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Reisenjima T4s
Fenrir.Ramzus
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By Fenrir.Ramzus 2017-04-04 11:25:26
Alright, good to know. Might be a little rough for us since it's 18 characters boxed across like... 8-9 people max but I think doable. Is there any specific reason why you burst Aero? Do you have to put up malaise or anything for that? The wiki said the shield can be broken by large damage magic bursts but yesterday clearly proved that wrong.
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By Leviathan.Comeatmebro 2017-04-04 11:44:22
RNG is definitely path of least resistance for me. Can and have killed it with melee, but so much can go wrong and if you don't have a good ratio of amazing melee:people you're going to have problems once your SV songs start getting dispeled and bolster(s) are gone. Damage turns to garbage, constant dispels/debuffs/etc screw you up, charm becomes a potential wipe scenario. Really need to be able to gank it quick.
I do RNG frequently with:
RNG RNG RNG COR GEO BRD
PLD RUN WHM WHM Leech Leech
And generally kill around 22 min now. Have done under 20 min without leeches. Not much to worry about, if Gaja shield goes up you'll probably lose, but in a dozen or so kills it's only done it once for me so I'm pretty sure it has a time element and won't be an issue if killed asap. RUN tanks adds, charm buffer lasts 50-dead on mantri. Since I'm usually 10boxing, I sit the RUN out for schah because a backup tank isn't really needed, but always an option to keep them on hate list in case a charm or banneret gets through. Never been a problem for me though, shadowbind makes it pretty easy to wait out charm or raise PLD if banneret somehow kills them. If fealty isn't dispelled or eaten by royal decree, fealty > revit > fealty > charm buffer usually lasts 50%-dead anyway.
Didn't notice any problem clearing adds with mages, double SV int etudes alongside focus/languor was enough to cap m.acc and blowing gambit or rayke on each gaja/ashva kept them dying before the bad tp could be used. However, schah itself is terrible. Death won't land at all unless threnody is up, and constant use of stygian sphere makes relying on troubadour iffy at best. Probably want two BRDs at least, so you can cycle revits/wild card and spam in between if you run out. If BRD with fully maxed af1+3 etc for m.acc can reliably land threnody, it's probably pretty easy with mages still.
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By Leviathan.Celebrindal 2017-04-04 11:55:50
Leviathan.Nitenichi said: »How are people doing Schah these days? Been having a bit of trouble doing it mage style. Gaja goes down a bit slower now so we've been dealing with Beiseger's Bane woes and for whatever reason, we can't get the shield to go down even with multiple SC+MBs. The fight has generally been going really smooth until the last few adds and then it goes south really fast once the Gaja *** us.
Just melee, only "problem you run into" is on Gaja have to skillchain and Aero bursts til it breaks. Once past that continue to melee til dead. Extremely straight-forward especially with a group like you have.
In nite's group, and on RDM for our Schah runs (2 since update done melee style). When a Gaja throws up a shield, we do burst Aero spells from the GEOs, SCH, and RDM. RUN will Rayke to help us out. Our support is ideal- 2 Idris GEOs, REMA BRD, a COR landing wizard and warlock, and I'll Sab/Elem Seal Frazzle 3. I say this to put it in perspective and to be clear... it's totally doable with proper preparation. Just gotta switch modes when you tackle that add.
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By Asura.Pergatory 2017-04-06 18:07:21
Leviathan.Comeatmebro said: »RUN tanks adds, charm buffer lasts 50-dead on mantri. Interesting, I've never heard of people killing Mantri. We've always skipped it to avoid the danger of charm altogether.
Is there a particular reason you guys kill it rather than ignoring it? If you just leave it alone, Besieger's Bane is really the only risk in the whole fight.
Fenrir.Ramzus
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By Fenrir.Ramzus 2017-04-06 18:13:19
Update:
Did it RNG method as suggested, infinitely more easy than mage method. Used BoG during Ratha due to seemingly high def (or some sort of general DT.) Had 1 RNG use overkill per Gaja to avoid shield and it never got it up across 3 Schah attempts. Saved bolster for Schah itself and it was going down in about 7 min, very highly recommend RNG over any other method.
Our setup was:
PLD WHM WHM GEO COR RDMorSCH PUP
RNG RNG RNG COR BRD GEO
Prelude/Prelude/AGI etude/Agi etude
Frail/Fury/Vex
Frail/Fury/Torpor during Schah
Frail/AGI (bolster/Torpor during Bolster
the 2nd WHM, the 2nd COR are 100% unnecessary, we had them there just to get clears going and cause our PLD was dualboxing the WHM so I wanted to make their lives easier. We had a Fomalhaut RNG which made hate pulling a bit iffy the first 2 times so we had them chill out a bit during adds.
Fenrir.Snaps
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By Fenrir.Snaps 2017-04-06 18:24:29
Some notes about that -
I don't think Ratha has high defense as BoG didn't affect damage too much. It seems more likely that it's a PDT or piercing damage reduction. I do recommend using Overkill (really what else are you gonna use it for) or making sure Double Shot is up for Gaja because I completely agree that the shield is time based. We also killed the Matri (worth it imo because it makes the fight much simpler.) We got it down to 50%, and then used Charm Buffer + Double Shot. It took about as long as a Ratha this way so it wasn't even a big deal and you have some time to spare while waiting for Bhatas anyways.
