Sortie Release - Info

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Sortie Release - Info
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By Warbandi 2026-02-04 04:06:37
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Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs
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By Carbuncle.Maletaru 2026-02-04 07:26:51
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For our 9 boss, standard setup i do:

E: gravity 2, dia 3, distract 3
F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it.
G: dia 3, frazzle 3, distract 3 (lands first try every time)
H: gravity 2, dia 3

Distract may not be necessary for SOME DDs, but it helps quite a lot on basement bosses, especially for those with TP bonus offhands. It's very noticeable when it's not on and hurts TP gain rate quite a bit.

Depends where you use SV, etc etc. We have SV songs for all 4 basement bosses, generally.
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By Veydal1 2026-02-04 09:21:46
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I also like Frazzle / Distract on for E/G so that COR can use Hot Shot instead of Savage Blade. But typically just try once or twice, before just using Savage. Fire Threnody doesn't hurt either, but Distract is the big one.

Prevents walling between BRD and COR and Hot Shot hits like a truck on both of those bosses.
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By Veydal1 2026-02-04 09:32:50
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Warbandi said: »
Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs

I've been curious about using DRG as well. I think the main problem is that it'd just be slow due to recast timer on Jumps. Fly High will reset them and allow you to rotate them more frequently for the 30 sec it's active, but there's still a 10 sec recast timer on them in a 30 sec period...

Also, DRG doesn't really have the strongest alternative WS options aside from their Prime WS. Stardiver / Impulse Drive / Camlann's Torment are underwhelming, but I suppose could get the job done. I believe the Spirit Surge 2hr that allows for TP suppression on High Jumps also takes away your WSD bonus from having Wyvern out.

I think it COULD be manageable. Seems like solid groups have a bit of wiggle room, time-wise.

Alternatively, for statics, you can always do a 7-boss rotation where you're able to do Aminon 4 times every 5 runs (68k+ for Aminon runs) -

-Full farm
-Aminon > EGF
-H > Aminon > E > G
-F > H > Aminon > E
-F > G > H > Aminon
-Full farm
 Bismarck.Sterk
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By Bismarck.Sterk 2026-02-04 11:12:06
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Warbandi said: »
Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs
The 2nd DD slot is somewhat of a free slot (Bronzequadav's even using WHM), but I believe SAM is the best there. Meikyo Shisui/Yaegasumi/Meditate is a lot of free damage. But when we haven't had all 6 members, I've even brought a pick up WAR who didn't have an Absorb-TP set to just full-time Warcry for my MNK on Aminon. If a group wants to experiment with the 6th party slot they can, but our group doesn't even have a DRG so we couldn't experiment with DRG even if we wanted to.
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By Asura.Vyre 2026-02-04 12:54:59
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Bismarck.Sterk said: »
Warbandi said: »
Im curious while you went mnk + sam. Did you ever considered using DRG they get Glenti set that provides regain, Arke set gives TP by getting hit (not sure how viable is that gear) and DRG 2hrs like DRK supress TP while reducing jumps recast, plus also healing breath. Thou i supose wyvern could be dieng alot perhaphs
The 2nd DD slot is somewhat of a free slot (Bronzequadav's even using WHM), but I believe SAM is the best there. Meikyo Shisui/Yaegasumi/Meditate is a lot of free damage. But when we haven't had all 6 members, I've even brought a pick up WAR who didn't have an Absorb-TP set to just full-time Warcry for my MNK on Aminon. If a group wants to experiment with the 6th party slot they can, but our group doesn't even have a DRG so we couldn't experiment with DRG even if we wanted to.
If the WAR had Regain set, Arke set, and an Absorb-TP set, do you think their contribution woulda sped it up by noticeable degree? Wish I was that warcry WAR! Sounds like a nice free ride! xD
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By Nariont 2026-02-04 13:10:47
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Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk

I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind.

Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc
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By Asura.Haxetc 2026-02-04 13:26:52
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Nariont said: »
Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk

I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind.

Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc
I haven't done the MNK setup but I've done the standard DNC setup and replaced DNC with both SAM and DRG. In my experience DRG is the better job of the 2 in that role. While SAM has a nice burst during it's 1hrs. It felt like a big drop off afterwards.DRG is just consistent and it can /DRK for absorbs since it natively gets high jump.
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By Veydal1 2026-02-04 13:32:28
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Asura.Haxetc said: »
Nariont said: »
Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk

I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind.

Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc
I haven't done the MNK setup but I've done the standard DNC setup and replaced DNC with both SAM and DRG. In my experience DRG is the better job of the 2 in that role. While SAM has a nice burst during it's 1hrs. It felt like a big drop off afterwards.DRG is just consistent and it can /DRK for absorbs since it natively gets high jump.

