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The Tumult Curator Thread
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By Sylph.Shadowlina 2016-08-30 06:56:13
A thread to discuss this NM Exclusively, and a collective resource for anyone interested in this Fight.
This Notorious Monster is one of the hardest 6+ man content. It is based of the original Pandemonium Warden fight, but ready at 145 content level, the highest within the game.
To obtain access to Tumult Curator, you must clear the Unity ToAU Kings, Shedu(Khim)*, Sarama(Cerb) and Thu'uban(Hydra).
*There is a bug with being able to use the Unity warp to fight this NM, some people can, some people cannot warp to this fight. But walking to the pop and winning will still grant access to Curator.
Tumult Curator goes through his phases similar to the Original Pandy fight, but with an added spin. Instead of popping as just the single Mega Boss, he will spawn first as the Salvage Bosses, all of them simultaneously. Then All the Beastmen ToAU Mega bosses, then all the Beasts (Khim,cerb,Hydra) bosses, until finally he transforms into a Single, Pandy warden with his Lamps.
When in this Form, he has access to Astral flow, which he will always use at 74%, 49%, 24% and 4%. All Drevgr abilities, Sleepaga II (Which will seemingly always land), A 300HP a Tick Bio Aura (Which does not break sleep....?)
As you can tell, he can be a nasty piece of work without the proper communication.
How do you fight this NM?
There is one of two strats, one is far more well known the other i will be covering myself, and is based of a Japanese battle plan, written on a Linkshell blog (I'll find the link later).
Super BLU Meta Style:
The most "Known" Strategy for Tumult Curator is the the Strategy written by Mischief, available on this video.
YouTube Video Placeholder
With the write up of his strategy written bellow. Tumult Curator
Setup (Initial - subjobs shown where notable) - PLD (popper) SCH/BLM GEO COR COR RUN/SAM | BLU/RUN BLU/RUN WHM GEO GEO BRD/BLM*
The sixth spot in the melee party swapped between the BRD, both CORs, and the RUN. Other DDs can be effective if top geared: Samurai in particular can be greatly helpful on the Dvergr because of Warding Circle and Hamanoha.
Unfortunately, I don't think it's possible to do this with anything but a melee setup. Magic is ineffective or worse against Troll, Cerberus, Khimaira, and (most importantly) Dvergr, and RNGs probably can't output the damage required in time (roughly 2.4M all told with 12 people). Not to mention hate is the same as all other UNMs: damage is king. A BST strat might be able to do enough damage, but Dvergr Astral Flow, incessant Curse spam, nasty magic damage/status ailments and 300/tick Bio aura might be unsustainable. IDK, prove me wrong if you feel like it~
Buffs:
Geomancy: Indi-Vex/Attunement, Geo-Fury/Frailty for GEOs in melee pt, Indi-Attunement/Geo-Torpor for GEO in other pt. We Entrusted Fend/Fade for Dvergr, you decide if that's worthwhile and what (if anything) to Entrust beforehand. Vex and Attunement are by far the most important, and need to be kept up fulltime. Both GEOs in melee party MUST have Idris, the one in the other party can get away without it (but still very helpful).
Rolls: Hunter's, Magus, Samurai. Fourth roll as whatever your DDs want, we chose Rogue's for the extra crit rate for CDC.
Songs: Honor March/Minuetx3 pre-Dvergr, Honor March/Madrigal/Madrigal/Minuet on Dvergr. Honor March is mandatory. Four songs is not, but helps enormously. Fifth song during Clarion Call can be a Minuet, or anything else you think might help.
Both Blue Mages had Cocoon, Barrier Tusk, and Saline Coat set in addition to other normal spells. I had Magic Barrier set in case of emergencies, though some other spell in that slot might be better.
The Fight:
-PLD spawns and supertanks everything. BRD gives them Scherzo before they pop, no other buffs are really needed. Use Aegis.
-SCH looks after the PLD until the Dvergr form.
-GEOs be sure to tag every new enemy to ensure your bubbles are working on them! A tier 1 nuke or meleeing it will suffice.
Phase I: Four Chariots (Level 119) - Order: Long-Armed Chariot -> Whatever
-Just kill the Long-Armed Chariot first to prevent Brainjack from going off, then kill the rest in any order.
-Scherzo on the PLD to prevent a one-shot from Discoid (10k needles, magic damage).
Phase II: ToAU Beastmen Kings (Level 125) - Order: Gurfurlur -> Gulool -> Medusa
-Gurfurlur is killed first to hopefully prevent Arcane Stomp from going off. This TP move lets him heal from all magic damage, so switch to WSes that will NOT trigger Skillchains (we used Savage Blade) if it does get used.
-Gurfurlur has nasty conal moves, including Amnesia and heavy Knockback. Pleiades Ray, used under 50%, can inflict things like Stun, Paralyze, Blind, Silence, Plague, etc. if not resisted (knockback -> Pleiades can suck...).
-Gulool Ja Ja's Miasma can inflict Slow and Plague if not resisted. Mijin Gakure is used under 5% health, and can be deadly if allowed to use at 3% or higher; try to get it from 6% -> 1% instantly.
-Medusa's Eagle Eye Shot can one-shot a DD without Defense buffs up (Cocoon and Defending Ring are sufficient). Has a lot of Petrify moves, mostly gaze and/or conal.
Phase III: Thu'ban, Sarama, Shedu (Level 135) - Order: Hydra -> Khimaira -> Cerberus
-Hydra starts at 50%, and regains 25% every time he grows a head back, like Tinnin and Thu'ban. After all three heads are back, he will Polar Bulwark; it is possible to defeat him before this goes off with a strong enough skillchain.
-Hydra is dragged back to where it is to prevent Nerve Gas (30' range) from hitting the PLD.
-Tumult Lamps associated with Hydra (Dahaks) can use Nullsong if allowed to live too long, almost certainly killing the PLD. They despawn when Hydra does.
-Keep defense buffs up for Khimaira, and use Bio instead of Dia: Hundred Fists can be brutal if not proc'd. Proc seems to be somewhat random. RUN and /RUN use Tellus and Pflug on this to help avoid Stun effects.
-Fight Cerberus exactly like you fight UNM Sarama. Unda/Vallation helps, but Vex/Attunement should block almost everything.
-The SCH curing the PLD supertank should be wary of Gates of Hades from Cerberus, it can kill them if they aren't careful.
Phase IV: Dvergr (Level 145):
-Dvergr uses:
Spells: Curse, Impact, Sleepga II, Blindga, Dispelga, Tier V -ga spells, Tier VI Single nukes, Meteor. Most debuffs from spells will land even through Vex/Attunement, and nukes can one-shot a DD if not resisted.
Uses normal Dvergr TP moves: Hellsnap, Hellclap, Thundris Shriek, Bilgestorm, Necropurge, Necrobane, and Cackle. Some have additional effects beyond the normal:
Thundris Shriek: Respawns any Tumult Lamps that had been defeated. Any Lamps that are awake when this is used level up.
Hellclap: Copies Tumult Curator's enmity list to every Tumult Lamp (this is why Lullaby is vital).
Bilgestorm: Gives Tumult Curator and all Tumult Lamps a ~250-300 damage/tick Bio aura (this is why SCH comes into the main party at start for Regen V/Embrava). The Defense Down effect from this move is ruinous and must be removed immediately, or Tumult Curator will hit for 700+ (easily fatal when cursed). Bio aura has a 30' range.
