Random Number Generator?"
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10095
By Asura.Sechs 2017-04-22 21:26:16
Make so the JA lasts 45 secs but 5 secs cooldown?
Ummm, that'd be a buff. Conduit only last 30secs as it is. Yes but I was comparing 30secs 0cooldown vs 45secs 5 cooldown, or something like that.
Numbers are just an example, but it could be a way to tweak things up.
Other than Astral Conduit SMN doesn't really need a nerf honestly.
By Perdi 2017-04-22 22:26:55
Make it so +Blood Pact damage is now +Avatar Damage and tune down all pacts accordingly. Suddenly, Pet: Haste sets have value because your avatars aren't only hitting for 100 damage per round.
SMN DPS in extended fights may even go up or at least be similar to how it is now but conduit zerg damage should be drastically reduced.
Asura.Saevel
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Game: FFXI
Posts: 9914
By Asura.Saevel 2017-04-22 23:31:41
Other than Astral Conduit SMN doesn't really need a nerf honestly.
That's my point, outside of AC zergs SMN is perfectly fine. It's nice safe hate free damage, and there is a place for that in strategies.
By Darksparksnot 2017-04-23 03:34:08
Last time people qq over a job like this (bst) se came with the nerf, even blu is now on the wrong side by not getting new equip. While i dont use smn or plan to i dont understand why you butthurt,this is why we cant have nice things things.
Serveur: Sylph
Game: FFXI
By Sylph.Cherche 2017-04-23 05:16:53
There are 13 or so DPS jobs in the game. And currently, one of them completely outclasses every single other in most(?) situations. While also being quite safe and needing less gear and support overall.
Ragnarok.Phuoc
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Game: FFXI
Posts: 354
By Ragnarok.Phuoc 2017-04-23 05:43:46
There are 13 or so DPS jobs in the game. And currently, one of them completely outclasses every single other in most(?) situations. While also being quite safe and needing less gear and support overall.
If you talking about BLU, i agree with you to some extend, blu doesnt need much support to work in content 130 and below, we have the right tools to work right without any outside buffs or even trusts but as you go high, BLU needs support like the rest of the DDs and here my friend, BLU gets beaten in the department that matters which is damage.
I'll say it every time, i like blu right now with all its flaws because along BST, its been 1 of my 2 mains since forever and needs 0 changes, if anything we need to be included in the last batches of DD gear because its getting ridiculous really, nerfing a job by not including it in the BiS gear is just not right.
And about SMN i'll stay it again, it doesnt need any change right now because its an ok job in my eyes really, they made it so you can compensate the lackluster master damage with the pet while having great aoe buffs and debuffs but if we go picky, right now people are doing T4s with rangers where you need minimal tank support and have all the safeto of the world, or DD burning after the massive BRD buff which makes DDs inmune to debuffs if u stack carols and so on, its just 1 of the strategies to do T4s because for most of the other content, other jobs just work better imo.
And dont say other jobs need a mythic to work, the only ones are whm blu and rng maybe, the rest have better choices.
Asura.Sechs
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Game: FFXI
Posts: 10095
By Asura.Sechs 2017-04-23 06:16:28
Make it so +Blood Pact damage is now +Avatar Damage and tune down all pacts accordingly. that's exactely what they should NOT be doing.
Outside of Astral Conduit zergs, SMN is perfectly fine and doesn't need a nerf at all.
Which is exactely why I was advocating some moderate nerf/change to AC maybe, but nothing outside of it because the job might come ruined out of it.
Serveur: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-23 06:33:03
The mobs associated with the Aeonic questline were released a year and a half ago... Why is anyone crying about how a job is beating old content?
We don't use SMN to kill anything (except maybe /SMN for mew spam).
I bet many of you use that also despite your new found hatred of the job. In my opinion, that should be nerfed. For something so potent, a main SMN should get a spot.
Other than that, we don't use SMN at all and we beat all of these mobs handily. Before the GEO nerf. After the GEO nerf. With mages. Without mages.
No one needs SMN to win. So let those that want to use SMN have their fun.
SE implements very little, if anything, well.
We know they don't test anything.
I'd rather their "team" stir the pot as little as possible.
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Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-23 06:38:40
The absolute most I'd say is justified is disabling Aftermath on the Avatar during Conduit. Consider that BST's Unleash SP does the same thing as AC and lasts twice as long.
