|
Reisenjima T4s
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-24 11:58:49
I feel bad for anyone reading this and coming to the conclusion that its as easy and foolproof a strat as the "nerfers" are claiming; they are going to get a rude awakening.
The video posted a couple of pages back is particularly misleading as although it ostensibly shows Albumen and Erinys getting smashed in no time at all, they omit the crucial initial setup dealing with the adds which if not done correctly will lead to an instant wipe.
And of course, in a zerg, there is no "plan B" to fall back on. Which is kind of important as these aren't NM's you farm for loot; they are principally for quest credit meaning that if you can get a full alliance through first time, your group is gaining a whole lot more (and more quickly to boot) than fridgeing people through one or two at a time.
By Blazed1979 2017-04-24 12:03:50
When my nirvana is done I'll be able to summon Harambe and we will all pull our *** out.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-24 12:08:38
Haha more "we exploit an unintentional mechanic yet don't want to call it that so shut up and lrn2ply".
The guy above almost had it right when he mentioned cycles, it's not Setup X/Y/Z overpowered but rather it's the natural reaction of the player base to content as it's introduced. It goes like this,
SE introduces new content, the advanced members of the player base use "Safe" setups initially to test and be "first to win / first to get gear X", these are bragging rights for them. Those "safe" setups work and the majority population see's the youtube video's of the advanced members bragging "it's so easy to win, we need moar hard content" and adopt those "safe" strategies. As those "safe" strategies proliferate others start to discover and document unique fight mechanics and create theories about how to deal with them while using faster "less safe" methods. Eventually those catch on and then the regular members see those youtube videos and adopt that faster yet more dangerous strategy.
"Safe strategies" include
Relic RNG's
Regular pet burns (not SMN AC zergs)
Mana burns (later replaced with SCH SC burns)
The "faster yet dangerous" strategies are
Melee burn (melee's spamming their strongest WS)
SC Burn (single or dual DD coordinating a SC)
RNG burn (similar to Melee but RNG's going all out max damage)
And then occasionally you have a combo that breaks a mechanic and enables super fast and super easy wins. KC SEBW DRK, BSTs, THF's with stacked RS, and now AC SMN (there were more these are just some notable and memorable ones). These are inherently broken mechanics that absolutely ruin game balance, they are never intentional and usually a result of some recent update paired with previous updates used in ways the developers never envisioned or thought about.
*Note*
Too many people confuse "burn" with "zerg". If a fight lasts longer then 60s then by definition it's not a "zerg". A "burn" is a fight where the DPS use their highest DPS attacks at full throttle without phase change or enmity management tactics. A "zerg" is then the DPS go full throttle with the goal being to overwhelm the boss's AI and thus no sustainable defense is used. In a burn, the fight is sustainable until the boss is dead, some burns are actually endurance match's that test the alliances resource skills. In a zerg, if the boss isn't dead in that 60s then the group is going to wipe as they have zero sustainment capability. With this in mind, there is zero "melee zergs" at the high end right now because targets simply have too much HP. Most melee orientated fights last about four to five minutes on a good day, sometimes as long as ten to fifteen. In contrast SMN zergs last 60s or less.
Serveur: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-24 12:21:53
I'd still like to see it.
Because I still remember the overblown complaints about BST--even when it wasn't the fastest or easiest way to beat everything. If you need an example, SR is probably the best that comes to my mind.
People will gravitate towards what they perceive to be the fastest/easiest/etc. And then they hit a wall when they don't understand the job properly or meet the gear requirements.
The solution to X is to kill X as quickly as possible. This limits the nasty options X can deliver. It also ensures X is killed before it depops in 15min or 30min, depending upon the fight. Killing with less is a positive, indirectly via not having to share loot and directly due to HP scaling (which is a stupid mechanic).
This is true of every fight due to poor design, in my opinion. But they are the ground rules, so there they are.
Can melee win within the time limit? Yes.
Can ranged win within the time limit? Yes.
Can mages win within the time limit? Yes.
Can pet jobs win within the time limit? Well, one can.
Seems to me pet jobs need buffs not nerfs. In the meantime, use SMN for its strengths if you want. Use other things if that is your preference.
If SMN has become the end all be all job and no one needs to use anything else, then Aeonic content is not relevant. SMN needs no gear from those mobs, so why are they doing them? For gear on other jobs? Great, means other jobs are still interesting to people. For gil (from buyers) to buy gear for other jobs? Great, that means buyers and the sellers are still interested in other jobs. So, the situation feared by the nerf-camp hasn't yet been realized.