-Tumult Lamps can use most of the things Tumult Curator does, but their spells are a tier lower. Dispel/Curse spam can kill your PLD before you're ready to fight if you're not careful.
-Fully rebuff after Dvergr spawns, in this order, Samurai/Rogue (or whatever other roll you want) COR -> Hunter/Magus COR -> SCH (Tabula Rasa Regen V/Embrava, prioritize duration on this!) -> BRD. BRD uses full JAs, Horde Lullaby on all 6 lamps (make sure you sleep all 6, use harp if you need!), then comes back and sings.
-Accuracy requirement for Dvergr seems to be around 1600, if not a bit lower. Without songs/rolls, it can be a whiff fest.
-If 2xBLU like we did, they must keep the following up at all times: Lux x2 (Vallation/Pflug when up), Mighty Guard (alternating), Erratic Flutter, Saline Coat, Barrier Tusk, and Cocoon. Nat. Meditation is nice but not essential. Cocoon especially is vital, it nearly cuts Tumult Curator's melee damage in half. Bring Viles. Unbridled Wisdom can be used for Harden Shell at any point if desired (preferably under 24%).
-Melee should have at least some DT locked for this. I locked Defending Ring and Loricate Torque +1. Not having any is asking to get one-shot at some point.
-SCH/BLM is for Elemental Seal Breakga (Manifestation) on the Tumult Lamps right before they wake, so the BRD can immediately resleep them.
-The GEOs in the melee party must survive! Screw the Refresh pieces: if you're not recasting Geomancy, use DT- gear fulltime! Bring Viles to keep your MP up! (This also applies to basically anyone that isn't a DD, but especially for GEOs.)
-Everyone that isn't WHM or BLU (or maybe GEO if having MP issues) should have Vile Elixirs in their bazaar at 1g. Your WHM will need them.
-WHM has a heavy burden on them in this fight. Melees can bring Holy Water or Panacea if they can't remove the debuffs fast enough. Vex/Attunement should hopefully block most debuffs, but some (mostly Curse spam) will get through. Don't hesitate to buy viles off of other players' bazaars!
-Consider Poison Potions or an equivalent if you're not a melee; Sleepga II almost never gets resisted, even with Bolster'd Idris Vex/Attunement. Bilgestorm Bio aura will wake you up immediately, of course, but that's not always up.
-Remove Bilgestorm's Defense Down effect immediately if it lands. Do not hesitate to Panacea this.
-Those in the other party that don't need to be close to Tumult Curator should probably stand 30' away from everything to avoid Bilgestorm's Bio aura.
-At 74%, 49%, 24%, and 4%, he will use Astral Flow. The RUN must be in the melee party for this, and must One For All (magic phalanx equal to 20% of recipient's maximum HP at the time the buff lands: blocks this AF nicely) all 6 members in that party the moment it goes off. Do not run if you're in the melee party, or you will probably die and/or get your WHM angry with you. Those not in the melee party should scatter and hope more than one avatar doesn't come after them.
-Each avatar summoned by Astral Flow targets a random person, walks to them, and uses their Astral Flow before disappearing. The AoE range is fairly short. One For All will block most if not all of the damage to the melee party; other party will probably suffer some casualties. This is fine, only the GEO suffers from dying and you can probably do without Torpor with all buffs up.
-One For All must be reset after every Astral Flow before the next one is triggered. BRD needs their JAs reset before the Tumult Lamps wake up. Don't hesitate to Wild Card if you have two Corsairs. Hold damage if you need to, the RUN must be in the melee party before Astral Flow goes off or you die.
-The RUN should not use any JAs other than One For All if you're only getting Random Deal. If you are getting Wild Card, use everything (don't forget Warding Circle). Lux runes.
-Upon sleeping the Tumult Lamps a second time, redo the melee songs while JAs are still up. Hold damage if you need to avoid triggering an Astral Flow.
-Don't hesitate to use Cleric's Drink and/or Megalixir from Ambuscade points if they're needed - where else are you going to use them?
-Enjoy your shiny new title, Rare Enemy vorseal, and (probably crappy) Tumult Curator's Coffer drop! I got the staff...yay? At least it beats the Master Trial's useless lockstyle drop...
There are several Pro's and con's to this fight style. Here's some of the Key ones in my opinion.
Pro's:
Con's:
Super Ninjustu style
This fight is currently nearly exclusively used by Japanese players, but i understand the fight well enough to write this out in full for anyone regardless of language to write out.
So first things first, this style largely capitalizes on the NIN Aeonic. If you have ever seen any Japanese players with Aeonics, i guarantee you they have the NIN Aeonic. As much as many people view most aeonics as trophy pieces, a NIN set up well can solo Radiance all day every day, whatever the weather. From my Experience with both the BLU style and the NIN style, This soul factor means a solo NIN is just as fast as two BLUs, As Crazy sounding as that may seem... <_<;
So here is the write up.
Party Set ups
Party 1, Main Party: NIN (Can be /RUN) (Aeonic Ofc...), RUN/WAR(Epeolatry), WHM/SCH(Yagrush), GEO(Idris), GEO(Idris), COR/WHM **Will be moving parties**
Party 2, popper and Buffers: PLD, WHM(Support for him/her)*, BRD/BLM(We had a 4 Song Bard here), SCH/RDM or /BLM (For Break), BRD/WHM. (This bard doesn't rotate), **Free Party Slot**
*Isn't necessary, but safer. This could be the SCH however.
Buffs:
GEO: Indi-Attunement, Geo Vex, Indi- Precission, Geo-Frailty. Entrusting Dex.
SCH: Regen V, Phalanx, Thunderstorm II and Embrava for final boss.
Rotating Bard: Scherzo, March, Honor March, Madrigal and a Minuet when One houred. Ballading the WHM.
Buff Party BRD: Ballads... Always Ballads and Scherzo for the tank if you feel fancy pantsy.
COR: Chaos Roll / Samurai Roll OR Magus roll / Samurai roll. Your choice.
Item's everyone needs:
Panacea, Poison pots/El. Pachira fruit/Gnatbane, Remedies.
Item's WHM needs:
Elixer's in case of MP Emergancy.
Pre Fight Info:
The RUN and NIN will be meleeing Together, The RUN can open with a Dimidation, to set up for the Blade:Shun spam for the NIN. To assist in making Light's.
The Fight:
Before the fight, make sure all parties are fully buff and rotated, if you feel extra fancy the second bard could rotate here too. Songs you'd have to organize here yourself /o/ i've been writing this for like an hour now w.
* PLD is spawning.
* Second WHM or SCH is healing the PLD.
Phase 1:
Four Chariots and Gear "lamps". Order: Long Armed Chariot (The biggest army guy) -> Whatever
-PLD will need Scherzo.
-Kill Long armed to prevent Brainjack.
-WHM should Barthundra/Barparalyze for the full duration.
Phase 2:
ToAU Kings, (Medusa, Troll guy, Lizard guys). Order: Gurfurlur -> Gulool -> Medusa
-Gurfur first in an attempt to stop arcane stomp. If this goes off, Swap the Weapon skills to Sickle moon -> Blade Shun. This will not make a skillchain, thus wont heal.
-Barparalyze, and Bar ice is preferred here.
-Has a Conal called Pleiades Ray under 50%, which is Paralyze, silence, blind, virus, bind.... Vex and Attunement are at there most needed here. They will still half land even with these up, WHM needs to be aware of this.
