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Reisenjima T4s
Lakshmi.Byrth
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Serveur: Lakshmi
Game: FFXI
Posts: 6184
By Lakshmi.Byrth 2017-05-02 12:17:01
I just don't understand why having SMN be the go to DD for melee damage endgame zergs is so terrible, and none of the arguments put forth here have come close to convincing me.
The job doesn't have a high barrier to entry, as others have pointed out, and there is no danger of it becoming the only job for all content because its DPS is pretty bad outside of conduit.
I am not crying for the melees who don't get invited to meleeburn Schah, or Schah for not getting to pop it's adds. Melees have plenty of situations where they are better than SMN in the current game and we circumvent/negate mob mechanics all the time.
I also don't weep for the Aeonic weapons that people make with SMN, because Aeonic weapons don't care and it only makes the random pickup players stronger. If people were really so dedicated to playing the game on hard mode then they would all handicap themselves when doing T4 NMs instead of burning through with the most successful strategy just as people on your servers are apparently doing with SMN now.
This kind of steals Ranger's hypothetical niche, but Ranger doesn't need to rely on SP abilities so it still has applications (or doesn't, if you play on the vanilla client and thus do terrible DPS with it.)
I just don't see who gets hurt, besides an apparently considerable set of butts.
Ragnarok.Inx
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By Ragnarok.Inx 2017-05-02 12:22:18
If they can make it work with gimp gear, good on them.
Personally I really don't see it, myself. I know pretty well from experience what sort of numbers a Was SMN is going to put out on T4 level-content, and the truth of the matter is they'll be lucky to post a 20k average Volt Strike under AF/AC and whole lot lower without both SP's in play.
That doesn't fit my definition of nerf-inducing overpoweredness.
Asura.Frod
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By Asura.Frod 2017-05-02 12:23:16
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.
Although my schah video caused a bunch of pissbabies, it isn't the only t4 we completely shut down. Smn is king ***against all t4s in some form and all but 2 can be af/ac burned. and even then oncy is such a pushover to bp damage and dual types that a smn can solo dps a group of 6. We do however, like schah, completely or partially mitigate gimmicks in at least 3 other fights. albumen, vinipata, and teles. We also greatly speed up zerde.
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By Asura.Boogerballs 2017-05-02 12:26:27
all 7 can be conduit burned. just need to be smart.
By ocean 2017-05-02 12:31:03
Question for Inx: For discussions sake let's say amnesia, para, ect were not an issue. You have 3 super geared wars, sams or any other DD that are fully buffed on schah, albumen or any other relevant T4 against 3 smn with aftermath, beast & drachen. Both get frailty and torpor. In your opinion who wins the parse before said mob dies? And will the parse be close?
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.
I feel like your understanding of the power/effectiveness of Astral Conduit/Astral Flow is lacking. Without sounding condescending, the answer isn't "it depends how long the fight lasts" because the mob (any NM in the game) is dead once conduit has ended. You can take 3vs3 or 10vs10 or really 18vs10 and have the same result. That's why AC is broken. If said NM was still alive once conduit has ended then you have what some here are arguing; a fair system that would not require a nerf. Hope this helps!
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Serveur: Odin
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By Odin.Geriond 2017-05-02 12:38:30
- An alliance of Dark Knights can hit Souleater and trash AV.
Solution: Ruin Dark Knights for the next ten years. Um, what? Their solution was to give AV Souleater resistance, which barely impacted Dark Knights outside of that one fight, nor has Dark Knight been "ruined" since then either, with the job ranging from mediocre to excellent.
Serveur: Fenrir
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By Fenrir.Cherrywine 2017-05-02 12:44:33
Going back to something I said half jokingly, seems like a far less complicated solution to all this complaining would be to nerf RUN's SP so avatars would still have to contend with a mob that can stick debuffs.
Not that I have any power to make any changes at all.
Serveur: Leviathan
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By Leviathan.Comeatmebro 2017-05-02 12:46:40
30 seconds of relative safety is nowhere near overpowered and pretty great for run to have
killing the hardest mobs in the game in 30 seconds is very overpowered and not integral to smns function
why is this so hard for some people to understand
By Blazed1979 2017-05-02 12:48:50
12 hours at work - cliff notes of last 5 pages please, someone.
