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The Tumult Curator Thread
By Cpu 2020-05-29 13:33:27
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.. Schzero won't have any affect on mid-level damage that comes from multiple sources even if the total is greater than your total HP. It would need to be a single avatar doing something like ~3k damage for scherzo to negate it. Outside of that, you can use abilities like Sacrosanctity and One For All to mitigate multiple sources of magic damage.
By eeternal 2020-05-29 13:48:12
Good point never thought of that, anything else I need to do to mitigate it? dropped Diffussion MG and its still hits like a truck.. Since he's dark based.. Frazzle doesn't stick.. maybe Pining Nocturne? Would Knight V help?
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By Shiva.Applesmash 2020-05-29 13:59:05
We bring a RUN to use One for all, COR random deals it back, then wild card and WHM can also sacrosanctity in case OFA is down. 6-7 man clears with MNK solo DDing.
By eeternal 2020-05-29 14:00:36
Does killing the adds helps or they respawn?
Server: Shiva
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By Shiva.Applesmash 2020-05-29 14:04:09
We just ignore them, don't think it helps
By Mrgrim 2020-05-29 21:07:22
He Respawns adds with thundris shriek so its best to keep em asleep. Also here's the strat that apple talks about, this was a somewhat unoptimized run, we forgot to use full break @100%, and Odyllic at 25% where it helps immensely on certain tp moves like thundris shriek's long stun and outright evading debuffs. Another thing we do with RUN is full break be4 mnk takes over. Another thing to keep in mind is that at low hp Tumult acquires a regain effect.
Edit: Forgot to mention that Stymie silence at beginning of last phase gives u a good window to keep it from doing nasty magic.
edit2: Also don't forget to send nonessentials to spread out right be4 astral flow goes off, so all avatars dont AF at once which almost costed us the run on the video because we forget at the last AF.
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Server: Odin
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By Odin.Blizzy 2020-12-23 23:56:29
If looking to do this fight with a 18 man alliance This is the set up we used and went really well for us, credit goes to enjin useing his 6 man strat.
PLD/WAR
RUN/WAR
WHM/SCH
BRD/WHM
GEO/RDM
SMN/WHM
SAM/DRG
SAM/DRG
COR/DNC
WHM/SCH
BRD/WHM
GEO/RDM
SAM/DRG
SAM/DRG
COR/DNC
WHM/SCH
BRD/WHM
GEO/RDM
For Final Form. Brd sleeps all with nitro. wait for intimidate to wear off. RDM 1 hr silence. WHM ssncro. SMN alex,and get hate on adds when they wake up, causes lamps to chase during zerg and wont fire off astral flow. Geo. Bolster Frailty Fury and demateralize. Then can run out of range. Sams Yag. and fundu spam for light skillchains till death. Brds gave min 4 5 honor march and madrigal. cors gave choas sam roll for entire fight. total fight time was around 18 min
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By Asura.Cordyfox 2020-12-24 00:07:31
*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.
This is not a bug: Captain is a prereq for this Unity warp, as it passes through Alzadaal Undersea Ruins. No Captain? No warp. This is probably intended to keep people from having to death warp should they find themselves literally unable to re-enter the ruins (as Captains can do so for free), and, well, it's an island.
Asura.Shiraj
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By Asura.Shiraj 2020-12-24 01:45:10
To access Tumult UNM warp you don't need Captain. You only need to have beaten the Thu'Ban, Shedu and Sarama, once you have beaten them 3 UNMs, Tumult warp gets unlocked.
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By Asura.Cordyfox 2020-12-24 06:51:03
To access Tumult UNM warp you don't need Captain. You only need to have beaten the Thu'Ban, Shedu and Sarama, once you have beaten them 3 UNMs, Tumult warp gets unlocked.
That would be why OP was specifically referring to the Shedu - Caedarva Mire warp.
Asura.Shiraj
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By Asura.Shiraj 2020-12-24 07:42:32
Iirc you can run there quick without Captain, 5 minute walk through Nyzul area.
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By Bahamut.Lexouritis 2020-12-24 08:13:27
If looking to do this fight with a 18 man alliance This is the set up we used and went really well for us, credit goes to enjin useing his 6 man strat.