-Gulool Ja Ja's Miasma can inflict Slow and Plague if not resisted. Mijin Gakure is used under 5% health, and can be deadly if allowed to use at 3% or higher; try to get it from 6% -> 1% instantly. Although, within this strat, i have personally seen this happen once.
-Medusa's Eagle eye shot is much less of a threat here, due to shadows. Gorgan dance is Petrify, but has a long cast, so a WHM can 100% Precast this ability.
-BarStone and Bar Petrify here if you want.
Phase 3:
Hydra, Khim, Cerb phase. Order: Hydra -> Cerb -> Khim.
-These can all be proc'd i assume the same proc condition's as their Unity counterparts.
-Make sure you are pulling these out of range of their AoEs. Paralyze from the Cerb is a douche.
-Any support /WHM should be assisting paralyna's.
-Hydra first:
-It can use Nerve Gas, be aware. And it will land with poison and curse...
-Hydra starts at 50%, and regains 25% every time he grows a head back, like Tinnin and Thu'ban. After all three heads are back, he will Polar Bulwark
- Barice and Barparalyze here.
-Cerb can be nasty thus why i prefer second over Khim.
-Fought the same as Sarama.
-Divine Carass is a WHM's friend here.
-Remove Burn as fast as you can... especially on yourself... it hurts... a lot..
-Barfire, barparalyze.
-Use Bio on the Khim, and try to proc him, he is relatively easy compared to everything else thus far.
Phase 4:
-Dvergr uses:
Spells: Curse, Impact, Sleepga II, Blindga, Dispelga, Tier V -ga spells, Tier VI Single nukes, Meteor. Most debuffs from spells will land even through Vex/Attunement, and nukes can one-shot a DD if not resisted.
Uses normal Dvergr TP moves: Hellsnap, Hellclap, Thundris Shriek, Bilgestorm, Necropurge, Necrobane, and Cackle.
Some have additional effects beyond the normal:
Thundris Shriek: Respawns any Tumult Lamps that had been defeated. Any Lamps that are awake when this is used level up.
Hellclap: Copies Tumult Curator's enmity list to every Tumult Lamp (this is why Lullaby is vital).
Bilgestorm: Gives Tumult Curator and all Tumult Lamps a ~250-300 damage/tick Bio aura (this is why SCH comes into the main party at start for Regen V/Embrava). The Defense Down effect from this move is ruinous and must be removed immediately, or Tumult Curator will hit for 700+ (easily fatal when cursed). Bio aura has a 30' range.
Apparently you need 1600 Accuracy for this part????. You have been warned.
-Buffing time! Time to rotate people once more. Start with the SCH, Their buffs will last longer, make sure they Embrava JUST before you Lullaby the Lamps. Then go to the COR rolls, then Bard songs (Due to Nitro one hours), Throw the COR back into the main party.
The Bard will Open the fight with a Lullaby to sleep the adds.
-The SCH Dependent on subjob, will need to be fully aware of the Sleep timers on the Adds, as they will at some point be required to use Break, to allow for the second bard to sleep them all again.
-At 74%, 49%, 24%, and 4%, he will use Astral Flow, no questions asked.
-Stop DPS before an Astral flow %, to allow for One for all to be used by the RUN, to increase survivabillity.
-The RUN should not use any JAs other than One For All if you're only getting Random Deal.
-One For All must be reset after every Astral Flow before the next one is triggered. (Start with a Random Deal, then Wild card the next, then random deal).
-WHM shoud Asylum at 25%~
-The GEOs,WHM and RUN MUST Survive the full length of the fight, if they die, it's a wipe. Wear full MDT/PDT if you need too, screw Refresh armor.
-Keep Poison Pots/w/e your using up at all times.
-WHM needs to be aware of Debuffs. Erase spam when not curing.
-BarThundra and w/e other bar spell you want.
-If you have Cleric's drinks. Use them, same with Megalixers.
Pro's and con's:
Pro's:
Con's:
I hope this helps, and allows for the collection of additional data for this NM.
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By Bahamut.Vinedrius 2016-08-30 08:05:06
What is preventing BLUs to do Radiance though if it is that important (which is not at all)?
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By Asura.Ladyofhonor 2016-08-30 08:11:14
Bahamut.Vinedrius said: »What is preventing BLUs to do Radiance though if it is that important (which is not at all)?
Lack of a fusion WS to make base light I would guess.
Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage?
Asura.Sechs
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By Asura.Sechs 2016-08-30 08:19:42
*There is a bug with being able to use the Unity warp to fight this NM, some people can, some people cannot warp to this fight. But walking to the pop and winning will still grant access to Curator. I don't think this is a bug, happens for the 3 guys necessary to gain access to Tumult Curator as well.
Some people have warp, some people don't.
There's some pre-requirement to be able to warp there but I dunno what it is, probably having fought and killed the original version? Or the ZNM version too?
I dunno but some requirement like that, whatever it is.
Ask the people who couldn't warp if they ever fought the original PW and ever farmed a Gold Key (whatever the pop item name is) on their own.
Anyway thanks for creating this thread and for sharing the second approach I never heard about before!
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Sylph.Braden
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By Sylph.Braden 2016-08-30 08:23:13
Asura.Ladyofhonor said: »Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage?
JP Flavor of the Month
I can't imagine Radiance is a gamechanger when he seems to have -50% MDT, and neither strategy mentions shadows (aside from EES, which Mischief eats in the video for 1k anyway) or Scherzo/Migawari stuff.
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Asura.Sechs
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By Asura.Sechs 2016-08-30 08:32:33
Asura.Ladyofhonor said: »Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage? Yeah, why a NIN? I'm not getting it from your strat. It could be a RUN or many other jobs.
Also you talk about NIN having bad macc. Why does it matter if NIN has a macc? You don't talk about landing NIN debuffs or magic bursts?
Also why is Epeolatry necessary on the RUN? Will he be tanking in an attempt to let the NIN stay behind the target to make use of Innin JA?
And why /BLM for one of the BRD? I assume for Elementalseal Lullaby to have additional tools to sleep the lamps other than just NiTro?
Furthermore I'm confident the ~1600 Accuracy requirement is before the last patch which greatly reduced the amount of EVA monsters get from AGI.
Last but not least next patch in september is gonna apply the Ambuscade AoE change to everything outside as well.
If that works for Tumult Curator too, I guess some of those moves will suddenly become less dangerous when you have a proper tank keeping enmity on him?
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By Bahamut.Vinedrius 2016-08-30 08:33:06
Asura.Ladyofhonor said: »Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage?
JP Flavor of the Month
I can't imagine Radiance is a gamechanger when he seems to have -50% MDT, and neither strategy mentions shadows (aside from EES, which Mischief eats in the video for 1k anyway) or Scherzo/Migawari stuff.
Yeah, Migawari would make a much better excuse than Radiance for a NIN DD, tbh. The damage is severely gimped anyway, there is like no point.
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By Sylph.Shadowlina 2016-08-30 08:33:41
*There is a bug with being able to use the Unity warp to fight this NM, some people can, some people cannot warp to this fight. But walking to the pop and winning will still grant access to Curator. I don't think this is a bug, happens for the 3 guys necessary to gain access to Tumult Curator as well.
Some people have warp, some people don't.
There's some pre-requirement to be able to warp there but I dunno what it is, probably having fought and killed the original version? Or the ZNM version too?
I dunno but some requirement like that, whatever it is.