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By Leviathan.Comeatmebro 2017-05-02 12:50:45
same as the 5 pages before that
non-SMNs: NERF PLZ
SMNs: PLZ NO
Serveur: Fenrir
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By Fenrir.Cherrywine 2017-05-02 12:53:46
Well the general complaint is that SMN can kill the hardest mobs in the game with too much safety.
So, nerf RUN and it is a global adjustment to all strategies, regardless of DD-type. Seems more balanced to me.
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By Asura.Boogerballs 2017-05-02 12:55:06
pretty much the people that can kill are killing while the people that cant are bitching
By Blazed1979 2017-05-02 12:55:26
Leviathan.Comeatmebro said: »same as the 5 pages before that
non-SMNs: NERF PLZ
SMNs: PLZ NO
I'm 1 week away from Nirvana. If they nerf SMN I won't give 2 shits. At this point in the game if people have put all their hopes into 1 job, ..yeah well... That's not the game we all know.
SE will nerf and buff jobs.. the only constant is change. Get ahead of it if you're competitive and level some other jobs. Diversify yourselves.
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By Bahamut.Boogerballs 2017-05-02 12:57:00
Leviathan.Comeatmebro said: »same as the 5 pages before that
non-SMNs: NERF PLZ
SMNs: PLZ NO
I'm 1 week away from Nirvana. If they nerf SMN I won't give 2 shits. At this point in the game if people have put all their hopes into 1 job, ..yeah well... That's not the game we all know.
SE will nerf and buff jobs.. the only constant is change. Get ahead of it if you're competitive and level some other jobs. Diversify yourselves.
smartest post in this entire thread. i approve
By Blazed1979 2017-05-02 12:57:15
Fenrir.Cherrywine said: »So, nerf RUN and it is a global adjustment to all strategies, regardless of DD-type. Seems more balanced to me. fallacy alert! fallacy alert!
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By Fenrir.Cherrywine 2017-05-02 12:59:26
What is the fallacy? If this were done, SMNs still wanting to use their SP to kill these mobs would have to get really creative/lucky right? So no more easy mode right?
Please elaborate.
Asura.Frod
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By Asura.Frod 2017-05-02 13:01:42
Asura.Boogerballs said: »pretty much the people that can kill are killing while the people that cant are bitching
P.much.
There are a couple nerf-banshees who want the earrh salted, aeonics taken and 'exploiters' publically flogged.
Nobody really wants to address core issues to the game that make this setup extra viable either. ***like hp scaling, lack of mob gimmicks and the like.
By Blazed1979 2017-05-02 13:02:24
I just don't understand why having SMN be the go to DD for melee damage endgame zergs is so terrible, and none of the arguments put forth here have come close to convincing me.
The job doesn't have a high barrier to entry, as others have pointed out, and there is no danger of it becoming the only job for all content because its DPS is pretty bad outside of conduit.
I am not crying for the melees who don't get invited to meleeburn Schah, or Schah for not getting to pop it's adds. Melees have plenty of situations where they are better than SMN in the current game and we circumvent/negate mob mechanics all the time.
I also don't weep for the Aeonic weapons that people make with SMN, because Aeonic weapons don't care and it only makes the random pickup players stronger. If people were really so dedicated to playing the game on hard mode then they would all handicap themselves when doing T4 NMs instead of burning through with the most successful strategy just as people on your servers are apparently doing with SMN now.
This kind of steals Ranger's hypothetical niche, but Ranger doesn't need to rely on SP abilities so it still has applications (or doesn't, if you play on the vanilla client and thus do terrible DPS with it.)
I just don't see who gets hurt, besides an apparently considerable set of butts. I've rarely ever read anything from you that wasn't sound, solid and rationale.
This is the first time I find myself disagreeing with you.
