|
Reisenjima T4s
Bismarck.Nickeny
Server: Bismarck
Game: FFXI
Posts: 2,314
By Bismarck.Nickeny 2019-08-06 21:17:53
Well - I can't cite for a few LS - But ours gives them a month trial -
If you can perform well and can make events - Welcome to the group...
If you can't... Well gratz on the free aeonic
[+]
By Afania 2019-08-06 21:52:48
there's more complaining about cheating on this forum than GTA V (pc) forums. Pretty ridiculous considering this isnt a PVP game.
GTA 5 isnt MMO, so they dont have to deal with endgame LS adding a "how do you swap gears" tab to their application forms. Then proceed to intorrgate none GS applicant with "are you willing to learn GS?" sort of question, then follow up with rejection as soon as they answered "no".
Tl;dr: 3rd pt tool affects everybody, even in a pure pve game like ffxi. They just have to deal with cheaters impeding there playtime with annoying hacks that literally ruin the game for those on the receiving end. None of which applies here. If a LS has those requirements then fine, dont play with them, it's totally your choice whether or not you choose agree to their terms. Find or make a ls with your own rules you agree with. Dont complain because they didnt let you in.
You are missing my point. I wasnt "complaining", I dont give a damn about peoples choice in a very old video game. I was pointing out facts that people who doesnt use tool are at disadvantage in because of human interacion.
Its one thing to use them and make it a requirement, its another to pretend it doesnt affect other people. It does.
Single player game is where tool doesnt matter one bit because there are no social interaction.
By Shichishito 2019-08-06 23:21:31
application forms
That's STILL a thing?
I still see it occassionally. yeah, some even ask you if you plan to have kids.
By Shichishito 2019-08-06 23:31:31
Single player game is where tool doesnt matter one bit because there are no social interaction. even there are exceptions, if you're one of those people that brag about their highscores online or upload speedruns i also recommend to refrain from cheating in single player games.
Carbuncle.Makonnen
Server: Carbuncle
Game: FFXI
Posts: 17
By Carbuncle.Makonnen 2019-08-07 09:06:35
Maybe I'll put on a bronze knife since my goal was to impress you 'n all.
Also, people still get upset that someone is using anchor and ja0? Must be lonely from atop that ivory tower. Maybe you and your 1-2 (or imaginary) other friends who still play vanilla can give me all the lessons on how to git gud. Or maybe you can teach me how to fix the dumb lag or limitations of the macro system with equipsets/macros since you obviously don't use gearswap.
Ghesh.... This guy sound's like he lives on top of this "Ivory Tower".. Completely arrogant and disrespects the context of people's posts. Upon noticing this w/several other members from our groups discord(who know ppl on this server), I can say based alone on his FFXIAH forum posts he is someone who seeks great power, puts others far behind himself and seems like he could NEVER be wrong(it would hurt his "ego" too much..)
Also I have seen a few videos he posted on Twitch and he constantly down talks other members IN HIS OWN GROUP.. (one example was a couple weeks ago he spoke about how someone dreamy and rdm were poor players w/Helm NMs and needed alot of help, need to make room for others) then next stream he seems like there best buddy.. It's conflicting.. Any good leader would do there best to keep this 100% behind closed doors (not for twitch streamers to hear)it's still up for anyone willing to find it.
Bottom line my friend... you should treat everyone as if they were "better then you" and live your life that way.. the flipside is wack, and you should never downplay anyone from your own group :( .
The forums are OPEN discussion pages, and speaking in the context you are, is superiority and elitism at its best. Based on the last few dozen posts it seem's like you'r just trying to be the next best socially popular dude "ls" out there. If you are in-fact a leader, you need to take many steps back and look over how you speak down to others.
Lastly, sorry for others involved. I feel forums should be for everyone to read and adhere and personal attacks are not-welcome and I apologize in advance for my post. It's just time we patched up how our forums and topics work. Thanks all !! <3
Every group is certainly different, but 3rd party tools can help offset some complications we all face. Once we have the ignorant mechanics put aside ones that do not match our current play-style and spend that time on enjoying the game and busting some skulls in, we can expend ourselves greatly.