Ask the people who couldn't warp if they ever fought the original PW and ever farmed a Gold Key (whatever the pop item name is) on their own.
Anyway thanks for creating this thread and for sharing the second approach I never heard about before! I've asked all the original people, this happened last night, they had full ToAU, Had killed all the ZNM varients, as well as Pandy himself. It was just weird, like it cant be because they havnt killed their normal variant, because i have never killed cerb and i have Sarama warp.
I've also never farmed a Pandy pop myself on Lina, but i have full access. it's why it's so wierd.
Asura.Ladyofhonor said: »Bahamut.Vinedrius said: »What is preventing BLUs to do Radiance though if it is that important (which is not at all)?
Lack of a fusion WS to make base light I would guess.
Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage? Largely shadows. It makes it easier long run, BLU shoudln't and will not have Blink set up for the fight, so long term BLU is taking more damage from the build up NMs, where as a NIN is not. I'm still very confused though as to how a NIN is out DPSing a BLU so efficiently.
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By Bahamut.Vinedrius 2016-08-30 08:38:02
I'm still very confused though as to how a NIN is out DPSing a BLU so efficiently.
Maybe, it is because most JP BLUs are still under the mindset of macc swords from the VNM days? I mean, are they?
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By Asura.Sechs 2016-08-30 08:38:59
Asura.Ladyofhonor said: »Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage?
JP Flavor of the Month C'mon it has to be something else than that, but I can't imagine what.
NIN can easily reach attack delay cap even with less haste buffs compared to other jobs.
But so can jobs like THF, DNC and BLU.
Arguably NIN can pull out more damage than THF but not sure it can exceed a BLU or a DNC playing with the same approach using their respective Aeonics.
Well no, BLU can't do that because Requiescat is Darkness-alligned (so no Radiance)
But Exenterator is light-alligned so DNC could do exactely what a NIN does?
And likely have a higher damage output.
The differences I can see is that NIN would have slightly better acc (if you can use Innin) better Utsusemi, way less enmity generated (making it easier for a tank to keep the current target on himself) and uhm... Migawari? Oh and of course Shun is a much better WS than Exenterator of course.
Can't think of anything else.
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By Sylph.Shadowlina 2016-08-30 08:40:17
Bahamut.Vinedrius said: »I'm still very confused though as to how a NIN is out DPSing a BLU so efficiently.
Maybe, it is because most JP BLUs are still under the mindset of macc swords from the VNM days? I don't think so lol. Seein' their using Sequence on BLU anyways lol...
Their BLUs are set up the same as English BLU's it's just different.
Bare in mind for Japanese client, there is a huge fear of Windower, and third party tools. Their largely default client.
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By Bahamut.Vinedrius 2016-08-30 08:41:35
Asura.Ladyofhonor said: »Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage?
JP Flavor of the Month C'mon it has to be something else than that, but I can't imagine what.
NIN can easily reach attack delay cap even with less haste buffs compared to other jobs.
But so can jobs like THF, DNC and BLU.
Arguably NIN can pull out more damage than THF but not sure it can exceed a BLU or a DNC playing with the same approach using their respective Aeonics.
Well no, BLU can't do that because Requiescat is Darkness-alligned (so no Radiance)
But Exenterator is light-alligned so DNC could do exactely what a NIN does?
And likely have a higher damage output.
The differences I can see is that NIN would have slightly better acc (if you can use Innin) better Utsusemi, way less enmity generated (making it easier for a tank to keep the current target on himself) and uhm... Migawari? Oh and of course Shun is a much better WS than Exenterator of course.
Can't think of anything else.
BLU can still radiance by CDC>CDC after activating AM with Requiescat.
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By Sylph.Shadowlina 2016-08-30 08:42:27
Bahamut.Vinedrius said: »Asura.Ladyofhonor said: »Question: Why a NIN? Is there a defensive property of NIN that makes them viable instead of other melee that could potentially bust out enough damage?
JP Flavor of the Month C'mon it has to be something else than that, but I can't imagine what.
NIN can easily reach attack delay cap even with less haste buffs compared to other jobs.
But so can jobs like THF, DNC and BLU.
Arguably NIN can pull out more damage than THF but not sure it can exceed a BLU or a DNC playing with the same approach using their respective Aeonics.
Well no, BLU can't do that because Requiescat is Darkness-alligned (so no Radiance)
But Exenterator is light-alligned so DNC could do exactely what a NIN does?
And likely have a higher damage output.
The differences I can see is that NIN would have slightly better acc (if you can use Innin) better Utsusemi, way less enmity generated (making it easier for a tank to keep the current target on himself) and uhm... Migawari? Oh and of course Shun is a much better WS than Exenterator of course.
Can't think of anything else.
BLU can still radiance by CDC>CDC after activating AM with Requiescat. Yes but that means actually using Requiescat, which most don't do, and a DPS drop in doing so anyways.
NIN can just Blade:Shun back to back and not really have a care in the world.
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By Bahamut.Vinedrius 2016-08-30 08:43:18
Yes but that means actually using Requiescat, which most don't do, and a DPS drop in doing so anyways.
NIN can just Blade:Shun back to back and not really have a care in the world.
Shun > Shun doesn't make anything though.
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By Asura.Sechs 2016-08-30 08:44:01
I've also never farmed a Pandy pop myself on Lina, but i have full access. it's why it's so wierd. There is a requirement for sure. I think it was found out for the original 3 unity Khim/Cerb/Hydra, bet it's somewhere in the depths of BG forums, in the unity thread maybe. I remember that being discussed and someone pointing it out, I just can't remember what it was...
Quote: Largely shadows. It makes it easier long run, BLU shoudln't and will not have Blink set up for the fight, so long term BLU is taking more damage from the build up NMs, where as a NIN is not. I'm still very confused though as to how a NIN is out DPSing a BLU so efficiently. I dunno...
Well clearly NIN shines with their Utusemi San, but I assume a lot of the really dangerous moves in this fight just STRIP of your shdows or go through them because AoE etc?
BLU might not have shadows as efficient as NIN's, but they can setup a plethora of defensive buffs up making you simply laugh at Utsusemi/Blink.
Clearly utsusemi can't be the reason here? There has to be something else.
Also if you can screenshot the TP gear (through a /check!) your NIN friend is using, it would help us a lot to give us a rough idea of how he's gearing up for the fight :)
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By Asura.Sechs 2016-08-30 08:45:56
Bahamut.Vinedrius said: »Shun > Shun doesn't make anything though. With AM3 up Shun > Shun makes radiance.
Shun acquires the L3 Light property when AM (any AM) is up, and if it's AM3 you can just make Radiance every 2 Shuns you shoot.
DNC and BLU could do similar things but would require a slightly more complex rotation of WSs and TPholding.
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By Bahamut.Vinedrius 2016-08-30 08:46:33
I've also never farmed a Pandy pop myself on Lina, but i have full access. it's why it's so wierd. There is a requirement for sure. I think it was found out for the original 3 unity Khim/Cerb/Hydra, bet it's somewhere in the depths of BG forums, in the unity thread maybe. I remember that being discussed and someone pointing it out, I just can't remember what it was...
Need to kill unm khim/hydra/cerb to access TC.
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By Sylph.Shadowlina 2016-08-30 08:48:01

Here. That's his TP.
Damp tam, Combatant torque,
Shigi.
Back has DEX +20 ACC/ATK+20 DATK+10,
Feet have DEX+9 ACC+36 ATTK+31 Triple ATTACK+3
Epona Hetairoi ring.
