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The Tumult Curator Thread
Lakshmi.Avereith
Server: Lakshmi
Game: FFXI
Posts: 1224
By Lakshmi.Avereith 2021-02-02 16:20:52
still the only person pushing for perfect defense... just try it out guys :/
By Crossbones 2021-02-02 19:05:29
I've tried it and felt it wasn't worth the slot. With epeo RUN and split runes liement you have an alright chance of non RUN/SAM surviving. But honestly you just need the SAM and RUN to survive to finish the mob. My setup is usually 7 ppl with RDM in outside PT for debuffs and RUN WHM GEO BRD COR SAM in main PT, and I think I may have even done it w/o a geo before. I've done it w/o silence too but that was clutch. I don't know ***about PLD so can't speak for that as a tank for tumult.
Shiva.Anoq
Server: Shiva
Game: FFXI
Posts: 84
By Shiva.Anoq 2021-02-02 21:21:33
We did PD method a couple runs, decided taking another SAM worked better for us. RUN SAM SAM COR BRD WHM/BLM (for ES Silence on TC) is what we use. Get hiccups still, but usually 2 SAMs spamming Fudos takes it down fast. Even when WC doesn't hit (or doesn't get used...) it still goes down before SAM immunity drops.
Asura.Bippin
Server: Asura
Game: FFXI
Posts: 1093
By Asura.Bippin 2021-02-02 23:00:42
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By malakef 2021-02-03 06:45:30
We do the 2 SAM method as well it’s almost fool proof. RUN BRD WHM COR SAM SAM and we don’t bother with silence most the time as even in worse case scenario the 2 SAMs are just too much damage too fast for TC to survive. I find the biggest key people forget that would help them is letting the intimidate wear off while TC sleeps before starting in on him.
Shiva.Anoq
Server: Shiva
Game: FFXI
Posts: 84
By Shiva.Anoq 2021-02-03 08:39:05
We do the 2 SAM method as well it’s almost fool proof. RUN BRD WHM COR SAM SAM and we don’t bother with silence most the time as even in worse case scenario the 2 SAMs are just too much damage too fast for TC to survive. I find the biggest key people forget that would help them is letting the intimidate wear off while TC sleeps before starting in on him.
Silence is just for safety in case Dread Spikes get popped (happened to us once so have just made a habit of silencing before we engage). Once we hit TC we BRD sleep all > rebuff > ES Silence TC > Warding Circle > Pull Boss/Hamanoha > Yaegasumi > Meikyu Shisui > Wild Card (have to reset SPs anyway so might as well).
Shiva.Anoq
Server: Shiva
Game: FFXI
Posts: 84
By Shiva.Anoq 2021-02-03 08:42:37
Yaegasumi lets SAMs evade all the Astral Flows and refills their TP in the process, so SAMs use SPs and TC dies.
Shiva.Osborn
Server: Shiva
Game: FFXI
Posts: 24
By Shiva.Osborn 2021-02-03 10:42:18
Silence is just for safety in case Dread Spikes get popped (happened to us once so have just made a habit of silencing before we engage). Once we hit TC we BRD sleep all > rebuff > ES Silence TC > Warding Circle > Pull Boss/Hamanoha > Yaegasumi > Meikyu Shisui > Wild Card (have to reset SPs anyway so might as well).
Meikyo Shisui seems to negate the benefits of Yaegasumi in this fight. Something about how your TP gain is limited with Meikyo Shisui, where as with only Yaegasumi the attacks you're evading are feeding you TP like mad.
Edit: This is wrong, must have been some other outlier.
We ran Tumult a lot for people's bodies (RUN SAM COR BRD GEO WHM | RDM) and we had one SAM that was geared exceptionally well, but could not zerg down Tumult in time during final phase like our other SAMs were doing. It was a head scratcher until we realized he was the only SAM using Meikyo Shisui.
Tumult usually died in about 15-20 seconds, and it did after this same SAM that was having trouble stopped using Meikyo Shisui.
By Butcherb0y 2021-02-03 11:03:15
Is that a glitch?
Shiva.Osborn
Server: Shiva
Game: FFXI
Posts: 24
By Shiva.Osborn 2021-02-03 11:34:28
Meikyo Shisui from BG Wiki:
Grants player 3000 TP upon use.
All weaponskills cost 1000 TP while Meikyo Shisui is in effect.
TP cannot be gained while Meikyo Shisui is in effect unless it comes from items (ie. Icarus Wing) or Meditate.
Though weaponskills cost 1000 TP while this is in effect, the damage modifiers for the weaponskill calculation use the player's current TP for the calculation.
So the first weaponskill is going to be calculated as if it were 3000 TP instead of 1000TP, etc.
So you get 3k TP to start, your first WS will cost 1k TP but act as 3k, which is great. After that you have 2k TP left, you weaponskill again and it only costs 1k TP but does 2k TP worth of damage this time (not bad), then you are down to 1k TP and you are only WSing off of whatever TP you can get from Meditate (or an Icarus Wing) for the remainder of the duration.
Seems like you would do way more damage in a 30 second window never using Meikyo Shisui now that I read more about it.