PLD/WAR
RUN/WAR
WHM/SCH
BRD/WHM
GEO/RDM
SMN/WHM
SAM/DRG
SAM/DRG
COR/DNC
WHM/SCH
BRD/WHM
GEO/RDM
SAM/DRG
SAM/DRG
COR/DNC
WHM/SCH
BRD/WHM
GEO/RDM
For Final Form. Brd sleeps all with nitro. wait for intimidate to wear off. RDM 1 hr silence. WHM ssncro. SMN alex,and get hate on adds when they wake up, causes lamps to chase during zerg and wont fire off astral flow. Geo. Bolster Frailty Fury and demateralize. Then can run out of range. Sams Yag. and fundu spam for light skillchains till death. Brds gave min 4 5 honor march and madrigal. cors gave choas sam roll for entire fight. total fight time was around 18 min
Been using a similar 18 man strategy for the last 3.5 years in clearing this for LS. Pretty much same setup except we have RUNs instead of SAMs as the DD, and SCH instead of SMN for embrava, and regen all 3 parties. Can fart on it with Odyllic rotation as well. RDM was n't able to silence this back then, so it's a good trick to use now. I find that SAM Yaegesumi strat can get messy if something goes wrong, hence why we use RUNs. If u don't kill it in 30 secs, and wildcards fail, u can rely on OFA as needed and ***.
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By zixxer 2021-02-01 19:59:42
Party composition I farmed him with was yag whm, epeo run or burt pld, igeo, rema brd/whm, cor/nin savage dd set, masa sam.
Pre pop buffs= pro, shell, brd cap haste then atk to dds, brd tank and refresh songs to mages, cor chaos/sams.
Pull phase 1-3 geo uses fury/ frailty.
Phase 1 pull long arm chariot first (this will one shot your tank if it’s not killed right away). Then the rest in any order.
Phase 2 order Gurfurlur, Gulool, Medusa
Gurfurlur whm be ready to remove all debuffs, assisted by brd/whm
Phase 3 order Thuban, Sarama, Shedu
Whm use barthundra and barfira
Before the kill for phase 3 brd needs to move far away due to stun/terror. Brd will soulvoice troubadour lullaby. After all mobs are asleep, will need to rebuff. After rebuff wait 1 min for intimidation to wear. Brd uses wind threnody, geo focus then geo and whm will start to silence TC.
Phase 4 once it’s silenced cor and bard will move to the end of arena (no need to attack).
Geo will bolster indi-fury, geo-frailty, entrust indi fend on tank.
Everyone group up inside the bubble. Only Sam and Run will attack (Run will not WS). Sam gear will need to be very good to dps or it’s a wipe.
Sam starts with warding circle, hamanoa, and before 80% will pop yeagasumi. Spam Fudo or SKILLCHAIN till it’s dead.
Whm will sacro, asylum before 80% and just curaga through the damage.
Run before 80% will pop one for all, rayke/gambit, scherzo, odyllic.
If pld before 80% fealty, invincible, rampart(will need relic head +2 for 1 min rampart), majestic with curaga through the damage.
I think that’s everything.
Edit: I have done this with a R15 Doji Sam as well
Lakshmi.Avereith
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By Lakshmi.Avereith 2021-02-01 20:05:56
we were doing this last month 6 man pld sam cor brd whm smn and it's basically zero issue, the addition of smn for perfect defense just makes it idiot proof because the sam just uses yaegasumi a little later, but most of the time if its 6man HP youll get it down before anyone even dies. smn also has carbys aoe erase for the annoying troll guy so thats fun.
I don't think we ever went above 12 people, but up to 12 we had zero issues with that kind of setup
Valefor.Worlace
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By Valefor.Worlace 2021-02-01 20:18:52
Having done this run a number of times with Zixxer and got the body, I can attest this is a winning strategy. I was the Masa SAM, even without r15 it was plenty easy to kill.
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By Asura.Lunafreya 2021-02-01 22:12:48
As BRD for all of my runs I want to point out that for final phase when SV is up, you should be singing Honor/Minuet5/Minuet4/Madrigal/Scherzo and casting Haste on the SAM (SV Honor + Haste 1 should cap haste unless I’m misinformed). I’ve seen groups overlook this small detail and use double March double Minuet with a scherzo which is 1) overcapping haste with SV up and 2) losing out on a lot of Acc from the madrigal which the SAM may need.
Get them kills!
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By Asura.Crowned 2021-02-01 22:29:11
Scherzo is also a wasted song. Scherzo reduces heavy hitting damage like mijin, it doesn't reduce damage that comes in multiple hits like TC's astral flow. Astral flow is lethal because its 8 hits, you miss a few resists and you're dead. The best counter to the astral flow I've found is whm's asylum.
By Crossbones 2021-02-02 00:31:39
If you're going as brd and you sub anything other than nin or dnc just change to whm and go home and be a family man so someone else can take over and dunk 40k+ savage blades all day.
By SimonSes 2021-02-02 02:38:20
Scherzo is also a wasted song. Scherzo reduces heavy hitting damage like mijin, it doesn't reduce damage that comes in multiple hits like TC's astral flow. Astral flow is lethal because its 8 hits, you miss a few resists and you're dead. The best counter to the astral flow I've found is whm's asylum.
Yeah, but if you mix scherzo with One for All, then damage should be reduced to several hundreds by scherzo, then absorbed by OFA right?
EDIT: Unless Scherzo comes after OFA, then Scherzo wouldnt help.
