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Reisenjima T4s
By Sylph.Cherche 2017-05-01 19:53:26
The only complaints against SMN is the obscene damage they can do under Conduit.
No sane person is calling for nerfs to any other aspect.
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By Leviathan.Brotherhood 2017-05-01 20:08:00
The only complaints against SMN is the obscene damage they can do under Conduit.
No sane person is calling for nerfs to any other aspect.
To be fair, they have been able to do max damage on Kirin and SR mobs for a long time before AF AC burning was a thing. Right WS to open close with SMN and bam 99999 then add in SCH with t1 and t2 and Same thing with less reliance on Melee.
This is just another step in the same pathing of those other 2. AF AC spam BPR pair with Mewing to assist in lower chance of loss of avatar and potential wipe. Next would be able to pair 2 diff avatars to spam BPR and make Skillchains with them while under the AF AC and enhance the damage further. I see no reason to nerf it. Next they will bring back KC Dark to replace any nerfing they do.
Ragnarok.Inx
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By Ragnarok.Inx 2017-05-01 21:20:43
The only argument I can understand is that SE might go too far and MNK the ***out of SMN, but leaving conduit the way it is would be far more harmful to the future of the game. And like a few people have said already, any group worth a damn will still be able to get clears without crutching so hard on SMN.
Yeah, like that isn't reason enough by itself! Its not like SE don't have a track-record of screwing up and needing to make multiple remedial adjustments, or simply leaving a job dead in the water for years.
Even if I agreed with the argument that SMN is overpowered (which I don't, for the record), so what? Its not like other jobs haven't spent far longer as top dogs and noone said d!ck about that being a problem. Why do hybrid jobs like BLU and COR deal better damage than pure DD's like MNK? Why were GEO debuffs so much stronger than everything else for years? Was it fair that BLM's bursting off SCH skillchains basically sidelined DD's on the hardest content to a point of near irrelevance?
"Balance" in this game, is, was, and shall forever be, a myth.
So suggesting that Conduit staying as-is, is somehow going to kill the game is laughable to me. Sorry, I just don't see how anyone can make that case with any sort of real conviction.
SMN is not a brain-dead "win button". Conduit zerging is not some kind of flawless strategy, because in all candour, if it was we'd probably use it just for sheer convenience. But it isn't, and we don't.
Outside of very specifically engineered circumstances, AC isn't that impressive. Crippling its utility in all situations in order to prevent is purported "abuse" seems somewhat excessive to me, and being truthful why is using your SP's in a big fight not legit?
Seriously, do you feel ashamed when your GEO's pop Bolster? How about when your COR's wild-card back some or all of your abilities to give you an edge?
I've put a significant amount of time and gil into SMN, but I'm no veteran. I'm an ex-career MNK who knows what it feels like to be rail-roaded into obsolescence by ill-considered "adjustments".
All this being the case, why should I welcome another of my jobs being weakened needlessly in pursuit of an unattainable parity of performance?
Sorry. Long post. But the bottom line is this: In the end SE are going to do what they are going to do. As a shell we'll deal with it, and no doubt continue to succeed because we have a lot of good members with many well-geared jobs. However, I highly doubt this game's longevity will be extended or any real benefits will be felt by weakening any job. More likely the reverse as this sort of thing is inevitably going to leave a sour taste in some people's mouths.
Asura.Saevel
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By Asura.Saevel 2017-05-01 22:12:28
Bahamut.Boogerballs said: »Bahamut.Boogerballs said: »by doing anything to conduit (which most players want), they will make smn useless except for the few unique buffs it gets.
That shows your not a career SMN. SMN is pretty bad *** in general, it's got great safe hate free damage. If a SMN's pet gets obliterated by an AoE, they just resummon, no silly timers necessary. They can stay at a very safe distance doing everything they need to do. SMN has both physical and magical attacks that can make a variety of SC's and even the ability to burst for high damage on those skillchains, then their buffs are tossed on top of that with nice layer of Avatars Favor. Players who explore all it's options will find out they can do a ***ton of stuff, it's just not a zerg job, well wasn't a zerg job. You would use SMN for the same reasons you'd use Relic RNG, except in this case if the summoner or their pet dies it's no biggie as weakness doesn't effect them.
