|
Reisenjima T4s
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-02 09:35:55
It all depends how long the fight lasts.
The question is what are those SMN parsing once they are back to a 22 second minimum delay between BP's? Which let's face it, is the "desired" result of neutering AC.
Most SP's/buffs/debuffs last much longer than 30 seconds, and in most circumstances whether you kill in 30 seconds or 1 minute or 2 mins isn't going to make any difference.
Extending/shrinking the duration of the parse/battle can manipulate the answer any way you want.
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2017-05-02 09:39:22
Not even sure why this is a debate at all, or how someone could defend AC not being broken lol
[+]
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-02 09:48:41
Not even sure why this is a debate at all, or how someone could defend AC not being broken lol
Because their benefiting from it and only non-beneficial things are *broke*. That's a humans default mental setting, it takes a conscious effort to work any other way.
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-02 09:51:32
Depends if its the mythical 60 second, 20x50k = 2mil damage (?!?) AC's that some jokers who don't play the job have been pushing as a straw man in this thread, or what it actually does in reality.
The former yeah, that'd be broken. The latter, not so much.
[+]
Lakshmi.Byrth
VIP
Serveur: Lakshmi
Game: FFXI
Posts: 6191
By Lakshmi.Byrth 2017-05-02 09:58:03
It's something like 500-700k damage per conduit without interruption.
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2017-05-02 09:58:19
The outcry for BLU nerf was far greater, and BLU was never the top DD, or circumvented any mechanics. SMN does both lol
[+]
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-02 10:05:58
The outcry for BLU nerf was far greater, and BLU was never the top DD, or circumvented any mechanics. SMN does both lol
But but but I spent millions of gil for my <Insert Broke Job Here> gear and got this mythic, I deserve the ability to break this game. You guys are just jealous of how great we are.
-Said every user of a mechanical exploit ever.
[+]
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-05-02 10:06:30
Show me a video of a Schah kill that doesn't require killing adds, using any jobs besides SMN. This was intended to be one of the most complex fights, there's no believable argument that SE wanted you to kill it before adds popped.
If nothing else, Schah needs to be adjusted. However, since the problem is not Schah's design as much as SMN itself, and SMN is avoiding all fight flow on many other NMs the same way, the obvious choice is to nerf SMN.
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2017-05-02 10:09:22
Not to mention, SMN is fairly cheap compared to other jobs for the "best" gear.
[+]
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-02 10:10:26
It's something like 500-700k damage per conduit without interruption.
For AM3 Nirvana, that sounds about right in perfect circumstances with some set manipulation to maximize spammage.
For any other staff, halve it.
Now factor in what the DPS is fpr the next 30 seconds, assuming the target is still alive. And we're down to 40-60k assuming AF is still up and Apogee still in play. 30 secs after that, halve it again.
Ragnarok.Ejiin
Serveur: Ragnarok
Game: FFXI
Posts: 528
By Ragnarok.Ejiin 2017-05-02 10:12:37
Depends if its the mythical 60 second, 20x50k = 2mil damage (?!?) AC's that some jokers who don't play the job have been pushing as a straw man in this thread, or what it actually does in reality.
The former yeah, that'd be broken. The latter, not so much.
Afaik, this was misquoted ONE time, by me, and promptly fixed/corrected to reflect it being party DPS and not a single SMN. You're using it as a strawman to... I don't know... all you're really doing at this point is showing your own ignorance not knowing DPS output of a conduit SMN vs any other DD. You couldn't even answer Ocean's question when it's blatantly obvious what the true answer is he was trying to get at.
[+]
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-02 10:32:40
Wasn't actually aiming that comment at you Ejiin, it was just a compilation of dubious facts and hyperbole that have been tossed around to this point.
Ironically people railing about bandwagoning fuelling it with disinformation...
Seriously, I can't believe I got sucked back into this ludicrous "debate" by simply mentioning SMN along with RNG and COR as part of a viable ranged physical strategy if you aren't using RUN on Albumen.
