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The Odyssey - || Strategy and Discussion ||
Serveur: Asura
Game: FFXI
Posts: 444
By Asura.Dexprozius 2024-10-20 16:38:48
I actually enjoy doing the fights over again to help people, even better if you can do it on a different job than you did on your 1st clear.
BUT, there is little incentive to do so, which is the main problem. 0 incentive if you've finished your RP.
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By Shichishito 2024-10-20 17:37:11
Carbuncle.Maletaru said: »Another practical implication of "free" entrances that don't grant the win/RP If we take ambu PUGs for example (because it's a scenario where you don't lose much on failure except time) you have 2, maybe 3 attempts max befor people start leaving and put you on the avoid list.
There are rewards waiting for everyone for a successful ambu run and little to none for players who already progressed far enough into odyssey. I'm afraid this isn't going to change the PUG situation and with trusts you can't properly test run the full fight of higher tiers anyway, regardless of mog mastery.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10105
By Asura.Sechs 2024-10-21 07:56:23
Carbuncle.Maletaru said: »It would make getting clears much easier for the segment-starved, at all levels. Easier for sure, "much easier" I don't know.
One thing is making content easier by simply nerfing it, it's kind of a let down for who was looking for a challenge for who got it the day before.
This is technically making it easier, but it doesn't make the content directly easier, it "just" allows you to practice, but you still need to put in the effort, the time, the gear, the skill.
In my opinion this is a very positive thing, whereas from the context of your post I get that you consider it a negative thing?
Mind to explain better so I can understand your point of view?
To me it sounds like an improvement for everyone. I might have had a different opinion if they implemented this change a few months after content release but we're talking about years here, so it would be perfectly in line with the history of FFXI, long due and a very smart way to revitalize the content by making it more accessible but not directly easier.
By Shichishito 2024-10-21 08:25:17
In my opinion this is a very positive thing, whereas from the context of your post I get that you consider it a negative thing?
Mind to explain better so I can understand your point of view? Carbuncle.Maletaru said: »Some would consider that a good thing, I'm not as convinced. Having something on the line for the win is a lot more meaningful and having a reason to farm segments (other than gil because who needs more of that?) is another good reason to get people online, playing, chatting, etc. We've had people missing from my group a lot lately and have started yelling and taking randos in to our seg farms; wouldn't be doing that if we didn't need the segments for boss attempts. He thinks it lessens the achievement if segments aren't on the line for each attempt and that segments farming is a incentive for people to log in and play together which would be needed less if you don't have to waste them on training anymore.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 08:45:13
Imagine segments didn't exist and you could just enter bosses whenever you want without ever using a moglophone II. Do you think this would make it easier to learn how to kill a boss?
Now you, please, explain how making it easier to develop and practice a strategy for a boss wouldn't make it easier to kill that boss.
I think there is a lot of skill, gear, and effort that is required to kill all of the T3 V25s (and to a lesser degree the V20 T3s). I think part of the skill part of that is executing the difficult plans, getting your positioning right, using your abilities at the right times, etc. Practicing this is a key part of how you prepare for a winning fight.
Would you agree that each time you attempt a boss, you learn something about the fight? Maybe not on your 1000th attempt, but in the beginning? I think so, and that means that the attempt has some value and giving infinite, consequence-free attempts to the players adds value.
Hell, you could just go in with 3 players and attempt to land all the debuffs to time how long they last and whether or not you can land them. You can spend a whole run just kiting the add, to get your pathing down. You can attempt it without Caper 10 times, then try it with Caper 10 times to see if it's worth using your 1hr or if you should save that for a different KI.
I think the ability to go in without cost would allow people to do things that they wouldn't normally do when segments/moglophones are on the line. Do you not think that's the case? Why?
Asura.Eiryl
Serveur: Asura
Game: FFXI
By Asura.Eiryl 2024-10-21 08:48:40
Obviously more attempts makes it easier. Practice makes perfect.
I don't believe anyone doesn't understand that is one of the oldest concepts in existence.
What he said was along the lines of not understanding why youre losing, just repeatedly entering without acknowledging the failures.
Just entering over and over isn't going to let you win, you have to figure out why you lost and improve before you try again.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 09:00:13
OK, now let's address "much" easier.
If you had to weigh the difficulty of a V25 T3 fight, how would you weigh the things that add to the difficulty? I would say:
Gear: Sets minimum bar
Randomness: 5%
Strategy: 60%
Positioning: 30%
Communication: 5%
Varies by fight. You can practice and work on nearly all of this while in your infinite attempts, including/especially the actually difficult parts. Sure, it's not going to make it easier for you to meet the DPS checks, but it might, by changing the order in which you use JA, when you use 1hrs, etc. which could increase your DPS...You can learn new things like "let's practice using Asylum to block Droning Whirlwind" and then get increased DPS from not being dispelled...
Mastering your strategy is the best thing you can possibly do, hands-down, once you pass the minimum bar of gear required to beat one of these bosses. That's just like, my opinion man. High end Ody bosses are all about your execution, communication, and strategy. Making an adjustment to that part will have the largest impact to people's ability to win.
Whether or not that's a good thing is a whole 'nother conversation but yes, I think that giving free access to the fight would make it easier to win.
Just entering over and over isn't going to let you win, you have to figure out why you lost and improve before you try again.
Sure, some people who will never be able to clear the fight because they have no ability to self-reflect will never win. Barring that though, anyone who actually has a chance to win would benefit from this change or other similar types of changes.
Shiva.Thorny
Serveur: Shiva
Game: FFXI
Posts: 2808
By Shiva.Thorny 2024-10-21 09:07:34
50% on positioning is awfully generous, especially when you consider how much of the playerbase seems perfectly fine with anchor and speed.
I don't think free access would really change much, personally. I get your argument, and I mostly agree with it, but people aren't failing to clear odyssey because they don't get enough chances. They're refusing to engage because they're used to being best in slot for bare minimum effort. The bar was raised too much for them, if they are struggling with anything less than V25 fights they see V25 as impossible and won't bother trying anything less because they see no potential to be BiS again.
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Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10105
By Asura.Sechs 2024-10-21 09:10:42
Carbuncle.Maletaru said: »Imagine segments didn't exist and you could just enter bosses whenever you want without ever using a moglophone II. Do you think this would make it easier to learn how to kill a boss? It is, indirectly, quite clearly easier.
Limited attempts per week have been a very old method to slow down progression in MMO since the golden age.
I was debating that between the two typical methods used in MMOs to make things easier once they're old enough, one implies a direct impact on the difficulty of the content (by nerfing it), the other one implies an indirect simplification by removing the limited amounts of attempts. Which does indeed end up making the fight easier, but it doesn't remove the components related to you having the right jobs, geared enough, with the necessary amount of skill and teamwork.
So, for a content that's quite old now, it seems to me a quite acceptable solution even for people who stand on the side of keeping things as they are.
Even then, if you really think that would have such a negative impact on the game community (I don't, but let's not digress) they could make so the "enter free without RP gain" option is available only to people who already managed to defeat that content.
Would that make it satisfying for you?
The main problem I see with the way FFXI implemented limited amount of attempts this time (gating has pretty much always existed in FFXI after all) is that it requires you to do content A to be able to enter content B.
In my opinion this is a very players-unfriendly game design.
I think at that point it would've been better to put MoglophoneIIs on a 20hrs timer, stacking up to a certain amount (I dunno what would be an acceptable compromise, 12? 15? Whatever).
At that point you're still gated, but at least when you login you're not forced to do another content.
Segments would be still necessary to buy the Amplifier, for the gil reward at the end, they could even think about something else but honestly I think it's appalling enough in itself without being a mandatory gating to Sheol Gaol.