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By Leviathan.Brotherhood 2017-04-06 18:50:55
We had a Fomalhaut RNG which made hate pulling a bit iffy the first 2 times so we had them chill out a bit during adds.
Cele, were you there?
Siren.Kyte
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By Siren.Kyte 2017-04-06 18:54:59
There's really no reason for them to "chill out" during adds, as their hate shouldn't be capping during their relatively low HP.
Fenrir.Ramzus
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By Fenrir.Ramzus 2017-04-06 19:02:29
Speaking from experience they pulled (along with the COR) hate quite a few times when there were multiple adds out. Keep in mind the PLD isn't gonna get more than a Flash or a Voke off when 5 things are beating on them and with constant Amnesia.
Siren.Kyte
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By Siren.Kyte 2017-04-06 19:16:55
I don't know, I can't say I had that issue when I tanked it, but I was on RUN (we don't use a 2nd tank). If they did pull hate, it was 1 WS away from killing the add (so it didn't matter).
Shiva.Spynx
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By Shiva.Spynx 2017-04-06 19:43:18
We had PLD pulling adds away just in case Banneret Charge went off and he lost hate few time on adds with RNG pewing at them. As PLD/WAR you only have flash/voke really (other JA have huge timer), I can see it work better with PLD/BLU keep hasted with flash for the pull and spell spam would keep the adds stuck on you. Then again the insane FC RUN gets with JA can make flash/foil spam much more effective
By Ruaumoko 2017-04-21 19:20:38
Is this what T4 fights are becoming now? It's not just tonight, but I've been seeing lots of shouts for setups like this for practically everything.
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Fenrir.Ramzus
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By Fenrir.Ramzus 2017-04-21 19:23:30
I mean, it probably will be nerfed. I've personally been using RNG on the harder ones lately (Vini/Albu/Schah.)
I think I'll try melee setup on Albumen next round though
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By Odin.Llewelyn 2017-04-21 19:58:29
Even without Stuns, we've found Vinipata to be a fairly simple melee fight if you use Idris Wilt as it lowers his damage output greatly. Helps having good WHMs fast on Cursnas, too, as you may be muddled while Doomed. Though if you can afford to mix in the support required for Stuns to land, then obviously that would be preferable.
Simplest methods for each of the HELMs excluding Conduit burns for us are:
Melee - Teles, Vinipata, Albumen, Schah
THF/Mewing - Erinys, Onychophora
Magic Burst - Zerde
I'd like to try out RNGs for Schah, but our RNGs suck huge balls.
Ragnarok.Inx
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By Ragnarok.Inx 2017-04-21 20:11:57
Like, Nirvana/HQ SMN are soooo common... particularly groups of them. And really that's what you need for most of these flashy strats, because without aftermath even the best geared non-mythic SMN is going to be lagging behind significantly damage-wise on VS spams.
Seems very questionable that they'd penalize such a specific setup, when there really isn't a problem with the job generally.
As always, the fundamental problem is the way Escha NM scale with numbers making the leanest setups the smart choice. Pet jobs are relatively low-maintenance, so naturally they are popular, but to say they are a one-size-fits-all solution is simply untrue.
Fenrir.Ramzus
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By Fenrir.Ramzus 2017-04-21 20:22:02
Even without Stuns, we've found Vinipata to be a fairly simple melee fight if you use Idris Wilt as it lowers his damage output greatly. Helps having good WHMs fast on Cursnas, too, as you may be muddled while Doomed. Though if you can afford to mix in the support required for Stuns to land, then obviously that would be preferable.
Simplest methods for each of the HELMs excluding Conduit burns for us are:
Melee - Teles, Vinipata, Albumen, Schah
THF/Mewing - Erinys, Onychophora
Magic Burst - Zerde
I'd like to try out RNGs for Schah, but our RNGs suck huge balls.
I don't disagree, the problem is that we typically roll with 14-18 (and a ton of 3-4 boxes) so having 2-3 WHM is a little stressful. You honestly don't need that good RNG, we beat Schah with ~10min remaining using 3x RNG + COR for dps in a 14 person ally.
Asura.Frod
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By Asura.Frod 2017-04-21 21:54:01
Like, Nirvana/HQ SMN are soooo common... particularly groups of them. And really that's what you need for most of these flashy strats, because without aftermath even the best geared non-mythic SMN is going to be lagging behind significantly damage-wise on VS spams.
Seems very questionable that they'd penalize such a specific setup, when there really isn't a problem with the job generally.
As always, the fundamental problem is the way Escha NM scale with numbers making the leanest setups the smart choice. Pet jobs are relatively low-maintenance, so naturally they are popular, but to say they are a one-size-fits-all solution is simply untrue.
Smn is broken in two fundamental ways.