Serveur: Asura
Game: FFXI
Posts: 139
By Asura.Boogerballs 2017-05-02 11:00:49
Not even sure why this is a debate at all, or how someone could defend AC not being broken lol
Because their benefiting from it and only non-beneficial things are *broke*. That's a humans default mental setting, it takes a conscious effort to work any other way.
its also a "humans default setting" to be jealous and to hate on others doing well. it goes both ways man. as for this smn thing, ive said it before and ill say it again SMN IS ***OUTSIDE OF CONDUIT. who cares about hate free dmg (which it isnt) if the dmg is crap to begin with. if i want to stay out of range and do dmg, ill rng that way i can actually kill something without timing out. this smn strat is only good with properly geared and knowledgeable smns. id like to see a few fresh 119 smns trying this and succede. i know this from 1st hand experience. as u stated earlier, im not a career smn and even tho i know alot now, theres still alot i dont know. but what i do know is any run of the mill smn can not do this. and also comparing smn zerg to bst is just plain ignorant. smn takes time, knowledge, skill, and great gear. bst however b4 the nerf didnt require any of it. u could do amything with just basic gear amd 100 jps
Ragnarok.Ejiin
Serveur: Ragnarok
Game: FFXI
Posts: 528
By Ragnarok.Ejiin 2017-05-02 11:06:29
The outcry for BLU nerf was far greater, and BLU was never the top DD, or circumvented any mechanics. SMN does both lol
How they handled BLU should give SMNs hope that there's finally someone at SE that knows what they're doing. They looked at the huge advantage BLU had in endgame situations(accuracy) and methodically made it so other DDs caught up through NM nerfs, BRD buffs and increasing the quality of heavy DD gear while toning down BLU's gear instead of slamming it with the nerf bat.
I think BLU is finally at a point where everyone is happy: It's strong/useful for new/returning players to jump into things with lowman setups and can still pack a punch in endgame content while contributing utility for the veterans, but when facing a similarly geared heavy DD with proper buffs, it will quickly fall behind in pure DPS.
Serveur: Asura
Game: FFXI
Posts: 139
By Asura.Boogerballs 2017-05-02 11:16:10
The outcry for BLU nerf was far greater, and BLU was never the top DD, or circumvented any mechanics. SMN does both lol
How they handled BLU should give SMNs hope that there's finally someone at SE that knows what they're doing. They looked at the huge advantage BLU had in endgame situations(accuracy) and methodically made it so other DDs caught up through NM nerfs, BRD buffs and increasing the quality of heavy DD gear while toning down BLU's gear instead of slamming it with the nerf bat.
I think BLU is finally at a point where everyone is happy: It's strong/useful for new/returning players to jump into things with lowman setups and can still pack a punch in endgame content while contributing utility for the veterans, but when facing a similarly geared heavy DD with proper buffs, it will quickly fall behind in pure DPS.
blu got kinda *** on omen but i see where youre comming from.
Asura.Frod
Serveur: Asura
Game: FFXI
Posts: 1211
By Asura.Frod 2017-05-02 11:19:32
Leviathan.Comeatmebro said: »Show me a video of a Schah kill that doesn't require killing adds, using any jobs besides SMN. This was intended to be one of the most complex fights, there's no believable argument that SE wanted you to kill it before adds popped.
If nothing else, Schah needs to be adjusted. However, since the problem is not Schah's design as much as SMN itself, and SMN is avoiding all fight flow on many other NMs the same way, the obvious choice is to nerf SMN.
Fix schah's lack of dt- in the first 60s.
2 mil was my estimate based off peak gear, peak damage, and the number of pacts you can get off including apogee usage before conduit. 16+2+2, with a cor its 16+2+2+2. This is assuming 99k cap each pact, apogee used 3x due to revit and wildcard, and a full 30s conduit with outside sources spamming manamists to restore mp. This is merely theoretical perfect me and a ls member came up with to see if solo/duo smn dps on schah is possible but we would need down to the second coordination across 5-6 characters to achieve this.
