|
Reisenjima T4s
By fillerbunny9 2017-04-26 13:52:52
nah,they're saying that Nirvana doesn't need AG to be functional, and when countered with Yagrush and Burtgang, dodged with lrn2read nub
Bismarck.Nickeny
Serveur: Bismarck
Game: FFXI
Posts: 2252
By Bismarck.Nickeny 2017-04-26 13:53:33
Fenrir.Cherrywine said: »I think the point he was making is that every Mythic costs exactly the same. Your statement makes no sense.
Smn mythic is the best rema atm... even non ag beats the rest...
Because..
Smn is balance asf brah no nerf plzzzz
(Sarcasm)
[+]
Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2017-04-26 14:12:37
Just going to say this, although I think I'm pretty alone in thus belief -
I personally have always wanted a Vana'diel where different NMs demand different setups. I thought/hoped that the HELM in reisen would accomplish this, but meh. I really wanted an Aeonic style quest where one NM was only beatable via SC-burst, One ranged, One you had to old style zerg, one for pets, one where white damage was only acceptable, etc. Would take advantage of the greatest unique feature that FFXI had to offer - the ability to change jobs. It would force variety in the style of fights, and require that shells take care of all their members and their "favorite" jobs.
But alas I'm not sure with the power level of many jobs if such a battle design would honestly last. This phenomenon isn't totally SE's fault, as has been mentioned. ALL the T4s/HELM can be beaten without resorting to gimmicks, but the players either not able to beat it with traditional methods or choose not to because of ease have moved to what they view to be the most efficient for them.
The only mob that I've beaten in a 100% SMN strat was Ru'Ann Seiryu for our first few times because of its crazy hate. After 7 Aeonic rotations I feel confident that no group needs to resort to this if they don't want to. Understanding of the fights, good communication, and not taking an army of leeches on your first few attempts are more important than anything. And if your group has all of this down and still can't, then improve your toon. You don't have to give up that SAM you love for a half assed SMN- insert bandwagon du jour.
Lakshmi.Byrth
VIP
Serveur: Lakshmi
Game: FFXI
Posts: 6191
By Lakshmi.Byrth 2017-04-26 14:20:56
4/5 Apogee +1
Nirvana
Convoker's Doublet +2 (34/50 to +3)
All the other AF/Relic/Empyrean +1
Saving up to buy a Stikini +1 right now
Job Master
I use SMN to slowly solo Omen cards and have used it three times in melee zergs as a member of the outside party. I also used it in the Soulflayer Ambuscade.
I have better job options for other situations.
#buffSMN
[+]
Serveur: Sylph
Game: FFXI
By Sylph.Cherche 2017-04-26 14:35:16
nah,they're saying that Nirvana doesn't need AG to be functional, and when countered with Yagrush and Burtgang, dodged with lrn2read nub More like I missed that part. And also silly false equivalences.
Burtgang doesn't make PLD superior than RUN in every conceivable way.
Yagrush doesn't make WHM the best healer. It certainly helps, but there's a boatload of reasons for that.
SMN's best weapon is 100m cheaper than the functional melee counterparts. And even then, SMNs 4.7m JSE weapon performs on par or better than top end melee counterparts.
Asura.Xijaah
Serveur: Asura
Game: FFXI
Posts: 97
By Asura.Xijaah 2017-04-26 14:42:32
SMNs 4.7m JSE weapon performs on par or better than top end melee counterparts. you must have partied with some lousy melees, if that's what you really think.
[+]
Lakshmi.Byrth
VIP
Serveur: Lakshmi
Game: FFXI
Posts: 6191
By Lakshmi.Byrth 2017-04-26 14:45:13
I haven't been outparsing melee by dramatic amounts over the whole fight (although I'm sure I did during conduit) and I doubt I could do it very consistently. Losing your avatar (or it getting Amnesia'd) during Conduit dramatically impacts SMN's DPS for that entire fight. It's not like carols work on avatars.
I'd say SMN is the easiest job for a very narrow use case that you guys just happen to care a lot about.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-26 15:28:20
Leviathan.Celebrindal said: »You don't have to give up that SAM you love for a half assed SMN- insert bandwagon du jour.