I'm not going to debate you though, I think everyone in this thread has already made solid counter-arguments to yours. If you're not convinced at this point, I guess the outcomes that SE enforce will prove our argument right - because they recognized the problem and have enough experience to see where the train is heading - choo choo I'm finishing my nirvana (a melee hardcore guy that hates mage jobs is pimping out SMN. I've resisted that since 2005)
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Serveur: Leviathan
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By Leviathan.Comeatmebro 2017-05-02 13:03:55
i've been able to multibox everything since before aeonic mercs were even a thing, i have 4 HQ smns(1 nirvana, 3 with alex turned in and most of requirements done), and i can easily kill all with or without them
it's not anything emotional, it's just easy to recognize that when you compare the setups the smn one is extremely unbalanced..
By Blazed1979 2017-05-02 13:04:32
Fenrir.Cherrywine said: »What is the fallacy? If this were done, SMNs still wanting to use their SP to kill these mobs would have to get really creative/lucky right? So no more easy mode right?
Please elaborate. here are two kills.
One with a RUN tank + SMN zerg
One with 2x WARs tanking + SMN Zerg.
Nerfing RUN will do nothing.
YouTube Video Placeholder
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Serveur: Leviathan
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By Leviathan.Comeatmebro 2017-05-02 13:05:44
Taking away RUN's SP increases the gear requirement. SMN's can still use moneta's tonic to block player amnesia and quickly resummon if pet is amnesiaed. It would potentially reduce pacts significantly, but the strategy is still so overpowered it would only cost wins for the weakest groups.
Asura.Frod
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By Asura.Frod 2017-05-02 13:07:16
Fenrir.Cherrywine said: »What is the fallacy? If this were done, SMNs still wanting to use their SP to kill these mobs would have to get really creative/lucky right? So no more easy mode right?
Please elaborate.
At worst it pushes some fights like teles and schah into 'not 100% win' situations. At best it just means bringing another geo or rdm to drop macc anyway.
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By Odin.Geriond 2017-05-02 13:07:50
Fenrir.Cherrywine said: »What is the fallacy? If this were done, SMNs still wanting to use their SP to kill these mobs would have to get really creative/lucky right? So no more easy mode right?
Please elaborate. Yes, while impacting every other non-overpowered strat that uses a RUN as well. The problem is with SMN, not RUN.
By Blazed1979 2017-05-02 13:10:49
People are not getting it.
With a SMN zerg you dont even need a tank.
You don't need anything but any DPS that can survive the duration of conduit AC spam and hold hate for that duration.
That means you can, and we have, used anything that can spike hate and hold the mob's attention for a few seconds.
I find it ironic you wanted to nerf RUN instead of SMN, as Conduit AC zerg eliminates the need for tanks all together most of the time.
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By Fenrir.Cherrywine 2017-05-02 13:13:09
Ah, so the reason to not nerf RUN is because "we all use that." Got it.
If you can't be satisfied with just making it so SMN can't "100% win," then I don't think we have anything to talk about.
Also, in that video, Primex's WS numbers looked comparable to what the SMNs were dishing out. And his TP gain was pretty fast. I'm glad to see some SMNs and WARs working together in harmony.
Move on people...
Ragnarok.Inx
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Posts: 371
By Ragnarok.Inx 2017-05-02 13:17:01
I feel like your understanding of the power/effectiveness of Astral Conduit/Astral Flow is lacking. Without sounding condescending, the answer isn't "it depends how long the fight lasts" because the mob (any NM in the game) is dead once conduit has ended. You can take 3vs3 or 10vs10 or really 18vs10 and have the same result. That's why AC is broken. If said NM was still alive once conduit has ended then you have what some here are arguing; a fair system that would not require a nerf. Hope this helps!
HP on T4's is dependent on the number of participants, so going with a full alliance is whole different experience than going with 6 plus x number of outside buffers.
The assumed "flaw" is that any given group will be able to field a sufficient number of SMN to kill within 30 secs. This is not practical and absolutely not a certainty.
Moreover its far from being a necessity as there exists plenty of safer and more reliable ways to get a win on these fights, because when all's said and done the real linchpin of this strategy is having the ability for the avatars to avoid being amnesiad/stoned etc forcing the SMN to lose a huge chunk of AC's duration dismissing, resummoning and sending their pets in again.
Nerf Odyllic, and the "problem" goes away. Irrespective of numbers of SMN and party size.
But funnily enough, I don't see anyone arguing for that particular approach.