Astral flow and astral conduit stacking with job points ignores a lot of the normal faults of the job (poor stats vs mob and timers), basically breaking the mechanics that balance us. In perfect situations, we can do roughly 20 pacts in apogee into conduit, and capping damage is quite possible. That's 2 million damage in under a minute.
Nirvana is broken. the 3 staves right behind it are was+1, girdarvor, and was. Was+1 is a roughly 9% increase in damage, girdarvor is 8%, and NQ Was is 7%. Nirvana by itself is a 15% increase, pretty respectable for a mythic, considering some of the razor thin margins on other mythics. Nirvana + 3k aftermath is a 40% increase in pact damage assuming a 40% DA rate, this is insanely OP. The November change to FTP has made the 3k tp aftermath insanely strong. It also has on paper made like 4/5 helios gear best in slot over even apogee +1. We can reach 100% DA.
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By Odin.Umopepisdn 2017-04-21 23:14:53
It will end up being like BST, people wanting to abuse the mechanics with average/above-average smn gear until its all thats used in the majority of pugs and shouts and enough people complain about it on forums, meanwhile the people who have the mythics and HQ gear will end up QQing because their favorite job got nerfed.
By ocean 2017-04-21 23:36:46
Is this what T4 fights are becoming now? It's not just tonight, but I've been seeing lots of shouts for setups like this for practically everything.
Damn that's badass. Did all those smn spend 4-5billion like some idiots on these forums suggest????
Ragnarok.Inx
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By Ragnarok.Inx 2017-04-22 09:09:46
Smn is broken in two fundamental ways.
Astral flow and astral conduit stacking with job points ignores a lot of the normal faults of the job (poor stats vs mob and timers), basically breaking the mechanics that balance us. In perfect situations, we can do roughly 20 pacts in apogee into conduit, and capping damage is quite possible. That's 2 million damage in under a minute.
Nirvana is broken. the 3 staves right behind it are was+1, girdarvor, and was. Was+1 is a roughly 9% increase in damage, girdarvor is 8%, and NQ Was is 7%. Nirvana by itself is a 15% increase, pretty respectable for a mythic, considering some of the razor thin margins on other mythics. Nirvana + 3k aftermath is a 40% increase in pact damage assuming a 40% DA rate, this is insanely OP. The November change to FTP has made the 3k tp aftermath insanely strong. It also has on paper made like 4/5 helios gear best in slot over even apogee +1. We can reach 100% DA.
Well, for a start off Apogee+1 isn't exactly optimal for physical BP's due to it being severely lacking in pet accuracy. You're also severely downplaying the impact of Nirvana AM3 in the overall picture by placing that 40% boost right at the bottom of a list of things that require perfect execution and preparation to perform.
Most SMN will not get near 20 BP's in a conduit zerg even if they are book-ending it with super-revit apogees to gain an extra couple of shots in. And of course assuming they don't get interrupted by the pet getting amnesiad or otherwise immobilized by the battery of enfeebs that these NM's spam.
Like any sort of physical zerg, effectiveness is largely dependent on the quality of the player buffs/target enfeebs in place. With that sort of backing, pretty much any group of Mythic class/high-end DD has the same chance of winning fast.
Sorry but after the awful hash-up SE made when nerfing BST, I'd hate to see SMN suffer the same fate, particularly when the "problem" only manifests when you get a bunch of Mythic SMN burning SP's in in conjunction under ideal circumstances.
Nerfs suck. Playing whack-a-mole with jobs that rise to the top of the pack for utility will just hasten the demise of this game.
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By Leviathan.Comeatmebro 2017-04-22 09:40:06
Nerfs may suck, but being able to ignore essentially every part of albumen, vinipata, teles, schah, erinys, WoC and throw the same generic setup with 0 gearswaps and minimal thought is not good balance nor is it good for longevity. That's 6/8 of the difficult NMs that you can kill with no setup changes, minimal strategy, and minimal adaptation needed. I'm sure you can do onychophora a bit slower with nirvanas as well, and zerde requires a magic set but otherwise same thing..
No thought means little player engagement, people will get bored of spamming SMN zerg much faster than they'll get bored of doing the fights in an engaging manner. Never mind that it reduces the difficulty from requiring a somewhat coordinated setup and good gear to requiring a few people willing to RMT or farm a nirvana and some apogee pieces then mash one macro.
Doesn't really matter anyway, it's pretty obvious it will be nerfed. The question isn't if, but when and how. It's no surprise the guy saying it doesn't need to be nerfed is currently using a freshly burned up/geared SMN.
Ragnarok.Inx
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By Ragnarok.Inx 2017-04-22 10:09:21
This is just silly. You don't need SMN to zerg Teles or WoC! Zerde has always been speedkill with stun/nuking. Schah can be zerged, but if you are going with larger groups ranged attacks are the way to go.
Erinys is easy prey with THF/SA-DD's with SMN on TP suppression.
If Oncy is giving you trouble... yeesh...
Stop manufacturing a problem that simply doesn't exist. Right now strats are far more varied than they were pre GEO-nerf, where BLM's did far more of the heavy lifting than SMN do today,.