As for the context of posts, I suppose at time's it may feellike that... however sometimes when you truly want to accomplish something GRAND its best to hop on and get into a loaded rocket and shoot yourself towards the Moon! Dreadnaught is certainly the LS where the leader will get your butt in that rocket, wont even buckle you in... and you'll be seeing stars before you know it!! There leadership is the driving motivator that helps there member's strive above and beyond there own expectations/limitations. So I would not downplay the way someone speaks, or act's towards others as a action of not having good leadership, most people who want to be the best would be happy to be faced in that circumstance.
Server: Bahamut
Game: FFXI
Posts: 1,281
By Bahamut.Lexouritis 2019-08-08 12:59:04
Necro Bump Detected!
[53 days between previous and next post]
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 310
By Bismarck.Sterk 2019-09-30 07:14:47
Is Stun reliable on Schah? I've been going /WHM on my GEO to help out with healing during the add killing, but may change to /BLM if it means preventing Dark Arrivisme.
Server: Bahamut
Game: FFXI
Posts: 1,838
By Bahamut.Celebrindal 2019-09-30 08:49:33
Try /drk. Arcane Circle subbed gives a nice 5% damage reduction for your party from arcana, as well as stun. Can't say I've played jobs that stun on Schah, I'm usually on RUN, COR, or RNG, so no comment on the efficacy of stun, but I do like that circle.
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 310
By Bismarck.Sterk 2019-09-30 09:27:18
We actually already get that from me subbing DRK on RUN. Was mostly just interested in Stun's magic accuracy.
Bismarck.Sterk
Server: Bismarck
Game: FFXI
Posts: 310
By Bismarck.Sterk 2019-10-04 23:40:20
For anyone else curious, my Stuns on Schah were still getting resisted with Tropical Crepe, Assassin's Drink, SV Threnody and Frazzle III. Only landed it once due to Elemental Seal.
Necro Bump Detected!
[143 days between previous and next post]
Server: Kujata
Game: FFXI
Posts: 16
By Kujata.Atarashi 2020-02-25 10:41:49
Hi All~
My LS and I have been working on Schah for the better part of a month now. We can basically super tank Schah + all the adds forever with just our pld and whm off to the side... but we have trouble with kill speed and time.
In our second party, we have COR or THF (Mythic) SAM (Empy/Aeonic) WHM (Mythic) PLD (Mythic) GEO (Idris) BRD (All)
The second party seems to run into problems whether it be barriers going up, or just general kill speed.
Is there any suggestions for which pieces to prioritize? I generally can't watch what the second party is doing because I'm busy keeping the super tank alive, but any suggestions, buffs or debuffs we might be overlooking, anything at all.
I can't help but feel like we have the proper gear, but are just executing incorrectly. There is surprisingly very little good, concise information online outside of the typical "spam smn" at it.
Our DD's do have Nirvana, but with only 2x, and more then 6 players, we would really like to do Schah with melee somewhat "properly".
Thanks for any and all advice. (And yes, I've read nearly EVERYTHING in this thread and online available before posting...)
Edit: Fixed a mistake with LS members gear for clarity.
By Pantafernando 2020-02-25 10:46:51
Koga isnt that much praised nowaday though.
By SimonSes 2020-02-25 10:53:57
The easiest "legit" method for Schach is ranged method. Just make a party for adds with 3 cors, pld, brd, geo and spam last stand keeping triple shot up as much as possible.
[+]
Server: Kujata
Game: FFXI
Posts: 16
By Kujata.Atarashi 2020-02-25 11:03:14
I think only 2 of the COR's have Death Penalty. Would a RNG be usable in the same situation as well? Or is slightly less geared COR preferred for the extra rolls?
Also, is there some benefit to the Ranged method that isn't apparent? (We haven't used Ranged on him at all, so I don't know if the damage is good compared to typical melee.) I just assumed in modern XI, Ranged dps just fell off a bit compared to melee. (I'm recently returned to the game, so I don't know if that is true in all content or not.)
Do you run into any issues with Gaja shield or any other complications?
Thanks for the tip.
Server: Shiva
Game: FFXI
Posts: 1,052
By Shiva.Arislan 2020-02-25 11:05:15
Mind your kill order. You want to kill two Gaja as soon as they pop to avoid the shield going up and kill Bhata before they upgrade into Mantri. The others are lower priority and can be left alone if you're having trouble keeping up. Save the Mantri and Rathas for last, since they take a bit longer to kill.
Protection against status is pretty important -- amnesia and para can really stop you in your tracks. Barspells, malignance/kenta should be close to enough. Entrust a Vex if you're still getting hit with stuff. Your WHM should try to land Addle, too.