Ragnarok.Primex
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By Ragnarok.Primex 2017-05-02 13:17:47
Fenrir.Cherrywine said: »Also, in that video, Primex's WS numbers looked comparable to what the SMNs were dishing out. And his TP gain was pretty fast. I'm glad to see some SMNs and WARs working together in harmony. Yeah. I think you missed the point.
My war is worth about 2 billion gil.
The best SMN in that pt was worth about 600m.
WAR during MS, fully buffed is one of the most powerful hitters in game. If you saw the end of the video you would see I called up the parse results. My, and Vidiho's WARs, haven't been outparsed that badly.. EVER.
There's no damn comparison. we, together, did less than the weakest SMN in the pt.
And we knew we would. We were glorified tanks. More dmg output than a RUN with lionheart, but nothing even close to a pretty mundane smn. No offense.
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By Odin.Geriond 2017-05-02 13:24:30
Fenrir.Cherrywine said: »Ah, so the reason to not nerf RUN is because "we all use that." Got it. No, the reason to not nerf RUN is that it's ONLY a problem with grouped with SMNs, and SMNs are a problem even without it.
Using an arbitrary scale for example's sake, if you have 3 strategies that are at 5 in efficiency, and 1 strategy at a 15, why the hell would you nerf all strategies by 1-3 instead of nerfing the 15 by 10?
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By Fenrir.Cherrywine 2017-05-02 13:26:20
No offense taken, Primex. I'm of the opinion no job should be essential, so I think it is cool you can hold it and kill it without a tank.
Asura.Saevel
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By Asura.Saevel 2017-05-02 13:26:47
12 hours at work - cliff notes of last 5 pages please, someone.
Those benefiting from SMN AC zerg easy wins trying to argue how they aren't using an exploit and there is no reason for SE to fix it. Then getting super emo because others shoot gaping holes in their rationale.
That's pretty much it. It's the RNG, DRK and BST debate, hell even the alex duping debate all over again. Those exploiting salvage for alex said the exact same things these guys are saying.
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Didn't see a thread up here and the info on BG is all over the place so I figured I'd make a thread to summarize the NM kill strats so far for people who want to try it for themselves. Everyone is welcome to add info themselves and I'll update the OP
Albumen
Ashweed x3 + Void Grass x3 + Vermihumus + Coalition Humus
Notes:
-4x Adds spawn with the main NM
-4 More spawn at 28:00, and 4 more spawn at 26:00 for a total of 12x adds (doesn't spawn any more, may respawn if you kill them, unconfirmed)
-Adds won't hesitate to SP shortly after spawn (about 10 seconds after.) Possibly 2hs are Chainspell, Mijin Gakure, Benediction (I haven't seen a 4th one? It might be the DNC one?)
-Main NM has access to standard Korrigan moves (including Fatal Scream, Petalback Spin etc.)
-Petalback Spin causes hate reset
-Stunnable by GEO/BLM with just focus or languor.
-Main NM can do Hundred Fists (often does Terror->Hundred Fists)
-Main NM has a 5-15 second long enpetrify effect that lands semi-frequently.
Strategies
Source: Ramzus/Lyramion
The only strategies recorded thusfar have been by Lyramion/myself. I don't know the exact details of his but the underlying concept is the same so I'll just add whatever I know, he's welcome to add in points himself after he wants.
Setup: BRD/BLM GEO/BLM PLD WHM | BLM/SCH BLM/SCH BLM/SCH BLM/SCH GEO/WHM COR/WHM | SCH SCH
Buffs:
Languor, Malaise, Focus, Haste, Entrust Acumen
Tactician's Roll, Wizard's Roll, Voidstorm (II)
Part 1: Adds Spawning
BRD pops JAs before spawning it (NT, Marcato, Elemental Seal). Horde Lullaby 2 on spawn immediately before they allahu akbar you. From here on, it's basically just afk until more adds spawn. The BRD needs to pop super revit as soon as possible, and then reuse JAs at ~28:30 remaining in the fight to resleep the 4 new adds that will spawn. After that, afk again until 26:00, once all 12 have spawned, someone can wake up all the adds to wipe your ally as fast as possible.
Part 2: NM Fight
Wait for everyone to recover and for BRDs JA timers to come back up, we rotated the SCH into the BLM pt for voidstorm 2 and then moved them back out.