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By Leviathan.Comeatmebro 2017-04-22 10:18:19
I didn't say they were difficult for me. I can multibox an entire set of clears in under 6 hours with no help from anyone else and no cheesy SMN burn. However, I do job changes, the fights flow differently, there is thought involved. Non-SMN zergs, even with 3x the value in gear spread across amazing melee with prebuffs, take much longer than the SMN equivalent.
If SMN wasn't so much better than the other options, why did YOU just burn it up?
Asura.Frod
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By Asura.Frod 2017-04-22 10:22:55
Smn is broken in two fundamental ways.
Astral flow and astral conduit stacking with job points ignores a lot of the normal faults of the job (poor stats vs mob and timers), basically breaking the mechanics that balance us. In perfect situations, we can do roughly 20 pacts in apogee into conduit, and capping damage is quite possible. That's 2 million damage in under a minute.
Nirvana is broken. the 3 staves right behind it are was+1, girdarvor, and was. Was+1 is a roughly 9% increase in damage, girdarvor is 8%, and NQ Was is 7%. Nirvana by itself is a 15% increase, pretty respectable for a mythic, considering some of the razor thin margins on other mythics. Nirvana + 3k aftermath is a 40% increase in pact damage assuming a 40% DA rate, this is insanely OP. The November change to FTP has made the 3k tp aftermath insanely strong. It also has on paper made like 4/5 helios gear best in slot over even apogee +1. We can reach 100% DA.
Well, for a start off Apogee+1 isn't exactly optimal for physical BP's due to it being severely lacking in pet accuracy. You're also severely downplaying the impact of Nirvana AM3 in the overall picture by placing that 40% boost right at the bottom of a list of things that require perfect execution and preparation to perform.
Most SMN will not get near 20 BP's in a conduit zerg even if they are book-ending it with super-revit apogees to gain an extra couple of shots in. And of course assuming they don't get interrupted by the pet getting amnesiad or otherwise immobilized by the battery of enfeebs that these NM's spam.
Like any sort of physical zerg, effectiveness is largely dependent on the quality of the player buffs/target enfeebs in place. With that sort of backing, pretty much any group of Mythic class/high-end DD has the same chance of winning fast.
Sorry but after the awful hash-up SE made when nerfing BST, I'd hate to see SMN suffer the same fate, particularly when the "problem" only manifests when you get a bunch of Mythic SMN burning SP's in in conjunction under ideal circumstances.
Nerfs suck. Playing whack-a-mole with jobs that rise to the top of the pack for utility will just hasten the demise of this game.
Accuracy is an almost entirely irrelevant stat on gear when you're doing conduit burns, you're job master, and you're using an idris geo and +5/+7 double crooked cor as you should. I sit at 1500+ accuracy with my gear which includes helios band, convoker's doublet +3, merlinic hands, and apogee +1 legs and feet. You're also right that Apogee +1 isn't optimal, i already said as much. Helios is best on most slots due to 7 bpd, 8 DA. I believe you'd want perfect helios on all slots but legs, where apogee +1 is better even with losing the +2 bpd because of set bonus. The differences between helios and apogee +1 are like <.5% each though.
I'm not downplaying the large boost from nirvana + t3am. Fact is with the way af/ac spamming works, you can do anything perfectly fine with girdarvor/was smns. You might just need to take extra smn.
'most smn won't hit 20 pacts due to blah blah' You're taking a perfect situation and assuming problems with it. There are setups for these burns that almost completely counter all sorts of debuffs or actions on the summoner and the pet, Largely it's just 'bring a RUN tank'.
"other DDs can" No they can't, not on the same party setup scale as a conduit burn. I can't think of a single DD job that can pump out as much damage as smn can in one minute, and that's becoming the problem.
Asura.Frod
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By Asura.Frod 2017-04-22 10:26:50
This is just silly. You don't need SMN to zerg Teles or WoC! Zerde has always been speedkill with stun/nuking.
SMN is king DD on Zerde too, even pre blm/death nerf. My setup is to bring a single BLM to proc, then Conduit Meteor strike with SCH skillchains.
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By Leviathan.Comeatmebro 2017-04-22 10:28:15
Let's not forget that SMN needs 1 COR(2 if you really want), 1 GEO, and a tank. Fight is over so fast that initial hate JA and valuable 1hrs like odyllic subterfuge can last essentially the entire fight.
Melee need a BRD and a GEO to be able to cap acc/attack. They should have 1-2 CORs to boost damage, and still take 4x longer to do the amount a SMN can do in their initial conduit rush. On teles, they need a second GEO just to stay alive. On albumen, they need a second GEO and a second BRD to stay alive and clear enough of debuffs to survive through the fight. On warder of courage, the difference in fight length adds a pretty huge luck element unless you roll out with full buffs, which again, is much more than smn requires and still results in a much longer fight.
Anyone who is adamant that it's balanced is either terribly dependant on it or has never seen it done properly.
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Ragnarok.Inx
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By Ragnarok.Inx 2017-04-22 10:36:40
Leviathan.Comeatmebro said: »If SMN wasn't so much better than the other options, why did YOU just burn it up?
We don't.