Since it hasn't yet happened, the solution is to look forward and not backwards. Going forward, make some content that limits this method. Only some, so SMN can still be relevant. Looking backwards and nerfing just prevents the nerfed job from moving forward with every other job.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-24 12:40:22
Now for some real speak.
What's going on is that those who like SMN and have dedicated themselves to bringing it to the highest level of play are now experiencing their moment of fame. SMN wasn't a highly sought after job and was only ever employed in limited situations. Now those players are the center of the universe and they don't want that to end. Every time someone mentions SMN AC zerging being overpowered, those dedicated SMN's are getting insecure about being relegated to the back stage, being asked to change back to GEO, WHM, roll COR, or worse of all being told to go "build something useful". Naturally they fight back tooth and nail, coming up with all sorts of ***to say to deny that the end of this period is coming.
Then you have those who are just using it for it's current fame and fully expect that after it's nerfed they will go do whatever is popular again. They either don't care or are hoping to milk the current situation for everything it's worth before moving on.
See FFXI does have a sophisticated PvP system, it's so sophisticated that it has to take place on forums.
[+]
Asura.Syto
Serveur: Asura
Game: FFXI
Posts: 446
By Asura.Syto 2017-04-24 13:07:52
Fenrir.Cherrywine said: »I'd still like to see it.
Because I still remember the overblown complaints about BST--even when it wasn't the fastest or easiest way to beat everything. If you need an example, SR is probably the best that comes to my mind.
People will gravitate towards what they perceive to be the fastest/easiest/etc. And then they hit a wall when they don't understand the job properly or meet the gear requirements.
The solution to X is to kill X as quickly as possible. This limits the nasty options X can deliver. It also ensures X is killed before it depops in 15min or 30min, depending upon the fight. Killing with less is a positive, indirectly via not having to share loot and directly due to HP scaling (which is a stupid mechanic).
This is true of every fight due to poor design, in my opinion. But they are the ground rules, so there they are.
Can melee win within the time limit? Yes.
Can ranged win within the time limit? Yes.
Can mages win within the time limit? Yes.
Can pet jobs win within the time limit? Well, one can.
Seems to me pet jobs need buffs not nerfs. In the meantime, use SMN for its strengths if you want. Use other things if that is your preference.
If SMN has become the end all be all job and no one needs to use anything else, then Aeonic content is not relevant. SMN needs no gear from those mobs, so why are they doing them? For gear on other jobs? Great, means other jobs are still interesting to people. For gil (from buyers) to buy gear for other jobs? Great, that means buyers and the sellers are still interested in other jobs. So, the situation feared by the nerf-camp hasn't yet been realized.
Since it hasn't yet happened, the solution is to look forward and not backwards. Going forward, make some content that limits this method. Only some, so SMN can still be relevant. Looking backwards and nerfing just prevents the nerfed job from moving forward with every other job.
Great response. SMN is incredible. I love the attention they are getting after a long time. I'm just not sure how they can balance it without destroying it's presence in Endgame scene completely, because the next best option to take care of the job will either revert back to BLM MB method, melee DD method, or RNG method (until that gets nerfed too if ever). It's a very sensitive situation for SMN.. I'm sure they know about it and are making a decision, but personally I think they will take a brutal approach towards balancing this as they have been in the past few years..
Might as well take advantage of it while you can guys. They will probably knock Conduit down half potency in damage or add a damage decay and/or bring the active timer down by half or something.. (Just my guess) :/
By clearlyamule 2017-04-24 13:09:37
Don't forget the 93% haste drks as long as LR was up! Could even pair it up with SEBW to be like Kclub but without having to use a lolclub
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-24 13:20:08
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process.
Serveur: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-04-24 13:29:24
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
[+]
Serveur: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-24 13:35:31
I'm not gearing SMN nor do I use it for anything. I had it 99 for WOE, back when that mattered.
I also don't have BST leveled, but defended that job tooth and nail from people that demanded that it be nerfed.
Feel free to use this site to check my job/gear/job point status.
So, your assessment of two types of people that oppose a nerf to SMN is false.
The rest of your comments are opinion. Often shared with the ferocity of a fundamentalist religious zealot--complete with quotes of scripture. But, opinion, none-the-less.
Please stop trying to poison the well. It doesn't make your position any more correct.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-24 13:41:27
Don't forget the 93% haste drks as long as LR was up! Could even pair it up with SEBW to be like Kclub but without having to use a lolclub
That was the second really broken game mechanic that happened, first being Ranged attacks ignoring LCF. Both have long since been nerfed with the DRK one being a global 20% delay floor being introduced.