what do u mean no silly timers? yeah smn can resummon but they are still bound by 20 second BP timers outside of conduit. also if your pet dies, it still takes time to resummon it. that ticks down conduit. i figure 1 second to summon, another to assault + another 4-5 for the dumb *** to get weird with whatever walking path it decides to take. so in reality u have like 23 seconds to spam whatever you can. also what if the pet get enfeebled? thats more time thats added. smn isnt as powerful as you would like to think. still bound by timers and other gay ***like everyone else
Why the hell you talking about AC, we discussing SMN outside of AC. If a BST's pet dies they have a 5min Call Beast timer, if a player dies they have a 3~5 min weakness timer, if an Avatar dies then SMN just recasts it in a few seconds. A SMN can literally keep throwing pets at something without worrying about losing buffs.
This is why bandwagon jobs are bad, you get players like this that only know the one broken part of a job and completely ignore everything else. 20~40K hate free safe damage every 20s is really nice. It wont' be killing everything in record time, but it will kill your target in a safe predictable manor. Without AC SMN is still incredibly powerful, it would just take skill and knowledge instead of someone copying someone else's lua and spamming one button.
Asura.Saevel
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By Asura.Saevel 2017-05-01 22:14:51
Bismarck.Dekusutaa said: »Nerf a bunch of SMNs spamming it, sure, just like how they nerfed Black mages spamming black magic back in the day.
I think that's all people really want. There is a reason SE stopped allowing an entire army of BLM's to blow stuff up in seconds. A single SMN going out and doing some crazy cool stuff is fine, it's when they have 3~4 newly bandwagoned SMN's with muled buffs killing CL150's in 30s for hundreds of millions of gil that game balance gets whacked.
Leviathan.Brotherhood said: »To be fair, they have been able to do max damage on Kirin and SR mobs for a long time before AF AC burning was a thing. Right WS to open close with SMN and bam 99999 then add in SCH with t1 and t2 and Same thing with less reliance on Melee.
SMN used in a strategic way to deal with fight mechanics is fine and balanced, SMN to completely ignore fight mechanics and kill the CL150 target in 30s is not fine.
By Perdi 2017-05-01 22:32:51
I don't think people monetizing this "easy-mode" method of clearing content is, and should be, a factor in decisions regarding balance changes. But being able to trivialize the current end-game content and by-pass almost all mechanics that create challenge and essentially "fun" needs to be looked at.
Asura.Frod
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By Asura.Frod 2017-05-01 22:52:09
Bismarck.Dekusutaa said: »Nerf a bunch of SMNs spamming it, sure, just like how they nerfed Black mages spamming black magic back in the day.
I think that's all people really want. There is a reason SE stopped allowing an entire army of BLM's to blow stuff up in seconds. A single SMN going out and doing some crazy cool stuff is fine, it's when they have 3~4 newly bandwagoned SMN's with muled buffs killing CL150's in 30s for hundreds of millions of gil that game balance gets whacked.
The continued problem with this in particular is that they won't also resolve the issue of HP scaling mechanics being absolute ***. Just balancing fights at 12 or 18 would do alot as well.
By clearlyamule 2017-05-01 22:54:39
Why the hell you talking about AC, we discussing SMN outside of AC. If a BST's pet dies they have a 5min Call Beast timer, Technically speaking with gear and merits can get it down to more like 3:35 though that's still a pretty long time to wait. And call beast comes at the cost of consumption so often means using nq or buyable jugs and waiting for the 20 min beastial loyalty for hqs. Though sometime you don't care and just spam randy
By sudsi 2017-05-01 22:56:07
I think WAR should be nerfed. There is no reason you should be able to mindlessly melee zerg things like WOC.
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Asura.Saevel
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By Asura.Saevel 2017-05-01 23:02:52
Bismarck.Dekusutaa said: »Nerf a bunch of SMNs spamming it, sure, just like how they nerfed Black mages spamming black magic back in the day.
I think that's all people really want. There is a reason SE stopped allowing an entire army of BLM's to blow stuff up in seconds. A single SMN going out and doing some crazy cool stuff is fine, it's when they have 3~4 newly bandwagoned SMN's with muled buffs killing CL150's in 30s for hundreds of millions of gil that game balance gets whacked.
The continued problem with this in particular is that they won't also resolve the issue of HP scaling mechanics being absolute ***. Just balancing fights at 12 or 18 would do alot as well.
