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Reisenjima T4s
Fenrir.Ramzus
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By Fenrir.Ramzus 2017-05-02 21:27:02
 ?
By Sylph.Cherche 2017-05-02 21:28:28
What the hell are you on?
By Stiltz 2017-05-02 21:49:56
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Fenrir.Caiir
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By Fenrir.Caiir 2017-05-02 21:54:51
?  ¿
Asura.Sechs
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By Asura.Sechs 2017-05-03 01:08:22
In another six months, Schah will be replaced by something more difficult Are you sure?
Because I wish but I wouldn't hold my breath for it if I were you.
Asura.Saevel
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By Asura.Saevel 2017-05-03 07:12:57
In another six months, Schah will be replaced by something more difficult Are you sure?
Because I wish but I wouldn't hold my breath for it if I were you.
And unless there is a change, that "something more difficult" will be beaten within a few days by a pack of AC SMN's. Then the next thing will be beaten using that same method also. NM difficulty doesn't matter when you can ignore fight mechanics.
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By Jumeya 2017-05-03 07:42:04
Careful now,
SE could be actually smart and use the mechanics that they already have in place to eliminate certain strategies on certain content,
Things like high crit rate resist (makes bow ranger useless) or damage reduction based on range from monster (They could technically flip that), specific damage type DT, or even roll out Pet resistance?
We already see some wacky things come out of Ambuscade, such as geomancy immunity and other shiftiness.
The only real thing holding back any innovation in that sense is that it is an old game, with few (3? 6?) people maintaining it, with little to no content foreseeable over the next year.
Alternatively, they could do with more master trials.
Asura.Sechs
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By Asura.Sechs 2017-05-03 08:04:42
And unless there is a change, that "something more difficult" will be beaten within a few days by a pack of AC SMN's. Then the next thing will be beaten using that same method also. NM difficulty doesn't matter when you can ignore fight mechanics. To be more specific about this, my concern is about ignoring fight mechanics on pretty much ALL FIGHTS.
If it were a situation of a couple of fights where with a certain specific combination of jobs/jas/stuff you can ignore fight mechanics and turn it into a 30 seconds Zerg, well it wouldn't be good but then again I wouldn't care that much. Especially so if we're talking about old content that you can rush through several, several, several months after its original release and when there's new stuff in their place.
I bet a large number of players would feel the same.
But when that applies to pretty much anything in game then uhm no, clearly something must be fixed imho.
Asura.Saevel
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By Asura.Saevel 2017-05-03 08:13:17
Ambuscade is a special case because the content only lasts a month and thus SE doesn't need to worry about long term balance or impact. Take the Frog, originally designed to respond to high damage with an AoE move of such obscene damage that it would be instant death, except we figured out a loop hole that made him piss easy. Imagine if he was a super boss that dropped highly desirable gear. Now SE would of had to patch him if that was the case, but since it's ambuscade they just let it expire and remember not to make that mistake for the next one. They experiment a lot and take risks because nothing will have an impact of longer then one month.
The problem in AC SMN's situation is it's become a First Order Optimal Strategy (FOOS), meaning it's simultaneously incredibly simply to execute with power results and therefor becomes the default for all content. To do anything without using AC SMN's would effectively be a waste of time. In order to balance this via content, every single piece of content created from here until the end of the game would have to be designed to combat and defeat SMN AC zerging. Or they could tone down the power of multiple SMN's under the effect of AC. The second fix is far easier then the first and much less likely to produce unintended results.
The fundamental impasse is that current abusers of AC SMN don't want to stop abusing it, they want to keep abusing it as an easy mode win, any recommendation they make will revolve around having no effect on their JP button. In order for the game to continue being relatively healthy, SMN AC zerging needs to stop. These two positions are incompatible with each other. There is nothing that will fix the situation that won't piss off and disappoint the current batch of people abusing it.
Asura.Neufko
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By Asura.Neufko 2017-05-03 08:23:57
Careful now,
SE could be actually smart and use the mechanics that they already have in place to eliminate certain strategies on certain content,
I'd like to see a fight tower defense like, completely ignoring damage. The NM would have a negative regen and would die in 10 minutes. If someone dies, he warps. Let him pop some adds so DD aren't completely useless and we could have a fun fight :)
/fantasycrafting
Lakshmi.Byrth
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By Lakshmi.Byrth 2017-05-03 08:48:29
I think people don't appreciate the niche that SE has given Monk, probably because it isn't very strategically valuable at the moment and maybe never will be for people who really theorycraft endgame.