BRD opened with NT/Marcato/Ele Seal and pulled with Horde Lullaby II (make sure your BRD memorizes how long their Lullaby lasts with NT+Marcato and NT+Marcato+CC) then we moved the Mandragora away from all the babies and started Gravitations alternating Death in pairs. The GEO in the tank PT popped BoG Languor for now.
As soon as possible, The COR should go into the PT with the BRD and RD'd + Super Revit RD'd again to get Marc/Ele Seal/NT back up, as well as got the GEO's BoG back for another Languor. Then at some point, The tank PT GEO did bolster malaise+languor and one of the SCHs tabula rasa'd and we just Death SC'd continuously. The BRD made sure to keep track of her Lullaby timer and told me when it had <30 sec remaining, then I ele seal Breakga'd then the BRD reapplied Lullaby with NT/CC/SV/Ele Seal for an additional 6.5min for a total of 12min. At some point the COR WC'd the BRD+1st bolster to see if they'd get it back (just in case for some reason it takes more than 12 min of fighting to kill). If bolster didn't recover then our GEOs swapped PTs and continued. The GEO/BLM can stun Petalback Spin 100% of the time with just Languor or just Focus, we only got hate reset 1 time because it did it mid-cast so it got through.
Erinys
Voidsnapper x3 + Ashweed x3 + Mistmelt + Scroll of Tornado
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
I dualbox'd GEO and did wilt/frailty in the tank pt, and DEX/Fury in the melee pt. The bubbles never wore for the most part (i did switch frailties between pt a few times and changed DEX to Barrier in tank pt) but you should never have an issue with it wearing off.
We also had all 6 members of the THF pt to get both lucid wings1/2 and we timed using them around when all THFs offloaded tp, in reality I should have saved them for when I did bolster but that's just for something to consider in the future.
We had 2 COR/SMN and a SMN rotating lullaby with SMN->COR1->SMN->COR2->SMN etc as soon as timers were up after the initial spacing out of lullabies to get a good cycle going. We opted from using BSTs to kill adds and just mewing lullabied all of them, not a single TP move went off the entire 23min fight.
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem.
Onychophora
Void Crystal x3 + Void Grass x3 + Titanite x10 + Worm Mulch
Notes:
-Absorbs damage during TP moves
-Does relatively little damage, as do adds.
-Luopans soak Gorge/Disgorge damage making it a non-issue.
-Has unique TP move called Psychosis Gorge(sp?) that is an unerasable/sacrificable impact type stat reduction.
-Absorbs magic damage after casting Fire type spells below 50%, switches to absorb Physical Damage when it starts casting Earth spells
-Spawns adds after first SC, will retaliate with Doomvoid if you repeat the same SC, need to cycle some elements (not sure total amount)
-Increasing SC level causes more adds to spawn, can cycle t1 SCs.
-Main NM and babies can all Dustvoid to fully strip tank equipment, need some sort of method of immediately getting it back on so you don't die (our PLD make an equipset and macro'd it and mashed it when it did dustvoid.)
Strategy:
Source: Lyramion, Ramzus
PT1: PLD WHM SCH GEO
PT2: SCH BLM BLM BLM GEO COR
Buffs: Wizard's Roll, Tactician's Roll, Languor, Malaise, Focus, Acumen
I followed Lyra's suggestion of doing Wind->Ice->Fire->Dark->Thunder-> but I'm not sure how much it matters? If possible, Wind->Ice->Dark would probably work the best as those produced the highest damage nukes. I had BLMs self storm on every single SC so I wouldn't have to deal with it. On the wind SC I had the other SCH SC, no one except me MB'd so I could get some super powered Helix off. Without Bolster/Temp I was landing 13k Helix, with Bolster+Soldier the highest I saw was 30k.
There is very relatively little damage dealt by the NM this entire fight, GEOs should theoretically be able to full time BoG bubbles until they wear off naturally, unless they have enough regen (not sure if it's even possible to fully negate?)
During the more important SCs (Wind/Dark) we'd spam dia on the NM to force it to use a TP move before going, just to guarantee not healing it since 3x Death was doing >200k damage total. The TP feed is incredibly slow on this NM so this is a guaranteed method of being able to avoid TP dmg absorption 100% of the time if you SC immediately after it goes.
