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The Tumult Curator Thread
Server: Bahamut
Game: FFXI
Posts: 665
By Bahamut.Vinedrius 2016-09-03 08:20:34
If anybody cares,
Ten -> Kamu -> 1000~1999 TP Shun -> Shun is Fragmentation -> Light -> Radiance.
Savage > Expiacion > 1k Req > Req works as well!... as long as you ignore that Req sucks <.<
Asura.Sechs
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Posts: 10367
By Asura.Sechs 2016-09-03 16:50:46
I was thinking more along the lines of an 18 person group with 8~ BLM and about the same amount of support in the set up you mentioned. Problem I see with this setup is survivability during the Astral Flow thing.
Maybe BLMs can survive with ManaWall, but the others would kinda die I'm afraid.
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Quetzalcoatl.Trulusia
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By Quetzalcoatl.Trulusia 2016-09-10 21:32:58
We fought TC again twice tonight, with 16 people. We didn't have a SMN around this time :/
PLD - Popper
WHM
BRD
GEO x3(Probably didn't need the third one)
BST x4
PUP x4
COR x2
---------------------------------------------------------------------
First fight we spent an absurd amount of time on wave 2 due to some communication issues and people being stoned for very large amounts of time. By the time we got to TC himself, we had six minutes left on the clock. At 76% we managed to get a White !!, which completely locked out Bilgstorm, and thus his aura. We proceeded to beat his *** down to 45% before we timed out.
-------------------------------------------------------------------
Second run we got our ***together on the first waves and made it to TC with a whopping 17 minutes left on the clock. Could not lock out Bilgstorm this time. Aura was up more or less the entire time, and it was shitty. Hard to keep pets alive and dealing damage, so we got him to 50% before we couldn't resleep adds and wiped from adds+aura+Astral.
Astral Flow by itself isn't really that dangerous it seems. Scherzo+Stoneskin kept me alive with my shitty little HP pool. Seems that fanning out helps a good deal with keeping people alive. Puppetmasters can basically go wherever they want and be fine.
I'm fairly confident that if we were able to lockout Bilgestorm during the second fight we would have won without issue, but we don't know how we did it, so...
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Carbuncle.Papesse
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By Carbuncle.Papesse 2016-09-11 17:13:23
White proc can occur after a Light Skillchain. I don't know if the SC must exceed a certain threshold of damage or be performed at a specific moment but it's pretty rare to get a proc and TC can still use Bilgestorm / pop the Bio aura after.
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By Ruaumoko 2016-10-23 21:44:55
The issue we've run into is with the Bio aura just eating our melees alive. He gets it up after Bilgestorm but do Light or Radience skillchains have a chance to remove it?
Is it also plausible to use 2-3 melee RUN (Aeonic) as your main damage sources on this? Seems to me that a One for All rotation makes his Astral Flow a really moot point.
By Verda 2016-10-23 22:24:28
SCH regen V and Embrava can help against bio aura a lot, it should be in the video notes by mischief but pretty sure that's what the group I won with did.
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Server: Leviathan
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By Leviathan.Comeatmebro 2016-11-04 12:55:07
RNG strategy is incredibly effective. May do a longer writeup later, but the basics are:
RNG RNG RNG GEO WHM (6th slot is for rotating brd and cors to buff)
PLD WHM SCH BRD COR
(probably not necessary, but i also used a RUN, second COR, RDM)
-Hate sucks on chariots/beast kings. I just had the RNG party whm stand away from them for -nas and let them pull it. Nothing one shots with scherzo.
-Acc is easy to cap on everything except tumult.
-Hydra's nerve gas is 30'. Ideally, rngs should be around 20' with their whm around 40' so they can quickly heal the rngs without getting hit.
-Khimaira seems to occasionally hate reset. A dead rng is not a wipe, don't worry about it.
-Cerberus hate is ***, I just throw up attune/frailty and entrust vex then stand them in melee range and burn it down(after khim/hydra dead and any weakened rngs unweak.
Tumult is pretty straightforward. The big trick here is:
If the PLD is both the popper and has hate, only members of their party will be targeted by avatars. By disbanding at 76-78% and allowing the rest of the ally to keep DPSing, the astral flows will only hit the PLD and you can reinvite after they're done and continue DPS unhindered.