@Cherrywine
Well said.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10095
By Asura.Sechs 2017-04-23 06:41:26
Fenrir.Cherrywine said: »Why is anyone crying about how a job is beating old content? Absolutely.
I wouldn't have whined if SE nerfed them (they did, technically), I'm not mad if people are now able to kill stuff and feel satisfied over monsters I killed the first time almost 2 years ago.
Everbody get their turn? Nothing wrong about it and nothing we haven't seen before.
Things would be better if there were NEW CONTENT for hardcore gamers.
Whereas we get nothing aside from the endless gated grind of Omen.
This is the real problem imho, not the fact that some people are finally able to kill those T4s in a much simpler way than the one we had to use almost 2 years ago.
Quetzalcoatl.Xilkk
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Game: FFXI
Posts: 1418
By Quetzalcoatl.Xilkk 2017-04-23 06:45:44
Wow, i thought this thread might actually be about Reisenjima T4s.
Really? calling for a nerf on smn? get real ppl. Its little kids ganging up on the smartest kid in class cuz they make'em feel bad... 'cept smn isn't really smartest in class.. it only won the spelling bee.
Just appreciate them for what they good at, and move along.
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Posts: 2666
By Asura.Ladyofhonor 2017-04-23 06:51:17
So aeonics are old content now? Omen is pretty easy content. So we don't have any content anymore?
T4's, barring SMN's, are still the hardest content in the game right now. To dismiss them as old content and thus no point nerfing a job that ezmodes them is a bit...disingenuous.
[+]
Serveur: Fenrir
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Posts: 1001
By Fenrir.Cherrywine 2017-04-23 07:04:24
Yes, Aeonics are old content. 18 months old.
That's not the same as saying we have no content.
Want a challenge? Do the things that haven't been completely unraveled, like Master Trials or Tumult Curator. Both have been beaten, but they aren't on farm status for most--yet.
Serveur: Sylph
Game: FFXI
By Sylph.Cherche 2017-04-23 07:08:20
And about SMN i'll stay it again, it doesnt need any change right now because its an ok job in my eyes really, they made it so you can compensate the lackluster master damage with the pet while having great aoe buffs and debuffs I mean, even a SMNs low end output under conduit still outclasses the best melee DPS under absolutely impossible buff/gear situations.
But okay.
[+]
Ragnarok.Inx
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Posts: 371
By Ragnarok.Inx 2017-04-23 07:08:34
Yep, and let's not pretend that T4's weren't on farm status for months leading up the Geo-nerf forcing people out of the death-burst comfort zone.
All that's happened is one method of dealing high damage from the backline was replaced with another due to the relative increase in magic evasion.
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Posts: 122
By Asura.Taberif 2017-04-23 07:20:40
Abit curious as I cant test this, but maybe someone else can?
Does anyone have a good BST? We lost ours a long time ago so I cant test on T4s for Acc/DMG #s.
I vaguely remember him outparsing our SMNs on everything physical zerg(bpact vs ready dmg by alot). Would stand to reason in my mind that BSTs might be more viable than even SMN for physical zergs with unleashed/runwild having double the duration and no mp requirements compared to conduit/flow. Just a thought.
Asura.Frod
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Posts: 1204
By Asura.Frod 2017-04-23 07:25:14
The absolute most I'd say is justified is disabling Aftermath on the Avatar during Conduit. Consider that BST's Unleash SP does the same thing as AC and lasts twice as long.
@Cherrywine
Well said.
Disabling aftermath only nerfs nirvana owners, Doesn't resolve any of the core issues.
I still argue that content that has balancing by drastic HP scaling is terrible ***and pushes situations like this. If mobs had static HP and more forms of hard stops in fights, instead of straight zergfest nonsense. This would be a nonissue.
Fix schah by making his DT happen at start until adds are killed. Give mobs more '*** you' button situations or bring back gimmicks like that behemoth that rages if you do too much at once. Tumult curator and oncycophora both have hard stop situations that alleviate a straight zerg.
The HP scaling mechanics punishes more legitimate/player heavy setups. Removing that nonsense completely from the game would go a long way to alleviate this crap too. If the NMs were balanced for 12 or 18, Conduit spam would require a larger setup and not be feasible on some NMs just because the balanced HP would slow the fight enough to outlast conduit or allow the mobs to get off more nasty moves. If groups of 5 had the same nm with the same hp as a group of 12 or 18, players would be able to build safer setups and invite friends, instead of relying on a singular insular setup that allows a single leech.