The problem is that LS's don't see it this way. From the leadership point of view they want to kill the NM's in the most guaranteed way possible, which usually involves using the simplest method possible. They first seek to minimize chance of failure, then seek to minimize time spent on each stage of the content. Typically different strategies favor different sides of this. When one strategy is the safest, the fastest and the simplest for most "difficult" content, then it breaks game balance at the meta level. It's far easier to just tell everyone to "come SMN or a job supporting SMN" and AC burn through the T4 content then to actually fight them.
I haven't been outparsing melee by dramatic amounts over the whole fight (although I'm sure I did during conduit) and I doubt I could do it very consistently. Losing your avatar (or it getting Amnesia'd) during Conduit dramatically impacts SMN's DPS for that entire fight. It's not like carols work on avatars.
RUN SP's exist. RUN's SP completely floors the targets magic accuracy, doesn't last long but during that time the target has the offensive punch of a baby. The duration just happens to lineup really well with SMN's AC duration and is critical to AC zerging. Outside of AC zerging the RUN's SP is really useful for preventing something bad from happening, or if that something did happen to buy time to quickly prevent a wipe. Back when we used MB strat on Tellos there was a fight where it reset my hate and went after the mages, I hit my SP right before it did Clarch Call in hit everyone for pitiful damage while also giving me a huge hate boost to pull it back into position. I've used it to prevent getting charmed or doomed. It's not guaranteed because the NM can always "roll a natural 20", which is why a pet getting amnesia during AC is just really bad luck.
I'd say SMN is the easiest job for a very narrow use case that you guys just happen to care a lot about.
It's being used for virtually all content now. You can sit in town and see the yell spam as people are looking for Tanks, GEO's and master SMN's to kill everything from T4's to T1's, yes T1's. They using it for anything and everything because it's been perceived as "extremely easy and powerful".
[+]
Serveur: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-26 15:34:00
Nerf RUN?
Serveur: Asura
Game: FFXI
Posts: 34187
By Asura.Kingnobody 2017-04-26 15:34:35
Fenrir.Cherrywine said: »Nerf RUN? Nerf DRG. That wyvern is too powerful.
[+]
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-26 15:42:59
I haven't been outparsing melee by dramatic amounts over the whole fight (although I'm sure I did during conduit) and I doubt I could do it very consistently. Losing your avatar (or it getting Amnesia'd) during Conduit dramatically impacts SMN's DPS for that entire fight. It's not like carols work on avatars.
This is the whole argument in a nutshell. People who don't play the job telling those who do have actual experience with it how overpowered they are because of what they've heard or seen on Youtube.
Some of the more extreme claims about performance levelled in this thread go way beyond hyperbole, and yet we're supposed to treat their anecdotal observations about what a dire and widespread trend it is as credible?
[+]
Serveur: Sylph
Game: FFXI
By Sylph.Cherche 2017-04-26 16:16:46
SMNs 4.7m JSE weapon performs on par or better than top end melee counterparts. you must have partied with some lousy melees, if that's what you really think. I'm not sure what my personal thoughts have to do with math, but sure.
By clearlyamule 2017-04-26 17:31:43
Fenrir.Cherrywine said: »Nerf RUN? Nerf DRG. That wyvern is too powerful. It is. All that innate DT and ability to transfer some buffs and easy heals is pretty OP. If I can only teach it provoke I'd make one tank
[+]
Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2017-04-26 17:36:55
4/5 Apogee +1
Nirvana
Convoker's Doublet +2 (34/50 to +3)
All the other AF/Relic/Empyrean +1
Saving up to buy a Stikini +1 right now
Job Master
I use SMN to slowly solo Omen cards and have used it three times in melee zergs as a member of the outside party. I also used it in the Soulflayer Ambuscade.
I have better job options for other situations.
#buffSMN
Love this post. Points out the severe fact that this issue is mostly player based. Saevel, I agree that it comes down to LS leadership to steer their shells in the directions they want, and for most people that comes down to finding the most efficient way to do things.
it doesn't have to be this way.
We are strong enough on so many jobs now that LS's actually have the freedom to attack many mobs in a multitude of ways. Take it upon yourself, and enjoy the game some more, by finding unique/fun ways to tackle content. Hell, we're not likely getting anything stronger, so why not get creative?