That's the point. Mostly we use SMN as an adjunct to regular melee or ranged attacks. Teles is just strong DD's, Oncy we use BST because Fangs can't skillchain and do high damage, BLM on Zerde, Erinys mostly THF for piercing bonus, etc.
We do Aeonics to get our members weapons, so we prefer to go in large-ish groups (12+) because frankly its less hassle than splitting over multiple runs and reforming/farming Revits in Altep each cycle.
PS. I wasn't trying to single you or anyone out with the Oncyphora comment, its just that its as difficult a fight as the group doing it wants to make it.
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By Leviathan.Comeatmebro 2017-04-22 10:38:59
Nah, I'm talking about you specifically. You aren't a career SMN or anything. Your guildwork updates show you collecting all the gear needed for SMN zerg over the past couple months, since the initial post about using it for schah and the subsequent bandwagon.
If it's definitely not overpowered and it can't do anything other jobs can't do as well, why did you hop on the bandwagon yourself?
Bismarck.Indigla
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By Bismarck.Indigla 2017-04-22 10:45:48
Just wondering, has it ever been figured out exactly what affects Clarsach Call damage on Teles? Seems so incredibly random sometimes from next to no damage to 2000+ regardless if she has buffs on her or not.
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By Leviathan.Comeatmebro 2017-04-22 10:46:38
It's wind damage, if you use baraera wind carols and attunement/vex it'll almost always be resisted to next to nothing. Scherzo helps too if you can't spare all of those.
Didn't see a thread up here and the info on BG is all over the place so I figured I'd make a thread to summarize the NM kill strats so far for people who want to try it for themselves. Everyone is welcome to add info themselves and I'll update the OP
Albumen
Ashweed x3 + Void Grass x3 + Vermihumus + Coalition Humus
Notes:
-4x Adds spawn with the main NM
-4 More spawn at 28:00, and 4 more spawn at 26:00 for a total of 12x adds (doesn't spawn any more, may respawn if you kill them, unconfirmed)
-Adds won't hesitate to SP shortly after spawn (about 10 seconds after.) Possibly 2hs are Chainspell, Mijin Gakure, Benediction (I haven't seen a 4th one? It might be the DNC one?)
-Main NM has access to standard Korrigan moves (including Fatal Scream, Petalback Spin etc.)
-Petalback Spin causes hate reset
-Stunnable by GEO/BLM with just focus or languor.
-Main NM can do Hundred Fists (often does Terror->Hundred Fists)
-Main NM has a 5-15 second long enpetrify effect that lands semi-frequently.
Strategies
Source: Ramzus/Lyramion
The only strategies recorded thusfar have been by Lyramion/myself. I don't know the exact details of his but the underlying concept is the same so I'll just add whatever I know, he's welcome to add in points himself after he wants.
Setup: BRD/BLM GEO/BLM PLD WHM | BLM/SCH BLM/SCH BLM/SCH BLM/SCH GEO/WHM COR/WHM | SCH SCH
Buffs:
Languor, Malaise, Focus, Haste, Entrust Acumen
Tactician's Roll, Wizard's Roll, Voidstorm (II)
Part 1: Adds Spawning
BRD pops JAs before spawning it (NT, Marcato, Elemental Seal). Horde Lullaby 2 on spawn immediately before they allahu akbar you. From here on, it's basically just afk until more adds spawn. The BRD needs to pop super revit as soon as possible, and then reuse JAs at ~28:30 remaining in the fight to resleep the 4 new adds that will spawn. After that, afk again until 26:00, once all 12 have spawned, someone can wake up all the adds to wipe your ally as fast as possible.
Part 2: NM Fight
Wait for everyone to recover and for BRDs JA timers to come back up, we rotated the SCH into the BLM pt for voidstorm 2 and then moved them back out.
BRD opened with NT/Marcato/Ele Seal and pulled with Horde Lullaby II (make sure your BRD memorizes how long their Lullaby lasts with NT+Marcato and NT+Marcato+CC) then we moved the Mandragora away from all the babies and started Gravitations alternating Death in pairs. The GEO in the tank PT popped BoG Languor for now.
As soon as possible, The COR should go into the PT with the BRD and RD'd + Super Revit RD'd again to get Marc/Ele Seal/NT back up, as well as got the GEO's BoG back for another Languor. Then at some point, The tank PT GEO did bolster malaise+languor and one of the SCHs tabula rasa'd and we just Death SC'd continuously. The BRD made sure to keep track of her Lullaby timer and told me when it had <30 sec remaining, then I ele seal Breakga'd then the BRD reapplied Lullaby with NT/CC/SV/Ele Seal for an additional 6.5min for a total of 12min. At some point the COR WC'd the BRD+1st bolster to see if they'd get it back (just in case for some reason it takes more than 12 min of fighting to kill). If bolster didn't recover then our GEOs swapped PTs and continued. The GEO/BLM can stun Petalback Spin 100% of the time with just Languor or just Focus, we only got hate reset 1 time because it did it mid-cast so it got through.