Sorry man your not gonna deflect this one. This has absolutely ***to do with HP scaling, which is an entirely different issue. This has to do with SMN breaking the game. AC needs nerfed and it's gonna happen. Hopefully it's relatively minor and limited only to SMN AC zerging.
You wouldn't happen to be one of those abusing thst exploit now would you.
Asura.Frod
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By Asura.Frod 2017-05-02 00:16:08
Bismarck.Dekusutaa said: »Nerf a bunch of SMNs spamming it, sure, just like how they nerfed Black mages spamming black magic back in the day.
I think that's all people really want. There is a reason SE stopped allowing an entire army of BLM's to blow stuff up in seconds. A single SMN going out and doing some crazy cool stuff is fine, it's when they have 3~4 newly bandwagoned SMN's with muled buffs killing CL150's in 30s for hundreds of millions of gil that game balance gets whacked.
The continued problem with this in particular is that they won't also resolve the issue of HP scaling mechanics being absolute ***. Just balancing fights at 12 or 18 would do alot as well.
Sorry man your not gonna deflect this one. This has absolutely ***to do with HP scaling, which is an entirely different issue. This has to do with SMN breaking the game. AC needs nerfed and it's gonna happen. Hopefully it's relatively minor and limited only to SMN AC zerging.
You wouldn't happen to be one of those abusing thst exploit now would you.
again, for the 4th or 5th time, PART of the issue is HP scaling mechanics. a group of 6 in this setup has what i view as an unfair advantage over a setup that requires 8 or 10. This works into WHY this tactic is so effective.
Also lol at calling this an exploit. An exploit would be breaking established mechanics like breaking mob pathing via kiting (pinning), Salvage dupes, or cuppering thru the floor in dynamis to reset timer. This is merely abusing a strong game mechanic.
Double lol at the whiny pissbabies who wanted them to take people's aeonics away for doing this too.
Leviathan.Stamos
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By Leviathan.Stamos 2017-05-02 00:22:35
Wouldn't call it an exploit, but it is extreme cheese mode.
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By Leviathan.Brotherhood 2017-05-02 00:36:35
Leviathan.Brotherhood said: Ā»
To be fair, they have been able to do max damage on Kirin and SR mobs for a long time before AF AC burning was a thing. Right WS to open close with SMN and bam 99999 then add in SCH with t1 and t2 and Same thing with less reliance on Melee.
SMN used in a strategic way to deal with fight mechanics is fine and balanced, SMN to completely ignore fight mechanics and kill the CL150 target in 30s is not fine.
Balance is also based around perspective. What one finds at an imbalance another can view as an viable way to improve their own gameplay. You have 5~10 groups able to do this, say 4 smn each, and everyone else wants a Nerf. I find it far more likely that blu should be nerfed, or rdm or bard or sam or dnc or run. As they are able to do 1 thing other jobs are not able to do and ruin the gameplay of other jobs. War and Drg both have ability to lower special def and make an otherwise tough fight easier. Balance is always in the eye of the beholder. I for one think anything that can hit you for 99999 damage should be nerfed
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By Asura.Beatsbytaru 2017-05-02 00:47:05
Is this illustrious smn nerf going to be coming at the same time this blu nerf that has been said to be coming any day now?
Asura.Syto
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By Asura.Syto 2017-05-02 00:51:35
Interesting point about BLM in earlier pages.. Back in November before the MACC adjustments and GEO nerf, I did see WoC downed in just 2-3 Rapid Death/Comet Volleys in 6-man strategy. I mean it wasn't a 30 second strategy, but it was pretty fast. Fastest time I saw it cleared in 2 minutes.
With MaCC nerfed and GEO nerf, it probably isn't as easy, you would definitely need a RDM in the mix.
I can see how the groups using this technique utilized the HP scaling to their advantage.. 6-Man HP is ridiculous in gimping the NM ratio to BLM potential with Idris GEO..
With 6-Man SMN AC burn there is a strong correlation in increased Power to NM HP ratio.
Ragnarok.Ejiin
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By Ragnarok.Ejiin 2017-05-02 04:55:02
Even if I agreed with the argument that SMN is overpowered (which I don't, for the record), so what? Its not like other jobs haven't spent far longer as top dogs and noone said d!ck about that being a problem.