A great comparison is food. You can easily run through McDonald's and get a meal fast. But if you are a true foodie, the process of a good meal is more enjoyable than the sustenance gained from the calories. I say let's stop running through the drive thrus of Vana'diel and sit down, enjoy a good 4 course meal with a nice glass of wine and have some fun in the process.
If your fun is SMN AC, burn away. If you're dying for some Ranged strats, make one. If your best players are heavy DDs, work with it. I honestly guarantee you can find 3 different strategies that all can successfully defeat the toughest things out there right now. And like I said, we're not getting anything tougher any time soon so might as well enjoy the ride- whatever that means for you and your friends.
[+]
[+]
By Ruaumoko 2017-04-26 19:04:23
Fenrir.Cherrywine said: »Nerf RUN? Nerf DRG. That wyvern is too powerful. YouTube Video Placeholder
Not being funny or anything, but DRG's can pretty much stun-lock most iLv 119 - 130 content. I've even landed Leg Sweep on some iLv 135 targets.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2017-04-27 02:07:27
What makes Leg Sweep any different from all other stunning WSs present in game, I wonder?
[+]
By Perdi 2017-04-27 02:43:20
It's on a hidden job no one must ever speak of.
Odin.Horu
Serveur: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2017-04-27 05:31:05
I wish I could get a second person on Lakshmi to level smn so I can burn T4 NMs for mostly mediocre weapons that I don't want. >:-( oh, oh, when your done with that second person, can you get him to transfer to odin to help out here too? we need a third so we'll be pimped like everyone else
By Ruaumoko 2017-04-27 08:38:06
What makes Leg Sweep any different from all other stunning WSs present in game, I wonder? DRG's on the Flamma set, which packs a nautical load of both Accuracy and Magic Accuracy. Add to this the Trishula and Moonshade's +750 TP Bonus along with DRG's already easy ride to 1500-2000% TP and you've got a really powerful Stun ready in a flash.
WAR's can use the same set to really abuse Full Break on targets, especially those that mass-Erase like the Glassy Thinker.
It might be worth testing this with Tachi: Hobaku, as SAM is on the same set I use for Leg Sweep. It's worth a shot.
[+]
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10136
By Asura.Sechs 2017-04-27 09:32:43
Every job gets Aeonic weapon + Moonshade. Then you have Flamma for some (SAM, DRG, WAR, PLD) jobs and Ayanmo for other jobs (RDM, WHM, BLU, RUN)
Stun WS that I can think of:
Shoulder Tackle (MNK, PUP, fomer doesn't have lots of macc gear, latter probably has)
Flat Blade (RDM, BLU, PLD, RUN, WAR)
Tachi: Hobaku (SAM)
Brainshaker (WHM, WAR uh... pretty much every job?)
Leg Sweep (DRG, WAR, SAM)
There probably are others but I can't think of anything else.
RDM in particular got access to a plethora of macc gear.
From the descriptions on BG-Wiki, granted it's pretty old data, it seems to be hinting at Leg Sweep having a stronger built-in stun effect compared to other WS. Wonder if this is true or just a bias from the past.
Also Rua do you happen to know if Macc affects Blade Bash/Weapon Bash/Shield Pash potency/land rate?
By Ruaumoko 2017-04-27 09:59:32
As far other WS's I can't help but suspect Leg Sweep is just abnormally strong for a Stun. 14 seconds seems very lengthy, especially given how consistent it is. It could be that Leg Sweep was designed to have a much longer duration by default and that other WS's don't have as long a potential duration.
I'll have a play-around with Sequence & Flat Blade on RDM the next time I do SR, to run the same test.
As for JA Stuns, I'm not sure. I land Weapon Bash's Stun effect nearly all the time on my RUN when I sub DRK, which is often.
Serveur: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2017-04-27 10:03:58
I think the most important question is whether or not the stun effect overwrites itself. That storing TP in order to stun lock ***in SR is pretty dumb. 3-4 Stardivers and it would've died before it could've done anything dangerous anyway and everyone would've been out of there faster.
Obviously all content is not SR so stun can actually be useful, but unless it can overwrite itself, which I doubt it can, I'm kinda ambivalent about the idea.