EDIT2: Actually even if scherzo works, it only reduce damage by 53% and damage needs to be over 75% of your hp, which means 8xAF hits would still kill you, unless you would have a macro with massive HP+ when RUN uses OFA.
Scherzo or not tho, OFA is the best non SP ability to counter those AFs.
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Asura.Sechs
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By Asura.Sechs 2021-02-02 07:21:21
Scherzo is also a wasted song. Scherzo reduces heavy hitting damage like mijin, it doesn't reduce damage that comes in multiple hits like TC's astral flow. Astral flow is lethal because its 8 hits, you miss a few resists and you're dead. The best counter to the astral flow I've found is whm's asylum.
Yeah, but if you mix scherzo with One for All, then damage should be reduced to several hundreds by scherzo, then absorbed by OFA right?
EDIT: Unless Scherzo comes after OFA, then Scherzo wouldnt help.
EDIT2: Actually even if scherzo works, it only reduce damage by 53% and damage needs to be over 75% of your hp, which means 8xAF hits would still kill you, unless you would have a macro with massive HP+ when RUN uses OFA.
Scherzo or not tho, OFA is the best non SP ability to counter those AFs. From what I remember the individual damage from each AF wasn't enough to even proc Scherzo, but all of them together were killing you.
Might be able to proc it if you remove Shell, I guess? Then it's gonna do a lot of damage and of course Scherzo will proc, but this approach is usually not worth it if you can't pair EA+Scherzo together.
It's what a lot of people used on the Avatar VD fights aeons ago to make the VD arguably easier than D lol
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Ragnarok.Galiber
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By Ragnarok.Galiber 2021-02-02 07:25:19
I made this video a while back as soon as unity armor upgrades were released.
I think it's still a relevant strategy, if it helps someone ✌
By Crossbones 2021-02-02 09:05:03
Did someone say something about going brd/whm and we are just being an Asura ***? Is this just a random comment that is just thrown in?
Will groups not clear this if the brd doesn’t sub dnc or nin??
It’s so vague and non-specific and I can’t tell if it’s a response to someone or what.
Such a mystery.
Lmao
Just a random comment. Sorry I triggered you into two consecutive replies. Go outside more.
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Server: Asura
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By Asura.Lunafreya 2021-02-02 09:40:46
Scherzo is also a wasted song. Scherzo reduces heavy hitting damage like mijin, it doesn't reduce damage that comes in multiple hits like TC's astral flow. Astral flow is lethal because its 8 hits, you miss a few resists and you're dead. The best counter to the astral flow I've found is whm's asylum.
I argued this on a few of my runs that Scherzo didn't really do anything and we were better off doing an extra madrigal but alas every tank (and they were all different) insisted on having the Scherzo. We always won regardless but an extra bit of acc or atk wouldn't have hurt.
Even a carol of a random element would probably be better in that 5th song slot probably.
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By Asura.Friedrik 2021-02-02 11:19:10
Did someone say something about going brd/whm and we are just being an Asura ***? Is this just a random comment that is just thrown in?
Will groups not clear this if the brd doesn’t sub dnc or nin??
It’s so vague and non-specific and I can’t tell if it’s a response to someone or what.
Such a mystery. Let me help you solve your 'mystery'
Leviathan.Andret
Server: Leviathan
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By Leviathan.Andret 2021-02-02 11:20:33
No, you sub /Blm to d2 anyone you don't like home 1st.
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Pandemonium.Zeto
Server: Pandemonium
Game: FFXI
Posts: 368
By Pandemonium.Zeto 2021-02-02 15:06:00
No, you /whm and skip all the tele crystals and tele the entire party out right before you killshot with Savage Blade, guaranteeing all the loot for yourself.
Amateurs.
Asura.Tafari
Server: Asura
Game: FFXI
Posts: 34
By Asura.Tafari 2021-02-02 15:52:48
as buffs to don't die from last form it's good to use
one for all ( rayke for light damages (ifusingsamfudo) )
sacrosantctity
this need to be killed under 1min.
brd should use HM March Madrigal Minuet
cor SAM CHAOS
geo fury frailty str
sam both yaegasumi meiko sushi with meditate ( sam can survive from all Astrals flow with yaegasumi this good to know )
also warding circle and hamanoa are both important !!
this is what i use it never fail..
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By Shiva.Applesmash 2021-02-02 16:05:30
You can counter Astral flow by spreading the non-essential personnel away when it triggers, whenever Mrgrim and I did it we just kept the melee(MNK in our case) on it with the WHM and GEO while we would run away in different directions on our BRD RUN COR RDM etc, avatars will spread out and you eat maybe 2-3 Astral flows each which are very survivable with OFA or Sacrosanctity.
Only applies if you're not zerging it down mindlessly I guess though, so take that with a grain of salt.
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.
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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