However, below 50% when it starts absorbing damage based on whether it's casting fire/earth, it starts to do multiple TP moves in a row instead of just one, so do be careful of that. We opt'd out of using silence after the first 3 landed, since it appeared to use spells almost guaranteed after silence wore which disrupted the flow of the battle. I'm not 100% certain, but I think it casts spells every 30 seconds and whether it decides to use Fire or Earth is random? It does use the same element spell multiple times in a row, though. I didn't observe enough to see whether it occurs in phases or not.
Schah
Voidsnapper x3 + Gravewood Log x3 + Leisure Table + Trump Card Case
The hardest fight in the game. Tumult Curator might be close, but he doesn't really give anything special. Anyone who wants an aeonic weapon eventually has to face this guy, who is on another level from all of the other NMs required. Even the best geared and most coordinated groups WILL lose to this guy, multiple times, before winning once.
Everything about this is a nightmare. Schah spawns a grand total of 14 adds; 7 Bhata (pawn), 2 Ashva (knight), 2 Gaja (bishop), 2 Ratha (rook), and 1 Mantri (queen). If any Bhata lives for too long (2-3 mins), it "promotes" into another Mantri. Ashva can use Banneret Charge (sets HP to 1) from 100%, which is basically an instant loss if it hits the PLD. Gaja can use Besieger's Bane (20' Terror+Zombie+Bio) from 100%, which is, again, instant loss if it hits the PLD and WHM. Every single caturae possesses knockback TP moves, and they can go into the trees and knock the PLD out of the corner. Hate is nigh impossible to hold; they WILL eventually split off from the PLD and attack others.
There are some good sides, and some key points. Bhata has less health than the other adds, and will almost always die in one SC+MB volley. Ratha does nothing special, so it can be left alone until the two Ashva/Gaja are dealt with. Mantri has FAR more health and defenses than the other adds (letting a second Mantri spawn is basically game over), but she can't use Enthrall (charmga) until 50%. Finally, don't even think of keeping the adds alive; Schah himself takes virtually no damage until they're all dead.
With all adds dead, it becomes a race against the clock. Only Death does any reasonable damage against Schah, so as many of those need to fire off as possible (hence BLM/SCH). Be careful; we have seen Schah use Besieger's Bane, Royal Decree, and Enthrall, as well as all the other caturae TP moves. We haven't seen him use Banneret Charge, but that just might be extremely rare. This is far easier to survive than with adds up, but don't let your guard down. Slack off on damage at any point, and you very well might time out.
The Corsair was dualboxed (by me). Every other job you simply cannot dualbox, too much is required. Setup was PLD/BLU WHM SCH in tank pt, then BLM/SCH BLM/SCH SCH GEO GEO COR. 1 Idris, no mage has any Amalric+1 gear. We did get lucky on Wild Card reset this time, but we have beaten him without it.
Before you start worrying about getting clears for an aeonic weapon, ask yourself if you're ever going to be able to beat this guy...because to get one, you're going to have to. Using a brew won't count either. Up for the challenge?
Teles
Void Crystal x3 + Voidsnapper x3 + Siren's Hair + Scroll of Maiden's Virelai
Notes:
-Uses SPs in random order at 79, 59, 39, 29, 19 and 9%. At 9% it will keep using SPs over and over.
-Each SP comes with a mega range aura.
-Soul voice: 1 minute silence aura and it gains access to virelai and a charm TP move called Entice. Vex/attunement will block Entice 99% of the time, but only charm buffer can block virelai reliably. Important to note that charm buffer can be dispelled easily in this fight. We had PLD use Sent. or invincible when this aura was up, but tank party will still have to rely on healing temps if HP goes too low.
-Manafont: 1 minute MDB down aura. Laughably easy to deal with if you have vex/attunement and Aegis on PLD. This is a good period to do as much damage as you possibly can.
-Invincible: 30 second 200-300/tic dia aura. Manawall can block this damage, which leaves the rest of the mage party to heal themselves. As long as no one panics and uses cures/temps, it's not too bad to deal with.