Ragnarok.Ejiin
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Posts: 528
By Ragnarok.Ejiin 2017-04-23 07:31:07
Yep, and let's not pretend that T4's weren't on farm status for months leading up the Geo-nerf forcing people out of the death-burst comfort zone.
All that's happened is one method of dealing high damage from the backline was replaced with another due to the relative increase in magic evasion.
If they are so easy why did you make a Nirvana and not just kill it easily with another setup with jobs you already had geared?
If your argument is that SMN should not be nerfed in any way, that means every DD in the game should be brought to an equivalent level in some means as a Conduit SMN. Every DD party in the game having the ability to do 2M damage in 30 seconds to faceroll every NM and ignore every NM mechanic sounds like terrible game design. Not to mention, if that happened, 95% of these new SMN would instantly swap to a different job.
[+]
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By Asura.Taberif 2017-04-23 07:40:02
where the hell are you pulling 2mil dmg out of your *** from?
Ragnarok.Ejiin
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Game: FFXI
Posts: 528
By Ragnarok.Ejiin 2017-04-23 07:43:02
Misremembered. 2M/60seconds(?). I don't know the precise number but it's semantics; you know full well what my point is.
Serveur: Asura
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By Asura.Taberif 2017-04-23 07:44:56
the point is they can do about 500-600k dmg during conduit on physical dmg tier4s. anything lasting longer than 30sec they fall drastically behind any other DD.
Ragnarok.Ejiin
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Posts: 528
By Ragnarok.Ejiin 2017-04-23 07:47:07
Yeah, I guess I meant a party of DDs doing 2M damage/30seconds.
Serveur: Asura
Game: FFXI
Posts: 122
By Asura.Taberif 2017-04-23 07:50:30
take away hp scaling, problem solved.
Serveur: Sylph
Game: FFXI
By Sylph.Cherche 2017-04-23 07:57:07
Not really?
Just bring even more summoners and face roll even harder with no drawbacks.
[+]
Ragnarok.Inx
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Posts: 371
By Ragnarok.Inx 2017-04-23 08:18:55
Yep, and let's not pretend that T4's weren't on farm status for months leading up the Geo-nerf forcing people out of the death-burst comfort zone.
All that's happened is one method of dealing high damage from the backline was replaced with another due to the relative increase in magic evasion.
If they are so easy why did you make a Nirvana and not just kill it easily with another setup with jobs you already had geared?
If your argument is that SMN should not be nerfed in any way, that means every DD in the game should be brought to an equivalent level in some means as a Conduit SMN. Every DD party in the game having the ability to do 2M damage in 30 seconds to faceroll every NM and ignore every NM mechanic sounds like terrible game design. Not to mention, if that happened, 95% of these new SMN would instantly swap to a different job.
As I've already said, personally I have no Nirvana and its not the Mythic I'm currently making. What I did have was a mastered job that was largely built around magical BP damage, so converting it to a more physical build was pretty quick and easy especially with the nice, easy-to-farm, gears in Omen.
There's no bandwagoning going on for us, all that's happened is that SMN has improved considerably over the past few months (Omen) so people were coming back to it anyway. That around the same time the changes to GEO basically made BLM bursting less effective, just created a need for an alternative DD approach.
Whats funny is that although we have another few SMN in the shell, our existing Nirvana owners tend to be busy on other jobs in T4's. Which is why, to my knowledge, we haven't done any strict conduit burns. Yes, we often use SMN at the moment as part of our DD line-up, and yes we do encourage burning AF/AC because its high damage, but despite that its hardly a crutch for us.
Honestly, I'd have been perfectly happy had the geo-nerf not happened and we were still casually burning everything down. Frankly it was less effort, with no need to reset 1hrs and less to switch jobs and reform during events. But, it happened, and we had to adapt.
Asura.Frod
Serveur: Asura
Game: FFXI
Posts: 1204
By Asura.Frod 2017-04-23 08:21:29
Not really?
Just bring even more summoners and face roll even harder with no drawbacks.
The problem isn't simply that i can bring more smns to faceroll it, hard counters would break that easily. The problem is that you can't bring a more balanced setup without being punished due to HP scale.
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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