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Reisenjima T4s
By Blazed1979 2017-04-23 12:30:42
***
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10095
By Asura.Saevel 2017-04-23 12:37:37
MNK *groan*, almost done getting it to 2100. *** this job was a PITA to get to deal mediocre damage. H2H WS's need updated badly, melee damage is fine but god the WS are just bleh stacked with more bleh. It's only saving grace is that it's good as a SC partner to setup another DD's powerful closer.
Ragnarok.Inx
Server: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-04-23 13:54:58
"There is nothing really wrong with AC SMN zergs"...
"We have a few members making Nirvana's...."
Yeah....
Got a couple of members making Terpischore's too (me included) guess we're on that ever-hot DNC bandwagon lol.
Seems like a a classic case of confirmation bias to me.
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-23 14:20:54
So, I can see the concern if there are shouts for SMN only. Not unlike the BLU only so defended by many here, or the BST only so reviled by many here that hate when pet jobs get the attention.
We aren't seeing any of that on Fenrir.
The problem with nerfing pet jobs is that, when SE does it, they just become bad and nearly unusable again. They do not benefit from the same buffs, so you can't mix/match pet jobs with classical melee jobs no matter how much you may want to... Unless you view pet jobs as only existing to buff your classic melee jobs.
Imagine if they decided to nerf your favorite DD job by making it so whenever you are behind a mob, you get the message that you are out of range whenever you try to WS. That's what they did to BST, unless said BST is just trying to kill fodder no one cares about. Everything else is too big.
So, unless you can think of a way to adjust SMN that allows it to DD and work within your favored strategies rather than just once again becoming a loljob that can't even team up with other pet jobs to kill things, y'all need to move along.
Because if people want to AH/Ambuscade their way to gear up SMN and bypass all the B.S. of gearing up GEO/WHM/BRD so they can team up with the people that have already gotten their Aeonics in whatever socially accepted method exists at the time for the drops they really want... I see no problem with it. It is just a different path.
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Asura.Frod
Server: Asura
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Posts: 1213
By Asura.Frod 2017-04-23 17:23:02
MNK *groan*, almost done getting it to 2100. *** this job was a PITA to get to deal mediocre damage. H2H WS's need updated badly, melee damage is fine but god the WS are just bleh stacked with more bleh. It's only saving grace is that it's good as a SC partner to setup another DD's powerful closer.
Aren't mnks one of like 3 jobs actively hurt by being job master or getting certain job point categories?
Server: Odin
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By Odin.Geriond 2017-04-23 20:20:53
On Asura at least, there are a decent number of shouts for stuff like WoC, Kirin, T4 Reisenjima, Omen, etc, where about half of the desired members are Summoner, and shouts for the first three basically never request any other DDs.
Server: Fenrir
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By Fenrir.Sathicus 2017-04-23 20:28:08
I've never seen one of those on Fenrir.
Fenrir.Caiir
VIP
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By Fenrir.Caiir 2017-04-23 23:26:17
Not in this graveyard, you won't.
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By Fenrir.Skarwind 2017-04-23 23:51:12
If you do, it won't end well.
Asura.Sechs
Server: Asura
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Posts: 10350
By Asura.Sechs 2017-04-24 01:38:32
Aren't mnks one of like 3 jobs actively hurt by being job master or getting certain job point categories? Martial Arts hurt your TP/hit when you're at capped haste, but it's a static value so it's nowhere as bad as things are for, say, DNC with their DW Gift.
And it's not a matter of doing less damage with 2100 than you do with 0, because Gifts and JPs give many other benefits.
It's just that you won't do as high as you could without that single shitty Gift category.
By Ruaumoko 2017-04-24 02:40:59
Wow, I come back to this thread after a day...
By geigei 2017-04-24 03:28:11
Asura.Xijaah
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By Asura.Xijaah 2017-04-24 04:01:59
I think there is not ONE summoner who wouldn't rather have consistent damage over being an AC *** for those fights. But then again, i can totally see how, if that was the case, the argument would become "it's a backline job wth, no way it does 87,1337% of my war's damage", or the far worse "i had to spend 3 billions to do this kind of damage with my drg".