Jm2c.
Quote: Now you, please, explain how making it easier to develop and practice a strategy for a boss wouldn't make it easier to kill that boss. I already said it would, indirectly, make Gaol content slightly easier to master. I think this is undeniable.
My point is rather: is it bad?
Because to me for a content this old it's a good thing, not a bad one.
Shiva.Thorny
Serveur: Shiva
Game: FFXI
Posts: 2808
By Shiva.Thorny 2024-10-21 09:17:43
I think there are ways to ease entrance that wouldn't have meaningful negative impact on the game. Perhaps the moglophone should be consumed when at least one member gains the bonus from an amplifier or kills a boss. If you attempt, but do not kill or amp, you could farm RP for free. But, the pace at which you'd be going would make it entirely pointless for a group capable of farming segments effectively.
This would allow groups to gain RP for their progress while working at their clear, but it wouldn't make things any easier for mercs. I do not think this would meaningful degrade the content, and it would provide extra incentive to work at it.
That said, I still don't think anything of this nature will fix the problem. SE made it too easy to have a 'perfect' character for too long, and a lot of people are still stuck in the mindset of getting that perfect character. They see R30 gear as unattainable, rule out that goal, and feel too demoralized to bother with R25. This is an ego/mindset issue, and minor changes like this won't be enough to make people chase a difficult goal again IMO.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 09:17:45
50% on positioning is awfully generous, especially when you consider how much of the playerbase seems perfectly fine with anchor and speed.
You're right, I adjusted it a little bit in an edit but TBH positioning is really important in a lot of the V25s:
Ongo: Getting in/out for RD/WC fast, setting up bubbles in the right places, getting in/out for your SC fast. Kiting could fall into this bucket.
Arebati: RUN and PLD positioning so the PLD can cure the RUN but not be hit by AoE. RNG having space to HS while COR is shooting. Not too much else, though 1st KI has some (getting add away from boss to increase DPS uptime as much as possible, keeping add out of aura if possible)
Ngai: Extremely important, keeping melee in range of WHM while not dying to Marine Mayhem, avoiding conals hitting multiple people, running the adds away from the boss, etc.
Kalunga: Keeping people spread out enough to avoid conal from the turtles. You can get the turtle's target far enough from other players that its aoe autos don't hit them. Placing bubbles in the safest place possible
Mboze: Meleeing add/WSing boss requires very precise positioning so everyone can get around it. They have conal moves as well so pointing them in the right direction is important.
Xevioso: Lots of conals with 4 melee + PLD, it's quite important, plus you want somewhere the wyvern (if playing DRG) can safely sit without being conal'd to death. Does your WHM stand in with the group, the whole time or only after adds spawn?
It's a big factor and a lot of it has nothing to do with Anchor.
Shiva.Thorny
Serveur: Shiva
Game: FFXI
Posts: 2808
By Shiva.Thorny 2024-10-21 09:20:10
Most of these positions are just a matter of standing in the right place at the start and not moving after that, if you use anchor to prevent knockback. It is important to victory, but I would just consider it a very small subset of strategy if you are using anchor.
If you are actually dealing with knockback as intended, it is considerably more. But, like I said, the current state of the game means you're more likely to be b*tched at for not using anchor if you aren't in a long-standing static with a commitment to fair play.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 09:33:24
I'm not sure what the "solution" to Odyssey is, TBH. I'm not tuned into the struggles of the people who are quitting FFXI or not logging in to know the causes behind it.
I think the content is really hard and that people probably get frustrated by it, think it's impossible, or that it's all RNG-based and not skill-based and then stop trying. That seems kinda baked into the content though and there's not much getting around that.
I certainly wouldn't want them to make it easier (lower stats, lower HP, lower damage, etc.) to avoid this problem. If given the alternative then yeah I think allowing some kind of segment-free entry would be preferable to a direct nerf, obviously.
Ultimately though, I think once you solve your "it's too hard for most people" problem, you run into a new problem: "everyone's beat Odyssey". WTF are you going to do in FFXI after you have your R30 Ody gear?
Not saying they should make content impossible to increase subs, but if you think the Asura folks are gonna keep subbing so they can help their friends clear things, or so they can sell the clears to some rubes to make another REMA, I think you're going to be disappointed with your sub charts.
There definitely needs to be a balance between making the content too hard that frustrates people into quitting and too easy that there's nothing to do, but IDK where that line is. I think it's perfectly reasonable for a group of well-coordinated, skilled players to beat any V25 boss right now.
It's a bit like WOW or FFXIV though, isn't it? There are V15/V20 for the more casual players and V25 for the hardcore sweaty nerds. WOW and FFXIV (AFAIK) have hardcore versions of their raids that most people struggle with completing or don't even engage with because they're casual and not sweaty.
Shiva.Thorny
Serveur: Shiva
Game: FFXI
Posts: 2808
By Shiva.Thorny 2024-10-21 09:37:19
Carbuncle.Maletaru said: »that it's all RNG-based and not skill-based and then stop trying. I think there are a lot of posters on these forums that do a lot to push this narrative, too. Perhaps they are upset they can't win or whatever, but I've seen so many threads where people cry about the RNG preventing them winning.
In reality, if you have the strategy mastered, you might need a few tries to win (on Bumba, you might even need 10 or 12). This isn't an insane bar. The RNG is only a real problem if you're also failing your strategy check 90% of the time and counting on the RNG check to line up with the one time you play properly. I think it's important to call this *** out every time it gets mentioned.
As far as your greater point, I don't think difficulty changes are necessary. Accessibility changes might be. But ultimately, my impression is that FFXI players have developed a mindset that they deserve to be best in slot after years of content where anyone could win. WoW and FFXIV haven't had recent eras where half of endgame players were fully BIS like FFXI has. Whether or not I'm right, there is a clear unwillingness for the casual gamers to actually do v15 and v20.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 09:38:27
Most of these positions are just a matter of standing in the right place at the start and not moving after that, if you use anchor to prevent knockback. It is important to victory, but I would just consider it a very small subset of strategy if you are using anchor.
I'm not referring to the skill involved in standing in that position, I'm referring to the knowledge/choice of where to stand in the first place. I think planning the proper position and having the knowledge/foresight to pick that position in the first place is an important factor. Playing with different positions for various characters is integral to getting a win.
For basically every single V25 T3, we've had a lot of discussions in my group about where people should be standing, where we should place bubbles, the wyvern, should the WHM be standing with us or not, where is the automaton going to be tanking the crabs, etc. You have to learn this through experience and they're calls you make based on your players and your strategy. These are, IMO, much more important than replacing a +1 neck with a +2, etc.
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Phoenix.Iocus
Serveur: Phoenix
Game: FFXI
Posts: 1532
By Phoenix.Iocus 2024-10-21 09:52:55
I definitely agree on the importance of positioning. I've played with too many people that have no situational awareness or positional awareness. It's like watching people decide to walk into traffic for no reason.
Without good group positioning, you lose consistency. If you're not trying for consistency on this content then I guess Odyssey is 100% RNG and SE is bad and everyone will miss you when you're gone.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 09:58:57
I copied these into the descriptions of my YouTube videos, but posting here as well since this is the Odyssey strategy and discussion thread.
Arebati V25: SMN BST DRG RDM WHM DNC
BRD COR RNG GEO PLD RUN
First KI:
Goal is to get him as low as possible; every 5% helps, but we generally found that minimum viable attempts were ~59% or lower. Lowest we've ever gotten was 49%.
Lobby bubbles: Refresh WHM, DEX SMN, STR BST, Frailty DRG, Fury DNC
BST: Start with Killer Instinct, then switch to Fatso and rotate TP Drainkiss with the SMN. Re-apply KI when it wears off, assuming you have JA for it.