The second option we had for solo dps schah was relying on a 6 wildcard and burning down first add pop with some pacts (usually dies in 2-3) to extend window by another 30s.
In ahort, the 2 mil is a full 16 pact conduit and 4 or 6 pact apogee, all hitting 99k cap.
Lakshmi.Byrth
VIP
Serveur: Lakshmi
Game: FFXI
Posts: 6191
By Lakshmi.Byrth 2017-05-02 11:28:36
Do you guys really BP for 99k per Volt Strike with any consistency? I'd need to land 6 swings for that, so I'm either doing something very wrong or that's a substantial overestimation.
Asura.Frod
Serveur: Asura
Game: FFXI
Posts: 1211
By Asura.Frod 2017-05-02 11:31:22
Do you guys really BP for 99k per Volt Strike with any consistency? I'd need to land 6 swings for that, so I'm either doing something very wrong or that's a substantial overestimation.
Bring a second source of def down and using a perfect gear set and it seems achievable. Its all theoretical though. Perfect gear involves 4/5 helios with 7 bpd 8 da and 30 atk. Apogee legs and assumes 40 da from aftermath to reach 100 da rate.
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-02 11:34:34
Do you guys really BP for 99k per Volt Strike with any consistency? I'd need to land 6 swings for that, so I'm either doing something very wrong or that's a substantial overestimation.
AM3 proc is not 100% in any case, so its not even theoretically attainable.
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-05-02 11:35:40
Aftermath doesn't give 40 DA, at least not to melees. Is there evidence SMN is different?
I'd assume you have your chance for gear DA to proc, then if it doesn't you have the 20(3)-40(2)-40(1) split for AM3.
By Stiltz 2017-05-02 11:43:18
What's the problem here? Are you kids upset that mythic summoners with ten odd gear sets and years invested into the class are able to do some decent damage once every 45-60m? lol
Keyword: Mythic
This isn't even a good comparison to the shitstorm of blues that were running around crapping 25k+ aoes every other second.
Besides, it's not like summoners are rolling around soloing DMII and dumping out 90k lights on T3 Resien pops with pets that never die and can't be CC'd.
"Oh, but they had to have mythics and twenty gear sets to do that!"
That's kind of the point in most cases here.
The problem with blue was every idiot and their brother flocked to the class to the point that there was almost zero class diversity left for top-end content. It boiled the entire game down to either throwing a dozen blues at something and zerging it in seconds, or switching those blues to rangers because of melee range amnesia/para/silence/death spam.
Personally, I haven't seen a huge influx of people rushing head first into the months and millions it costs to gear a summoner to take into that content compared to the scale of people that were rolling blues just because it suddenly became trendy for something.
Whoever said it was cheap to gear summoner is smoking meth.
It's "cheap" if you spent weeks/months farming everything for it yourself, enjoyed running back and forth through two dozen some odd prime fights, bought/crafted only a "couple of duplicate NQ" apogee sets, and farmed the some odd thousand Resien stones you'll need to get BP10/PetMACC/MATK 20+ on your Grio.
Friendly reminder: Every time something like this ever happened, a whole bunch of people ended up on the short end of the ***stick for a long time.
- Any idiot with a Ranger, a couple pieces of Noct gear, and a stack of scorpion arrows gets into any group, generates more TP, does more damage than every other class, and can blink tank.
Solution: Ruin Rangers for the next ten years.
- An alliance of Dark Knights can hit Souleater and trash AV.
Solution: Ruin Dark Knights for the next ten years.
- Everyone is a blue mage.
Solution: Make other classes more appealing.
It only took their developers ten years to figure out a better solution than just absolutely shredding a class to the point no one plays it or takes it seriously. Luckily, we've almost reached a point of balance where every job is appealing in its own way for its own special snowflake reasons.
So, if you really want to see AC "balanced":
Get half of the population on every server to roll a summoner, have multiple summoners in every group for every level of content, and send SE the screenshot where 70% of everyone on /sea all is a summoner.