Very few people have an issue with SMN being the best DD in the game. The issue is the gaping, grand canyon sized advantage SMN has over every other DD in that 30 second window during conduit. Not since Kclub DRK has one job had such a massive advantage over the others.
SMN is not a brain-dead "win button". Conduit zerging is not some kind of flawless strategy, because in all candour, if it was we'd probably use it just for sheer convenience. But it isn't, and we don't.
Maybe you're doing it wrong. Compared to every conceivable strategy, Schah specifically, conduit burn is far and away the easiest to pull off with the least amount of people to potentially screw something up. Prebuff>Pop>RUN does SP to floor macc>SMN AC>Win. Which of these steps are you claiming to be difficult and on the same level as traditional methods?
I'm honestly shocked you're trying to argue it's somehow difficult when you've supposedly done these using different methods since the GEO nerf.
I've put a significant amount of time and gil into SMN, but I'm no veteran. I'm an ex-career MNK who knows what it feels like to be rail-roaded into obsolescence by ill-considered "adjustments".
This explains your diehard opposition and why you're ignoring simple math that shows the massive advantage conduit has. Take conduit out of the picture and SMN is still a viable job by your own accounts. Again, no one wants SMN nerf'd into oblivion and rendered unusable, they just want conduit put in check; is that seriously so unreasonable?
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Lakshmi.Byrth
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By Lakshmi.Byrth 2017-05-02 05:27:37
Volt Strike has an attack penalty and SMN has few ways to buff avatar attack, so you also need a "GEO uses Bolstered Frailty, ideally with Idris" step.
Nerfing Frailty would be another way to put SMN back into line with other DDs. If we're really worried about Reisenjima Escha T4s being too easy, this would be the way to go. It's not like they're particularly difficult without using SMN at this point.
Rather, it pretty much has to be this way. SMN relies only on debuffs for its damage, so you could theoretically make a group with like 15 summoners, GEO, RUN, and WHM right now. If you just nerf the damage of Volt Strike, that setup remains viable and the bot army just switches to Eclipse Bite or something else.
Asura.Saevel
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By Asura.Saevel 2017-05-02 06:55:28
Leviathan.Brotherhood said: »Balance is also based around perspective.
No it's not.
Damn all the people abusing SMN are salty and grasping here.
Guys, it's a broken game mechanic, it wasn't intentional nor part of the overall design. There is nothing wrong with taking advantage of broken game mechanics, it's what power games do, just stop trying to *** everyone. I have taken advantage of multiple game exploits in my time in FFXI, there is no shame in them and I fully understood SE when they eventually fix / nerfed them.
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By Asura.Saevel 2017-05-02 07:00:40
Volt Strike has an attack penalty and SMN has few ways to buff avatar attack, so you also need a "GEO uses Bolstered Frailty, ideally with Idris" step.
Nerfing Frailty would be another way to put SMN back into line with other DDs. If we're really worried about Reisenjima Escha T4s being too easy, this would be the way to go. It's not like they're particularly difficult without using SMN at this point.
Rather, it pretty much has to be this way. SMN relies only on debuffs for its damage, so you could theoretically make a group with like 15 summoners, GEO, RUN, and WHM right now. If you just nerf the damage of Volt Strike, that setup remains viable and the bot army just switches to Eclipse Bite or something else.
COR.
Beast's roll is +45~52% attack bonus, then if they crooked it and don't blow it then you get 54~62.4% attack bonus. You don't need SAM's roll since the avatar can WS every 2s for max damage.
And how does nerfing everyone most severely then SMN *fix* SMN?
No you nerf AC spam, specifically just make it so that NM's building a resistance to damage / Blood Pacts the same they do magic nukes. Instantly problem solved, no more SMN zerg army face rolling CL150 while SMN keeps it's use in every other aspect.
Asura.Saevel
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By Asura.Saevel 2017-05-02 07:03:30
Interesting point about BLM in earlier pages.. Back in November before the MACC adjustments and GEO nerf, I did see WoC downed in just 2-3 Rapid Death/Comet Volleys in 6-man strategy. I mean it wasn't a 30 second strategy, but it was pretty fast. Fastest time I saw it cleared in 2 minutes
HP scaling is an entirely different problem unrelated to SMN zerging. SMN's are trying to deflect to that because they don't want to admit their are abusing an exploit. HP scaling affects multiple strategies and SE adjusting it will do absolutely nothing for the SMN AC spam that's happening. The goal is to have no more SMN AC zerging, anything that doesn't address that isn't a viable solution.