Unless I'm missing something.
Edit: I was missing something, apparently you can still gain TP from Yaegasumi with Meikyo Shisui active.
Pandemonium.Zeto
Server: Pandemonium
Game: FFXI
Posts: 368
By Pandemonium.Zeto 2021-02-03 11:34:33
Silence is just for safety in case Dread Spikes get popped (happened to us once so have just made a habit of silencing before we engage). Once we hit TC we BRD sleep all > rebuff > ES Silence TC > Warding Circle > Pull Boss/Hamanoha > Yaegasumi > Meikyu Shisui > Wild Card (have to reset SPs anyway so might as well).
Meikyo Shisui seems to negate the benefits of Yaegasumi in this fight. Something about how your TP gain is limited with Meikyo Shisui, where as with only Yaegasumi the attacks you're evading are feeding you TP like mad.
We ran Tumult a lot for people's bodies (RUN SAM COR BRD GEO WHM | RDM) and we had one SAM that was geared exceptionally well, but could not zerg down Tumult in time during final phase like our other SAMs were doing. It was a head scratcher until we realized he was the only SAM using Meikyo Shisui.
Tumult usually died in about 15-20 seconds, and it did after this same SAM that was having trouble stopped using Meikyo Shisui. Was the RUN messing with the SAM's SCs or were you spread out? 3 WSs should be plenty for pushing AFs with a geared SAM and SAM should get full refilled from the AF spam as long as he's in the AoE for at least 6 of them. You still get Yaegasumi TP during Meikyu.
Shiva.Osborn
Server: Shiva
Game: FFXI
Posts: 24
By Shiva.Osborn 2021-02-03 11:42:49
Was the RUN messing with the SAM's SCs or were you spread out? 3 WSs should be plenty for pushing AFs with a geared SAM and SAM should get full refilled from the AF spam as long as he's in the AoE for at least 6 of them. You still get Yaegasumi TP during Meikyu.
Never had a problem killing Tumult, in fact once we got to the last phase we considered it a win.
Except for the only times Meikyo Shisui was used.
SAM was only one WSing.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10109
By Asura.Saevel 2021-02-03 11:55:16
Meikyo Shisui from BG Wiki:
Grants player 3000 TP upon use.
All weaponskills cost 1000 TP while Meikyo Shisui is in effect.
TP cannot be gained while Meikyo Shisui is in effect unless it comes from items (ie. Icarus Wing) or Meditate.
Though weaponskills cost 1000 TP while this is in effect, the damage modifiers for the weaponskill calculation use the player's current TP for the calculation.
So the first weaponskill is going to be calculated as if it were 3000 TP instead of 1000TP, etc.
So you get 3k TP to start, your first WS will cost 1k TP but act as 3k, which is great. After that you have 2k TP left, you weaponskill again and it only costs 1k TP but does 2k TP worth of damage this time (not bad), then you are down to 1k TP and you are only WSing off of whatever TP you can get from Meditate (or an Icarus Wing) for the remainder of the duration.
Seems like you would do way more damage in a 30 second window never using Meikyo Shisui now that I read more about it.
Unless I'm missing something.
It's pretty bad as a DPS ability, mostly it's either used for the instant 3K TP when something is almost dead, or with Meditate to put out a bunch of WS's in a 10-15 second window.
Asura.Bippin
Server: Asura
Game: FFXI
Posts: 1093
By Asura.Bippin 2021-02-03 12:01:41
I mean if you are using Meikyo shisui, you want to pop meditate too and use Relic feet so each WS cost 750. TC should be dead and meditate should still be giving you TP
Asura.Tafari
Server: Asura
Game: FFXI
Posts: 34
By Asura.Tafari 2021-02-03 12:37:17
i'm 1000% sure with yaegasumi and meiko shisui on u gain 3K tp after each astral flow spam, always did that to me.
wanted to try it out just to confirm but everyone asleep it seems on asura
Asura.Tafari
Server: Asura
Game: FFXI
Posts: 34
By Asura.Tafari 2021-02-03 12:43:54
just to add i'm using this "trick" with Lady lilith VD Aswell and i have proofs now but in lilith BCNM...
i can upload it
YouTube Video Placeholder
see there diferrence between ticks of meditate and her attacks that give me tp.
sorry video problem!!! updating once more :/
Shiva.Anoq
Server: Shiva
Game: FFXI
Posts: 84
By Shiva.Anoq 2021-02-03 12:51:09
Silence is just for safety in case Dread Spikes get popped (happened to us once so have just made a habit of silencing before we engage). Once we hit TC we BRD sleep all > rebuff > ES Silence TC > Warding Circle > Pull Boss/Hamanoha > Yaegasumi > Meikyu Shisui > Wild Card (have to reset SPs anyway so might as well).
Meikyo Shisui seems to negate the benefits of Yaegasumi in this fight. Something about how your TP gain is limited with Meikyo Shisui, where as with only Yaegasumi the attacks you're evading are feeding you TP like mad.
We ran Tumult a lot for people's bodies (RUN SAM COR BRD GEO WHM | RDM) and we had one SAM that was geared exceptionally well, but could not zerg down Tumult in time during final phase like our other SAMs were doing. It was a head scratcher until we realized he was the only SAM using Meikyo Shisui.