Someone wrote that this kind of SP *abuse* compromises the longevity of the game, and i totally agree with that, except we're talking about 2 years old content, and the fact that no harder content has been released for that long compromises the longevity of the game far more.
And that other guy complains about such an unbalanced abomination, then proceeds to log his 12 characters and bot his way through those same helms whose *difficulty* should be preserved in the centuries to come.
That being said i'm not saying AC is balanced or that they won't nerf it (eventually), just sad this game has come to this: when the community stops fighting the NMs and starts fighting over (others') parse, that's an alarm sign the game might truly be dead.
Asura.Sechs
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By Asura.Sechs 2017-04-24 04:14:40
when the community stops fighting the NMs and starts fighting over (others') parse, that's an alarm sign the game might truly be dead. Not that I have a lot to argue with your other points, but this in particular kinda strucked me.
I mean, in different ways but this has pretty much been happening more or less always? Or at least for a quite long period of time? Way before the AC thing.
Also I don't see how that even remotely relates to a game being alive or dead, really.
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Asura.Xijaah
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By Asura.Xijaah 2017-04-24 04:30:38
when the community stops fighting the NMs and starts fighting over (others') parse, that's an alarm sign the game might truly be dead. Not that I have a lot to argue with your other points, but this in particular kinda strucked me.
I mean, in different ways but this has pretty much been happening more or less always? Or at least for a quite long period of time? Way before the AC thing.
Also I don't see how that even remotely relates to a game being alive or dead, really. My point is, most of the AC bashing is done by people who are already done with their aeonics or definitely have the means to farm as many as they want. It's not like they would have trouble getting an aeonic clear with their favourite job because they are competing with smns, as they have their Shells to rely on. For that reason, I feel this whole crusade is being done as a matter of principle.
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Asura.Sechs
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By Asura.Sechs 2017-04-24 05:04:24
What's wrong going on a crusade on a matter of principle?
I see nothing wrong with it, you do it under the principle of what you honestly believe to be the best for the game, and not just for you (wether you're wrong or right, is a different story)
I think you're talking about something else, like noble people ranting at plebe finally allowed in their previously locked area of the city.
I can understand your point if this is what you're talking of but I think it has little to do with something being a matter of principle.
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Asura.Xijaah
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By Asura.Xijaah 2017-04-24 05:38:11
What's wrong going on a crusade on a matter of principle?
I see nothing wrong with it, you do it under the principle of what you honestly believe to be the best for the game, and not just for you (wether you're wrong or right, is a different story)
I think you're talking about something else, like noble people ranting at plebe finally allowed in their previously locked area of the city.
I can understand your point if this is what you're talking of but I think it has little to do with something being a matter of principle. That's kinda what i meant, I'm glad you could find a more clear wording.
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By Zeak 2017-04-24 05:51:20
I realize we've had this discussion for... 14 years now? I don't have my Masters Degree on this topic, but aren't most players content with just waiting it out? Every time Enmity, accuracy, status, or damage taken becomes an issue, we always just shift into the next strat of the "Big 4" for 6-8 months. The pattern seems to be Ranged > Pet > Magic > Melee > repeat, and a lot of players just kind of go with the flow.
I think the only difference this time is RNG lost their turn; technically, they should be pretty popular due to Caturae endgame, later obnoxious HELM fights, and the Vex nerf, but they just happened to be usurped by a job that was able to avoid the pet nerfs (And arguably fulfill the same role with greater ease). I do agree with those who say our content is perhaps the most diverse it's ever been. I also believe a nerf is imminent, and something else will come along to replace it for 80% of the content out there... but in the meantime, all we can do is wait and enjoy the handful of fights that still promote diversity. It's not much comfort for such an ancient game, but what else can we (physically) do?
Anyway, I only clicked on this topic because I wanted to know if people were still using PUP to tank fights like Teles and Shach for some of the newer strats. It appears based on this discussion, it may be a pointless question, unless someone can cite an experience to the contrary.
