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Sinister Reign!
Asura.Loire
Server: Asura
Game: FFXI
Posts: 563
By Asura.Loire 2015-09-03 15:42:11
Has anyone tried to see if Vex or Attunement alone is enough to avoid charm on leaf or do you need both? Cause thats the only mob I find cockblocking for clear times and it charms at least once per fight.
If charm can be avoided I think our clear time would be faster by a bit. Vex and nocturne are not enough to avoid the charm. One of its charm moves is a gaze charm though. Having the tank wear charm/status resistance gear might help too. As RUN that kind of stuff comes easy enough, and I would imagine PLD would want to sub RUN for this event too. Tenebrae Pflug would grant a flat 30% resistance for /RUN. I would agree and an aply timed fealty near lower %s to avoid would a nice option to work. Though for our group we don't use a pld and unless the run itself is going bad Rose never does a charm, usually kill it with mb from 50%
Server: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-09-03 17:38:25
Yeah, I've noticed that she doesn't use it as often as her other moves, and that the charm itself doesn't last as long as other charms (like Danse Macabre)
Asura.Floppyseconds said: »I expect this from Death or something, but Tenebral? This is with an exceptional BLU, Idris GEO, Tenebrae Gambit, and Voidstorm II.
Sylph.Oraen
Server: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2015-09-03 17:46:48
Yeah, with the proper buffs/debuffs, you'll be amazed at what properly geared BLUs can pull off for magical damage.
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Lakshmi.Lenus
Server: Lakshmi
Game: FFXI
Posts: 517
By Lakshmi.Lenus 2015-09-03 18:05:16
Well PLD has access to fealty, so thats no issue, the main issue is the DNC and COR getting charmed, losing out on killspeed until its over.
Barcharmra can I has plez;;
By Ulthakptah 2015-09-03 18:18:49
Would it be worth it to have a song be replaced with light carol II?
Asura.Suteru
Server: Asura
Game: FFXI
Posts: 508
By Asura.Suteru 2015-09-03 22:03:44
Well PLD has access to fealty, so thats no issue, the main issue is the DNC and COR getting charmed, losing out on killspeed until its over.
Barcharmra can I has plez;;
Have your COR shoot for TP, and save Quick Draw to sleep charmed players.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-09-04 04:44:35
So far I've tried the following setups:
1) DNC, tank, GEO, GEO, BRD, WHM (can change DNC with other DPS, but I've found DNC to be the fastest for us)
2) dual DD, GEO, GEO (or GEO + BRD), WHM, Tank
3) BST pt
4) COR, COR, WHM, RUN, GEO, GEO
And I still have to try the following:
5) SMN, GEO, GEO, COR, RDM, RUN
So far for me the fastest has been 4). Under 4 mins with no SP abilities used. Times changing according to the sequence of foes and various other luck things
Second place for setup 1), around 6 mins for that.
Other setups have always been slower for me.
By geigei 2015-09-04 04:47:48
Good bst's end all runs in 5min, how's nr.4 even work?
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-09-04 05:02:08
It works with a lot of powerful SCs and WS from Wildfire and Leaden Salute.
Insane damage, especially when you add Gambit or Rayke into the scenario.
Also 5 mins without using SP? With SP I've seen like <3 mins runs with BSTs, but without SP abilities they all took 7+ mins I think. Which is good, don't get me wrong.
Perhaps too good considering how safe/easy it is to go with this approach.
Quite boring though, if you ask me.
By geigei 2015-09-04 05:06:52
Boring indeed, best i got is 4:24, 5-6 w/o sp if all 3 bst are good, can easily go past 7-8min if 1 bst sucks. Cor's ws dont work well on all nm's though?
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-09-04 05:46:23
I'm not a COR expert, but I think most of them are pretty weak to Dark damage and dark SCs.
The ones who aren't, tipically take pretty good damage from Wildfire.
Should ask one of my COR friends though, I'm unable to go into further detail than this, I apologize.