With 2 DPS, make a 2-3 step Light to maximize DPS. Shoha -> Mandalic -> Fudo, or Kasha -> Savage -> Fudo should be enough to one-shot a lot of the adds. SCD nosedives on Schah, but it's still worth SC'ing, IMO.
Keeping arcane circle up is another handy boost, if the tank and brd don't mind subbing /drk.
[+]
Leviathan.Kingkitt
Server: Leviathan
Game: FFXI
Posts: 518
By Leviathan.Kingkitt 2020-02-25 11:08:25
Koga isnt that much praised nowaday though.
Doji/Masa SAM is what they're saying if I read correctly.
In our second party, we have COR or THF (Mythic) SAM (Empy/Aeonic) WHM (Mythic) PLD (Mythic) GEO (Idris) BRD (All)
The second party seems to run into problems whether it be barriers going up, or just general kill speed.
Is there any suggestions for which pieces to prioritize?
Edit: Fixed a mistake with LS members gear for clarity.
IF your cor is geared well and has a savage blade set have them do that > thf. Also, if one of the plds can run/sam in 2nd pt for extra dps while holding hate on adds that will help out also. Last thing, is if your BRD is real crazy you can have em /nin and go buckwild with carn am3.
[+]
Server: Shiva
Game: FFXI
Posts: 1,052
By Shiva.Arislan 2020-02-25 11:09:38
I think only 2 of the COR's have Death Penalty.
Death Penalty doesn't matter on Schah, since she's dark element based. If you bring a COR, they should be using Naegling + Ataktos for Savage Blade. Or Fomal Last Stand if you want to go ranged.
Actually I wouldn't recommend ranged at all anymore. DPS is so much lower than melee, melee have malig/kenta armor now to increase safety, and there are some nasty hate resets that can wreck your run if they go off at the wrong times.
Server: Kujata
Game: FFXI
Posts: 16
By Kujata.Atarashi 2020-02-25 11:10:10
This is exactly the kind of information I need. I really appreciate it. Any of this kind of stuff is invaluable.
Any personal tips or spells you make note of in your runs, order, etc.
Thanks a ton.
Server: Bahamut
Game: FFXI
Posts: 1,838
By Bahamut.Celebrindal 2020-02-25 11:13:02
Its going to be very difficult to melee the adds with essentially less than 2 DDs if killing the Adds+Schah.
Essentially two ways to attack Schah. Be able to kill it before the 3rd add pops (around 1:10 after pop) and Schah itself gains too much -DT to be able to kill, Or ride out all the adds. There really is no middle ground- the only variance is some groups bring two "tanky" jobs and never kill the mantri at all, leaving the "puller tank" on the mantri when its time for schah proper.
But in low man attempts, this takes one of your contributors completely out of the equation for what HP wise is about 1/3 of the fight.
If you are going to attempt to melee Schah and kill all his adds, I wouldn't try with less than 9-10.
TANK (ideally PLD)
WHM
BRD (will be rotating in addition to providing haste/ballads to these two people)
GEO (not necessary, but damn it sure helps)
RUN (preferred LH and DD/Hybrid build so contributes to DD'ing)
DD
COR (melee COR)
WHM
BRD
GEO
The BRD+GEO in the Schah holding group are honestly there for the DD party who kill the adds, not the Tank.
-Have GEOs and the RUN /drk, and time usage of Arcane Circle to keep it up as much as possible on the DDs.
-Giving the DDs 8 songs allows to both boost raw stats for stronger WSs thru etudes and some defensive carols or minnes without sacrificing haste/accuracy/attack. Either have 2 BRDs used to rotating, or practice before attempting on schah itself. Its quite easy once you're familiar w/ it, but Party leaders need to at a minimum macro the invites of the Bards to speed it up as much as possible. Using something like AutoJoin/AutoInvite is ideal certainly, but not required for the purists among us :)
-Fully rebuff before engaging Schah, complete with blowing your 1hr abilities (Bolster, Soul Voice) and upon engage blow all the damage boosting /ja's that your DDs have. He's gonna reset all your timers at some point during the fight with Schah proper, so you might as well get the most out of them while you can.
-proper usage of temp items. In particular Charm Buffer. If he charms your group that's going to be 30s-3minutes of lost time depending on length of time as well as recovery. Regarding the damage-boosting ones, I typically save those for the final push, when the 1hr'ed buffs are gone.