How's the clear time with Aminon? What WS do you alternate between? You doing full 9 boss or Aminon + whatever you can fit in?
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By Asura.Haxetc 2026-02-04 13:43:56
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Veydal1 said: »
Asura.Haxetc said: »
Nariont said: »
Want to say in terms of contributiom among 2 handers itd be sam > drg > war > drk

I think jumps / fly high can rep meditate/meikyo but yaegs a tough thing to rep, drk would maybe get more ws im due to higher absorbs but warcrys real nice and arke+regain+/drk abs tp may not leave them too far behind.

Be curious if yurin works on ami to the point of allowing a nin to dd but probably still too risky, plus they still got kept off a lot of sbII iirc
I haven't done the MNK setup but I've done the standard DNC setup and replaced DNC with both SAM and DRG. In my experience DRG is the better job of the 2 in that role. While SAM has a nice burst during it's 1hrs. It felt like a big drop off afterwards.DRG is just consistent and it can /DRK for absorbs since it natively gets high jump.

How's the clear time with Aminon? What WS do you alternate between? You doing full 9 boss or Aminon + whatever you can fit in?
It was a few months ago but they were both 9 boss. I believe the DRG clear was around 10min and the SAM clear was 12min. Diarmuid/Stardiver for DRG and Mumei/Fudo for SAM. Didn't really plan on anything so could have planned/played better and it was just a one off to play something other than DNC.
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By Asura.Sechs 2026-02-04 13:50:54
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Carbuncle.Maletaru said: »
For our 9 boss, standard setup i do:

E: gravity 2, dia 3, distract 3
F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it.
G: dia 3, frazzle 3, distract 3 (lands first try every time)
H: gravity 2, dia 3
This is INCREDIBILY useful, many thanks!

Grav2 shouldn't land without Stymie on F if he's in windhands though, right? Should land in a few tries on thunderhands.
Likewise on H Grav usually takes a couple of tries to land, correct?
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By Bismarck.Sterk 2026-02-04 15:37:36
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Comparing job performance between a 10 min fight and a 3 min fight is definitely a difference to take into consideration. I can easily see DRG pulling ahead of SAM in a prolonged fight, but for a 3 min fight, I find it hard to see SAM being beaten. SAM spends the entire fight under Meditate, but RD/WC/RD is a lot of Jumping for DRG. SAM also gets another good 1 hour back with a 5 WC while DRG would need a 6, though that 6 would give SAM yet another Yaegasumi which is absolutely huge.
I'd like to give DRG a try just to see, but as I mentioned, our group doesn't have a DRG.
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By Odin.Karizo 2026-02-04 17:48:24
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Asura.Sechs said: »
Carbuncle.Maletaru said: »
For our 9 boss, standard setup i do:

E: gravity 2, dia 3, distract 3
F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it.
G: dia 3, frazzle 3, distract 3 (lands first try every time)
H: gravity 2, dia 3
This is INCREDIBILY useful, many thanks!

Grav2 shouldn't land without Stymie on F if he's in windhands though, right? Should land in a few tries on thunderhands.
Likewise on H Grav usually takes a couple of tries to land, correct?

for F, if the RDM isn't using Chainpsell for other occasions, I like to bind it first, then Chainspell for Gravity II / Distract III (multiple immunobreaks requried sometimes, sometimes not). Just an alternative way to go about F on RDM.
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By Carbuncle.Maletaru 2026-02-04 19:06:03
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Odin.Karizo said: »
Asura.Sechs said: »
Carbuncle.Maletaru said: »
For our 9 boss, standard setup i do:

E: gravity 2, dia 3, distract 3
F: gravity 2, dia 3, nothing. Sometimes i try distract a couple times, but it's not often worth it.
G: dia 3, frazzle 3, distract 3 (lands first try every time)
H: gravity 2, dia 3
This is INCREDIBILY useful, many thanks!

Grav2 shouldn't land without Stymie on F if he's in windhands though, right? Should land in a few tries on thunderhands.
Likewise on H Grav usually takes a couple of tries to land, correct?

for F, if the RDM isn't using Chainpsell for other occasions, I like to bind it first, then Chainspell for Gravity II / Distract III (multiple immunobreaks requried sometimes, sometimes not). Just an alternative way to go about F on RDM.

We do Stymie Grav for H and then if Stymie is up for F we use it on him, if it's down (depends on the run) we use CS Bind then Gravity until it lands, as this other poster said. It typically takes 2~4 Gravitys to get it to land on F. I've never tried the CS strat on H, but it might work.
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By Veydal1 2026-02-04 20:25:33
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CS on H is better imo. Usually only takes 2 casts, but not worth risking it by using Spontaneity.

Stymie Grav on F.
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