Asura.Suteru
Server: Asura
Game: FFXI
Posts: 508
By Asura.Suteru 2015-09-04 09:00:52
Arciela's the biggest obstacle for COR. Takes crap for magic damage, and good luck landing Last Stand consistently.
Server: Asura
Game: FFXI
Posts: 802
By Asura.Hoshiku 2015-09-04 11:40:41
Asura.Floppyseconds said: »I'm not a COR expert, but I think most of them are pretty weak to Dark damage and dark SCs.
The ones who aren't, tipically take pretty good damage from Wildfire.
Should ask one of my COR friends though, I'm unable to go into further detail than this, I apologize.
I'd just be happy to have a COR roll the right rolls and get in some 80%+ hit rate meleeing. They were probably already worth it without that.
Asking much of CORs since they came out has been pretty impossible :P
Stop running with PUG COR.
Asura.Loire
Server: Asura
Game: FFXI
Posts: 563
By Asura.Loire 2015-09-04 12:23:52
Arciela's the biggest obstacle for COR. Takes crap for magic damage, and good luck landing Last Stand consistently. Pretty sure it comes down to arciella's rotation of ascension and need to do light based nukes (fire wind thunder light) and descension for dark based nukes (ice water earth dark). Have cors tried rotating wildfire for ascension mode and leaden for descension mode?
By Ulthakptah 2015-09-04 12:26:13
Has anyone tried to see if Vex or Attunement alone is enough to avoid charm on leaf or do you need both? Cause thats the only mob I find cockblocking for clear times and it charms at least once per fight.
If charm can be avoided I think our clear time would be faster by a bit. Vex and nocturne are not enough to avoid the charm. One of its charm moves is a gaze charm though. Having the tank wear charm/status resistance gear might help too. As RUN that kind of stuff comes easy enough, and I would imagine PLD would want to sub RUN for this event too. Tenebrae Pflug would grant a flat 30% resistance for /RUN. What does a good anti charm set look like? Also what is the story behind Sangha Earring?
Server: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-09-04 12:34:36
This is what I use, overwriting whatever TP set I'm currently equipped with:
ItemSet 337634
Hearty earring is 5%, so whole set is 36%. There are some other pieces I could get, but I don't know their values, nor would I want to sacrifice too many slots. Don't think Sangha Earring exists in the game, or at least in all the years, it's never been found.
Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3584
By Phoenix.Capuchin 2015-09-04 12:48:11
Having the tank wear charm/status resistance gear might help too. As RUN that kind of stuff comes easy enough, and I would imagine PLD would want to sub RUN for this event too. Tenebrae Pflug would grant a flat 30% resistance for /RUN. What does a good anti charm set look like? Also what is the story behind Sangha Earring?
I don't know that a non-RUN would have much success blocking charm, but my relevant RUN set below (supplemented with normal tanking/DT- gear in the other slots).
ItemSet 337635
EDIT: Jeanpaul also noted the necklace that I'm lacking. JP, question: does resist light element gear help to resist charm? I toss on RUN AF coat and Empy feet (the feet I'm wearing anyway), but never been sure whether they help in that regard.
As you can see, the big guns are RUN-specific armor. Tenebrae x3 and Pflug as well. For a non-RUN, I guess it's Tenebrae x2, Pflug, the handfull of all jobs resist gear, and hope/pray. PLD can Fealty of course and that's pretty reliable, other than the fairly short timer (maybe could get a COR to Random Deal reset, but that's not exactly the most consistent strat).
Oh, there's also Unyielding Ring (AH or Assault Points) as all jobs resist charm gear. I don't personally use it on RUN and haven't really missed it (nor do I really want to give up D.Ring), but maybe a PLD or something trying to maximize resist charm would find it useful.
I usually go COR to SR, you can do damage. I tend to go with a tank, healer, GEO, pet job x2, COR setup and I just /RNG and stand back and shoot. After I buff pets I put rolls on myself and shoot away. With a GEO and good ranged gear, my Racc is fine (especially with Sharpshot up) and it's extremely safe. You CAN melee /NIN or /DNC, but I'm more comfortable in these fights hanging back.