Monk caps subtle blow 1/2 mostly by accident and has access to Penance. If you have two Monks, you can keep Penance up full time and ultimately feed ~4x less TP/hit than a normally geared BLU/WAR. On top of that, MNK attacks slower, has fewer attacks/round, and has higher base damage. Just napkin mathing it and guessing attack/round numbers, Penance-maintaining Monks feed something like 3x less TP than the nearest competitor (either NIN or non-Koga SAM) under favorable conditions.
I don't have much experience actually bringing Monk to stuff and I have absolutely no experience bringing two Monks, but I know that TP spam rate notably drops in Omen when we use NIN + BLU instead of BLUx2. NIN feeds about 35% less TP than BLU (assuming the BLU has a fully enhanced Auspice). I bet the difference with two Monks would be dramatic.
Monk's niche might be as a DD that slows down fights and reduces TP move frequency, essentially compensating for having a bad back line. So it loses the parse and its DPS is worse, but you also don't see back to back TP moves.
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Odin.Horu
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By Odin.Horu 2017-05-03 08:55:08
I think people don't appreciate the niche that SE has given Monk, probably because it isn't very strategically valuable at the moment and maybe never will be for people who really theorycraft endgame.
Monk caps subtle blow 1/2 mostly by accident and has access to Penance. If you have two Monks, you can keep Penance up full time and ultimately feed ~4x less TP/hit than a normally geared BLU/WAR. On top of that, MNK attacks slower, has fewer attacks/round, and has higher base damage. Just napkin mathing it and guessing attack/round numbers, Penance-maintaining Monks feed something like 3x less TP than the nearest competitor (either NIN or non-Koga SAM) under favorable conditions.
I don't have much experience actually bringing Monk to stuff and I have absolutely no experience bringing two Monks, but I know that TP spam rate notably drops in Omen when we use NIN + BLU instead of BLUx2. NIN feeds about 35% less TP than BLU (assuming the BLU has a fully enhanced Auspice). I bet the difference with two Monks would be dramatic.
Monk's niche might be as a DD that slows down fights and reduces TP move frequency, essentially compensating for having a bad back line. So it loses the parse and its DPS is worse, but you also don't see back to back TP moves. it gains subtle blow II +10 from moonbow belt,pretty much 60% reduction with capped subtle blow. (I wonder if its possible to hit 85% subtle blow with penace, i got no idea how the math works between them or any possible cap, say multiplicative between them on bg)
Lakshmi.Byrth
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By Lakshmi.Byrth 2017-05-03 09:00:47
Yeah, my TP set right now is:
Main: Godhands
Ammo: Ginsen
Head: Adhemar +1 (8 Subtle Blow)
Neck: Combatant's
Lear: Cessance
Rear: Sherida (5 Subtle Blow II)
Body: Adhemar +1
Hands: Adhemar +1
Lring: Niqmaddu (5 Subtle Blow II)
Rring: Epona's
Back: Segomo
Waist: Moonbow +1 (15 Subtle Blow II)
Legs: Samnuha
Feet: Herc Boots (6 Subtle Blow)
Including the 35% Subtle Blow base and even assuming no Auspice, I'm at 49% Subtle Blow and 25% Subtle Blow II while wearing the best DD pieces available to me according to the spreadsheet.
dAGI, Subtle Blow, and Penance are all multiplicative. You end up with a minimum of:
.5*.25*.65 = 8.125% original TP fed
I kind of doubt that Yurin stacks with Penance (one probably overwrites the other), but that would knock it down to a minimum of 6.875% if it did.
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Odin.Horu
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By Odin.Horu 2017-05-03 09:14:26
So you pretty much get about 12.3times more attacks in before it even counts as 1 attack to the mob? couple that with a well geared stunner (Probably only need one at this point which means you could get more people on it) and the mob won't do anything at all depending on resists to stun
Asura.Saevel
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By Asura.Saevel 2017-05-03 09:15:12
I think people don't appreciate the niche that SE has given Monk, probably because it isn't very strategically valuable at the moment and maybe never will be for people who really theorycraft endgame.