SMN: Alternate Mewing Lullaby with BST, do Hysteric Assault between. Get as many buffs up as you can at the start, then use Apogee to reapply them as they're coming off.
DRG: Do damage, Angon, etc.
RDM: Apply debuffs to Arebati, once add pops, get it bound/gravitied/slept out of range
WHM: Cure people
DNC: Box/Feather steps, Haste Samba, DD
Second KI:
Lobby Bubbles: Refresh BRD, Frailty RUN, STR COR, DEX RNG, Barrier PLD
PLD: Main heals and tanking both pigs. Prioritize taking 0 or close-to-0, then get the best healing set you can
RUN: Tanking main boss. Focus on enmity as hard as you can, spam spells and JA on CD.
RNG: Do shitloads of damage. Probably starting with Annihilator to avoid pulling hate. Use Gandiva/Armageddon only if necessary. Get Hover Shot capped out for damage. Mostly Coronach, but if you need can use Slug Shot, or just shoot for white damage
COR: Crooked Chaos/Sam rolls, do as much damage as you can with Last Stand/Detonator
BRD: Minuetx3, HMarch, Dirge (COR) AGI Etude (RNG). 2 Minne 2 Ballad VMarch for PLD, Ice carols, Minne, March, Ballad on RUN
GEO: Geo-Fury, Indi-AGI. Open with BoG/Ecliptic, use Bolster for < 40%. Use Entrust to re-apply Frailty to RUN
Ongo V25: PLD NIN RDM SMN BST BLU
PUP DRG WAR WHM GEO DNC
BRD COR THF BLM RUN SCH
First KI:
Lobby: Malaise, Acumen, Focus, Languor, INT
Goal is to get 74%, you will not be able to get further than that.
PLD + NIN make Gravitation (Shun -> Requiescat)
Shun -> Primal Rend -> CDC makes 3-step Darkness
BLU can CA with Quad. to make 3-step Darkness
PLD get TP from Reikiko + Vim Torque, plus shield blocks (use Palisade/Reprisal)
NIN bursts 2-3 ninjutsu on every SC, use Futae on cooldown. Get TP from Gokotai with maxed DW set.
BLU bursts when possible, otherwise spams hard.
BST uses Fatso to remove TP the whole time
RDM use enspells to do damage, use Stymie Frazzle. Silence, Slow, Para.
SMN spam Night Terror on CD, try to burst when possible but don't be afraid to free-nuke it a lot.
Second:
Lobby: STR, Haste, Barrier, DEX
Goal is to kill the baby bird.
PUP tanks boss
DRG does most of the damage, Impulse spam with Shining
WAR tank and also do Impulse spam
DNC keep up Box/Feather, do damage, help cure sometimes.
GEO Geo-Fury, Indi-Frailty, Entrust Barrier. BoG/Ecliptic -> Bolter -> BoG/Ecliptic, nuke on Darkness SC
Third:
Lobby: Int, Acumen, Malaise (RUN), Focus, Barrier (BRD)
VMarch, 2 INT Etude, Ballad, Minne. Put Nitro songs up with ~12 minutes left, drop Threnody/Elegy during this
Crooked Tactician's/Wizards
SCH always makes Gravitation and keeps Helix up. Try to find time to keep all buffs up. This is not really a race.
RUN and COR SC as much as possible, THF and BRD fill in when possible.
Time Subtle Sorcery when lots of SC will be coming out.
Use RD/WC/RD as strats/Rayke/Gambit are on cooldown. Only WC after all 1hrs are used, ideally sub-40
BRD should get hate on the add (Caper if needed) and kite it rather than hanging with the group.
THF uses Larceny on the second Sforzo
Spam SC hard during TR.
Mboze V25: RUN RDM SCH BST SMN DRK
BLU BRD COR WAR GEO PLD
First KI:
Lobby Bubbles:
Haste SMN, Barrier RUN, Frailty BST, STR SCH, Fury DRK
Goal is to get 74%. We never got any further than that, though you could theoretically do it.
Darkness SC for landing Ooze: Cross Reaper -> Eclipse Bite. Also use Unda Rayke & Stymie Frazzle 3
BST: Open with Purulent Ooze, then vermin KI, then Fatso TP Drainkiss every 30s for the rest of the fight
RUN: Stay disengaged and keep stoneskin up. Can TP add/WS boss once add is out
DRK: Open with Armor Break. Make sure TP and WS sets have capped SB in them. Alternate WS so you don't wall yourself. Once add has spawned, use it as TP battery. Use SE if we can afford to sacrifice second KI 1hr
SCH: Heal and buff people. Use TR at ~9 minutes and keep Embrava up on everyone. Asc Stoneskin to maintain it
RDM: Stymie Frazzle 3 at the beginning. Haste 2 everyone, enfeeble the ***out of Mboze (and the add once it spawns). Once add is out, TP on add and WS on boss.
SMN: Hastega II, Crimson Howl, Crystal Blessing, Wind's Blessing. Mew on cooldown. Reapply buffs with Apogee mid-fight. Alternate Mewing & a BP:R (Predator Claws?)
Second KI:
Lobby Bubbles:
Fend WAR Refresh BLU STR BRD Wilt COR Barrier PLD
WAR: Open with Armor Break, keep hate on the boss the whole time. Try different weapons and figure out the best one for this situation, probably something 1-handed? Alternate WS so you don't wall yourself
BLU: feather tickle/Reaving Mboze on CD, heal as necessary (White Wind). Expiacion on Mboze. Keep Silent Storm up on boss. Probably use Diffusion for Mighty Guard?
PLD: Cure people, tank both of the adds. Try not to get hate on Mboze
BRD: HM, 2 minuet, 2 Minne. PLD gets Ballads. Elegy adds, Wind Threnody on Mboze. TP adds, WS boss (savage)
COR: Chaos/Sam, TP adds WS boss.
GEO: Indi-Frailty, Geo-Fury. Keep bubble outside of his auto-attack range so BoG/Ecliptic will last as long as possible. Bolster sub-40%. Entrust Attunement (to avoid para) and/or STR
Xevioso V25: PLD DNC COR DRG WHM BRD
Lobby bubbles: Fury DRG, Fend COR, Frailty BRD, Barrier PLD, DEX DNC
WHM make sure to always keep up aquaveil (check set to make sure the +Aquaveil pieces are there) and make sure to have 50% DT in idle and cure midcast sets. Try to use Asylum early-ish in the fight to catch the first Droning Whirlwind and prevent it from dispelling the group. Using Asylum within the first ~15 seconds after engaging tends to catch it.
DRG keeps up Stardiver debuff, spams Impulse Drive
DNC keeps up haste samba, box and feather steps, uses Rudras. May need to help with cures, ideally not. Might remove para from WHM if he's sacrificing? (we'll see how PLD and WHM do)
COR does Gallant on WHM, then Sam/Chaos on the party. Use Last Stand for damage primarily
BRD Scherzo (most important), Wind Carol II, HMarch, 1 Minuet, 1 Minne. Minne/Ballad for WHM. Use Mordant Rime
PLD mostly help cure everybody, but also try to get hate on the adds (but not boss)
After first add spawns, everyone stacks in a pile for aoe cures. During fetter proc window, BRD, DNC, and COR switch to Evisceration, it should proc VERY fast.
Ngai V25: BRD COR GEO MNK PUP WHM
Lobby bubbles: Frailty MNK, STR PUP, Refresh WHM, Focus BRD
Indi-Barrier, Geo-Fury, Entrust ?? Indi-STR?