I've not once seen someone else come COR to a run when I'm on another job and do any real damage though, so YMMV in finding a COR who bothers to keep DD gear up.
For WS, there are actually a few mobs Leaden isn't too good on, but you have other options. Rosulatia and Teodor I use Wildfire (nearly the same set, just take out darkness element+ gear from Leaden set), Arciela I use Last Stand. Everything else is pretty Leaden-friendly.
Server: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-09-04 12:59:33
Light resistance would help since charm is light based. I'm usually wearing either Futhark, Emet, or Rawhide, but Runeist would be good too. Same goes for the feet, I'm either using Taeon, Futhark, or Erilaz. A RUN with Pflug merits and Runeist +1 feet can get what I presume is +66% resistance, which makes me fairly certain there's a cap to status resistance traits. Maybe I could squeeze this info out of the devs on main forums.
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Phoenix.Capuchin
Server: Phoenix
Game: FFXI
Posts: 3584
By Phoenix.Capuchin 2015-09-04 13:10:03
Light resistance would help since charm is light based.
Er... yeah, light resist. Dunno why I wrote darkness (well, I know... was thinking charm = use darkness runes because it's light based), editing my last post to avoid confusing others :)
But anyhow, that might be relevant for a non-RUN. I'm not sure what sort of light resist gear PLD or other jobs may have, but it's a thought since you're not getting stuff like RUN JSE armor and Pflug merits.
By Ulthakptah 2015-09-04 13:11:04
Light resistance would help since charm is light based. I'm usually wearing either Futhark, Emet, or Rawhide, but Runeist would be good too. Same goes for the feet, I'm either using Taeon, Futhark, or Erilaz. A RUN with Pflug merits and Runeist +1 feet can get what I presume is +66% resistance, which makes me fairly certain there's a cap to status resistance traits. Maybe I could squeeze this info out of the devs on main forums. Isn't it something like each element: light is equal to 1 magic evasion?
Edit: if you have the gil to burn Souveran Diechlings has +15 to charm with +20 for the +1 version.
Server: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-09-04 13:31:07
It's generally agreed that 1 elemental resistance is equal to 1 magic evasion for that element, though no specifics on how much 1 magic evasion helps against statuses. With the devs sharing the values on GEO spells, we now have a standard to measure magic evasion by, if a mathy person wants to dig into that.
Made a post on the main forums asking for clarity on statuses. Hopefully they'll be as generous with that as they have been for RDM spells, GEO spells, and parrying.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10068
By Asura.Sechs 2015-09-04 13:43:57
Didn't someone (martel?) prove that Erilaz+1 legs, with their higher magic evasion, in the end provided more "resistance to debuffs" than AF1 legs?
69 MEVA+6%resist vs 107 MEVA, for reference.
Server: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-09-04 14:02:34
Sounds like it may be plausible, but I suspect that the Runeist pants offer a flat resistance, compared to magic evasion which would definitely be relative to an enemy's magic accuracy. I guess it also depends on the extent of what "Resistance to all status ailments" actually covers.
~ WARNING! ADOULIN SPOILERS AHEAD! SCRAM IF YOU CAN'T DEAL WITH THAT! ~
I can't begin to describe how much I love this new event. The ease of getting into it, the challenge and chaos of the fights themselves, and the very satisfying reward system make this, to date, probably the best event they've ever made. Anyway...
SINISTER REIGN!
Prerequisites:
You can participate if you've beaten all Seekers of Adoulin Missions and viewed the final cutscenes. Again, this means there are spoilers if you haven't progressed in the missions.
Getting Started:
You need 3-6 people in your party to enter. Trusts cannot be used. In Ra'Kaznar Inner Court, by the entrance to the Turris (BC), there is a new Home Point and NPC named Malobra. After an introductory CS, you can purchase an entry KI for 5k bayld. All party members need this KI to enter. You can get KIs and re-enter as often as you want.
Let's Get Down to Business!