Tumult usually died in about 15-20 seconds, and it did after this same SAM that was having trouble stopped using Meikyo Shisui.
Interesting. Maybe just never noticed since always had TP to spam Fudo and it just died. Will try using it w/out Meikyo during upcoming UNM campaign for sure.
Shiva.Osborn
Server: Shiva
Game: FFXI
Posts: 24
By Shiva.Osborn 2021-02-03 13:02:34
i'm 1000% sure with yaegasumi and meiko shisui on u gain 3K tp after each astral flow spam, always did that to me.
wanted to try it out just to confirm but everyone asleep it seems on asura
You could be right but, if that's the case that would make this info outdated:
We assumed Meikyo Shisui was the only outlier since we won all the other fights in 20 seconds, he stopped using it, and that SAM got his body after a few more easy fights.
Perhaps a huge coincidence.
Edit: Maybe outdated is not the right word but, but it should say: TP cannot be gained while Meikyo Shisui is in effect unless it comes from items (ie. Icarus Wing), Meditate or attacks evaded with Yaegasumi active. (for example)
Pandemonium.Zeto
Server: Pandemonium
Game: FFXI
Posts: 368
By Pandemonium.Zeto 2021-02-03 13:23:40
just to add i'm using this "trick" with Lady lilith VD Aswell and i have proofs now but in lilith BCNM...
i can upload it
YouTube Video Placeholder
see there diferrence between ticks of meditate and her attacks that give me tp. There's proofs in Ejin's TC kills too
YouTube Video Placeholder
Does SP2, Ageha, then Meikyos. At 7:06 you can see the SP1 recast spam in log and you can see him gaining TP from AFs
Shiva.Osborn
Server: Shiva
Game: FFXI
Posts: 24
By Shiva.Osborn 2021-02-03 13:31:48
Guess it was a huge coincidence, then.
Really thought that was our issue at the time, everything else was the same.
Necro Bump Detected!
[855 days between previous and next post]
By Pantafernando 2023-06-08 03:52:42
Soups
Any update to Tumult Curator strategy?
Whats the easiest one to do?
I particularly like SMN strategy, so is there any of those for me?
Thanks
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2023-06-08 04:11:41
SAM setup still rips it apart. Any dd might work fine now.
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Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2023-06-08 11:57:07
My group did this recently and I can confirm that bringing at least 2 SAMs should be the aim. But you also need to know the fight and get the timing right. You need One For All or Perfect Defense in each party. Rampart isn't enough. You should have a RDM to Stymie Silence on the final form after 30-45 seconds so it won't do Dread Spikes and slow everything down. Having Full Break helps a bit.
Also, a SMN doing Perfect Defense can then Conduit Mewing Lullaby to suppress its TP. Even with all this, things can and will go wrong, so you just have to power through. Make sure Requiem is on the final form so if you wipe at 1-3% you'll still get the win. It does increase HP slightly with more people, so if you want to bring leechers you have to make sure the tank and DDs are great. This is a better/fun fight if you can bring an alliance, but if you need to low man it, then everyone needs to be solid.
[+]
Asura.Bippin
Server: Asura
Game: FFXI
Posts: 1093
By Asura.Bippin 2023-06-08 12:09:33
Sounds way over kill if you are using SPs.
One SAM should be able to carry around ~10-12 easily these days.
WHM SAM BRD GEO Tank
Can throw COR or another SAM in there if you want but its not needed.
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2023-06-08 12:14:43
Sounds way over kill if you are using SPs.
One SAM should be able to carry around ~10-12 easily these days.
WHM SAM BRD GEO Tank
Can throw COR or another SAM in there if you want but its not needed.
Yeah, but if people aren't best in slot and/or have sub optimal sets, then it's nice to know for sure. One "great" SAM can do this, but if you have two "good" SAM, then that may also do it. My group was a full alliance using 3 SAM, 1 WAR, and others also doing damage. It was pretty consistent, except one time when the SMN didn't get PD off and the tank party went down, so we wiped at 3% and it died to requiem. Mistakes happen. It doesn't hurt to overdo things to ensure wins.
Asura.Bippin
Server: Asura
Game: FFXI
Posts: 1093
By Asura.Bippin 2023-06-08 12:16:29
I mean this could be done preML/ody gear, of course it depends on gear but things have gotten a lot easier with new gear
Cerberus.Kylos
Server: Cerberus
Game: FFXI
Posts: 4612
By Cerberus.Kylos 2023-06-08 12:18:57
I mean this could be done preML/ody gear, of course it depends on gear but things have gotten a lot easier with new gear
Well, of course, yes, but people's skill levels differ and if people are brand new to the fight, things can and will happen. Now, if we have a 6 person party who does everything together, day in, day out, beating V25s, Aminom and did all Master Trial fights together, this fight is nothing to them. Yes, this fight "can" be done with 6 using only 1 SAM, but that doesn't mean every group is capable of that. Overdoing it is perfectly fine because it's not like anyone is sharing drops.
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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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