Note that claim doesn't seem to follow the usual 'last person to touch' rule. If PLD drops and they still have claim, i just have one RNG join them and force AF. A single dead rng won't hurt much, and even if they're on top of the other rngs AF won't hit them outside alliance. I used one for all on my PLD each time, resulting in 0 damage astral flows. This isn't really necessary, but it's a nice safety net(with 3000 hp, cureskin, and no cursna or mdt-, they won't kill you without it.. but one for all takes all that out of there and they'll do straight 0s).
RNG outdamages every DD easily on tumult, because ranged attacks can't be intimidated, they don't get debuffed, and accuracy is a non-issue. With bolster, 3 annihilator rngs can do 20-30% a minute. The last form takes under 10 min, have done the entire fight in under 25 min even with waiting out weakness after khim.
Shiva.Hiep
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By Shiva.Hiep 2016-11-04 14:16:41
The issue we've run into is with the Bio aura just eating our melees alive. He gets it up after Bilgestorm but do Light or Radience skillchains have a chance to remove it?
Is it also plausible to use 2-3 melee RUN (Aeonic) as your main damage sources on this? Seems to me that a One for All rotation makes his Astral Flow a really moot point.
Yes it's plausible, we used 2 aeonic RUNs to tank/melee each NM while our PLD held adds. We had 13 people and finished the fight around 25 minutes if I remember right.
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By Ruaumoko 2016-11-04 15:53:29
Interesting RNG strategy... It might be worth bringing a SAM/RNG for some damage but more importantly for Circle / Seal JA's on Demons.
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By Asura.Avallon 2016-11-04 16:03:22
Leviathan.Comeatmebro said: »RNG strategy is incredibly effective. May do a longer writeup later, but the basics are:
RNG RNG RNG GEO WHM (6th slot is for rotating brd and cors to buff)
PLD WHM SCH BRD COR
(probably not necessary, but i also used a RUN, second COR, RDM)
-Hate sucks on chariots/beast kings. I just had the RNG party whm stand away from them for -nas and let them pull it. Nothing one shots with scherzo.
-Acc is easy to cap on everything except tumult.
-Hydra's nerve gas is 30'. Ideally, rngs should be around 20' with their whm around 40' so they can quickly heal the rngs without getting hit.
-Khimaira seems to occasionally hate reset. A dead rng is not a wipe, don't worry about it.
-Cerberus hate is ***, I just throw up attune/frailty and entrust vex then stand them in melee range and burn it down(after khim/hydra dead and any weakened rngs unweak.
Tumult is pretty straightforward. The big trick here is:
If the PLD is both the popper and has hate, only members of their party will be targeted by avatars. By disbanding at 76-78% and allowing the rest of the ally to keep DPSing, the astral flows will only hit the PLD and you can reinvite after they're done and continue DPS unhindered.
Note that claim doesn't seem to follow the usual 'last person to touch' rule. If PLD drops and they still have claim, i just have one RNG join them and force AF. A single dead rng won't hurt much, and even if they're on top of the other rngs AF won't hit them outside alliance. I used one for all on my PLD each time, resulting in 0 damage astral flows. This isn't really necessary, but it's a nice safety net(with 3000 hp, cureskin, and no cursna or mdt-, they won't kill you without it.. but one for all takes all that out of there and they'll do straight 0s).
RNG outdamages every DD easily on tumult, because ranged attacks can't be intimidated, they don't get debuffed, and accuracy is a non-issue. With bolster, 3 annihilator rngs can do 20-30% a minute. The last form takes under 10 min, have done the entire fight in under 25 min even with waiting out weakness after khim.
I may have missed it after reading your post, but what are you subbing for RNG? /WAR /SAM /NIN etc?
Obviously /WAR has appealing boons for stronger DPS but then /SAM is also viable for TP and what not. Adding an extra Axe (or Glazemane dagger) with /NIN for the extra stats are also an idea.
Does Utsusemi absorb any of the attacks at all (minus the Bio aura)?