You will be fighting in 3 rounds against random good guy NPCs from Adoulin Missions, one at a time. Of these 3 rounds, there are 3 possible enemies you can face. The content level is 130, and I'd consider it roughly as challenging as Vagary. If you lose, you get nothing. If you win, speak with Malobra for your rewards; more on that further down.
General Tips:
- Seeing as this is content level 130, you will want some form of buffs and a good amount of accuracy/magic accuracy.
- Most of these enemies specialize in magic attacks, and most are focused on a single element. Melees would be best going /RUN.
- Hate reset is a common theme as well, so plan accordingly.
- Like most content, focusing your strategy on either melees or on mages is your best bet.
- Many enemies here have attacks adding Dispel, Silence, or Amnesia. I'm having a hard time keeping track of what each individual move does since there are a ton that are new.
- In each fight, I've included which Rune/Barspell to better manage these enemies.
THE BATTLES!Adoulin Character Spoilers ahead! ROUND 1:Arciela & Ygnas --- Ingrid --- Darrcuiln
ARCIELA & YGNAS:
- Ygans need not be killed, he will automatically fall when Arciela does. His HP is very low (maybe 30k?), but he does have a self-healing move that recovers around 7k HP.
- Ygnas will weaponskill anytime Arciela does.
- Arciela herself functions almost identically to the trust. Seems to have a few perks like added effect: stun, flash.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Will not give chase and can only deal magic damage (most of which is Light).
- As a RDM, has some MDB traits.
- Uses RDM spells including enfeebles, buffs, and tier V nukes.
- Rune: Tenebrae. Barspells: Barfire/amnesia.
INGRID:
- Most aggressive of the Round 1 bosses.
- Uses Divine nukes, Judgement, Realmrazer, Flash Nova, as well as a unique aoe Drain/Amnesia move. Can cast Haste 2 and also has a self-buff move called Self Aggrandizement.
- As a WHM, has some MDB traits.
- The only boss in the whole event who uses regular melee swings, and interestingly, has counter.
- Rune: Tenebrae. Barspells: Barfire/Amnesia.
DARRCUILN:
- Of most significance is his move called Stalking Prey, which does 10.0' aoe hate reset and terror. Most of his other moves are wind-based and largely inconsequential.
- Poorest magic evasion of all bosses, mages do exceptionally well against him.
- Appears to have the highest physical evasion of all bosses.
- Likely considered a Beast.
- Rune: Gelus or Flabra. Barspells: Baraero or Barstone.
ROUND 2:Rosulatia --- Teodor --- Morimar
ROSULATIA:
- Is assisted by 3 vines, which use normal melee attacks, can travel, and use enfeebles (often Bind/Gravity). Vines will WS simultaneously if given TP.
- Vines die automatically when she is killed, though they will not respawn if killed. They have estimated 20k HP and can be slept consistently.
- Rosulatia herself uses all earth attacks, including her regular attacks and various nukes. She also can cast Break.
- Baneful Blades is a powerful % based attack (50% max HP?).
- Dryad's Kiss with dialogue erases all bad status and gives her Haste and Regain.
- Wildwood Indignation transfers all negative status to the target; be careful to not use powerful helixes, Impact, Elegy, etc.
- Infected Illusion is directional Charm, which also resets hate even if you avoid it.
- Matriarchal Fiat is hate reset + damage.
- I recall Bind as a status from regular attacks.
- Poorest physical evasion of all bosses.
- Likely considered a Plantoid.
- Rune: Flabra. Barspells: Barstone/Petrify.
TEODOR:
- Coolest NPC in the game. You and your friends will never be as cool as Teodor.
- Regular attacks can Dispel, Silence, Drain.
- Can cast tier V nukes and Impact.
- Likely considered Undead.
- Uses Start From Scratch to remove all debuffs and gains a dark aura, as well as a large number of shadows (like Colkhab/Muyingwa; aoe won't strip). He can use this move even when not debuffed (or possibly, it is triggered by GEO bubbles as well).