Or, y'know, you could just be cool and let people enjoy stuff.
Serveur: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-05-02 11:46:02
mythic summoners with ten odd gear setsone 300m gear set and years invested into the classabout 4 days invested into job points are able to do some decent damage once every 45-60mzerg some of the hardest content in the game effortlessly? lol
lol indeed, blu's tp set alone costs over double everything needed for perfect conduit zerg.. a budget smn(still good enough for 4 smn run geo) needs under 100m in gear and capped JP
[+]
Serveur: Sylph
Game: FFXI
By Sylph.Cherche 2017-05-02 11:48:53
Except AC burning requires one gear set and a JSE weapon. Nirvana is a significant increase, which is shocking considering how cheap it is to make relative to other dps RME, but not an absolute requirement.
Bahamut.Negan
Serveur: Bahamut
Game: FFXI
Posts: 2213
By Bahamut.Negan 2017-05-02 11:54:14
This isn't even a good comparison to the shitstorm of blues
YouTube Video Placeholder
Asura.Chiaia
VIP
Serveur: Asura
Game: FFXI
Posts: 1656
By Asura.Chiaia 2017-05-02 11:55:26
Since when was a "Was" a Mythic? I see it every day on Asura. Normally yes 1 out of the 4 SMNs will be a mythic but the rest will be voodoo + "Was" which is a very cheap gear out.
Personally I really don't care what they are doing but to keep seeing this you have to be pimp AF to do this is total BS.
[+]
By Stiltz 2017-05-02 11:58:52
Quote: lol indeed, blu's tp set alone costs over double everything needed for perfect conduit zerg.. a budget smn(still good enough for 4 smn run geo) needs under 100m in gear and capped JP
Show me the 500 people rushing to spend 300m and cap JPs on summoner and I'll show you immediate change overnight.
If summoners are cheesing adds with AC for a single fight that's causing this degree of butt angst, then alter the add's resistance to lightning damage instead of entirely shitting up another class. Not really rocket science, folks.
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-02 12:00:59
Since when was a "Was" a Mythic? I see it every day on Asura. Normally yes 1 out of the 4 SMNs will be a mythic but the rest will be voodoo + "Was" which is a very cheap gear out.
No SMN with a clue would use Was for spamming Volt Strike in the first place.
Asura.Chiaia
VIP
Serveur: Asura
Game: FFXI
Posts: 1656
By Asura.Chiaia 2017-05-02 12:01:38
Since when was a "Was" a Mythic? I see it every day on Asura. Normally yes 1 out of the 4 SMNs will be a mythic but the rest will be voodoo + "Was" which is a very cheap gear out.
No SMN with a clue would use Was for spamming Volt Strike in the first place. Doesn't mean they're not winning using it.
Ragnarok.Inx
Serveur: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-02 12:06:37
Since when was a "Was" a Mythic? I see it every day on Asura. Normally yes 1 out of the 4 SMNs will be a mythic but the rest will be voodoo + "Was" which is a very cheap gear out.
No SMN with a clue would use Was for spamming Volt Strike in the first place. Doesn't mean they're not winning using it.
Check the AH history on Ragnarok for Was sales compared to Asura... Eye-popping stuff.
Asura.Chiaia
VIP
Serveur: Asura
Game: FFXI
Posts: 1656
By Asura.Chiaia 2017-05-02 12:10:07
Check the AH history on Ragnarok for Was sales compared to Asura... Eye-popping stuff. Ok I see you've sold 4 and we've sold a ***ton... Whats that matter groups like I said are doing this with 3 WAS SMNs and 1 Mythic on the daily. Just because its not optimal doesn't mean its not working for them. My orignal point stands you don't need to be pimp AF to win. 100m or less in gear and a few days JPin and your good to go.
Like I said up top I really don't care but people are making it out like oh its only mythic SMNs and the hell if it is.
This game is always going to go through the flavor of the week jobs and I stopped really caring which it is each time. Sometimes it last a while other times its a week.
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.
|
|