That's the thing, extremely broken game mechanics need to be fixed quickly before the player base builds up an entitlement mentality towards them. The quicker stuff like that is patched the less players feel entitled to big rewards with little effort.
[+]
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-24 13:47:53
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day.
[+]
Serveur: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-04-24 13:52:06
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day. Said situation isn't optimal, but is still better than how it was before the nerf.
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-24 13:57:57
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day. Said situation isn't optimal, but is still better than how it was before the nerf.
How so? I still use BST for everything I used it before the nerf, to an equal degree of effectiveness. Its just more annoying and fiddly. Its just a needless, pointless, inconvenience.
By clearlyamule 2017-04-24 13:58:50
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day. Said situation isn't optimal, but is still better than how it was before the nerf. Not really. Other dds still out dd them without the hassle. Bsts just can get by with a little less buffers and potential to dodge aoes with running in and out for the potential for extra safety at the cost of jas that work sometimes and sometimes not in an annoying fashion and it being worse if aoe isn't avoided
Serveur: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-04-24 14:05:30
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day. Said situation isn't optimal, but is still better than how it was before the nerf. Not really. Other dds still out dd them without the hassle. Bsts just can get by with a little less buffers and potential to dodge aoes with running in and out for the potential for extra safety at the cost of jas that work sometimes and sometimes not in an annoying fashion and it being worse if aoe isn't avoided Being able to avoid nearly all AoEs and requiring less buffers basically halved the number of support you needed (in a time where HP scaling was everything) AND required minimal effort to do the actual fights. It doesn't need to be super fast when it was so mindless and 99% of enemies died plenty fast enough.
Lakshmi.Byrth
VIP
Serveur: Lakshmi
Game: FFXI
Posts: 6191
By Lakshmi.Byrth 2017-04-24 14:05:31
SMN has two problems right now:
1) Peak performance is too high, particularly for melee zergs
2) Cost to take advantage of most of this performance is fairly low
Pet jobs in general have another problem, which is related to #1:
3) Pet damage is mostly affected by debuffs, rather than buffs
It's very strong. I've won several parses in an outside party with no unique support (just a frailty that was being given to a melee). However, it's not omnipotent. If I go SMN to farm cards, a full clear leaves me with only 7-10 minutes left. My DNC typically has more than 25 minutes left. BP recast is no joke.
Without Astral Conduit a top-geared SMN's DPS is maybe just a little bit higher than a normal DD, but it's limited by the BPs being on a single target. If I do 45k damage every 22 seconds but the target has only 15k HP, my real DPS is still pretty shitty.
[+]
Serveur: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-04-24 14:08:54
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day. Said situation isn't optimal, but is still better than how it was before the nerf.
How so? I still use BST for everything I used it before the nerf, to an equal degree of effectiveness. Its just more annoying and fiddly. Its just a needless, pointless, inconvenience. Whether you notice or not, it heavily impacted both tanking mobs with just pets, and necessitated an actual healer on the many mobs that have AoEs with larger range than 10 yalms. There's a reason people no longer pull up 4 BST + GEO + COR to tons of enemies.
Serveur: Bahamut
Game: FFXI
Posts: 201
By Bahamut.Boogerballs 2017-04-24 14:13:30
SMN has two problems right now:
1) Peak performance is too high, particularly for melee zergs
2) Cost take advantage of most of this performance is fairly low
Pet jobs in general have another problem, which is related to #1:
3) Pet damage is mostly affected by debuffs, rather than buffs
It's very strong. I've won several parses in an outside party with no unique support (just a frailty that was being given to a melee). However, it's not omnipotent. If I go SMN to farm cards, a full clear leaves me with only 7-10 minutes left. My DNC typically has more than 25 minutes left. BP recast is no joke.
Without Astral Conduit a top-geared SMN's DPS is maybe just a little bit higher than a normal DD, but it's limited by the BPs being on a single target. If I do 45k damage every 22 seconds but the target has only 15k HP, my real DPS is still pretty shitty.
i was just about to say something similar lol. i agree, smn is ***outside of conduit
Quetzalcoatl.Chanceikin
Serveur: Quetzalcoatl
Game: FFXI
Posts: 138
By Quetzalcoatl.Chanceikin 2017-04-24 14:19:49
Question about Vinipata - we're thinking about doing him with rangers, where we used to use the SC MB setup that most people used pre-nerf.