HMarch, Minuet V, Minuet IV, Scherzo, Water Carol II
Crooked Chaos/Sam. After these are done, do Tacticians on BRD and yourself
All the usual buffs
MNK: When Footwork is up, use TK and Godhands. When Footwork is down, Vere and VS with Impetus. With RD/WC, at least one of these should always be available. Don't forget Mantra, Chi Blast, etc. Chakra/Inner Strength in case of emergency
PUP: Howling Fist spam, mix in Stringing Pummel if you get walled. When first add pops, put your puppet on it. If you have hate, move out to range and Ventriloquy it onto the puppet. If someone else has hate, the puppet will have to take it manually. For second add, engage puppet on the add then use 1hr to make the puppet invincible
WHM: Do WHM things. Barwatera, Barsleepra, Haste, Regen (when possible). Can land some debuffs on him (Slow, Para, Dia)
GEO: Do the buffs above, recast bubbles as they die. Use BH/Judgment (see which does more damage)
BRD: Buffs above, try to get debuffs on boss during nitro. Save TP for fetters (second and third)
COR: Buffs above, save TP for fetters (second and third)
Someone (MNK? BRD?) should do Shell Crusher at the start of the fight with 3k TP. During fetters, 1 person starts the proc window then everyone else hits at once. Call out opening. For all fetters, make sure everyone is using unique WS, no repeats including/especially from the same person. For first fetter, MNK, PUP, GEO should be able to proc it (COR might as well throw in Leaden as well). For second, COR is necessary, maybe BRD as well. For third proc, if there is one, All 5 must participate.
Kalunga V25: PLD WAR BRD COR GEO WHM
Lobby bubbles: PLD Haste, WAR Frailty, BRD STR, COR Fend, WHM Refresh
Start with strong buffs (SV, nitro, Crooked, etc.) Use BoG/Ecliptic with Widened Compass from 100 -> 40%, Bolster 40% -> 0.
Hmarch, 2 Minuet, Dirge, Fire Carol II, Crooked Chaos, regular Samurai, Indi-Barrier, Geo-Fury. Entrust Indi-Haste on tank.
GEO: When adds are out attempt to sleep them. If Meva/Mdef auras, swap barrier to appropriate opposite bubble
WHM: Keep dia up, try to slow/paralyze if you have time. Haste the DDs, re-apply Auspice and other buffs as they come down. Lots of curagas, but if you have the opportunity, use single target cures for cureskins. When fetters are up, watch the PLD's HP as they may get hosed.
PLD: Spam enmity JA on cooldown, use Atonement/flash on cooldown. I keep Rampart available for fetter modes, and use everything else as often as possible. Reapply Crusade/Majesty after being dispelled. Help cure when possible
WAR: We found axe to do the most damage, alternating between Calamity/Mistral Axe. Use Warcry then call for RD. At around 40% use your 1hrs then call for WC. Don't use these if you're weakened
BRD: Savage spam, don't bother reapplying songs to tank when he gets dispelled, we need your DPS. Apply Elegy/Requiem during the nitro. Try to apply Elegy to the adds when they come out, if you have a Nitro. Help with blue procs as necessary
COR: Savage spam, enhance dia/slow/para with shots. Use RD/WC as called for. Get a free 6, you lazy ***
SC for axe is Raging Axe -> Savage Blade, back and forth until it blue procs.
SC for Gaxe is Steel Cyclone -> Savage Blade, back and forth until it blue procs.
(WIP) Bumba V25: WAR MNK DRG BST BRD WHM
RUN SCH BLU COR GEO RDM
First KI bubbles: WAR Fury, MNK Frailty, DRG STR, BRD Fend, BST Barrier
Goal is to get Bumba to 75%, lower is better. I think some TP moves are getting off here and we're just healing through it?
WAR: Figure out which weapon works best. We're trying to avoid SC, so keep that in mind. Guide says Savage. Use MS/BR
BRD: Let's start with all attack songs and see how it goes from there. Savage Blade spam. Use SV/CC
DRG: Use Camlann's. Ancient Circle/Angon, use FH
BST: First use HP down Ooze, then Unleash TP Drainkiss. Use Calamity.
WHM: Debuff Bumba, keep everyone alive
MNK: Chi Blast, use Dragon Kick. Can use HF
Second KI bubbles: RUN Malaise, SCH Haste, BLU Fend, COR Refresh, RDM MND
This fight is all about hitting big Kaustras and Helices, so pretty much all focus is on that. COR can do some Darkness with Leaden (others need to help break up WS wall).
RUN: Gambit for Kaustra, Rayke for Tearing Gust, Hold the adds but not the boss.
SCH: Caper on BLU after add is out & RUN has Gambit'd. Make the longest SC we can, BLU or COR close it. Land Kaustra at the end of it. If Kaustra resists, try it again. Should be 80k+, can possibly hit 99k. May need to make Distortion for the COR later. At the end, try to get a good helix up.
RDM: Impact first, then Frazzle, Silence, other debuffs on Bumba. Grav/Bind/Sleep the adds?
BLU: Tanking Bumba, trying to keep Magic Barrier up at all times. Use Reaving Wind to keep his TP down. For Kaustra you should have: Tearing Gust & Searing Tempest up. Plenilune for SCH
COR: Crooked Wizard's Roll, other roll Monks...? Magus's? Tacticians? RD for BLU JA or Gambit maybe? WC once TR/Bolster go down. Get TP from shots/adds and then close Darkness with Leaden for some bonus damage (later in the fight)
GEO: Bolster for first Kaustra, hopefully get second Bolster. Geo-INT, Indi-Acumen.
These are just the role-specific notes I made for my friends so it doesn't include all the details of the general strategies, but I'm sure it could help give some ideas of JA/buff/spell usage.
By K123 2024-10-21 10:26:48
Giving a suggested % to be at by number of KI would help.
e.g. "by end of 1st KI it needs to be 65-70% max"
Thanks.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 10:29:42
Giving a suggested % to be at by number of KI would help.
e.g. "by end of 1st KI it needs to be 65-70% max"
Thanks.
Added comments in each of the multi-KI strats with this info.
[+]
By K123 2024-10-21 10:30:14
For Kalunga does the BRD stop DPS during sc window for aura? WAR and COR focus on alternating WS?
PLD can hold hate with no sirvente? I hate having to put it back up on BRD over and over but people are very anal about it.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 10:33:50
For Kalunga does the BRD stop DPS during sc window for aura? WAR and COR focus on alternating WS?
PLD can hold hate with no sirvente? I hate having to put it back up on BRD over and over but people are very anal about it.
All other DD can continue meleeing during fetter window, just don't WS (unless you're part of the SC for procing it). Your DPS can help to knock down his stoneskin if he puts it up, plus you may be needed to help with the SC. Sometimes the two people assigned to the SC can't get TP in time and they need a fill-in.
I've never had Sirvente in my entire life while tanking Kalunga, it is absolutely not necessary. If I could have songs (you shouldn't be re-applying songs IMO), I would much rather have VMarch than Sirvente, personally.
I think people seriously misunderstand Sirvente or overestimate its impact. Good luck with trying to argue this though, I don't envy you.
To clarify: Sirvente gives enmity retention, not +enmity. This helps reduce the amount of enmity you lose when taking damage from Kalunga. This is, in my opinion, not very impactful. I say I'd rather have VMarch because it reduces your Flash cooldown which is much more impactful for enmity generation, plus you attack faster and can get off more Atonements. I'd say if I had my choice (again, please don't re-apply songs during Kalunga) it would be VMarch -> Fire Carol II -> Fire Carol -> Blade Madrigal.
[+]
By K123 2024-10-21 10:35:48
Carbuncle.Maletaru said: »Sometimes the two people assigned to the SC can't get TP in time and they need a fill-in. Yeah this is always the hard part with random people, if the COR is not ready with TP and the BRD needs to WS to make SC but not interrupt things it is really hard to do without voice chat.