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By Lakshmi.Byrth 2017-05-02 07:07:30
Why not extend the magic damage nerf to all WSs, if we're so worried about zerg tactics?
I mean, the patch that made Volt Strike strong was in November of last year. Why is nerfing SMN suddenly the top #1 priority of the community? Is some SMN group stealing your T4 reisenjima sales?
Asura.Saevel
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By Asura.Saevel 2017-05-02 07:24:47
The salt is strong, weren't you complained that nobody else on Lakshmi use's SMN for kills, this shouldn't hurt you at all. Yeah you exploiting it the same as the rest and don't want that JP button taken away.
Why is nerfing SMN suddenly the top #1 priority of the community?
Do you seriously need to be told this? That ***is breaking the game bad, like OG RNG or SEBW 93% haste DRK bad. Having one strategy or job that's slightly more powerful in some contexts is fine, having one strategy or job that absolutely trivializes every aspect of game content is extremely bad.
And if the rest of you are this dense here's why. Game designers design game content around a specific level of effort vs reward. As the general player population gets more powerful the game designers raise the bar on newer released content, this is known as vertical progression. When something SMN AC zerg, SEBW DRK, or OG RNG happens it trivializes the game difficult and creates an artificially high power level but only for the few who are exploiting it. Because of the gaping chasm in power level, soon every player is forced to either join the exploiters or be left out. This creates a situation where the developers either nerf the broken mechanic exploit, or raise the bar on all future content to require that new power level. The first option piss's off all the exploiters as they cry lakes of salt laden tears, the second forces the entire game to use that exploit and removes all semblance of versatility. There is no third option where you leave the exploiters alone to continue exploiting, you either stop them from exploiting or everyone soon joins them.
So yeah SMN's getting nerfed, nothing any exploiter says will change this, no heartfelt plea or acid filled snark will change this. The really interesting part will be how the "new SMN exploiter" community lash's back at the non-exploiter player base for taking their JP button away.
Ragnarok.Ejiin
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By Ragnarok.Ejiin 2017-05-02 07:28:53
Game consistency? Where do you draw the line? Where do you think the game would be today if they did nothing about Kclub DRK and it was still the best method to down the hardest NMs in the game?
All of the arguments I am hearing about why conduit shouldn't be nerfed can be used word for word to also defend why they shouldn't have nerfed Kclub DRK.
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By Lakshmi.Byrth 2017-05-02 07:52:02
So what lit the fire under your ***?
SMN has been this way for six months.
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By Sylph.Cherche 2017-05-02 07:54:35
Let's roll back the haste cap so DRG can go insane with 93.75% haste. An attack round every 0.51 seconds sounds extremely well balanced.
Asura.Saevel
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By Asura.Saevel 2017-05-02 08:03:31
All of the arguments I am hearing about why conduit shouldn't be nerfed can be used word for word to also defend why they shouldn't have nerfed Kclub DRK.
Everyone who use's a particular exploit always says the same thing about their exploit. Look up the original pre-nerg RNG at 75, when LCF didn't apply to ranged attacks and thus RNG's had a monstrously higher damage advantage while also standing outside of AoE range. Everything was killed with RNG's spamming Slugshot, I used to make a killing selling them silver bullets. KC DRK was bad but SEBW Rune Chopper DRK was obscene, 93% haste OP as ***. To this day DRK's still cry tears about how their Apoc's are just utility weapons instead of 30s zerg machines.
So what lit the fire under your ***?
SMN has been this way for six months.
And people were duping alexandrite for over a year before SE fixed that. Originally only a handful of groups were using SMN AC zerg because good SMN's were extremely rare. Then others started trying it and it worked so well that it caught on. Now everyone is trying to build a SMN set to take advantage of this exploit. Six months is about right for a relatively new exploit with rare requirements to catch on. SE is fixing this because the longer an exploit exists the more entitled to that exploit players feel and the worse the impact of fixing that exploit. If you think this is bad now, in another six months it'll be the "Gold Standard" for all content with nobody knowing how to do anything other then SMN AC zerg, fixing it then would create a huge issues as skillsets would need to be relearned.