You're aiming to engage Schah with around 16-18 minutes left. If you are engaging him with less than 12 minutes left and that few DD's, its probably not gonna fly.
tl;dr I think you need to add a 2nd GEO, 2nd BRD, and a DD RUN to your current mix, and then properly configure subjobs,buffs and temp usage for max efficiency on Schah and what's different about him vs other mobs.
[+]
Server: Shiva
Game: FFXI
Posts: 1,052
By Shiva.Arislan 2020-02-25 11:36:07
Bahamut.Celebrindal said: »Its going to be very difficult to melee the adds with essentially less than 2 DDs if killing the Adds+Schah.
Nah, we've done it with an average-geared SAM as sole DPS on multiple occasions in a party of 7. That SAM was acting as the puller and tank for the adds party too. Killed all the adds, including Mantri, with time to spare.
And if they aren't able to zerg, 2 BRDs is more of a hindrance than a help once dispelgas start happening.
Server: Bahamut
Game: FFXI
Posts: 1,838
By Bahamut.Celebrindal 2020-02-25 11:48:33
I think only 2 of the COR's have Death Penalty. Would a RNG be usable in the same situation as well? Or is slightly less geared COR preferred for the extra rolls?
Also, is there some benefit to the Ranged method that isn't apparent?
Thanks for the tip.
As mentioned above, Death Penalty isn't the route you want to go on Schah or the Adds. This is an Annihilator/Fomalhaut Fight.
I've done Ranged Schahs in group sizes from 9-18, never needing more than 4 shooters even in that 18 man setup. Its very safe, it DOES require a pulling tank that has great sets to spike their enmity super fast, esp the Gajas,Rathas and Mantri- the Bhatas die so fast that hate really won't be an issue.
In terms of safety- finding that absolute perfect distance where you can shoot and not be hit by AoEs is important. I like the hill @2, but the ones at 3 or 5 should work as well.
In an All-Fomalhaut setup, just spam Last Stand and let the Light/Radiances happen naturally, but without constantly holding to 3k in order to make that happen. You'll only ever make two steps, so spam the WSs while trying to fit them together, but never sacrifice DPS just for the SC.
If you have a mixed bag of Annihilators and Fomalhauts, aim for a 3 step of anyone's Last Stand (AM down fine)> Coronach> Fomalhaut user AM-up Last Stand for double light/radiance. Remembering that Last Stand>Last Stand on its own won't chain, it needs the AM of Fomalhaut up to do that. But Coronach> Last Stand work both directions with ANY gun firing the Last Stand. Avoid Coronach>Coronach as the Darkness SC damage on the adds and Schah is paltry compared to light.
Bring at least 2 CORs, no matter if you have 3 or 5 total shooters. The ability for your Shooters to have a 4 roll mix of Chaos/Samurai/Hunters/Misers is INCREDIBLY powerful for shooters, and allows the BRDs to also sing more Minuets rather than double Preludes, or muck up your bubbles (you want a constant Fury on the shooters, Frailty from anywhere on the mobs, and entrusting AGI whenever possible.) by requiring Precision over Fury or AGI.
Roll only CORs are a wasted slot, a "half character" in terms of contribution but a full amount of added HP. If you've already got 2 shooting CORs with good rolls, bring an extra GEO instead of a rollbitch COR.
Benefits of Ranged Damage over Melee on Schah- you can position your shooters and tank (it takes some finesse) to avoid a lot of the status ailments, in particular the amnesia which cripples DPS. Its also typically simpler to buff a ranged group than a melee group- a melee group needs to worry about attack, accuracy, defense, haste. A shooting party uses position to avoid defensive needs and has no need to cap haste, reducing needs to accuracy and attack.
[+]
Sylph.Reain
Server: Sylph
Game: FFXI
Posts: 411
By Sylph.Reain 2020-02-25 12:09:09
I would just cheese it with Soul Voice if you have a COR mule available. Bring your THF on COR too. SV/Clarion call before pop and use Cutting Cards x2 so SV will be back up for Schah. Make sure everyone has a Trib/Rad or your Bard will hate you. The COR mule can try wild card too but drop him before spawning although you could have him do extra rolls first.