Monk caps subtle blow 1/2 mostly by accident and has access to Penance. If you have two Monks, you can keep Penance up full time and ultimately feed ~4x less TP/hit than a normally geared BLU/WAR. On top of that, MNK attacks slower, has fewer attacks/round, and has higher base damage. Just napkin mathing it and guessing attack/round numbers, Penance-maintaining Monks feed something like 3x less TP than the nearest competitor (either NIN or non-Koga SAM) under favorable conditions.
I don't have much experience actually bringing Monk to stuff and I have absolutely no experience bringing two Monks, but I know that TP spam rate notably drops in Omen when we use NIN + BLU instead of BLUx2. NIN feeds about 35% less TP than BLU (assuming the BLU has a fully enhanced Auspice). I bet the difference with two Monks would be dramatic.
Monk's niche might be as a DD that slows down fights and reduces TP move frequency, essentially compensating for having a bad back line. So it loses the parse and its DPS is worse, but you also don't see back to back TP moves.
That would only be important to content before level 99. Now all NM's have ridiculous TP regain effect that gets stronger as the NM's HP goes down. The only way to slow down an NM's TP gain is to use DRK's SP to drain it. SE *** over every single Subtle *** in the game when they made potent regain a standard feature for MB's.
Odin.Horu
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By Odin.Horu 2017-05-03 09:21:32
there is still alot of content that doesn't regain, since most people spam like nuts with jobs that don't have or have only a extremely little amount of subtle blow, noone really notices, honestly i reduce personal depending on the fight(Not all fights) and opt for SC burn over time because the dmg goes nuts at the 5th and 6th WS/SC(If you can reach that high) than WS burn because it buys time between the mobs WSs
Every man for their own strats I suppose
Asura.Saevel
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By Asura.Saevel 2017-05-03 09:24:37
there is still alot of content that doesn't regain
Anything worth discussing here has massive regain. All boss's since Voidwatch have had regain and SE only ramped up the values with the introduction of "Mega Hard" Delve boss's pre iLevel. After iLevel SE never reduced that regain and it's been a standard feature ever since. So while your Tier 1 NM's probably don't have regain, your T3's and 4's definitely do.
Odin.Horu
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By Odin.Horu 2017-05-03 09:33:51
indeed so, however along with the addition of regain is the mobs hp scaling, things like kirin II and WoC or other such NMs you most certainly don't use SC style, however there are still some T3-4 mobs that even tho they have regain, limiting tp gain makes a ton of difference, of cause that excludings the ones that when it hits it 2hr it goes AoE nuts, in which case TP feed in anyways makes no difference and PD or GEO WS burn pretty much is the only way
Asura.Saevel
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By Asura.Saevel 2017-05-03 09:51:11
indeed so, however along with the addition of regain is the mobs hp scaling, things like kirin II and WoC or other such NMs you most certainly don't use SC style, however there are still some T3-4 mobs that even tho they have regain, limiting tp gain makes a ton of difference, of cause that excludings the ones that when it hits it 2hr it goes AoE nuts, in which case TP feed in anyways makes no difference and PD or GEO WS burn pretty much is the only way
There is no T3~4 NM that will not spam TP moves in between spells as the fight goes on. Subtle Blow builds aren't anything new, they used to be extremely useful at 75 and into Abyssea. At the end of Abyssea and into Voidwatch SE started equipping all NM's with potent regain, at first it was just under 25% HP then it's become at all HP levels with under 25% being brew level regain. As an example I've taken Delve MB Shark and kited him on RUN when it wiped most of the party at 75% (noob pugs) and guess what, every few seconds it would use a TP move. Six DD's beating on it vs no one hitting it and you still had the exact same TP move times of once every 8~11 seconds.
This is how NM AI generally works
If TP > 1000 use TP Move
Wait 2~3s
Cast spell
Wait 3s
If TP > 1000 use TP Move
rinse and repeat. The important part is that casting spell, they generally don't have a lot of fast cast so by the time they've finished casting and waiting their 3s time, they've regained enough TP to do a TP move. That's where the once per 8~11s time comes from, 2~3s after TP move, the couple of seconds for casting and the 3s wait after the cast.