Kentarch belt +1
[+]
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By Asura.Sechs 2016-08-30 08:49:49
Bahamut.Vinedrius said: »I've also never farmed a Pandy pop myself on Lina, but i have full access. it's why it's so wierd. There is a requirement for sure. I think it was found out for the original 3 unity Khim/Cerb/Hydra, bet it's somewhere in the depths of BG forums, in the unity thread maybe. I remember that being discussed and someone pointing it out, I just can't remember what it was...
Need to kill unm khim/hydra/cerb to access TC. No lol
We were talking about something else Vine.
Some people are able to use the Unity warp for those 4 UNMs after selecting the right RoE, some people don't, just like Shadowlina pointed out.
At least for the 3 basic ones I remember there being a requirement and I remember people freaking out and discussing about it somewhere (BG unity thread maybe?)
I also remember someone pointing out what the requirement is but I can't remember what it was... =/
I assume there's certainly a similar requirement for Tumult Curator.
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By Asura.Sechs 2016-08-30 08:53:14
Bare in mind for Japanese client, there is a huge fear of Windower, and third party tools. Their largely default client. I dunno.
JP friend who stopped playing long time ago and was kinda proficient with english told me there are surely people afraid of third party tools (hell, there are still many like those in the EU/US as well, altough way less than, say, 5 years ago), but it was also a matter of not trusting those non-open-source tools because they weren't JP.
Some of them used windower and stuff, but not many.
I think it's no longer mantained but long time ago JP players had all sort of JP-only special third party tools displaying a lot of ***, some of which was pure sci-fi compared to what we had at the time for Windower.
It was sort like a single app with several radar, TP, buffs and stuff displaying on screen on top of your default FF screen.
He showed me some screenshots. Nowadays it wouldn't seem anything special but back then it looked so hot lol
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By Bahamut.Vinedrius 2016-08-30 08:53:43
Bahamut.Vinedrius said: »Shun > Shun doesn't make anything though. With AM3 up Shun > Shun makes radiance.
Shun acquires the L3 Light property when AM (any AM) is up, and if it's AM3 you can just make Radiance every 2 Shuns you shoot.
But as I said, DNC could do exactely the same with Exenterator, or a RUN with Resolution, and so on.
(nope, not a BLU, Requiescat has L3 Dark property during AM)
Req sucks anyway :D I would still spam CDC even if TC was weak to darkness instead of light. And yeah, I forgot about the property bonus, but anyway, wouldn't that be detrimental to your performance? Just spam shun if it is that good. I think it would still be better than saving 3000 tp for every other Shun.
Edit:
Asura.Sechs said: Would CDC>CDC make radiance as well, if you activate AM3 with Requiescat?
Not sure about that :x
I don't remember this part about Aeonic. Once you activated the AM3, can it be any L3 property WS > L3 property WS (same) that creates Umbra/Radiance, or does it have to be the signature WS?
Yes and yes, CDC>CDC makes Radiance and any same L3 property WS combination of two ends with Radiance or Umbra once AM3 is active.
Asura.Sechs said: Bahamut.Vinedrius said: »Need to kill unm khim/hydra/cerb to access TC. No lol
We were talking about something else Vine.
Some people are able to use the Unity warp for those 4 UNMs after selecting the right RoE, some people don't, just like Shadowlina pointed out.
That is what happens when you don't read the whole thing derp.
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By Asura.Sechs 2016-08-30 09:05:10
Yes but that means actually using Requiescat, which most don't do, and a DPS drop in doing so anyways.
NIN can just Blade:Shun back to back and not really have a care in the world. Not really "back to back". The AM effect is consumed when you produce a Radiance.
So he was probably using... AM2?
Something like this
1) Wait for 2000+ TP
2) Use Shun (after this, AM2 will activate
3) Wait for 1000+ TP
4) Use Shun again (now Shun will have Light property and will make Light with the previously launched Shun, used to activate the AM)
5) Wait for 1000+ TP again
6) Shun (will make Radiance with the previous Light and eat the AM)
I might be missing an additional step, not sure, but it's something like that.
For BLU to be able to pull out something like this with CDC>CDC, I think you would have to wait for 3000 TP before using Requiescat, to activate AM3.
Possible but way less beneficial than with NIN.
Altough I dunno, a Radiance created with CDC must be quite some damage, given how the SC damage is related to the closing WS damage :D
Edit:
Thanks for posting gear Lina.
Augments on feet are very very hot, but the rest is something quite standard/affordable.
Was the ammo an NQ Happo Shuriken or some other 119 ammo? There are only 2 that I can think of, oh nvm three. Titan one, AA GK one and the SU2 one you can buy from NPC.
Also Combatant Torque grants less acc than other options (but it also grats ~15 att/ratt, and grants racc as well that many other necks don't have)
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By Sylph.Shadowlina 2016-08-30 09:08:00
Well I asked about damage just from per weaponskill, Mischief is showing average 7,000 ~ 10,000
So was our NINs across several fights with different Ninja, they where also doing 7,000 ~ 10,000.
The difference has to be the spike damage from skillchain's
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By Asura.Sechs 2016-08-30 09:12:14
It's also possible that somehow those targets have some hidden -Crit Rate taken like the old Legion mobs used to have.
That would reduce the overall efficiency of WSs like CDC while not really affecting stuff like Shun at all, hence reducing what normally is quite a considerable gap between the 2 WSs.
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By Sylph.Shadowlina 2016-08-30 09:13:11
Thanks for posting gear Lina.
Augments on feet are very very hot, but the rest is something quite standard/affordable.
Was the ammo an NQ Happo Shuriken or some other 119 ammo? There are only 2 that I can think of, oh nvm three. Titan one, AA GK one and the SU2 one you can buy from NPC.
Also Combatant Torque grants less acc than other options (but it also grats ~15 att/ratt, and grants racc as well that many other necks don't have)
It's Seki shuriken. Sorry w
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By Ragnarok.Jukiro 2016-08-30 09:15:34
From my experience with unity PW, its mostly a joke until the final stage.
We used BLU BLU(both with sequence) WHM(no yagrush) BRD(R/E/M) GEO(idris) SMN(earthen armor, no nirvana), PLD(burt/aegis) in out party. Both PTs would get super buffed, and we would put all the mages in with the PLD for lots of ballad action prior to popping (really helps as this battle is very taxing on mp).
Things can get a little nasty with hydra for obvious reasons (curse), and with troll king as his hundred fists will murder a BLU who doesn't see it coming their way and sheds enmity on our PLD fast.
Our biggest issue was actually tanking final boss with the BLU, while our supertank PLD is holding the adds. We never got around to it, but we were thinking a RUN might be a good idea as his magic damage is pretty astonishing (not even considering astral flow x3).
This was a couple of months ago and since then we haven't tried (people quit) but I hope this helps a little.
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By Asura.Sechs 2016-08-30 09:19:25
Bahamut.Vinedrius said: »And yeah, I forgot about the property bonus, but anyway, wouldn't that be detrimental to your performance? Just spam shun if it is that good. I think it would still be better than saving 3000 tp for every other Shun. I can't do the math, I suck with that stuff.
But the difference is that BLU would be forced to store 3k TP for Requi, then CDC>CDC Radiance and bye bye AM3, forcing you to wait 3k again.