Also yeah I meant "stop WSing" not "stop DPS" there.
Lakshmi.Buukki
Serveur: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2024-10-21 10:41:28
After lobby tacticians wears off, how does PLD and BST get TP? The latter I assume with Gleti's and an Icarus wing (which will medicate you for as couple of hours). Unclear how PLD gets TP to keep up with NIN. I assume Reikiko? In these cases, your notes should definitely include these gear options (including Gokotai, RDM max enstone set with sash and gloves) since most people just read and don't apply any sense to how it will be achieved.
Also, you have THF in one of your starts for 3KI Ongo stealing the 40% Sforzo. Have you personally tested this or just assuming it will work? I checked my notes in this very thread from a few years ago. Seems to conflict with how Larfeny works.
Just tried Larceny on Bumba's Brazen Rush, and it failed. Might not work for SP2s. It doesnt work for Yaegasumi, but does on PD/Invicible. So yes SP2 is a no go.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 10:46:45
After lobby tacticians wears off, how does PLD and BST get TP? The latter I assume with Gleti's and an Icarus wing (which will medicate you for as couple of hours). Unclear how PLD gets TP to keep up with NIN. I assume Reikiko? In these cases, your notes should definitely include these gear options (including Gokotai, RDM max enstone set with sash and gloves) since most people just read and don't apply any sense to how it will be achieved.
Reikiko and Vim Torque +1. BST is Gleti only, they get at most 2 SC off in the entire 15 minutes. PLD doesn't keep up with NIN, the NIN is always ready before the PLD (barring Fotia procs). Oh, and PLD can get TP from blocks so using Reprisal and Pallisade are helpful since Aegis' block rate sucks.
I'm not currently planning to handhold everyone through how to build their sets, this is more advice than a paint-by-numbers. If people have other questions I'm happy to answer, but I think some filling in the blanks will be necessary ultimately, unless I post 10 gearsets per job for all 20 KIs. On that note though, max enspell set includes a whole hell of a lot more than Osash and Ayanmo gloves and you should be wearing a maxed out enspell set, including merits.
I think my original posts were lacking in detail, largely because of the character limit in Discord messages...I will add some extra detail where possible.
Also, you have THF in one of your starts for 3KI Ongo stealing the 40% Sforzo. Have you personally tested this or use assuming it will work? I checked my notes in this very thread from a few years ago. Seems to conflict with how Lsrceny works.
Yes, it definitely works on Elemental Sforzo, not sure why, probably that all SP1 can be stolen and only SP2 can't be stolen. I hope it doesn't need to be mentioned but just in case there are incurious people who don't play RUN and can't be bothered to check: ES is the SP1, Odyllic Subterfuge is the RUN SP2.
[+]
By Taint 2024-10-21 11:04:46
For Kalunga does the BRD stop DPS during sc window for aura? WAR and COR focus on alternating WS?
PLD can hold hate with no sirvente? I hate having to put it back up on BRD over and over but people are very anal about it.
We finally got the clear. We had a first time PUG WHM and forgot to reset SPs so didn't have SV songs until 8 minutes left.
PLD, WAR, BLU!, COR, BRD, WHM
WAR and BLU did the SCs to break Aura. We did Raging > Savage on repeat.
BLU was a game changer, clutch heals, mighty guard and solid DPS.
March was the song we prioritized on PLD for flash recast. Make sure RD and WC hit the PLD since they will need all the JAs they can get especially towards the end.
We also stood close enough together that PLD and WHM cures hit everyone. This meant taking fetter damage and having to panacea off the burn.
Meva down (which sucks) at 75% and attack down at 40%.
Carbuncle.Maletaru
Serveur: Carbuncle
Game: FFXI
Posts: 2582
By Carbuncle.Maletaru 2024-10-21 11:10:31
We also stood close enough together that PLD and WHM cures hit everyone. This meant taking fetter damage and having to panacea off the burn.
Congrats on the win! Told you that you had it.
This isn't necessary, FYI. Majesty cures and Curagas will already hit everyone if you're in the correct positions. I've never been hit by a fetter on any job other than PLD on Kalunga and we are still affected by curagas and Majesty cures. I recommend going to the right of where the boss starts, PLD putting back against the uneven section of floor with the broken guardrail, COR BRD (BLU or GEO) put their backs in the nook to avoid KB, the other melee stands out in the open (needs to run back in constantly or use Anchor). Everyone stays at max melee range from Kalunga and you should be all set.
By Taint 2024-10-21 12:38:19
Carbuncle.Maletaru said: »We also stood close enough together that PLD and WHM cures hit everyone. This meant taking fetter damage and having to panacea off the burn.
Congrats on the win! Told you that you had it.
This isn't necessary, FYI. Majesty cures and Curagas will already hit everyone if you're in the correct positions. I've never been hit by a fetter on any job other than PLD on Kalunga and we are still affected by curagas and Majesty cures. I recommend going to the right of where the boss starts, PLD putting back against the uneven section of floor with the broken guardrail, COR BRD (BLU or GEO) put their backs in the nook to avoid KB, the other melee stands out in the open (needs to run back in constantly or use Anchor). Everyone stays at max melee range from Kalunga and you should be all set.
Yes, thank you for the help! especially taking the time to write back my PMs.
Might Guard plus MDB/meva sets really made the fetters a non-issue.
By Dodik 2024-10-21 16:27:05
I don't think the lack of engagement in V20+ Odyssey has anything to do with the content being "too hard".
This will likely ruffle some feathers, but I doubt I am saying anything extraordinary.
The reason engagement with V25 is so low is simple. Majority of players are used to being carried through content and can't actually play the few jobs they have to any high level of competence.
All of a sudden, 6 person Odyssey comes along and there's no room for carries anymore. What will all those people, used to skating by on whatever job they feel like, do. Not Odyssey, for one.
Certainly not gearing up the jobs required to do the content, that's "too hard". Or learning the mechanics or their role in that setup, also "too hard".
All you have left is the 1% try hards that have all the jobs no one wants to play and know the setups and mechanics and can guide people to what is needed. What those people can't do is gear up 22 jobs for everyone else and tell them what button to press and when.
That still leaves a massive skill gap from "I want to do V20/V25" to "I am able to do my role in a V20/V25 competently". Not even approaching "I have bst/brd/drg/dnc/geo or whatever other job is needed".
When you combine these things, along with an unwillingness to gear jobs necessary to do multi-KI fights, which seems to be the design, you have groups hoping for RNG-deity to shine upon thee because they keep trying to do 1 KI fights with the jobs they have rather than gearing up new ones so they can make it easier on themselves.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2024-10-21 16:49:16
I don't think the lack of engagement in V20+ Odyssey has anything to do with the content being "too hard".
This will likely ruffle some feathers, but I doubt I am saying anything extraordinary.
The reason engagement with V25 is so low is simple. Majority of players are used to being carried through content and can't actually play the few jobs they have to any high level of competence.
All of a sudden, 6 person Odyssey comes along and there's no room for carries anymore. What will all those people, used to skating by on whatever job they feel like, do. Not Odyssey, for one.
Certainly not gearing up the jobs required to do the content, that's "too hard". Or learning the mechanics or their role in that setup, also "too hard".
All you have left is the 1% try hards that have all the jobs no one wants to play and know the setups and mechanics and can guide people to what is needed. What those people can't do is gear up 22 jobs for everyone else and tell them what button to press and when.
That still leaves a massive skill gap from "I want to do V20/V25" to "I am able to do my role in a V20/V25 competently". Not even approaching "I have bst/brd/drg/dnc/geo or whatever other job is needed".