Erinys
Voidsnapper x3 + Ashweed x3 + Mistmelt + Scroll of Tornado
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
I dualbox'd GEO and did wilt/frailty in the tank pt, and DEX/Fury in the melee pt. The bubbles never wore for the most part (i did switch frailties between pt a few times and changed DEX to Barrier in tank pt) but you should never have an issue with it wearing off.
We also had all 6 members of the THF pt to get both lucid wings1/2 and we timed using them around when all THFs offloaded tp, in reality I should have saved them for when I did bolster but that's just for something to consider in the future.
We had 2 COR/SMN and a SMN rotating lullaby with SMN->COR1->SMN->COR2->SMN etc as soon as timers were up after the initial spacing out of lullabies to get a good cycle going. We opted from using BSTs to kill adds and just mewing lullabied all of them, not a single TP move went off the entire 23min fight.
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem.
Onychophora
Void Crystal x3 + Void Grass x3 + Titanite x10 + Worm Mulch
Notes:
-Absorbs damage during TP moves
-Does relatively little damage, as do adds.
-Luopans soak Gorge/Disgorge damage making it a non-issue.
-Has unique TP move called Psychosis Gorge(sp?) that is an unerasable/sacrificable impact type stat reduction.
-Absorbs magic damage after casting Fire type spells below 50%, switches to absorb Physical Damage when it starts casting Earth spells
-Spawns adds after first SC, will retaliate with Doomvoid if you repeat the same SC, need to cycle some elements (not sure total amount)
-Increasing SC level causes more adds to spawn, can cycle t1 SCs.
-Main NM and babies can all Dustvoid to fully strip tank equipment, need some sort of method of immediately getting it back on so you don't die (our PLD make an equipset and macro'd it and mashed it when it did dustvoid.)
Strategy:
Source: Lyramion, Ramzus
PT1: PLD WHM SCH GEO
PT2: SCH BLM BLM BLM GEO COR
Buffs: Wizard's Roll, Tactician's Roll, Languor, Malaise, Focus, Acumen
I followed Lyra's suggestion of doing Wind->Ice->Fire->Dark->Thunder-> but I'm not sure how much it matters? If possible, Wind->Ice->Dark would probably work the best as those produced the highest damage nukes. I had BLMs self storm on every single SC so I wouldn't have to deal with it. On the wind SC I had the other SCH SC, no one except me MB'd so I could get some super powered Helix off. Without Bolster/Temp I was landing 13k Helix, with Bolster+Soldier the highest I saw was 30k.
There is very relatively little damage dealt by the NM this entire fight, GEOs should theoretically be able to full time BoG bubbles until they wear off naturally, unless they have enough regen (not sure if it's even possible to fully negate?)
During the more important SCs (Wind/Dark) we'd spam dia on the NM to force it to use a TP move before going, just to guarantee not healing it since 3x Death was doing >200k damage total. The TP feed is incredibly slow on this NM so this is a guaranteed method of being able to avoid TP dmg absorption 100% of the time if you SC immediately after it goes.
However, below 50% when it starts absorbing damage based on whether it's casting fire/earth, it starts to do multiple TP moves in a row instead of just one, so do be careful of that. We opt'd out of using silence after the first 3 landed, since it appeared to use spells almost guaranteed after silence wore which disrupted the flow of the battle. I'm not 100% certain, but I think it casts spells every 30 seconds and whether it decides to use Fire or Earth is random? It does use the same element spell multiple times in a row, though. I didn't observe enough to see whether it occurs in phases or not.
Schah
Voidsnapper x3 + Gravewood Log x3 + Leisure Table + Trump Card Case
The hardest fight in the game. Tumult Curator might be close, but he doesn't really give anything special. Anyone who wants an aeonic weapon eventually has to face this guy, who is on another level from all of the other NMs required. Even the best geared and most coordinated groups WILL lose to this guy, multiple times, before winning once.
Everything about this is a nightmare. Schah spawns a grand total of 14 adds; 7 Bhata (pawn), 2 Ashva (knight), 2 Gaja (bishop), 2 Ratha (rook), and 1 Mantri (queen). If any Bhata lives for too long (2-3 mins), it "promotes" into another Mantri. Ashva can use Banneret Charge (sets HP to 1) from 100%, which is basically an instant loss if it hits the PLD. Gaja can use Besieger's Bane (20' Terror+Zombie+Bio) from 100%, which is, again, instant loss if it hits the PLD and WHM. Every single caturae possesses knockback TP moves, and they can go into the trees and knock the PLD out of the corner. Hate is nigh impossible to hold; they WILL eventually split off from the PLD and attack others.
There are some good sides, and some key points. Bhata has less health than the other adds, and will almost always die in one SC+MB volley. Ratha does nothing special, so it can be left alone until the two Ashva/Gaja are dealt with. Mantri has FAR more health and defenses than the other adds (letting a second Mantri spawn is basically game over), but she can't use Enthrall (charmga) until 50%. Finally, don't even think of keeping the adds alive; Schah himself takes virtually no damage until they're all dead.