It occurred to me that we want to keep him in Raksha stance and to do this it seems like you would prefer real PLD or RUN tanks instead of puppets (because buffed people in his vicinity is Raksha trigger).
Is it feasible to use PLD or RUN or is it tough to keep them alive? I assume the reason for the pups was just for yaksha stance but wanted to see if someone can confirm before I waste linkshell time on it.
Thanks!
Serveur: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-04-24 14:19:59
I find non-AC Summoner works quite well as a second support in a melee party; they can Hastega II (freeing up a bubble), give everyone +250 TP bonus, and on the defensive side, protect everyone with Earthen Armor and cure status effects with Spring Water/Soothing Ruby, and do serviceable damage in the meantime.
By Feanorsof 2017-04-24 14:27:58
In regards to RNG setup on Vinipata, Paladin worked well for us although your RNGs have to take care with hate.
Although we have not been successful yet we only had a few tries and 2 RNGs + COR provided enough DPS and the most successful attempt got him down to 7%. Having a WHM spam Banish III seemed to help.
Our tank was interested in switching to RUN but has yet to attempt it.
[+]
By clearlyamule 2017-04-24 14:28:33
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day. Said situation isn't optimal, but is still better than how it was before the nerf. Not really. Other dds still out dd them without the hassle. Bsts just can get by with a little less buffers and potential to dodge aoes with running in and out for the potential for extra safety at the cost of jas that work sometimes and sometimes not in an annoying fashion and it being worse if aoe isn't avoided Being able to avoid nearly all AoEs and requiring less buffers basically halved the number of support you needed (in a time where HP scaling was everything) AND required minimal effort to do the actual fights. It doesn't need to be super fast when it was so mindless and 99% of enemies died plenty fast enough. For 95% of the fights you still can. It takes a bit more work/knowledge and more risk and has kind of cemented pup as the go to tank for them (though kind of already was) and it's certainly had a some effect on dps what with moves not firing and sometimes having to wait to run in but don't pretend people still aren't throwing bsts at things lol
Fenrir.Ramzus
Serveur: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2017-04-24 14:28:46
Quetzalcoatl.Chanceikin said: »Question about Vinipata - we're thinking about doing him with rangers, where we used to use the SC MB setup that most people used pre-nerf.
It occurred to me that we want to keep him in Raksha stance and to do this it seems like you would prefer real PLD or RUN tanks instead of puppets (because buffed people in his vicinity is Raksha trigger).
Is it feasible to use PLD or RUN or is it tough to keep them alive? I assume the reason for the pups was just for yaksha stance but wanted to see if someone can confirm before I waste linkshell time on it.
Thanks!
I've always used PLD tank without problems. Wilt makes his TP moves very survivable.
[+]
Quetzalcoatl.Chanceikin
Serveur: Quetzalcoatl
Game: FFXI
Posts: 138
By Quetzalcoatl.Chanceikin 2017-04-24 14:29:01
In regards to RNG setup on Vinipata, Paladin worked well for us although your RNGs have to take care with hate.
Although we have not been successful yet we only had a few tries and 2 RNGs + COR provided enough DPS and the most successful attempt got him down to 7%.
Having a WHM spam Banish III seemed to help. Our tank was interested in switching to RUN but has yet to attempt it.
What is causing the losses?
By Feanorsof 2017-04-24 14:32:01
a lot of multi boxing going on, the tank was dual boxing BRD and the RNG was tri-boxing BRD GEO. Losses were down to adds waking up unpredictably and sleeps not getting off in time. I think the 7% attempt failed as the RNG was concentrating on other roles so we lacked DPS with just one dedicated DD.
[+]
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-24 14:33:05
It's very strong. I've won several parses in an outside party with no unique support (just a frailty that was being given to a melee). However, it's not omnipotent. If I go SMN to farm cards, a full clear leaves me with only 7-10 minutes left. My DNC typically has more than 25 minutes left. BP recast is no joke.
Without Astral Conduit a top-geared SMN's DPS is maybe just a little bit higher than a normal DD, but it's limited by the BPs being on a single target. If I do 45k damage every 22 seconds but the target has only 15k HP, my real DPS is still pretty shitty.
This is perfectly fine and normal, SMN is "safe" damage without hate. Melee's are not only in range of crippling AoE's, but they frequently pull hate (if their any good) and have to deal with -DT and the occasionally random NM triple critical after TP move and get splattered. They also need a healer to sustain them while "safe" jobs don't. Ranged DD's are similarly safe but run into the issue where they need to either choose "hate free" damage from Relic gun + Relic WS or choose "Max damage" and risk pulling hate and the possible wipe from that.