-Heavily favors using Clarsach when someone pulls hate at a distance, usually resulting in the entire backline getting 1shot.
-It's very important to pop this at a spot where the mage party can abuse terrain due to Clarsach's range. There are a few spots that work, but we settled on the spot near warp #2.
Strategy
Source: Ejiin
Tank party: PLDx2 GEOx2 WHM. Mage party: BLMx3 SCH GEOx2.
-PLD x2 was used because it has wonky hate, similar to Seiryu mechanics, where once damage is dealt to it, it will partial reset hate on its current target and chase the person who damaged it. This can be completely negated by having a 2nd tank who tries to get hate during periods when damage is done to it. Doing this, it did not chase BLM even once the entire fight.
-WHM was pulling hate a lot and wiping the backline, so we ended up having the WHM stand with the tanks.
-GEOs were used for vex/attunement/focus/wilt and entrust haste cycle for tank party, which made Teles very manageable to deal with. Focus was so the GEOs in the tank party could land dispel. GEOs in the mage party did standard mage GEO buffs/debuffs.
-Clarsach gives it many buffs, including Attack/MAB/MDB/Meva boosts, so it's a good idea to have several people on Dispel duty.
-Magic burst Death in pairs, spacing them out appropriately to avoid magic resistance mechanic to allow for 99,999 on each death.
Vinipata
Void Crystal x3 + Duskcrawler x3 + Bone Chip x10 + Scarletite Ingot
Notes:
-Spawns with 2 adds, Green Naraka has random hate, Blue one usually stays glued to the tank.
-Astral Flow at around 46 and 16, seems to be a hybrid between AF and Meikyo? Will do Sakra Storm or Yama's Judgment at the end of 4 TP move and spawn 2 more adds at the end of each AF, for a maximum of 6 adds. Will spawn a Green+Blue Naraka each time
-Meikyo Shisui at 74, 49, 24%, and spams it below 10%. Will also do Sakra Storm or Yama's Judgment as its 4th TP move.
-Yama's Judgment is 5-count doom.
-Meikyo Shisui during Raksha Stance : Judgment or Illusion > Judgment or Illusion > Vengeance > Yama's Judgment
-Meikyo Shisui during Yaksha Stance : Bliss or Damnation > Bliss or Damnation > Oblivion > Sakra Storm
-CAN BE STUNNED with elemental seal (save it for the 4th tp move of SP)
-Fairly resistant to most debuffs.
-Will heavily favor Raksha Stance which gives it -50% MDT. Can supposedly be terror/DT reset proc'd by completing a SC in the middle of the animation for a stance TP move.
-Killing adds will cause him to respawn one per TP move until he reaches his current maximum add capacity.
Strategy
Source: Papesse, Ramzus, Lyramion, Geigei
PT1: PLD RUN WHM SCH SCH BRD/BLM
PT2: BLM BLM BLM BLM GEO/WHM GEO/WHM
Buffs: Focus, Haste, Malaise, Languor, Entrust Acumen, Firestorm II
Fight is very heavily terrain dependent, Warp#2 highly recommended.
Like Albumen, this fight is highly dependent on BRD sleeps.
The mages should be positioned at the top of the hill, while the PLD tanks it at the bottom of the hill with their back facing the mages, Vinipata should be on the dirt path. Knock back makes this fight a total bitch, the PLD needs to be very alert and run immediately back to Vinipata if they get knocked back before it gets repositioned closer to the mages.
Part 1: Initial Spawn + Fighting
The BRD should open with NT CC Ele seal and sleep the adds right on pop. The PLD runs the NM down the hill, positions it. As soon as positioning is good, 1 GEO should bolster Focus+Malaise while the other does BoG Languor+Haste. The first SCH can also tabula rasa and then immediately start spamming fusion while the RUN Gamb/Raykes and the BLMs MB Firaja->Fire6. This fight is highly dependent on your ability to push Vinipata down to the next set of adds spawns.
GEOs should be helping with status ailments, particularly spamming cursna on the PLD on Yama's Judgment. Global recasts on Cursna make it hard for a single WHM to consistently remove it on time while dealing with curing+other debuffs.