With all adds dead, it becomes a race against the clock. Only Death does any reasonable damage against Schah, so as many of those need to fire off as possible (hence BLM/SCH). Be careful; we have seen Schah use Besieger's Bane, Royal Decree, and Enthrall, as well as all the other caturae TP moves. We haven't seen him use Banneret Charge, but that just might be extremely rare. This is far easier to survive than with adds up, but don't let your guard down. Slack off on damage at any point, and you very well might time out.
The Corsair was dualboxed (by me). Every other job you simply cannot dualbox, too much is required. Setup was PLD/BLU WHM SCH in tank pt, then BLM/SCH BLM/SCH SCH GEO GEO COR. 1 Idris, no mage has any Amalric+1 gear. We did get lucky on Wild Card reset this time, but we have beaten him without it.
Before you start worrying about getting clears for an aeonic weapon, ask yourself if you're ever going to be able to beat this guy...because to get one, you're going to have to. Using a brew won't count either. Up for the challenge?
Teles
Void Crystal x3 + Voidsnapper x3 + Siren's Hair + Scroll of Maiden's Virelai
Notes:
-Uses SPs in random order at 79, 59, 39, 29, 19 and 9%. At 9% it will keep using SPs over and over.
-Each SP comes with a mega range aura.
-Soul voice: 1 minute silence aura and it gains access to virelai and a charm TP move called Entice. Vex/attunement will block Entice 99% of the time, but only charm buffer can block virelai reliably. Important to note that charm buffer can be dispelled easily in this fight. We had PLD use Sent. or invincible when this aura was up, but tank party will still have to rely on healing temps if HP goes too low.
-Manafont: 1 minute MDB down aura. Laughably easy to deal with if you have vex/attunement and Aegis on PLD. This is a good period to do as much damage as you possibly can.
-Invincible: 30 second 200-300/tic dia aura. Manawall can block this damage, which leaves the rest of the mage party to heal themselves. As long as no one panics and uses cures/temps, it's not too bad to deal with.
-Heavily favors using Clarsach when someone pulls hate at a distance, usually resulting in the entire backline getting 1shot.
-It's very important to pop this at a spot where the mage party can abuse terrain due to Clarsach's range. There are a few spots that work, but we settled on the spot near warp #2.
Strategy
Source: Ejiin
Tank party: PLDx2 GEOx2 WHM. Mage party: BLMx3 SCH GEOx2.
-PLD x2 was used because it has wonky hate, similar to Seiryu mechanics, where once damage is dealt to it, it will partial reset hate on its current target and chase the person who damaged it. This can be completely negated by having a 2nd tank who tries to get hate during periods when damage is done to it. Doing this, it did not chase BLM even once the entire fight.
-WHM was pulling hate a lot and wiping the backline, so we ended up having the WHM stand with the tanks.
-GEOs were used for vex/attunement/focus/wilt and entrust haste cycle for tank party, which made Teles very manageable to deal with. Focus was so the GEOs in the tank party could land dispel. GEOs in the mage party did standard mage GEO buffs/debuffs.
-Clarsach gives it many buffs, including Attack/MAB/MDB/Meva boosts, so it's a good idea to have several people on Dispel duty.
-Magic burst Death in pairs, spacing them out appropriately to avoid magic resistance mechanic to allow for 99,999 on each death.
Vinipata
Void Crystal x3 + Duskcrawler x3 + Bone Chip x10 + Scarletite Ingot
Notes:
-Spawns with 2 adds, Green Naraka has random hate, Blue one usually stays glued to the tank.
-Astral Flow at around 46 and 16, seems to be a hybrid between AF and Meikyo? Will do Sakra Storm or Yama's Judgment at the end of 4 TP move and spawn 2 more adds at the end of each AF, for a maximum of 6 adds. Will spawn a Green+Blue Naraka each time
-Meikyo Shisui at 74, 49, 24%, and spams it below 10%. Will also do Sakra Storm or Yama's Judgment as its 4th TP move.
-Yama's Judgment is 5-count doom.
-Meikyo Shisui during Raksha Stance : Judgment or Illusion > Judgment or Illusion > Vengeance > Yama's Judgment
-Meikyo Shisui during Yaksha Stance : Bliss or Damnation > Bliss or Damnation > Oblivion > Sakra Storm
-CAN BE STUNNED with elemental seal (save it for the 4th tp move of SP)
-Fairly resistant to most debuffs.
-Will heavily favor Raksha Stance which gives it -50% MDT. Can supposedly be terror/DT reset proc'd by completing a SC in the middle of the animation for a stance TP move.
-Killing adds will cause him to respawn one per TP move until he reaches his current maximum add capacity.
Strategy
Source: Papesse, Ramzus, Lyramion, Geigei
PT1: PLD RUN WHM SCH SCH BRD/BLM
PT2: BLM BLM BLM BLM GEO/WHM GEO/WHM
Buffs: Focus, Haste, Malaise, Languor, Entrust Acumen, Firestorm II
Fight is very heavily terrain dependent, Warp#2 highly recommended.
Like Albumen, this fight is highly dependent on BRD sleeps.