Battle strategies are about compromises between pro's and cons. You chose a set of benefits and then do what you can to mitigate the negatives in order to win the fight. Some groups or fights would be better with safe damage, while others are ok with maximum up front damage.
Then AC SMN shows up and just blows all semblance of balance away. Those who use it rejoice as its' the greatest event to ever happen in their lives, those who don't abuse it complain and are ostracized by those who do.
Serveur: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-04-24 14:34:37
People will gravitate to what is EFFECTIVE, or at least perceived to be so. Because losing fights is a waste of time.
Its really that simple. Its also a far more rational approach than clinging to a job with limited utility out of stubborn "loyalty" or habit.
What is also rational is a desire to avoid a situation where the playing experience of a job is severely compromised by over-zealous or ill-considered "balance" adjustments. Time and again when SE do this they end up having to step-back on changes or make further adjustments because something has been broken in the process. "Don't nerf Summoner, because it'll compromise the playing experience of the job! BTW, the playing experience of other jobs negatively impacted by Summoner being so overly strong doesn't matter because it's irrational to be attached to a job regardless of the reason."
BST is a perfect example of what I'm talking about. The wah-wah brigade cried about BST being "overpowered", and SE looked and saw that BST wasn't in fact too strong and instead gimped it by placing the pet on such an annoyingly short-leash that even circling around a large mob -with both pet and master engaged- could make all pet commands unresponsive.
Dumb. Dumb. Dumb. But the situation remains unrectified to this day. Said situation isn't optimal, but is still better than how it was before the nerf. Not really. Other dds still out dd them without the hassle. Bsts just can get by with a little less buffers and potential to dodge aoes with running in and out for the potential for extra safety at the cost of jas that work sometimes and sometimes not in an annoying fashion and it being worse if aoe isn't avoided Being able to avoid nearly all AoEs and requiring less buffers basically halved the number of support you needed (in a time where HP scaling was everything) AND required minimal effort to do the actual fights. It doesn't need to be super fast when it was so mindless and 99% of enemies died plenty fast enough. For 95% of the fights you still can. It takes a bit more work/knowledge and more risk and has kind of cemented pup as the go to tank for them (though kind of already was) and it's certainly had a some effect on dps what with moves not firing and sometimes having to wait to run in but don't pretend people still aren't throwing bsts at things lol They still are doing it some, and that's completely fine, as long as it's not so easy and safe that nearly everyone does it for most NMs, like they were before the nerf.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-24 14:36:22
In regards to RNG setup on Vinipata, Paladin worked well for us although your RNGs have to take care with hate.
Although we have not been successful yet we only had a few tries and 2 RNGs + COR provided enough DPS and the most successful attempt got him down to 7%. Having a WHM spam Banish III seemed to help.
Our tank was interested in switching to RUN but has yet to attempt it.
We've beaten him plenty of times using alliances of people. RNG's kick his *** but needs lots of buffing and very careful debuffing, PLD's work better then RUN's because of the constant dispel. He will go into -50% PDT mode if he has 3 or more erasable debuffs on and flash counts, so you need to carefully choose if you want Distract III or Dia III (we use a RDM for supporting the rangers). Normally run with two tanks, first being a PLD who tries to hold vini the other being a PLD or RUN who just builds hates on the adds to try to hold them and buy time for the BRD to successfully sleep them.
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-04-24 14:43:20
I still use mages for Vinipata.
PLD RUN COR BRD SCH WHM
BLM BLM BLM BLM GEO GEO
is my go-to setup. Prebuff with wizards/warlocks, sv etudes/marches, firestorm2. BRD uses n/t/marcato/super revit and buys a new revit before pop. Sprinter's drink to camp, sleep adds, fire threnody vini as soon as pop. If threnody is dispelled, BRD immediately puts it back up and uses super revit so they are ready to troub/sleep if additional adds pop.
Change it to yaksha stance, ditch all buffs on PLD. GEOs put up bolster focus/malaise, normal int/languor, entrust acumen. RUN does gambit and rayke. Take 10-20% off per skillchain. Whole fight takes 3-5 min. BRD ready to sleep adds on pop, mages ready to change to single target. If damage is slower, you get a stray phase change, or whatever.. you have RD/wild card and a second bolster to blow along with super revitalizers.
I don't usually try to change phase back if it goes raksha during bolster, you can still squeeze out 10% per SC and drop it pretty quickly.
[+]
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.
|
|