As you continue to MB it down, prepare yourself at approximately 50% for Astral Flow to occur, and BLMs should change off of Firaja to just single target MBs. As soon as the AF animation goes at ~46, everyone should just gather ontop of it and wipe as soon as possible, having a good Helix II MB on it shortly before 50% is indispensable as it can whittle down a good 10% while someone zombies vinipata during recovery.
Part 2: Saccing
Right before wiping, someone needs to throw a Bio II or Dia II on Vinipata just in case to prevent it from regening while zombing. We had our GEO that used bolster sac it while we all recovered. It is highly important that you wipe TOWARDS THE DIRT PATH AS LOW AS POSSIBLE and remain there while waiting for weakness to wear, otherwise a stray TP move while saccing might wipe all of you again. When ready, get buffs up again, the BRD should this time use CC + SV ontop of the usual JAs for maximum duration sleep on adds, since the goal is to (hopefully) kill it before adds wake up this time.
Part 3: Killing it
Everyone repositions again, mages should hide at the very top of the hill in the little corner to avoid TP move on pull, BRD pulls with Horde Lullaby II again with all JA/SP while PLD stands on bottom of hill ready to flash Vinipata on pull.
Repeat the same thing, the 2nd GEO and SCH should now Bolster/TR (obviously switch bubbles on GEO so that you have Bolster Malaise+Focus again) and start SCing + Firaja/Fire6 with Gambit/Rayke. The RUN should also super revit so that they can Gambit+Rayke at low % again just to force it to 0, as <10% can get messy.
The BRD also needs to super revit before 25% to have JAs ready to immediately sleep adds 5/6 when they spawn. At that point, go back to strictly single target, and throw out another Gambit+Rayke, and hope that it dies before anything wakes up. You should IDEALLY have about 15 minutes left, but you may find that to not always be the case. If you wipe at <10% (we have at least 3 times), continue saccing it until the BRDs JA timers are up, it'll be a really bad time crunch as you have probably 3 min to finish it. You'll need to watch out too because it likes to use Meikyo frequently <10%, and when you start the fight it'll open up with 4 tp moves while repositioning, so everyone needs to stay away, as it will very easily wipe you.
This fight is very very dependent on how frequently it uses Raksha Stance. We've had fights take 12 min, and fights taken 29 min entirely because it stayed in Raksha Stance for 100% of the fight.
Zerde
Void Grass x3 + Ashen Crayfish x3 + Flan Meat x10 + Black Pudding
Notes:
-Arguably the easiest fight, is a complete Zerg.
-Spawns with 2 adds that cause an approximate 21'? 400 dmg Bio Aura. Killing the adds will drop the aura until new ones spawn.
-Frequently spawns new adds, at <50% it gains access to adds that give a doom aura.
-Auras can be avoided by everyone except for PLD+WHM by abusing terrain on Warp 2.
-Gains access to charm at <50%.
-Can be proc'd with SC+Fire MBs (?)
Strategy
Source: Ramzus, Lyramion.
PT1: RUN PLD/BLU WHM
PT2: BLM BLM BLM SCH GEO GEO
(can alternatively throw SCH into tank PT after storms and bring 4 BLM).
Buffs: Languor, Malaise, Acumen, Focus, entrust Haste, Firestorm II
1 BLM should use elemental seal before pop, and immediately stun it when its popped to avoid a 10 second stun from Just Desserts. The fight entirely relies on this opening stun.
Once positioned, the PLD uses appropriate /BLU spells (Jettatura, Geist Wall, Sheep Song etc.) when adds spawn to hold hate. Everyone should abuse the hill terrain to be a good 23' away from the NM and avoid aura. We had both of our GEOs Bolster + have the SCH TR + Embrava both PTs and just zerged it down with Firaja->Fire 6 MBs in under 2 min.
The PLD+WHM should use Charm Buffer before 50% (around 60 is pretty good) as it goes down pretty fast, and might use charm fairly fast. It has a fairly large range on it, as our WHM got hit by it on our first win, so assume that it'll probably be 20'.
Every time we've fought it, SC+MB proc'd it around 60% and made it take very massive damage (i.e. multiple 99,999 Fire MBs) which made it drop really fast, I'm not sure how easy it is to replicate this.
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