The mages should be positioned at the top of the hill, while the PLD tanks it at the bottom of the hill with their back facing the mages, Vinipata should be on the dirt path. Knock back makes this fight a total bitch, the PLD needs to be very alert and run immediately back to Vinipata if they get knocked back before it gets repositioned closer to the mages.
Part 1: Initial Spawn + Fighting
The BRD should open with NT CC Ele seal and sleep the adds right on pop. The PLD runs the NM down the hill, positions it. As soon as positioning is good, 1 GEO should bolster Focus+Malaise while the other does BoG Languor+Haste. The first SCH can also tabula rasa and then immediately start spamming fusion while the RUN Gamb/Raykes and the BLMs MB Firaja->Fire6. This fight is highly dependent on your ability to push Vinipata down to the next set of adds spawns.
GEOs should be helping with status ailments, particularly spamming cursna on the PLD on Yama's Judgment. Global recasts on Cursna make it hard for a single WHM to consistently remove it on time while dealing with curing+other debuffs.
As you continue to MB it down, prepare yourself at approximately 50% for Astral Flow to occur, and BLMs should change off of Firaja to just single target MBs. As soon as the AF animation goes at ~46, everyone should just gather ontop of it and wipe as soon as possible, having a good Helix II MB on it shortly before 50% is indispensable as it can whittle down a good 10% while someone zombies vinipata during recovery.
Part 2: Saccing
Right before wiping, someone needs to throw a Bio II or Dia II on Vinipata just in case to prevent it from regening while zombing. We had our GEO that used bolster sac it while we all recovered. It is highly important that you wipe TOWARDS THE DIRT PATH AS LOW AS POSSIBLE and remain there while waiting for weakness to wear, otherwise a stray TP move while saccing might wipe all of you again. When ready, get buffs up again, the BRD should this time use CC + SV ontop of the usual JAs for maximum duration sleep on adds, since the goal is to (hopefully) kill it before adds wake up this time.
Part 3: Killing it
Everyone repositions again, mages should hide at the very top of the hill in the little corner to avoid TP move on pull, BRD pulls with Horde Lullaby II again with all JA/SP while PLD stands on bottom of hill ready to flash Vinipata on pull.
Repeat the same thing, the 2nd GEO and SCH should now Bolster/TR (obviously switch bubbles on GEO so that you have Bolster Malaise+Focus again) and start SCing + Firaja/Fire6 with Gambit/Rayke. The RUN should also super revit so that they can Gambit+Rayke at low % again just to force it to 0, as <10% can get messy.
The BRD also needs to super revit before 25% to have JAs ready to immediately sleep adds 5/6 when they spawn. At that point, go back to strictly single target, and throw out another Gambit+Rayke, and hope that it dies before anything wakes up. You should IDEALLY have about 15 minutes left, but you may find that to not always be the case. If you wipe at <10% (we have at least 3 times), continue saccing it until the BRDs JA timers are up, it'll be a really bad time crunch as you have probably 3 min to finish it. You'll need to watch out too because it likes to use Meikyo frequently <10%, and when you start the fight it'll open up with 4 tp moves while repositioning, so everyone needs to stay away, as it will very easily wipe you.
This fight is very very dependent on how frequently it uses Raksha Stance. We've had fights take 12 min, and fights taken 29 min entirely because it stayed in Raksha Stance for 100% of the fight.
Zerde
Void Grass x3 + Ashen Crayfish x3 + Flan Meat x10 + Black Pudding
Notes:
-Arguably the easiest fight, is a complete Zerg.
-Spawns with 2 adds that cause an approximate 21'? 400 dmg Bio Aura. Killing the adds will drop the aura until new ones spawn.
-Frequently spawns new adds, at <50% it gains access to adds that give a doom aura.
-Auras can be avoided by everyone except for PLD+WHM by abusing terrain on Warp 2.
-Gains access to charm at <50%.
-Can be proc'd with SC+Fire MBs (?)
Strategy
Source: Ramzus, Lyramion.
PT1: RUN PLD/BLU WHM
PT2: BLM BLM BLM SCH GEO GEO
(can alternatively throw SCH into tank PT after storms and bring 4 BLM).
Buffs: Languor, Malaise, Acumen, Focus, entrust Haste, Firestorm II
1 BLM should use elemental seal before pop, and immediately stun it when its popped to avoid a 10 second stun from Just Desserts. The fight entirely relies on this opening stun.
Once positioned, the PLD uses appropriate /BLU spells (Jettatura, Geist Wall, Sheep Song etc.) when adds spawn to hold hate. Everyone should abuse the hill terrain to be a good 23' away from the NM and avoid aura. We had both of our GEOs Bolster + have the SCH TR + Embrava both PTs and just zerged it down with Firaja->Fire 6 MBs in under 2 min.
The PLD+WHM should use Charm Buffer before 50% (around 60 is pretty good) as it goes down pretty fast, and might use charm fairly fast. It has a fairly large range on it, as our WHM got hit by it on our first win, so assume that it'll probably be 20'.
Every time we've fought it, SC+MB proc'd it around 60% and made it take very massive damage (i.e. multiple 99,999 Fire MBs) which made it drop really fast, I'm not sure how easy it is to replicate this.
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