NIN could have a different rotation, might be wrong but probably something like:
2k Shun > 1k Shun > 1k Shun Radiance, rinse and repeat. That means waiting "only" to 2k instead of 3k, and every 3 WS instead of every 2.
If this is how things are, I can see it being somewhat cool, but still a bit skeptic this factor alone would compensate all the rest of the sexy ***BLU can get. (would also "force" the other job to avoid using WS, whereas in the 2x BLU strategy they just spam CDC and let SC happen as a consequence of their WS spamming)
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By Sylph.Shadowlina 2016-08-30 09:21:52
Normally, it is 2k Shun 1k 1k radience, But you can go Dimi -> Shu -> Shun -> Shun -> and still make a radiance.
Just from other content, when there's normally 2 NINs, it's they both get AM2, then just shun rotate off eachother.
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By Asura.Sechs 2016-08-30 09:23:43
Reposting some of my initial questions as I still have doubts about the really exciting strategy Lina posted that I can't wait to test myself :)
1) You talk about NIN having bad macc within the CONs. Why does it matter if NIN has bad macc? You don't talk about landing NIN debuffs or magic bursts so why?
2) Also why is Epeolatry necessary on the RUN? Will he be tanking in an attempt to let the NIN stay behind the target to make use of Innin JA? Which runes were used for RUNmain and /RUN?
3) And why /BLM for one of the BRD? I assume for Elementalseal Lullaby to have additional tools to sleep the lamps other than just NiTro?
Edit:
Oh the Dimi opening for AM1 shun is cool I guess, when the RUN has TP.
Double NIN sounds super exciting as well, they could take turns in closing Radiance (and hence "consuming" AM), granted this would make the rotation a bit more complex. Also tanking would be a bit more complicated compared to RUN+NIN (and no One-For-All either!)
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By Bahamut.Vinedrius 2016-08-30 09:25:10
Yes but that means actually using Requiescat, which most don't do, and a DPS drop in doing so anyways.
NIN can just Blade:Shun back to back and not really have a care in the world. Not really "back to back". The AM effect is consumed when you produce a Radiance.
So he was probably using... AM2?
Something like this
1) Wait for 2000+ TP
2) Use Shun (after this, AM2 will activate
3) Wait for 1000+ TP
4) Use Shun again (now Shun will have Light property and will make Light with the previously launched Shun, used to activate the AM)
5) Wait for 1000+ TP again
6) Shun (will make Radiance with the previous Light and eat the AM)
I might be missing an additional step, not sure, but it's something like that.
For BLU to be able to pull out something like this with CDC>CDC, I think you would have to wait for 3000 TP before using Requiescat, to activate AM3.
Possible but way less beneficial than with NIN.
Altough I dunno, a Radiance created with CDC must be quite some damage, given how the SC damage is related to the closing WS damage :D
Edit:
Thanks for posting gear Lina.
Augments on feet are very very hot, but the rest is something quite standard/affordable.
Was the ammo an NQ Happo Shuriken or some other 119 ammo? There are only 2 that I can think of, oh nvm three. Titan one, AA GK one and the SU2 one you can buy from NPC.
Also Combatant Torque grants less acc than other options (but it also grats ~15 att/ratt, and grants racc as well that many other necks don't have)
TC resists magic damage a lot afaik that extra skillchain damage from radiance wouldn't matter that much anyway.
And 2k tp is not enough for Shun > Shun to end with Radiance. You would need any SC > close light > a light property SC to pull out a Radiance with AM2.
So in this case of a RUN and NIN, you would do something like; Blade: Hi > Dimidiation/Resolution (Fragmentation) > Shun (Light) > Shun (Radiance).
A thread to discuss this NM Exclusively, and a collective resource for anyone interested in this Fight.
This Notorious Monster is one of the hardest 6+ man content. It is based of the original Pandemonium Warden fight, but ready at 145 content level, the highest within the game.
To obtain access to Tumult Curator, you must clear the Unity ToAU Kings, Shedu(Khim)*, Sarama(Cerb) and Thu'uban(Hydra).
*There is a bug with being able to use the Unity warp to fight this NM, some people can, some people cannot warp to this fight. But walking to the pop and winning will still grant access to Curator.
Tumult Curator goes through his phases similar to the Original Pandy fight, but with an added spin. Instead of popping as just the single Mega Boss, he will spawn first as the Salvage Bosses, all of them simultaneously. Then All the Beastmen ToAU Mega bosses, then all the Beasts (Khim,cerb,Hydra) bosses, until finally he transforms into a Single, Pandy warden with his Lamps.
When in this Form, he has access to Astral flow, which he will always use at 74%, 49%, 24% and 4%. All Drevgr abilities, Sleepaga II (Which will seemingly always land), A 300HP a Tick Bio Aura (Which does not break sleep....?)
As you can tell, he can be a nasty piece of work without the proper communication.
How do you fight this NM?
There is one of two strats, one is far more well known the other i will be covering myself, and is based of a Japanese battle plan, written on a Linkshell blog (I'll find the link later).
Super BLU Meta Style:
The most "Known" Strategy for Tumult Curator is the the Strategy written by Mischief, available on this video.
YouTube Video Placeholder
With the write up of his strategy written bellow. Tumult Curator
Setup (Initial - subjobs shown where notable) - PLD (popper) SCH/BLM GEO COR COR RUN/SAM | BLU/RUN BLU/RUN WHM GEO GEO BRD/BLM*
The sixth spot in the melee party swapped between the BRD, both CORs, and the RUN. Other DDs can be effective if top geared: Samurai in particular can be greatly helpful on the Dvergr because of Warding Circle and Hamanoha.
Unfortunately, I don't think it's possible to do this with anything but a melee setup. Magic is ineffective or worse against Troll, Cerberus, Khimaira, and (most importantly) Dvergr, and RNGs probably can't output the damage required in time (roughly 2.4M all told with 12 people). Not to mention hate is the same as all other UNMs: damage is king. A BST strat might be able to do enough damage, but Dvergr Astral Flow, incessant Curse spam, nasty magic damage/status ailments and 300/tick Bio aura might be unsustainable. IDK, prove me wrong if you feel like it~
Buffs:
Geomancy: Indi-Vex/Attunement, Geo-Fury/Frailty for GEOs in melee pt, Indi-Attunement/Geo-Torpor for GEO in other pt. We Entrusted Fend/Fade for Dvergr, you decide if that's worthwhile and what (if anything) to Entrust beforehand. Vex and Attunement are by far the most important, and need to be kept up fulltime. Both GEOs in melee party MUST have Idris, the one in the other party can get away without it (but still very helpful).
Rolls: Hunter's, Magus, Samurai. Fourth roll as whatever your DDs want, we chose Rogue's for the extra crit rate for CDC.
Songs: Honor March/Minuetx3 pre-Dvergr, Honor March/Madrigal/Madrigal/Minuet on Dvergr. Honor March is mandatory. Four songs is not, but helps enormously. Fifth song during Clarion Call can be a Minuet, or anything else you think might help.
Both Blue Mages had Cocoon, Barrier Tusk, and Saline Coat set in addition to other normal spells. I had Magic Barrier set in case of emergencies, though some other spell in that slot might be better.
The Fight:
-PLD spawns and supertanks everything. BRD gives them Scherzo before they pop, no other buffs are really needed. Use Aegis.
-SCH looks after the PLD until the Dvergr form.
-GEOs be sure to tag every new enemy to ensure your bubbles are working on them! A tier 1 nuke or meleeing it will suffice.