The best way to reduce their TP move usage is casting Addle II or Pinning to make them take longer casting and thus lengthening the time in between usages. Then kill them as quickly as possible using the best DPS you have access to. The less time it's alive the less TP moves it'll use. Yeah SE *** everyone when they handed out regain like candy to Mega Boss's.
Lakshmi.Byrth
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By Lakshmi.Byrth 2017-05-03 10:05:09
My experiences with monsters like Glassy Craver and the difference between NIN+BLU and BLUx2 seem to contradict your assertions.
Subtle blow has an effect, but the question is more along the lines of "why use it if I can kill faster and equally safely without it?"
Fenrir.Jumeya
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By Fenrir.Jumeya 2017-05-03 10:12:54
Regain goes up as HP goes down. Omen mid bosses very noticeably have little/no TP regain pre 75% HP. Kite them bellow there, and they fit right into the expected WS frequency of ~9, 6 and 3 seconds as HP goes down.
This is quite different then T3/4s, who TP regardless if anyone is hitting it, even when just being held/blocked and parried nearly every attack.
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Asura.Saevel
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By Asura.Saevel 2017-05-03 10:16:13
My experiences with monsters like Glassy Craver and the difference between NIN+BLU and BLUx2 seem to contradict your assertions.
There is no T3~4 NM that will not spam TP moves in between spells as the fight goes on
The best way to reduce their TP move usage is casting Addle II or Pinning to make them take longer casting and thus lengthening the time in between usages.
Anything worth discussing here has massive regain. All boss's since Voidwatch have had regain and SE only ramped up the values with the introduction of "Mega Hard" Delve boss's pre iLevel. After iLevel SE never reduced that regain and it's been a standard feature ever since. So while your Tier 1 NM's probably don't have regain, your T3's and 4's definitely do.
None of the T3's cast spells and they are just sub-boss's, I'm talking about megaboss's, the ones your actually aiming to kill.
Asura.Saevel
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By Asura.Saevel 2017-05-03 10:19:02
Regain goes up as HP goes down. Omen mid bosses very noticeably have little/no TP regain pre 75% HP. Kite them bellow there, and they fit right into the expected WS frequency of ~9, 6 and 3 seconds as HP goes down.
This is quite different then T3/4s, who TP regardless if anyone is hitting it, even when just being held/blocked and parried nearly every attack.
It's a very noticeable pattern to anyone who's tanked it before during a recover.
TP Move
2~3s wait
Spell
3s wait
TP Move
2~3 wait
Spell
3s wait
They can't use a TP move while their casting a spell or during the 3s cooldown after regardless of the amount of TP they have.
Everything Byrth said is 100% accurate for regular mobs and many sub boss's. Delve sub boss's, T1 and some T2 Escha NM's, the Omen mid boss's, and so forth. If they don't cast spells then minimizing their TP gain will typically reduce the moves they do as very few of those mobs have regain. Everything above that has the typical SE "*** you guys" design.
100-75% HP: Little to Moderate Regain
75-50% HP: Moderate to Strong Regain
50-25% HP: Moderate to Strong Regain
25-0%: OMFG Primeval Brew Regain
Lakshmi.Byrth
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By Lakshmi.Byrth 2017-05-03 11:13:34
I get that you've said it and are willing to keep repeating it, but I think your experiences are colored by using a combination of jobs that always ceiling out mob TP frequency.
Erinys and Onychophora, for instance, are high tier NMs without notable regain. I've killed both without seeing a single TP move.
I'm not saying "no high tier endgame monsters have regain," but I also don't think the number is 100% and I suspect it might even be below 50%. Even among those that have it, I'm not sure it's quite as strong as you're describing.
For instance, I haven't seen evidence that Omen Caturae have overpowering regain. In our first Ou last night, Ou was averaging 1-2 attack rounds between spell/TP moves during the 95-15% melee zerg (2 DRK as DDs). We pulled out at 15% to SV buff before the final zerg and he went 6 attack rounds after his last spell without using a TP move. In the same low-hp pause, our second Ou went 6 attack rounds, cast magic, and then did 2 more attack rounds before using a TP move.
So it does matter whether or not you're meleeing monsters, which means extreme subtle blow (a la MNK) might matter as well.
Asura.Sechs
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By Asura.Sechs 2017-05-03 11:35:06
I can say I definitely noticed a ~33% difference in TP moves use frequency on Gin within Omen.