Ragnarok.Inx
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By Ragnarok.Inx 2017-04-24 06:52:15
We've tried PUP on stuff like Vinipata but quickly reverted to using conventional tanks (either PLD or RUN) because its generally a bit more controllable in a pinch, and quicker to setup for initial positioning and whatnot.
COR and RNG are our goto for DD on Schah and Albumen. It works great. Vinipata is really the only fight where SMN is our preferred choice for ranged dps. The rest of the T4's (plus WoC and Kirin) we just do with straight melee or nukes.
Asura.Saevel
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By Asura.Saevel 2017-04-24 07:49:33
People who abuse SMN AC talking about how they should be find abusing SMN AC... where have we heard that before.
So tomorrow SE releases this amazing new dynamic content with some really nice gear upgrades and ....
People will immediately use SMN AC zergs to beat it
It will become so effective that nobody will bother doing it without using SMN AC zergs (this is already starting to happen)
Those without SMN geared or one of the required support jobs will be told by the SMN bandwagoners "lrn2ply" (their already doing it)
Game diversity meta is destroyed.
How is this in any way a good thing? This has happened a few times in the past, once with RNG's on HNM's back when ranged attacks weren't penalized by level correction, then again recently with BST's and THF's and now with SMN's. Hell there was even a period of time when 2H's were doing godly damage due to STR and DEX being 1:1 and new attack cap coming after Level Correction. All that ***was patched down because it created a result that was more dramatic then the developers intended.
Anyhow the nerf is coming, most likely in the next two to three months. The JP's have complained enough that the developers, who read the JP forums, are already aware. They are most likely looking at what can be done without rolling back the recent damage changes.
But yeah SMN's keep telling yourselves your not abusing a mechanic and SE will totally ignore your ability to break content, or even more delusional that SE will completely break the game in order to let SMN's keep their broken mechanic.
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Asura.Saevel
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By Asura.Saevel 2017-04-24 07:53:24
Anyway, I only clicked on this topic because I wanted to know if people were still using PUP to tank fights like Teles and Shach for some of the newer strats. It appears based on this discussion, it may be a pointless question, unless someone can cite an experience to the contrary.
We haven't used PUP to tank those fights in over a year, those were only used early on when people didn't know how to deal with their mechanics. PUP tanking is super niche, works well when survivability is more important then high enmity generation or when the other DD's are pets. We like to use PUP tank on Fu because our group happens to have one of the best PUP tanks on the server and it's a perfect fight for him to stretch his legs.
By Aeyela 2017-04-24 08:26:34
I think there is not ONE summoner who wouldn't rather have consistent damage over being an AC *** for those fights.
*raises hand*
Whenever I was a fledgling RNG/DRG/SMN/etc/etc back in the day and came across someone who crushed me in the parse, I'd ask to see their gear sets and watch what they're doing and try and learn from them. Now if we focus on SMN AC burning, can we do it there? Is there any potential learning curve? Nope! They're doing something that any halfwit can do, but what everyone else who can't do it lack is the gear. In the past, I'd look at those SMNs and say "How can I get on their level?" and try to improve. There is no curve there this time - that's just how mundanely easy this is. Mythics are nothing but a time sink: nothing about them is 'difficult', per se, and if you're exceedingly rich you could make one in a week. I therefore don't recognise a Nirvana as a 'barrier' to stop people from doing this like some people are claiming. Hell, even without a mythic a SMN AC burn is pretty effective on a lot of content.
That structure of content should ring alarm bells in anyone that enjoys this game and wants it to last. Instant gratification has never been one of XI's strong points and in a market of games that chuck progression at you that's always been one of its strongest traits. Bosses have required a steady group curve to sufficiently practise mechanics or have required farming effort to gear yourself up in order to outdo your limitations and take the boss down. Let's say, hypothetically, that a new linkshell wants to take down the T4s and whack out some Aeonics. All they'd need to do is gear up a few SMNs and get them a Nirvana and within a week or two they'd be taking down the "hardest bosses in the game" with next to no effort. Do you really not see the problem with that? These T4s are supposed to be the apex of progression in this game. We have people with every Aeonic and most of them probably owe most of them to SMN AC burning. Doesn't that make you a little bit uncomfortable? It should. If you want to see how mundane and boring a game becomes when you beat everything in a few weeks, go and play XIV.