Phase I: Four Chariots (Level 119) - Order: Long-Armed Chariot -> Whatever
-Just kill the Long-Armed Chariot first to prevent Brainjack from going off, then kill the rest in any order.
-Scherzo on the PLD to prevent a one-shot from Discoid (10k needles, magic damage).
Phase II: ToAU Beastmen Kings (Level 125) - Order: Gurfurlur -> Gulool -> Medusa
-Gurfurlur is killed first to hopefully prevent Arcane Stomp from going off. This TP move lets him heal from all magic damage, so switch to WSes that will NOT trigger Skillchains (we used Savage Blade) if it does get used.
-Gurfurlur has nasty conal moves, including Amnesia and heavy Knockback. Pleiades Ray, used under 50%, can inflict things like Stun, Paralyze, Blind, Silence, Plague, etc. if not resisted (knockback -> Pleiades can suck...).
-Gulool Ja Ja's Miasma can inflict Slow and Plague if not resisted. Mijin Gakure is used under 5% health, and can be deadly if allowed to use at 3% or higher; try to get it from 6% -> 1% instantly.
-Medusa's Eagle Eye Shot can one-shot a DD without Defense buffs up (Cocoon and Defending Ring are sufficient). Has a lot of Petrify moves, mostly gaze and/or conal.
Phase III: Thu'ban, Sarama, Shedu (Level 135) - Order: Hydra -> Khimaira -> Cerberus
-Hydra starts at 50%, and regains 25% every time he grows a head back, like Tinnin and Thu'ban. After all three heads are back, he will Polar Bulwark; it is possible to defeat him before this goes off with a strong enough skillchain.
-Hydra is dragged back to where it is to prevent Nerve Gas (30' range) from hitting the PLD.
-Tumult Lamps associated with Hydra (Dahaks) can use Nullsong if allowed to live too long, almost certainly killing the PLD. They despawn when Hydra does.
-Keep defense buffs up for Khimaira, and use Bio instead of Dia: Hundred Fists can be brutal if not proc'd. Proc seems to be somewhat random. RUN and /RUN use Tellus and Pflug on this to help avoid Stun effects.
-Fight Cerberus exactly like you fight UNM Sarama. Unda/Vallation helps, but Vex/Attunement should block almost everything.
-The SCH curing the PLD supertank should be wary of Gates of Hades from Cerberus, it can kill them if they aren't careful.
Phase IV: Dvergr (Level 145):
-Dvergr uses:
Spells: Curse, Impact, Sleepga II, Blindga, Dispelga, Tier V -ga spells, Tier VI Single nukes, Meteor. Most debuffs from spells will land even through Vex/Attunement, and nukes can one-shot a DD if not resisted.
Uses normal Dvergr TP moves: Hellsnap, Hellclap, Thundris Shriek, Bilgestorm, Necropurge, Necrobane, and Cackle. Some have additional effects beyond the normal:
Thundris Shriek: Respawns any Tumult Lamps that had been defeated. Any Lamps that are awake when this is used level up.
Hellclap: Copies Tumult Curator's enmity list to every Tumult Lamp (this is why Lullaby is vital).
Bilgestorm: Gives Tumult Curator and all Tumult Lamps a ~250-300 damage/tick Bio aura (this is why SCH comes into the main party at start for Regen V/Embrava). The Defense Down effect from this move is ruinous and must be removed immediately, or Tumult Curator will hit for 700+ (easily fatal when cursed). Bio aura has a 30' range.
-Tumult Lamps can use most of the things Tumult Curator does, but their spells are a tier lower. Dispel/Curse spam can kill your PLD before you're ready to fight if you're not careful.
-Fully rebuff after Dvergr spawns, in this order, Samurai/Rogue (or whatever other roll you want) COR -> Hunter/Magus COR -> SCH (Tabula Rasa Regen V/Embrava, prioritize duration on this!) -> BRD. BRD uses full JAs, Horde Lullaby on all 6 lamps (make sure you sleep all 6, use harp if you need!), then comes back and sings.
-Accuracy requirement for Dvergr seems to be around 1600, if not a bit lower. Without songs/rolls, it can be a whiff fest.
-If 2xBLU like we did, they must keep the following up at all times: Lux x2 (Vallation/Pflug when up), Mighty Guard (alternating), Erratic Flutter, Saline Coat, Barrier Tusk, and Cocoon. Nat. Meditation is nice but not essential. Cocoon especially is vital, it nearly cuts Tumult Curator's melee damage in half. Bring Viles. Unbridled Wisdom can be used for Harden Shell at any point if desired (preferably under 24%).
-Melee should have at least some DT locked for this. I locked Defending Ring and Loricate Torque +1. Not having any is asking to get one-shot at some point.
-SCH/BLM is for Elemental Seal Breakga (Manifestation) on the Tumult Lamps right before they wake, so the BRD can immediately resleep them.
-The GEOs in the melee party must survive! Screw the Refresh pieces: if you're not recasting Geomancy, use DT- gear fulltime! Bring Viles to keep your MP up! (This also applies to basically anyone that isn't a DD, but especially for GEOs.)
-Everyone that isn't WHM or BLU (or maybe GEO if having MP issues) should have Vile Elixirs in their bazaar at 1g. Your WHM will need them.
-WHM has a heavy burden on them in this fight. Melees can bring Holy Water or Panacea if they can't remove the debuffs fast enough. Vex/Attunement should hopefully block most debuffs, but some (mostly Curse spam) will get through. Don't hesitate to buy viles off of other players' bazaars!
-Consider Poison Potions or an equivalent if you're not a melee; Sleepga II almost never gets resisted, even with Bolster'd Idris Vex/Attunement. Bilgestorm Bio aura will wake you up immediately, of course, but that's not always up.
-Remove Bilgestorm's Defense Down effect immediately if it lands. Do not hesitate to Panacea this.
-Those in the other party that don't need to be close to Tumult Curator should probably stand 30' away from everything to avoid Bilgestorm's Bio aura.
-At 74%, 49%, 24%, and 4%, he will use Astral Flow. The RUN must be in the melee party for this, and must One For All (magic phalanx equal to 20% of recipient's maximum HP at the time the buff lands: blocks this AF nicely) all 6 members in that party the moment it goes off. Do not run if you're in the melee party, or you will probably die and/or get your WHM angry with you. Those not in the melee party should scatter and hope more than one avatar doesn't come after them.
-Each avatar summoned by Astral Flow targets a random person, walks to them, and uses their Astral Flow before disappearing. The AoE range is fairly short. One For All will block most if not all of the damage to the melee party; other party will probably suffer some casualties. This is fine, only the GEO suffers from dying and you can probably do without Torpor with all buffs up.
-One For All must be reset after every Astral Flow before the next one is triggered. BRD needs their JAs reset before the Tumult Lamps wake up. Don't hesitate to Wild Card if you have two Corsairs. Hold damage if you need to, the RUN must be in the melee party before Astral Flow goes off or you die.
-The RUN should not use any JAs other than One For All if you're only getting Random Deal. If you are getting Wild Card, use everything (don't forget Warding Circle). Lux runes.
-Upon sleeping the Tumult Lamps a second time, redo the melee songs while JAs are still up. Hold damage if you need to avoid triggering an Astral Flow.
-Don't hesitate to use Cleric's Drink and/or Megalixir from Ambuscade points if they're needed - where else are you going to use them?