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By Leviathan.Comeatmebro 2016-11-04 17:27:31
i subbed war, only damage you take on tumult itself should be bio aura
khim/hydra is the most stressful part of the fight and the only thing you'd be able to blink that's threatening is tourbillion so i don't see /nin as very worthwhile
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By Asura.Avallon 2016-11-14 13:46:29
Has anyone thrown all SMN's at this since the update?
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By Leviathan.Comeatmebro 2016-11-14 13:57:31
that actually sounds like it'd work extremely well when combined with the drop party trick on a tank, but sadly i do not have geared smns
Asura.Sechs
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By Asura.Sechs 2016-11-15 01:32:28
Someone on Asura invite me to a Tumult Curator fight I want that ***'s vorseal :( :( :(
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By Asura.Avallon 2016-11-15 09:57:30
Someone on Asura invite me to a Tumult Curator fight I want that ***'s vorseal :( :( :(
I would have thought Curator was yesterdays news for TLOU! Are you guys not interested in the fight in general?
Asura.Sechs
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By Asura.Sechs 2016-11-15 10:31:02
Meh, me and a couple of other people are interested, the rest aren't.
We're hardly ever online and I don't think we can do it during one of our official events nights, way too many people without the right jobs and we never left people out because of that so we can't really start for Tumult Curator.
It would have to be one of those things some of us set up in our free time, but the last few months we've hardly ever been online outside of event time, and when we are we've been busy farming gil for Afterglow upgrades, Ambuscade, Beads or other ***.
It would've been enough if one of us stepped up and offered to set things up with invited people, required jobs, strategy, day we want to meet etc, but clearly we've all been too lazy so far.
The fact only a few people are interested doesn't help getting the motivation either lol
It's not even a matter of difficulty, I'm sure with a bit of practice we could bring it down.
We literally never even tried once.
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By Asura.Boogerballs 2016-11-15 11:06:25
Interesting RNG strategy... It might be worth bringing a SAM/RNG for some damage but more importantly for Circle / Seal JA's on Demons. I quit!
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Asura.Sechs
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By Asura.Sechs 2017-06-14 02:39:19
I finally managed to make my LS buddies interested in this, we tried yesterday and won on second attempt. This is the strategy we used:
Party setup
Party 1
SMN x4
COR x1
BRD x1
Party 2
PLD x1
WHM x1
GEO x2
Notes:
GEO went /WHM to help with Cursna (Nerve Gas) and debuffs on PLD (our WHM doesn't have Yagrush). In hindsight, BRD should've gone /WHM and keep one GEO /RDM (our BRD was /NIN)
Buffs:
BRD was keeping 3x Ballads and w/e else on SMNs, then swapping to tank pt to put Ballad3, Victory March, Minne5 and Minne4 on the Tank. Don't think these are "necessary", but I'm sure they were helping.
He was debuffing every current target one by one, not sure on his stickrate but think it was pretty good.
GEO1 was using IndiRefresh and Geo Frailty, staying 20+ from monsters
GEO2 was using IndiAttunement? and Geo Torpor, still 20+ yalms.
Both GEOs were rotating Entrust Indi-Vex on the Tank. (not sure this made a useful difference...)
I tried sticking debuffs on monsters, and most of them seemed to have a very good landing rate up to the last wave, even without Focus/Languor.
COR was using Beast and Drachen rolls, he prebuffed tank with Gallant/Evasionist I think?
FOOD SMNs were using Akamochi, everybody else was using Miso Ramen.
Notes:
Hit rate seemed to be capped at 100% on everything even without Torpor. Excluding maybe the very last phase (Tumult Curator himself) which I didn't check.
In hindsight I think you can do this with a single GEO, keeping Entrust for Torpor on the tank, last phase.
Battle Flow:
PLD was popping and supertanking everything, "tagging" targets one at a time, going to the next after we killed the previous.
He wasn't engaging at all.
Kill order was:
Long Armed Chariot > All other Chariots
Troll > Mamool > Medusa
Hydra > Khimaira > Cerberus
GEOs were tagging each target as they were being pulled.
Come the last phase, BRD uses NiTro to sleep all adds, we apply debuffs, then SMN Astral Flow + Astral Conduit the boss.
On our first attempt only 2 SMNs used Astral Conduit, and we wiped at ~20% because of Astral Flow.