Asura.Saevel
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By Asura.Saevel 2017-05-02 08:11:39
Funny ***
http://tvtropes.org/pmwiki/pmwiki.php/Main/GameBreaker
Quote: An often controversial element of gameplay that unexpectedly trumps all others. Depending upon who you ask, it may or may not be considered cheating. A Game Breaker is a legitimate element of the game used in an unintended way.
Quote: Note that this is not another word for 'overpowered'. To be a true game breaker, the ability or character in question must be so hideously unbalanced that it makes people just quit the game in disgust. It's so powerful that there are only two kinds of people: the ones that use it, and the ones that lose to it. That's why people quit in disgust: it destroys all semblance of choice, and quite possibly all semblance of fun. Your available tactics are now limited to oneāthe one that works
That is why developers need to fix mechanic exploits ASAP, they cause too much damage to the meta community around a game. And if any of you actually game a damn, you'd be more concerned about keeping a healthy game environment then abusing the latest mechanics exploit to get yourselves more shinnies +1.
Ragnarok.Ejiin
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By Ragnarok.Ejiin 2017-05-02 08:12:48
So what lit the fire under your ***?
SMN has been this way for six months.
Personally, I've been salty since Delve2 about how OP conduit was, but it felt niche enough and the SMN had to be very well geared with a very good group to pull it off, so didn't really seem to catch on. Kouryu being 6man'd at release by conduit SMN was also an eye-opener, but was just 1 NM out of many so didn't catch on. It was probably Schah being cleared by completely ignoring every mechanic that lit the fire under most people's *** and honestly educated a lot of people about what really goes into the strategy(not much) which led to the current bandwagon.
If you want to blame anyone, blame the groups who felt the need to brag and couldn't keep it a secret. This was guaranteed to happen once the wider public was made aware.
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Ragnarok.Inx
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By Ragnarok.Inx 2017-05-02 08:17:24
Even if I agreed with the argument that SMN is overpowered (which I don't, for the record), so what? Its not like other jobs haven't spent far longer as top dogs and noone said d!ck about that being a problem.
Very few people have an issue with SMN being the best DD in the game. The issue is the gaping, grand canyon sized advantage SMN has over every other DD in that 30 second window during conduit. Not since Kclub DRK has one job had such a massive advantage over the others.
SMN is not a brain-dead "win button". Conduit zerging is not some kind of flawless strategy, because in all candour, if it was we'd probably use it just for sheer convenience. But it isn't, and we don't.
Maybe you're doing it wrong. Compared to every conceivable strategy, Schah specifically, conduit burn is far and away the easiest to pull off with the least amount of people to potentially screw something up. Prebuff>Pop>RUN does SP to floor macc>SMN AC>Win. Which of these steps are you claiming to be difficult and on the same level as traditional methods?
I'm honestly shocked you're trying to argue it's somehow difficult when you've supposedly done these using different methods since the GEO nerf.
I've put a significant amount of time and gil into SMN, but I'm no veteran. I'm an ex-career MNK who knows what it feels like to be rail-roaded into obsolescence by ill-considered "adjustments".
This explains your diehard opposition and why you're ignoring simple math that shows the massive advantage conduit has. Take conduit out of the picture and SMN is still a viable job by your own accounts. Again, no one wants SMN nerf'd into oblivion and rendered unusable, they just want conduit put in check; is that seriously so unreasonable?
Well, we're probably "doing it wrong" because our weekly aeonic event is 18+ members and we fight with full-alliances whenever possible. We're not mercing clears, just getting the most people through per pop we can.
We also favour PLD tanks (more Burts than Epeo's are available typically due to player/job splits) so for obvious reasons conduit zerging is just not a strat that plays to our strengths. For this reason we never use *just* SMN DD's on anything.
Because of this, I'm pretty damn familiar with what SMN performance is like in large, mixed groups where the strategy isn't fixated on a 30-second all-or-nothing burst. And guess what, objectively its not that impressive when removed from the specific conditions of these short zerg strats where literally every other key role is simultaneously burning their SP's to facilitate the result!
By ocean 2017-05-02 08:32:27
Question for Inx: For discussions sake let's say amnesia, para, ect were not an issue. You have 3 super geared wars, sams or any other DD that are fully buffed on schah, albumen or any other relevant T4 against 3 smn with aftermath, beast & drachen. Both get frailty and torpor. In your opinion who wins the parse before said mob dies? And will the parse be close?
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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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