When you combine these things, along with an unwillingness to gear jobs necessary to do multi-KI fights, which seems to be the design, you have groups hoping for RNG-deity to shine upon thee because they keep trying to do 1 KI fights with the jobs they have rather than gearing up new ones so they can make it easier on themselves.
This is just asinine.
The low participation rate for V20+ is purely due to the ridiculously low margin of error combined with this being a 20+ year old game.
All the BS "gotchas" involved makes those fights frustrating for statics and damn near impossible for PUGs. That kind of stuff just isn't popular in todays MMO landscape and those who are still around have work, children and other extra curricular activities. Telling them, with a straight face, they aren't "hard core" enough is just getting you laughed at.
Yes we are laughing at you.
[+]
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2024-10-21 16:53:29
Carbuncle.Maletaru said: »We also stood close enough together that PLD and WHM cures hit everyone. This meant taking fetter damage and having to panacea off the burn.
Congrats on the win! Told you that you had it.
This isn't necessary, FYI. Majesty cures and Curagas will already hit everyone if you're in the correct positions. I've never been hit by a fetter on any job other than PLD on Kalunga and we are still affected by curagas and Majesty cures. I recommend going to the right of where the boss starts, PLD putting back against the uneven section of floor with the broken guardrail, COR BRD (BLU or GEO) put their backs in the nook to avoid KB, the other melee stands out in the open (needs to run back in constantly or use Anchor). Everyone stays at max melee range from Kalunga and you should be all set.
Yes, thank you for the help! especially taking the time to write back my PMs.
Might Guard plus MDB/meva sets really made the fetters a non-issue.
Kalunga / Xevioso / Ngai are really just survival fights, you don't need crazy high DPS but is very hard to recover if someone dies. We won consistently with PLD WAR COR BRD GEO WHM, the GEO is doing Barrier/Fury due to the adds though I can see Diffusion MG + Resets accomplishing the same job. Our GEO stood right under the doggies butthole and acted as a curaga anchor. And yeah EVERYONE needs to be in defensive gear, not just "50% DT duhh" but actual DEF / HP / MDB / MEVA stats to survive hits in between the curagas.
Hmmm...
Initial Speculations:
Looks like they took components of Walk of Echoes (setting), and Elemental Circles and brought it together.
They must of learned new ideas through the Lilith HTBF and how they can play with those elemental fetters to create unique battlefield environment and apply further stress with them..
Instead of Abyssea, this may be a Walk of Echoes 3.0? Anything iLvl 140+ .. We are ready!
Keep this thread clean, hoping to post critical details and discuss strategies.. Eventually I will create a Node on this with full details.. We can then update BG-Wiki with information that we gather..
Those of you who play on Nasomi.. Please don't post on here, you have a Fafnir to camp.. so get back to work.. This is isn't Bubbly Bernie version 3.0. He will be OG 1.0 forever on Nasomi.. ^_^
Sorry about the delay on updating this as I have been slammed with a lot of work since COVID-19 defense ramp up procedures at my hospital facility.
I have barely had time to update and barely any time to explore this content myself. I appreciate everyone's work so far. I will update this OP Thread with some resources and information that people have found across all servers including videos and screenshots..
Keeping this as a basic vital post highlight source so as new posts with vital information emerges I will just pin it here so it is all in one space and no need to jump around different pages..
To Begin.. The Basic Release Info from SE:
Some First Initial Basic Discoveries:
looks like you enter through Rabao
And you have 30 min to kill a bunch of trash mobs. Probably a boss at the end too.
More Initial Entry Discoveries Pinned:
About to enter Odyssey for the first time.
I'll report back. Setup is PUP, COR, BLU x2, SMN, RDM
Ok, it's looking like they made this content specifically to prevent BLUs from cleaving through this content.
Only main target took full damage. Surrounding targets took 90% reduced damage (main targeet 15k, all others 500 or less)
All mobs can be fully enfeebled (Sleep, Silence, Slow, Para) but standard rules apply for mob types (we saw Skeletons, couldn't Blind them)
I can very easily see a RUN or PLD tank running in and aggroing the group of mobs, with a BRD sleeping them all. 2 DDs kill one by one with proper support. SMN Bloodpacts were doing full damage on single mobs (same rules for BLU applied for SMN when we tried Thunderspark for lulz)
At the end, we found a group of mobs (bats) with a Fetter and a group of untargetable Yagudo. We cleared the bats, then killed the Fetter. Once the Fetter is killed, the Yagudo become targetable. For killing all of the Yagudo, you get 10 Izzat.
In total, we farmed 20 Izzat. We'll try using them tomorrow on boxes, maybe even spawn an NM. After we killed the fetter, a conflux spawned that gave us the opportunity to spawn a monster for 10 Izzat. We were low on time, so we just chose to exit.
Player with Trusts.. First Experience Testimonies:
Went in with trusts. Was able to 1 shot most things with leaden.
Yield: 31 scales and 3 scale boxes (from the chest).
Edit: Chests gave 11, 13 and 16.
More Vital Data Testimonies Discovered:
Random info:
-Killing trash gave izzat and lustreless scales
-Using 10 izzat to pop chest gave 2 scales and a box
-Killing fetter made untargetable yagudo killable, giving 10 izzat killing them all
-Popping NM with 10 izzat from ethereal junction spawned a red morbol that did blood weapon and dropped 2 boxes of scales
-Not sure what items you need to trade to junction to spawn monsters
-Was unable to use the thing at the start after killing fetter/yagudos/morbol, may have to kill all trash? I looked around and missed a pack, timed out before I could kill them all
-Moogle keeps track of trash killed, physis, and chests, and the power of your alter egos while in odyssey (Moogle Mastery)
More Testimonials and Discoveries..
Does anyone know what is needed to clear the RoE for Sheol A?
You need to run (can do on sneak/invi, only trasnparent mobs are true sight/sound) to last floor (A7) using confluxes. On last floor there is Otherworldly Vortex mentioned in RoE quest. You need to touch it (it lets you leave Odyssey too) to complete the quest. Credit for that info goes to Mischief from Bahamut.
Here is a video of my first experience with Odyssey:
YouTube Video Placeholder
Tried exploring, found more information
- I didn't realize there was a conflux on each floor to move up
- Each floor increases in mob level, capping at 131, and general nastiness of monster family (manticores, giants I remember on last floor)
- Translocators bring you down to previous levels, so the first floor one doesn't work until you find the higher level ones
- One character got stuck on a floor and couldn't move up, nor did they get the RoE objective upon someone else reaching the top
So for soloers, seems like it's best to stick to lower level floor to farm scales, more experienced parties can move up to desired difficulty for more scales. First time in would be best just getting the RoE objective and unlocking translocators.
Initial Video Detailing Climb to 7th floor for easy RoE Completion for Augment Unlock on Gear:
YouTube Video Placeholder
More Info about Moglophone KI's:
Anyways did a solo run this morning and got about 100 scales from just killing trash in first floor. Wondering what others are getting from parting up vs solo.
edit: Also can you hold one Moglophone KI on you, and then have the moogle hold one?
I was wondering this too. I picked up my KI last night and am holding it until later today and going to see if I can run two times in a row.
You can. I used my ki after few hours yesterday and when I checked moogle timer was at 15h, so it was going down while I had KI on me.
More Testimonial Higlights:
Bahamut.Lexouritis said: »Maybe Mischief will post about it, he figured it out on his mule. I'll try and post what i know, but it seems like we skip everything and just kill the fetters, mobs around the fetters, and sometimes the UNM near the fetters.
Bahamut.Lexouritis said: »and if u get to the final thing upstairs, personal chest for everyone.