- Frenzied Thrust is physical conal + dispel.
- Sinner's Cross is strong physical aoe + bind.
- Open Coffin is single target dark attack + bio.
- Ravenous Assault is aoe drain.
- Hemocladis is a powerful dark attack with amnesia, when aura is up. Aura goes down if he uses it.
- Seems to possess a native MDT, mages have observed reduced damage, not including frustration from his shadows.
- Slightly higher physical evasion than most other bosses.
- Rune: Lux. Barspells: Barfire/Amnesia or Barwind/Barsilence.
MORIMAR:
- Poorer physical/magic evasion/defense than most other bosses, but posses powerful weaponskills. Very dangerous to be in range of WSs without serious protection.
- Regular attacks seem to be all physical; one of them cuts your TP in half, one has bind.
- Camaraderie of the Crevasse is hate reset, and many buff dispel, and TP reset.
- Arduous Decision is aoe physical, with added silence.
- Vehement Resolution clears all his debuffs and gives him a steaming rage aura. Seems to give him some regen and possibly improved double attack.
- Into the Light, extremely powerful physical aoe attack. If a double attack procs, he can easily kill melees not wearing defensive gear.
- 12 Blades of Remorse, used only with rage aura. I forget what this one does, sorry.
- Rune: Ignis I suppose. Barspell: Barblizzard.
ROUND 3:Super Arciela --- August --- Sajj'aka
SUPER ARCIELA:
- Significantly stronger than her round 1 version; Magic evasion skyrockets and all of her normal attacks and WSs have been turned into aoe attacks. Knockback, Terror, Paralyze, Amnesia, and Bind are among her frequent bad statuses from attacks and WSs.
- Apparently less resistant to Light/Wind/Thunder/Fire during her Light phase, and less resistant to Dark/Ice/Earth/Water during her Dark phase.
- Most threatening of all, she has a move Naakual's Vengeance, where she will summon 1 of the 6 to perform their ultimate attack (Incinerating Lahar, Marine Mayhem, Timberrrr, etc) and then leave. She herself will remain perfectly still until the Naakual has left.
- Party members keeping their distance should be ready to run close if she calls the shark (there is a good amount of time). Melees and tanks may need to call out if they're bound.
- Naakuals (except Hurkan and Yumcax) can be stunned.
- Bring Holy Water/Cursna for Timberrrr.
- Her Amnesia move also adds Terror and crazy knockback.
- Rune: Tenebrae. Barspells: Barfire/Amnesia for melees, and you might want Barthundera for mages in case of Hurkan.
AUGUST:
- Music change! He uses all of the Alluvion weapons in his regular attacks, which are light based.
- Most physically defensive boss, seems to have the most HP as well.
- Casts Flash, Protect/Shell V.
- Uses Daybreak, where he uses a flute (and he gets so into it!), which deals light damage, clears his buffs, and gives him wings of light.
- With the wings up, he has access to the move No Counter, which deals 9999 damage split conally. DT gear, Scherzo, Earthen Armor, Migawari, and other protections DO NOT WORK to stop this. If he uses this move, unless you have strategically placed party members and/or pets, the target will die and need raising.
- Wings CAN be broken, though no message or signal is given. Not entirely figured out, might be caused by double Darkness SC or possibly some manner of multi-step SC.
- Rune: Tenebrae. Barspell: Barthunder or Barfire, Amnesia.
SAJJ'AKA
- Uses all kinds of divine spells and Dia.
- Some regular attacks are light based, notably the breath from being in front. Not particularly dangerous overall.
- Uses Denounce, which does 90% of your current health, hate reset, and paralyze, with protection methods (Scherzo, etc) being ineffective.
- Hitting him with a dark-based attack (including Aspir for some reason) when he is readying Denounce will stop him and also wound his chest (like in the mission).
- With his chest wounded, Denounce will have half potency. If he uses Heavens' Grace, he will heal himself and fix his chest.
- Considered a Dragon.
- Rune: Tenebrae. Barspell: Barblizzard/Paralyze.
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