I love SMN and it's always been one of my cherished jobs but anyone saying this doesn't need nerfing can't see the forest for the trees.
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By Fenrir.Cherrywine 2017-04-24 09:42:01
It isn't just SMNs, though. There is a tank (RUN), support (GEO(s) and COR(s)) and then the main DD(s) (SMN(s).
So your hypothetical linkshell would still need to develop a tank and some support jobs. Gearing them up is no more or less difficult than gearing up any other job. Please spare me the Nirvana is not a barrier but the items of other jobs are defense.
I'm seeing this as more of a traditional set-up vs. pet set-up issue, where the traditionals aren't happy unless pet jobs are unusable.
Can the traditional set-ups work? Yes.
Can the pet set-ups work? Well, at one time, BST could. Now it largely can't. Now the SMNs are being targeted.
I wish the GEO nerf could have happened before the BST nerf. Then both approaches would still work.
I see the point about how one approach shouldn't dominate all content. But I don't see excluding an entire job type (pets) for all content as a solution.
Which is what I think Frod has been saying for pages, and me, though not at directly: Stop nerfing jobs. Make smarter content.
It has to be done this way, because, due to the buff structure of the game, pets and traditionals cannot co-exist in the same party effectively. So Pets need a place at the table, also.
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By Leviathan.Comeatmebro 2017-04-24 09:46:24
COR needs a barataria ring(50k on AH) and literally nothing else
RUN needs essentially no gear either, since battuta will last the entire fight and odyllic subterfuge will last most/all of it.. any 5/5 119 set will be sufficient
GEO needs gear or idris, preferably both. Unfortunate, but every setup needs a competent GEO regardless.
SMN needs one set that they never swap out of.
Please, you're embarassing yourself. No other DPS can get away with having one set and no swaps. No other setup kills fast enough to eliminate the burden of gear on the tank. No other setup can put out even half as much as the same party size of buffed smns can in the first minute. In schah's case, no other setup can kill it without dealing with adds or fight mechanics.
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By Asura.Boogerballs 2017-04-24 09:49:06
I think there is not ONE summoner who wouldn't rather have consistent damage over being an AC *** for those fights.
*raises hand*
Whenever I was a fledgling RNG/DRG/SMN/etc/etc back in the day and came across someone who crushed me in the parse, I'd ask to see their gear sets and watch what they're doing and try and learn from them. Now if we focus on SMN AC burning, can we do it there? Is there any potential learning curve? Nope! They're doing something that any halfwit can do, but what everyone else who can't do it lack is the gear. In the past, I'd look at those SMNs and say "How can I get on their level?" and try to improve. There is no curve there this time - that's just how mundanely easy this is. Mythics are nothing but a time sink: nothing about them is 'difficult', per se, and if you're exceedingly rich you could make one in a week. I therefore don't recognise a Nirvana as a 'barrier' to stop people from doing this like some people are claiming. Hell, even without a mythic a SMN AC burn is pretty effective on a lot of content.
That structure of content should ring alarm bells in anyone that enjoys this game and wants it to last. Instant gratification has never been one of XI's strong points and in a market of games that chuck progression at you that's always been one of its strongest traits. Bosses have required a steady group curve to sufficiently practise mechanics or have required farming effort to gear yourself up in order to outdo your limitations and take the boss down. Let's say, hypothetically, that a new linkshell wants to take down the T4s and whack out some Aeonics. All they'd need to do is gear up a few SMNs and get them a Nirvana and within a week or two they'd be taking down the "hardest bosses in the game" with next to no effort. Do you really not see the problem with that? These T4s are supposed to be the apex of progression in this game. We have people with every Aeonic and most of them probably owe most of them to SMN AC burning. Doesn't that make you a little bit uncomfortable? It should. If you want to see how mundane and boring a game becomes when you beat everything in a few weeks, go and play XIV.