Not sure if someone said it already, but you CAN store a KI. So only need to farm every 2 days!
I am confused on how people move up using sneak and invisible, in this run I explored everything, vortexes just said "you can't use this yet", or let me summon an NM but never move somewhere else, even after i killed the fetter, all the guards, the NM, opened one chest, and killed about 90% of all the mobs. If anybody can spot where in this video I should have been able to "move up" it would really help: https://www.youtube.com/watch?v=5i9GhE5nO3I
thanks At the mandies in your run. Just hug left wall and you'll find it. It took me a while to find the first flux as well, but the rest were less "hidden". A video was posted a couple pages ago showing the route.
YouTube Video Placeholder
Bahamut.Lexouritis said: »vortexes just said "you can't use this yet" Need to click Shimmering lights for access to some portals or not have aggro iirc. I may be wrong though
Bahamut.Lexouritis said: » It rewarded me again with a box + 50k gil.
did u kill a fetter? Seems like 50k per Fetter and 1 box per fetter (per character). The big Box from RoE seems to be just 1 time thing. The smaller boxes seem to be fetter based?
Killing all 4 fetters netted us about ~70 scales per run per person after touching otherworldy vortex.
Edit: With RoE quest being completed in a run, was more like 110-130.
So how many scales is it per upgrade? Didn’t see on Bg-wiki and don’t feel like shifting through posts on here. Should be just under 12 stacks to max. Based on scales only being worth 5rp instead of 10 :/
Clip to the top and nab the box, in and out, 5 minute adventure.
For realsies? SE let content like that out after the mass-ban clipping/duping-alex adventures get onto the live server? Thought they learned their lesson since the AMAN trove boxes can't be scouted via Hex IDs. The box he means is the one from completing the RoE once. You can walk to it in 6-7 mins without speed hacks anyway. The big deal about completing the RoE is you can start augmenting your gear at that point.
Well if dude already finished a piece few days after update, there isnt much time gate here it seems.
Probably just the appetitizer was released (im on a work trip, cant "enjoy" the new content till weekend...)
He finished because he bought scales or have legion of mules. Regular player with 1 account will need realistically around 10-14 days for one piece farming daily.
Traded 5 Emperor arthro shells to vortex (dunno how many it took from inventory, might have only taken 1 of the 5). Summoned Brachys, a crab that had a high ass counter rate and instantly killed me on my thf in one attack round. 500+ damage counters with no DT set. Likely not advisable to spawn mobs solo with trusts.
Bahamut.Lexouritis said: »Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill featers and go touch otherwordly.
Unless maybe kill 2 featers solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
Bahamut.Lexouritis said: »
Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill fetters and go touch otherwordly.
Unless maybe kill 2 fetters solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
I'm not sure if you need to just kill the fetters or the fetters + all the semi-invisible beastmen around the fetters.
It's possible to kill a fetter without aggro from the semi invisible beastmen that are sight aggro like Yagudo and Orcs. I'm assuming Quadav will sound aggro which makes them easier to gather in a group.
On the first day, when I duo'd with my cousin on RUN and me on COR with a THF4 set, we killed 1 fetter but stopped killing the semi-invisible beastmen because they were not dropping anything. Not all of the beastmen aggro'd. Only the Yagudo beastmen that were in sight of us or each other aggro'd us. Care needs to be taken by support in this case as support will get aggro'd if they rush in too early before the tank has claim on everything. These mobs hit very hard.
Definitely go in with at least th4 if solo farming just trash mobs.
Go in with a full, balanced party to maximize drops from fetters. The fetters are easy to kill. The beastmen hit hard and have a little more hp than common trash mobs. Helps to sleep them too as they can easily overwhelm even the toughest of tanks.
Me and a group of peeps went in yesterday, to do some testing.
Killing a fetter + beastman group rewards 10 izzat, no special drops were seen, we did not have a thief, just a range using bounty shot.
Gonna test farm some nms tonight. i tried to spawn 1 today with my alt using unity items, turns out 1 is not enough.
My second run of this is probably the best I can do.
Went in, killed all normal monsters, Feters and Beastmen, killed all of the Yaguado. I had 20 Izzat, spawn a Unity NM Which was a Sporebat type mob that died in a 4 step SC. This NM used Blood WEapon, the NM I tried yesterday used 100 fists and rek'd me.
I got 90 Izzat from Monsters and 22 from the 2 boxes that I got from NM and a chest I used them on. The only thing I didn't do on Floor 1 was spawn the Junction that said "Item can be used to pop something here" I had 3 Sarama Hides, 2 Thuban Things and neither worked, nor did a combination of them work.
All of my drops were done with TH2 from Gear.
Few unanswered questions:
How is the augmentation to Trust power in Odyssey earned? I believe the requirement must be more than simply killing sets of trash mobs and making it to the otherworldly at the end.
Rewards upon reaching end were:
360k gil from a group that killed everything on first floor, 2 NM's popped.
100k gil for solo killing 2 groups (4 izzat) worth of scrubs and reaching end.
On another run I also got 100k gil for solo killing more scrubs (4 sets I think.
Seems like the NMs from either spawn point will be one of the 119/122 unity NMs with similar mechanics, but not exactly the same as my morbol didn't go through 3 stages and only did blood weapon. May be a good ideal to either focus on repeatedly killing one to raise its kill count for the moogle or killing all of them at least once. Can't wait for Pandemonium Warden v3 in the future lol Yep. Surprised the hell out of us.
But as I said I was getting 100k for just clearing a couple of easy rooms and heading for the exit solo for the RoE.
Thinking about it, we did a bit more than the first floor full clear on that run, did a second fetter and agon mobs and popped another NM at least. spawn a Unity NM Which was a Sporebat type mob
What method did you use to spawn this nm?
So there seems to be 2 spawn methods, Unity Item (I think 5 minimum) or Izzat once you have killed a fetter.
In terms of the invisible mobs I don't know if its a coincidence or not but every time they have aggro'd they go after my GEO and no other character. Dunno if the bubble is causing something funky to happen.
It should be possible, to kill fetters on all floors + escape as low as 3 man, I cleared everything in my run and had about 3 minutes to spare but a lot of it was goofing about looking at chests etc. I'd say 4 man would be the most optimal though as you can't really AOE.
Only flaw would be is that the fetters on floors seem to be placed randomly so you could get screwed over on travel times but imagine if you wanted to eat some taco's and take that risk you could and do it no probs.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Leviathan.Kingkitt said: »My findings thus far:
As stated multiples times already here, you can sneak/invisible to maneuver around the mobs here. However..
The invisible mobs appear true sight and/or sound, so you have to be cautious of them.
Appears that killing fetters gives personal loot. We all got a box.
You can solo for the RoE if you want following the guidlines above.
Competing RoE gives you 1 large box.
Clear is NOT party wide and each person must touch it individually for credit. (Also recieved 60k gil, we cleared 1 fetter/quadavs, and the mob family near it)
Didn't notice until after fetter and invisible mobs were dead, but one or the other gave 10 izzat.
Have tried a few different unity mats for unm 119/122 and traded 5 to pop a NM. NM that spawned was of the same mob family as items traded.
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull and kill regular mobs, until you see opportunity where nothing is close to fetter (there is always a moment when there is max 1 mob close to it at some point). Kill fetter fast (It's easy to kill. One good 2 step SC will kill it), then kill remaining mobs. I wouldn't try to aggro more than few mobs in general when solo or duoboxing, especially if you dont have Malignance set on COR.