Lakshmi.Byrth
VIP
Serveur: Lakshmi
Game: FFXI
Posts: 6191
By Lakshmi.Byrth 2017-04-27 10:09:14
All content is not SR, but I'm pretty sure Glassy monsters and Caturae are stun immune.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-27 10:17:56
Leg Sweep seems to have a *** long duration compared to Flat Blade or Tachi: Hobaku. Kind of like Sudden Lunge vs Head Butt.
By Ruaumoko 2017-04-27 11:10:28
I think the most important question is whether or not the stun effect overwrites itself. That storing TP in order to stun lock ***in SR is pretty dumb. 3-4 Stardivers and it would've died before it could've done anything dangerous anyway and everyone would've been out of there faster.
Obviously all content is not SR so stun can actually be useful, but unless it can overwrite itself, which I doubt it can, I'm kinda ambivalent about the idea. Like I said in the video, I made a mistake not burning TP as soon as I had it. I was holding TP because I was not sure when Stun would wear off and I didn't want it to wear off just as I had used another TP move. The purpose of that run in particular was to test out Leg Sweep in there.
In all likelihood it would be better to use Leg Sweep then use 2-3 WS's before it wears off, then re-apply it.
All content is not SR, but I'm pretty sure Glassy monsters and Caturae are stun immune. Probably, but I'm pretty sure I've seen Weapon Bash's Stun land on Kin once or twice. I'll take a screenshot the next time I try it.
Leg Sweep seems to have a *** long duration compared to Flat Blade or Tachi: Hobaku. Kind of like Sudden Lunge vs Head Butt. It does. I tested Flat Blade in the same circumstances, on RDM using a proper set for the Stun effect. Flat Blade's Stun landed, but never lasted more than 3 seconds.
Serveur: Odin
Game: FFXI
Posts: 2255
By Odin.Llewelyn 2017-04-27 11:45:20
All content is not SR, but I'm pretty sure Glassy monsters and Caturae are stun immune. Probably, but I'm pretty sure I've seen Weapon Bash's Stun land on Kin once or twice. I'll take a screenshot the next time I try it. From my experience on SAM/DRK using Stun to build initial hate, I got the 'completely resists" message on all Glassys and Caturae. Code 20:52:57Llewelyn casts Stun.→The Glassy Craver completely resists the spell.
21:05:38Llewelyn casts Stun.→Kin completely resists the spell.
18:56:27Llewelyn casts Stun.→The Glassy Thinker completely resists the spell.
20:34:45Llewelyn casts Stun.→The Glassy Gorger completely resists the spell.
17:10:35Llewelyn casts Stun.→Fu completely resists the spell.
18:44:07Llewelyn casts Stun.→Kyou completely resists the spell.
19:38:25Llewelyn casts Stun.→Kei completely resists the spell.
18:43:30Llewelyn casts Stun.→Gin completely resists the spell.
So I guess Weapon Bash bypasses immunities if you actually did experience it landing on Kin.
Reisenjima T4s - SMN and Omen edition.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-27 12:00:26
Umm stun spell would use dark magic skill for it's base magic acc and /DRK would have ***for skill. JAs seem to act more like WS's but without a physical accuracy check. Likely using your iLevel or weapon skill for magic acc.
Fenrir.Caiir
VIP
Serveur: Fenrir
Game: FFXI
Posts: 199
By Fenrir.Caiir 2017-04-27 12:03:14
Umm stun spell would use dark magic skill for it's base magic acc and /DRK would have ***for skill. JAs seem to act more like WS's but without a physical accuracy check. Likely using your iLevel or weapon skill for magic acc.
u do know what "completely resists" means right
means it cant land.
[+]
Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2017-04-27 12:08:58
just make their attacks succeptible to the same wall as elemental nuking, as Saevel said. Shouldn't affect 1 SMN using this method, but prevent using this technique in the same way the elemental wall prevents an army of BLMs from one-shotting BCs. If you really are insistent on doing this, I think this may be the only way that doesn't unfairly affect the job itself, or really even this mechanic- it just would put it on the same level as other repeatable high damage attacks of the same ilk- ie Death.
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.
|
|