-Enjoy your shiny new title, Rare Enemy vorseal, and (probably crappy) Tumult Curator's Coffer drop! I got the staff...yay? At least it beats the Master Trial's useless lockstyle drop...
There are several Pro's and con's to this fight style. Here's some of the Key ones in my opinion.
Pro's:
Con's:
Super Ninjustu style
This fight is currently nearly exclusively used by Japanese players, but i understand the fight well enough to write this out in full for anyone regardless of language to write out.
So first things first, this style largely capitalizes on the NIN Aeonic. If you have ever seen any Japanese players with Aeonics, i guarantee you they have the NIN Aeonic. As much as many people view most aeonics as trophy pieces, a NIN set up well can solo Radiance all day every day, whatever the weather. From my Experience with both the BLU style and the NIN style, This soul factor means a solo NIN is just as fast as two BLUs, As Crazy sounding as that may seem... <_<;
So here is the write up.
Party Set ups
Party 1, Main Party: NIN (Can be /RUN) (Aeonic Ofc...), RUN/WAR(Epeolatry), WHM/SCH(Yagrush), GEO(Idris), GEO(Idris), COR/WHM **Will be moving parties**
Party 2, popper and Buffers: PLD, WHM(Support for him/her)*, BRD/BLM(We had a 4 Song Bard here), SCH/RDM or /BLM (For Break), BRD/WHM. (This bard doesn't rotate), **Free Party Slot**
*Isn't necessary, but safer. This could be the SCH however.
Buffs:
GEO: Indi-Attunement, Geo Vex, Indi- Precission, Geo-Frailty. Entrusting Dex.
SCH: Regen V, Phalanx, Thunderstorm II and Embrava for final boss.
Rotating Bard: Scherzo, March, Honor March, Madrigal and a Minuet when One houred. Ballading the WHM.
Buff Party BRD: Ballads... Always Ballads and Scherzo for the tank if you feel fancy pantsy.
COR: Chaos Roll / Samurai Roll OR Magus roll / Samurai roll. Your choice.
Item's everyone needs:
Panacea, Poison pots/El. Pachira fruit/Gnatbane, Remedies.
Item's WHM needs:
Elixer's in case of MP Emergancy.
Pre Fight Info:
The RUN and NIN will be meleeing Together, The RUN can open with a Dimidation, to set up for the Blade:Shun spam for the NIN. To assist in making Light's.
The Fight:
Before the fight, make sure all parties are fully buff and rotated, if you feel extra fancy the second bard could rotate here too. Songs you'd have to organize here yourself /o/ i've been writing this for like an hour now w.
* PLD is spawning.
* Second WHM or SCH is healing the PLD.
Phase 1:
Four Chariots and Gear "lamps". Order: Long Armed Chariot (The biggest army guy) -> Whatever
-PLD will need Scherzo.
-Kill Long armed to prevent Brainjack.
-WHM should Barthundra/Barparalyze for the full duration.
Phase 2:
ToAU Kings, (Medusa, Troll guy, Lizard guys). Order: Gurfurlur -> Gulool -> Medusa
-Gurfur first in an attempt to stop arcane stomp. If this goes off, Swap the Weapon skills to Sickle moon -> Blade Shun. This will not make a skillchain, thus wont heal.
-Barparalyze, and Bar ice is preferred here.
-Has a Conal called Pleiades Ray under 50%, which is Paralyze, silence, blind, virus, bind.... Vex and Attunement are at there most needed here. They will still half land even with these up, WHM needs to be aware of this.
-Gulool Ja Ja's Miasma can inflict Slow and Plague if not resisted. Mijin Gakure is used under 5% health, and can be deadly if allowed to use at 3% or higher; try to get it from 6% -> 1% instantly. Although, within this strat, i have personally seen this happen once.
-Medusa's Eagle eye shot is much less of a threat here, due to shadows. Gorgan dance is Petrify, but has a long cast, so a WHM can 100% Precast this ability.
-BarStone and Bar Petrify here if you want.
Phase 3:
Hydra, Khim, Cerb phase. Order: Hydra -> Cerb -> Khim.
-These can all be proc'd i assume the same proc condition's as their Unity counterparts.
-Make sure you are pulling these out of range of their AoEs. Paralyze from the Cerb is a douche.
-Any support /WHM should be assisting paralyna's.
-Hydra first:
-It can use Nerve Gas, be aware. And it will land with poison and curse...
-Hydra starts at 50%, and regains 25% every time he grows a head back, like Tinnin and Thu'ban. After all three heads are back, he will Polar Bulwark
- Barice and Barparalyze here.
-Cerb can be nasty thus why i prefer second over Khim.
-Fought the same as Sarama.
-Divine Carass is a WHM's friend here.
-Remove Burn as fast as you can... especially on yourself... it hurts... a lot..
-Barfire, barparalyze.
-Use Bio on the Khim, and try to proc him, he is relatively easy compared to everything else thus far.
Phase 4:
-Dvergr uses:
Spells: Curse, Impact, Sleepga II, Blindga, Dispelga, Tier V -ga spells, Tier VI Single nukes, Meteor. Most debuffs from spells will land even through Vex/Attunement, and nukes can one-shot a DD if not resisted.
Uses normal Dvergr TP moves: Hellsnap, Hellclap, Thundris Shriek, Bilgestorm, Necropurge, Necrobane, and Cackle.
Some have additional effects beyond the normal:
Thundris Shriek: Respawns any Tumult Lamps that had been defeated. Any Lamps that are awake when this is used level up.
Hellclap: Copies Tumult Curator's enmity list to every Tumult Lamp (this is why Lullaby is vital).
Bilgestorm: Gives Tumult Curator and all Tumult Lamps a ~250-300 damage/tick Bio aura (this is why SCH comes into the main party at start for Regen V/Embrava). The Defense Down effect from this move is ruinous and must be removed immediately, or Tumult Curator will hit for 700+ (easily fatal when cursed). Bio aura has a 30' range.
Apparently you need 1600 Accuracy for this part????. You have been warned.
-Buffing time! Time to rotate people once more. Start with the SCH, Their buffs will last longer, make sure they Embrava JUST before you Lullaby the Lamps. Then go to the COR rolls, then Bard songs (Due to Nitro one hours), Throw the COR back into the main party.
The Bard will Open the fight with a Lullaby to sleep the adds.
-The SCH Dependent on subjob, will need to be fully aware of the Sleep timers on the Adds, as they will at some point be required to use Break, to allow for the second bard to sleep them all again.
-At 74%, 49%, 24%, and 4%, he will use Astral Flow, no questions asked.
-Stop DPS before an Astral flow %, to allow for One for all to be used by the RUN, to increase survivabillity.
-The RUN should not use any JAs other than One For All if you're only getting Random Deal.
-One For All must be reset after every Astral Flow before the next one is triggered. (Start with a Random Deal, then Wild card the next, then random deal).
-WHM shoud Asylum at 25%~
-The GEOs,WHM and RUN MUST Survive the full length of the fight, if they die, it's a wipe. Wear full MDT/PDT if you need too, screw Refresh armor.
-Keep Poison Pots/w/e your using up at all times.
-WHM needs to be aware of Debuffs. Erase spam when not curing.
-BarThundra and w/e other bar spell you want.
-If you have Cleric's drinks. Use them, same with Megalixers.
Pro's and con's:
Pro's:
Con's:
I hope this helps, and allows for the collection of additional data for this NM.
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