Something of note to add was that our rng and cor were doing 0 dmg to the fetter from distance and had to move much closer to do any damage. This may relate to how aoe does much reduced damage. Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Do you need to touch the flux on the top floor to get the gil? Or when does the gil actually get distributed to you? Yes, you have to leave personally to get it, and as always if other party members are fighting its locked out.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull/kill regular mobs with ranged attack. Run in to fetter with max 1 or 2 shadows aggro. Kill fetter > kill the rest.
Just look out what you aggro. Aggroing BLM mob that stand close to middle will probably result in mass link eventually. Regular mobs dont link at all, but transparent mobs (before and after killing fetter) do.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective. Not sure if it was mentioned, but looks like you can't pop the same NM twice from UNM mats in the same run. Popped once on first floor, and later on the 4th floor it gave a message saying we couldn't pop the same NM again.
Sharing Shamgi's notes posted in the BST forum for relevant details:
Ok, just went into an Odyssey and discovered some things:
1. You can charm things in there. Things seemed to be fairly simple to charm, and Charm+ gear meant that my dhalmel stayed charmed 15+ minutes.
2.Charmed pets seem to be quite strong. Beyond the normal HP, they seemed to have fairly high damage, hitting other mobs in their own pack for 4-600 a swing, with crits as high as 900. My Dhalmel once used Berserk and those numbers got pretty big, same with their Sound Wave move. My record was a crit for 1500 or so. This is with NQ food and no other pet related buffs. I had one crawler end up at 74% when it killed another crawler in the pack, likely benefiting from all the DA and Haste.
3. Pets seem quite effective at killing the Halos. They hit hard already, but notably, they aggro nothing, not even the Beastmen around the Halos when doing so. The Halo produces a damaging AOE every couple of seconds that was hitting for 200 or so, but the pet, with it's 40k+ HP, doesn't care at all. Indeed, I left the pet to it's own devices and killed other packs with trusts while it worked the halo down itself, which actually seemed quite nice. When it died, the Orcs around it didn't aggro, so it was easy to pull them one by one, as they don't link either.
4. Mob spawns are random, which can hurt this strat, but from two runs a majority of the packs seem charmable, and many of them are often pretty powerful. Given the strat above, I feel like a monk style pet would be best here.
Overall, I'm super interested in trying this with a full group where you can use the pet to deal with adds while you work on a pack yourself and to safely kill Halos while you clear other things.
One issue was Sic, the recast was way worse than I remembered, and my lua isn't set up at all to deal with it. My best guess is to just set up my gearswap to always produce a physical damage set for Sic and then just use pets who focus physical damage with their TP moves. If it's a buff move, then no big deal, if it's physical then it's the right set.
They do link, my experience has been all sight linking though (fought orcs and yags so far). Do not link with the Fetter though, found this out by trying to range attack the fetter down, only to realize the fetter is immune to auto-range attacks.
They do link, my experience has been all sight linking though (fought orcs and yags so far).
Well its kinda expected. Orc, Yagudo and Goblins are all sight aggro/link. Quadavs are sound aggro/link and it's how they are in Odyssey too.
They arent immune to ranged attacks you just need to be stood in the fetter to do damage.
So not immune to ranged attacks, but immune to any attacks from a range. XD
As with all farming things it's more efficient to solo, if the kill speed is high, like 119 content. 6 solos have 6x more chances for boxes.
Luck's definitely a factor; and yeah I think solo probably is best.
I think a lot of it has to do with people finding each other, people needing to sneak/invis themselves, and having to stagger the flux (so it doesn't glitch out). Was a lot of wasted time there.
Was just curious if other groups were experiencing it as well.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them. As group you are suppose to kill Fetter at floor 1,3,5 and 7 and run to otherworldy vortex at the end. You should get 4 PERSONAL box from otherworldy that way and I think one more personal box from killing beastman kings at floor 7 (they are around Fetter there).
So thats 5 personal chests
At least 40 Izzat to open chests
Probably at least 40 single scales from killing trash around fetters if you take at least TH4 with you.
Small boxes are on avg around 13 scales?
So probably around 70-80 scales at least per person, maybe more if you have time to farm more.
Very good geared solo player on specific job like COR, can get more with luck, but it might be other bonuses from killing fetters and NMs that we might dont know about.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
No, you need to kill Fetter AND beastman mobs around it to get credit for personal box at the end and 10 Izzat. I assume you killed only Fetters.
Bahamut.Lexouritis said: »THF can pick the locks/chests in odyssey, in case no one mentioned, or knows about it yet. However some times mimic will pop out. Unsure how hard they are, as it opens with deathtrap, and his mule has sparks gear (and it got one shot). Credit goes to mischief
"Either gave a 'however it has no effect' message and consumed the tool, opened the chest, or a mimic popped out"
Awesome Map created by Pantafernando:
I made a quick map of Odyssey to make ease to hit the fluxes.
Etheral Junctions, Fetters and camps change apparently random.
EDIT: all maps have North heading the upper border.
Aegypius NM:
Bird
Popped using 5 Abyssdiver feathers
Uses Broadside Barrage and Damnation Dive
Uses Perfect Dodge at low HP and gains an Encumbrance aura that stays for the rest of the fight
Carbuncle.Papesse said: »Beware of the Treant NM Ptelea and its dangerous Leafstorm AoE. Leafstorm is hybrid wind based. It can crit, miss, be absorbed by shadows and Elemental Sforzo. One For All, Gelus Valiance and Baraero substantially reduce damage.
As far as getting these telepoints, mentioned on BGwiki's Odyssey page that you're supposed to be able to travel between to get to further levels of Odyssey, does anyone have any info on the requirements to gain access to these? Do you have to kill all of the fetters to go up a floor? Also, has anyone tried going in with a group of six and then disbanding and everyone using their own trusts to expediate the process of both killing enemies on every floor, taking care of all the fetters on a floor and then popping the nm's so that you might progress to these tele-points if those happened to be the requirements? I know some players might have found that they can farm higher amounts of the Lustreless Scales solo rather than teaming up but if you go in with 6 and then make you're own parties with trusts.. and there are multiple telepoints with up to say 15 sets of mobs and fetters then the possibility of having a high return still might be worth it.
Another thing i noticed maybe means nothing but i saw some pixels floating out of nowhere that seemed like a mobs name. Maybe a glitch? Or the others maps? Or a random mob?
I'm sure people regularly killing fluxes/beastmen already knew this, but AoEs that would have hit the untargettable/invisible beastmen will still generate enmity on them, so people should watch for that if they're sleepgaing or horde lullabying fodder.
We spawned an NM in today's run.
Brachys: Crab NM (PLD/MNK)
Had a pretty decent (25-30%) Counter rate. Bubble Curtain's Shell effect reduced enspell (RDM with Crocea Mors) dmg to 0 unless it was dispelled. Used Invincible at 25%. Easily landed enfeebles (Slow, Para, Blind, Frazzle, Distract) Pretty easy fight overall.
It was spawned using 10 Izzat after we killed Fetter + Beastmen mobs surrounding it.
Asura.Ladyofhonor said: »I have Moogle Mastery III, not sure what's doing it. Status report has:
Nostos killed: 306
Damysus: 2
Salmandra: 2
Cynara: 1
Chests: 3
Seems I ranked up when I killed an Agon Bruiser.
The augment system is “tiered”. I’m working on my alts Emeici +1.
Ranks 1-5 give +2 damage. Ranks 6-10 give +2 damage, +3 acc/macc. I assume ranks 11-15 give +2 damage, +3 acc/macc, +2 crit rate.
That’s a neat way to do it, it incentivizes the more expensive ranks.
Just had a bad solo experience... turns our not all popped NM's are soloable. Do not recommend popping the nm's for 10 izzat.
Got a cactus who would constantly triple attack and did 600 normal / 1200 crit per attack round. August got insta-KO then healer then myself within 7 seconds.
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