I did many runs, but 5 in particular are the ones I'm talking of:
2x Runs were made with 2x NINs as DDs (DDx2, Tank, Supportx2, WHM)
3x Runs were made with 2x THFs.
In the first scenario Gin was using TP moves roughly at a 33% slower rate. Very approximate estimation but the difference was quite noticeable and given the multiple instances in which I clearly experienced this, I'd say it's no coincidence.
I couldn't explain this and was discussing it with my friends yesterday but after reading Byrth's post I think it might be related to what he's saying.
Aside from that though the real question becomes another: Does it matter?
And also Byrth I like the scenario you're trying to promote with that "niche" you want to put MNK in, but the damage difference is so big I'm not sure it would ever be worth it, nor that such was the plan behind SE's behaviour concerning MNK and its role in current meta.
By Blazed1979 2017-05-03 11:40:43
tested this on many mobs with DRK Absorb-tp.
But regardless, I don't think we have any issues surviving omen bosses even if they spam TP moves. If that is in fact MNK's niche, its one nobody cares about.
Now a plague added effect on MNK's melee attacks would be something worth CONSIDERING. but even then, I doubt people would give up fast, efficient kills for long fights with much less tp moves.
Not unless they released Bosses that had TP moves that could instantly change the course of battle, something as extreme as Khim's fulmination at Lv.75 cap. But it would also need to be unstunnable.
Lakshmi.Byrth
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By Lakshmi.Byrth 2017-05-03 11:42:39
Yeah, I think we don't use it because it isn't that useful and most of the players who post on forums have a capable enough back line that they're not struggling to beat Glassy Craver. If we can beat it with non-MNK setups, why handicap ourselves to beat it slower?
That said, I've never really tried it.
By Blazed1979 2017-05-03 11:44:00
That and aren't there blu spells that have plague effect?
Sylph.Gobbo
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By Sylph.Gobbo 2017-05-03 12:21:56
Yeah, I think we don't use it because it isn't that useful and most of the players who post on forums have a capable enough back line that they're not struggling to beat Glassy Craver. If we can beat it with non-MNK setups, why handicap ourselves to beat it slower?
That said, I've never really tried it.
I mean, you could also just cap out Subtle Blow with Monk's Roll too if you wanted to use up a Roll on Subtle Blow. I think we won't be seeing much use of that meta though until they start releasing more Subtle Blow II gear, because it DOES have potential when you max out dAGI and when they start releasing more mobs than just Omen Megas that don't have insane Regain/Store TP/Save TP. I mean you could bring your 2-handed DD jobs from feeding mobs like 180ish TP down to a paltry 30-40 TP which is a huge difference. But when they ***like Regain, it just undermines all that.
By clearlyamule 2017-05-03 13:04:28
I get that you've said it and are willing to keep repeating it, but I think your experiences are colored by using a combination of jobs that always ceiling out mob TP frequency.
Erinys and Onychophora, for instance, are high tier NMs without notable regain. I've killed both without seeing a single TP move.
I'm not saying "no high tier endgame monsters have regain," but I also don't think the number is 100% and I suspect it might even be below 50%. Even among those that have it, I'm not sure it's quite as strong as you're describing.
For instance, I haven't seen evidence that Omen Caturae have overpowering regain. In our first Ou last night, Ou was averaging 1-2 attack rounds between spell/TP moves during the 95-15% melee zerg (2 DRK as DDs). We pulled out at 15% to SV buff before the final zerg and he went 6 attack rounds after his last spell without using a TP move. In the same low-hp pause, our second Ou went 6 attack rounds, cast magic, and then did 2 more attack rounds before using a TP move.
So it does matter whether or not you're meleeing monsters, which means extreme subtle blow (a la MNK) might matter as well. I've kind of been having this discussion with people since idk the days of sea and limbus were big lol. A lot of people were claiming this and that had tons of regain too because they saw frequent tp moves
But my ls was going out of it's way to control tp gain with 2 nin/drk tanks standing decently far so nm had to walk and same nms people would claim had massive regain would never use a move while the blms rested for minutes on end. But some of them if given enough time would use a move after only being fed 1-2 spells worth of tp. We ended up thinking some might of just had massive stp or much lower thresholds to use moves and maybe some small regain
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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