I love SMN and it's always been one of my cherished jobs but anyone saying this doesn't need nerfing can't see the forest for the trees.
i think its funny u mentioned the people that are asking smn to be nerfed. 1/2 the people that are saying it dont realize there's alot more that goes into smn than just a nirvana. i recently learned this when I decided to hop on the bandwagon. i put 500m into smn in about 2 weeks and had nothing to show for it. theres 2 reasons for this: 1st is lack of job points. these are huge, im already seeing a huge increase in dmg from the 500 i have. the 2nd one is my own ignorance. smn is alot more than hitting volt strike a few times with conduit active so saying anyone can do this couldnt be more false. another thing is i have all the aeonics and only 4 of them were smn burned and no i dont feel uncomfortable. the only thing im uncomfortable with is i cant keep the #1 spot om asura for longer than a day.
By Aeyela 2017-04-24 09:49:09
No matter how they design the content, there will always be people that will take the cheapest, quickest or easiest path to beating that content. That's an everlasting truth of any player base and it's not unique to XI. There'll always be people cheesing it. The best any developer team can do is make changes to those methods as and when they're needed. Unfortunately, given SE's track record, they will all but certainly respond to this by nerfing SMN in such a way that it lowers the job's performance outside of the only situation it's being abused.
Asura.Boogerballs said: »i think its funny u mentioned the people that are asking smn to be nerfed. 1/2 the people that are saying it dont realize there's alot more that goes into smn than just a nirvana.
There's a lot more that goes into every job than their REMA and only idiots think otherwise.
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Asura.Xijaah
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By Asura.Xijaah 2017-04-24 10:03:15
We have people with every Aeonic and most of them probably owe most of them to SMN AC burning. Doesn't that make you a little bit uncomfortable? It should. I personally couldn't care less about how people get their aeonics, and i think the only ones who really have a reason to care are those who sell clears for gil. About your other argument, this game has always been about 1) getting the right setup 2) having the right gear 3) pray RNG (and i don't mean the job). That's more or less how progress has always been done.
Furthermore Helms are not "progress" anymore, as it's reasonable given how old they are.
I do agree that it would be very bad if they were to add another endgame batch of NMs that got trivialized by smns. Or blms. Or blus, for that matter. In a normal, healthy game the devs make sure such a thing can't happen by adding certain mechanics/resistances. For example (trivial), a draw-in/deathga that occurs if you nuke it too fast, or a pain-sync-like mechanic. Such things would put a stop to any kind of abuse, by whatever job/setup.
All I've been reading though is the same "nerf smn" stuff, and i wonder why, since 100% of the reasons brought to the table are "they break the game".
It almost sounds like you still want those fights to be zergable, though only by the jobs you say are OK to zerg them with; so where do we draw the line? Price tag?
Also guys, maybe it's me, but this "nerf" front of the debate truly sounds bitter; maybe get some relax, if that's the case?
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By Fenrir.Cherrywine 2017-04-24 10:25:41
Leviathan.Comeatmebro said: »COR needs a barataria ring(50k on AH) and literally nothing else
RUN needs essentially no gear either, since battuta will last the entire fight and odyllic subterfuge will last most/all of it.. any 5/5 119 set will be sufficient
GEO needs gear or idris, preferably both. Unfortunate, but every setup needs a competent GEO regardless.
SMN needs one set that they never swap out of.
I'd like to see this.
Can anyone capable of this method video some of these fights with total trash in the party?
No job points, please. You have to be total trash.
COR has to be completely naked but for a ring.
RUN needs 119 gear. Please make the gear choices as irrelevant to the task at hand as possible. No +1 anything. No augments.
Perfect GEO is allowed, I guess. That's mighty generous. If you want to try this on Fenrir, I'll GEO for you.
SMNs must lock their gear. No swaps. I'm not sure how good you otherwise need to be... Nirvana only? Job points or no job points? I guess, come as badly as you can so we can see just how powerful this method is.
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By Perdi 2017-04-24 11:43:21
There is nothing to see. It's exactly how the fights play out. With most NMs dying within one minute of spawn using a SMN zerg, a GEO can handle all the healing easily.
As long as SMNs are master with a good physical set, the rest of the party can be in scraps. I wouldn't be surprised if the RUN didn't even need to be 119.
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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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