On our second attempt all 4 SMNs used Astral Conduit, and we almost wiped at 1% but raised up and won.
I don't really think I understood the "drop PLD, let one SMN join the PLD to perform one Blood Pact, then drop and join main ally again" trick. Since I wasn't sure about it we didn't try it and just hoped for 4x AC to be enough.
I was on GEO and noticed that with Indi Fend and my DT gear up, I was surviving the Astral Flows no problem. Well I was of course going pretty low in Health, but never died.
Attunement didn't prove to be equally effective against that, alas.
Wish I swapped to Fend sooner.
With me using Fend on the "tank pt" and one SMN using Perfect Defense to give them 60 seconds of invulnerability, we probably would've been fine I guess?
Asura.Neufko
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By Asura.Neufko 2017-06-14 03:47:44
Thanks Sechs, very useful data!
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By Pantafernando 2019-10-17 08:29:48
Sup
Is there a 2019 low man strat for this ***?
Whats the min low man possible?
Thanks in advance
Asura.Shiraj
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By Asura.Shiraj 2019-10-17 08:49:17
Pretty sure you could 4 man this in theory, never tested but based on previous experiences, i think its possible.
Or play it safe:
Run, geo, brd, cor, whm, DD.
The 4 man strat is just no cor or DD.
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By Artsncrafts 2019-10-17 12:15:43
let me know how 4 manning it goes for u
By Pantafernando 2019-10-17 12:28:12
Gonna try first the usual burning, check if enough then adjust whats lacking.
Carbuncle.Papesse
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By Carbuncle.Papesse 2019-10-17 14:41:49
RUN, SMN, BRD, COR
That was like 2 or 3 years ago though. Mew works on the last phase.
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Asura.Shiraj
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By Asura.Shiraj 2019-10-17 15:28:50
let me know how 4 manning it goes for u
I mean its theoretically possible. Tumult isn't hard. I managed to get to wave 3 with only trusts, although took like 20 minutes but did die cos I'm HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE and dont swap sets. and so with geo/brd buffs its more than doable.
Tumult itself is a breeze if you play defensively.
Astral Flow hits for pretty much 0-200 with geo fend, indi attunement. Entrust frailty.
Like I said, in theory it seems very doable. I'm partially retired/taking a long hiatus from playing RUN so won't be testing any time soon.
By Artsncrafts 2019-10-17 15:42:22
ive cleared tumult a few times and i never seen flow do only 0-200 damage, even with fend. Not sure what to make of that
unless on rune using OFA or pld using rampart or something
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By Asura.Aeonova 2019-10-17 16:18:12
This thread is necro-bumped the same day as SE announces Pandy Warden chair is going to be around again as a mount.
Conspiracy!
9/11 was an inside job. Halflife 3 confirmed. Charmander's flamethrower can't melt stale memes.
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By Artsncrafts 2019-10-17 16:43:55
This thread is necro-bumped the same day as SE announces Pandy Warden chair is going to be around again as a mount.
Conspiracy!
9/11 was an inside job. Halflife 3 confirmed. Charmander's flamethrower can't melt stale memes.

+1 for using a pic from Community
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Asura.Shiraj
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By Asura.Shiraj 2019-10-17 17:34:52
Also a little tip which I use occasionally, use 3 different Rune Enchantments at once, at the Astral Flow intervals; 74%, 49%, 24% and 4% use Liement, very helpful if you have Epeolatry so your party members can hit it too, but no biggie if not.
And the Astral Flow damage:
Bolster Fend/Attunement I never take more than 200 on RUN tbh. With OFA I take 0 from everything.
Without any bubbles or OFA, I take roughly 500-700, sometimes 1k if a Magic crit. But most commonly 700.
And another thing, Sacrosanctity is almost useless for Astral Flow.
Sacro lasts for 1 hit, Astral Flow hits about 8 times I believe, not sure exactly how many.
Edit: This is assuming Idris GEO, because who doesn't have Idris lol.
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By eeternal 2020-05-29 13:19:58
I don't know what's wrong but I had Schezro Bolster Fend/Attunement and Sacro and AF just wrecks me.. some of them I take 0-50 and 3 of them I get hit 600-700 x3.. This was with RUN too..
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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