Watch out for Schah's Royal Decree so it doesn't take your SV. Re-SV after adds for Schah. I wouldn't bother killing the Matri if you don't have to. Use 1hrs (especially Bolster, Asylum and Wild Card) before Schah takes them. Can use Charm buffers after Asylum wears or later if the fight is going slowly. Your Bard may want to overbuff marches and madrigals to counter the dispel if you have no other sources of haste and accuracy, and fire carol/barfira for amnesia.
Ragnarok.Jukiro
Server: Ragnarok
Game: FFXI
Posts: 206
By Ragnarok.Jukiro 2020-02-25 12:18:57
Quote: My group went today with 9 people + outside BRD + SCH, but a 6 man party would definitely be sufficient.
PT 1: WHM BRD COR COR SAM MNK
PT 2: RUN WHM GEO GEO
GEO bubbles are Wilt/Frailty and Torpor/Vex. Torpor was only really needed for Schah as he has rather high evasion compared to his adds.
Outside BRD gave Minnes and Honor March / Ballad 3 to both parties.
Outside SCH gave Regen 5 / Embrava to both parties, however this isn't necessary.
Inside PT CORs rolled Chaos/Samurai/Tactician's/Runeist's rolls.
Inside PT BRD gave Minuet 5/4, Blade Madrigal, and Victory March.
WHM should Barfira / Baramnesra to help resist amnesia as that is the only real issue, but if melees can wear Malignance set, it hardly lands.
RUN took next to no damage with good gear sets. DDs provoke/ranged the adds as they spawn. We even had a mistake where someone grabbed Mantri early (usually left for last) and it melted. Really an unremarkable fight if people have close to BiS pieces and DDs use their hybrid. In hindsight, we probably didn't need the outside buffs anyway but we hadn't gone in a long time so we wanted to be careful.
--from bgwiki, but I've also done it recently with
RUN (epeo)
MNK (karambit) COR COR BRD(4 song) GEO(no idris) WHM(yagrush)
popped it on the MNK so all the adds come straight to the melee group fighting away from Schah. savage blade spam and mantra to keep people alive with random deal was a nice combo, nothing is hard until schah, however, and its really just that he's evasive
Lakshmi.Darkdoom
Server: Lakshmi
Game: FFXI
Posts: 158
By Lakshmi.Darkdoom 2020-02-25 12:19:36
Hi All~
My LS and I have been working on Schah for the better part of a month now. We can basically super tank Schah + all the adds forever with just our pld and whm off to the side... but we have trouble with kill speed and time.
In our second party, we have COR or THF (Mythic) SAM (Empy/Aeonic) WHM (Mythic) PLD (Mythic) GEO (Idris) BRD (All)
The second party seems to run into problems whether it be barriers going up, or just general kill speed.
Is there any suggestions for which pieces to prioritize? I generally can't watch what the second party is doing because I'm busy keeping the super tank alive, but any suggestions, buffs or debuffs we might be overlooking, anything at all.
I can't help but feel like we have the proper gear, but are just executing incorrectly. There is surprisingly very little good, concise information online outside of the typical "spam smn" at it.
Our DD's do have Nirvana, but with only 2x, and more then 6 players, we would really like to do Schah with melee somewhat "properly".
Thanks for any and all advice. (And yes, I've read nearly EVERYTHING in this thread and online available before posting...)
Edit: Fixed a mistake with LS members gear for clarity.
Bhata>Ashva>Gaja>Ratha, we left Mantri alive til adds were finished iirc.
Our setup as far as I can remember was RUN WHM GEO, WAR SAM COR BRD GEO WHM. We may have had a second BRD, but I think we left it out for HP and only used it for extra SVCC songs at the start on the DDs.
You have to designate a DD to pull the adds and they need to be on top of it, you generally want the next add on the way to the DDs as soon as the current one dies. Multi-stepping the adds should be killing them in <30s or your gear/buffs aren't actually up to par. It took us a few tries to get the rhythm down, but we found it far more consistent than AFAC for Schah after we got used to doing it this way.
I was RUN for these, and the biggest tip I can give there is being really, really careful with how much aoe hate you use. You want juuust enough to keep the adds on you, but still able to be peeled off immediately with one provoke. If your DDs have to run in to pull adds, shits going to go sidewise really quickly, and if they have to stay in to kill them, a wipe or timeout is likely imminent just from the TP moves ruining your dps.
[+]
Shiva.Spynx
Server: Shiva
Game: FFXI
Posts: 371
By Shiva.Spynx 2020-02-25 12:28:09
Anyone done it with MNKs yet? MNK works really well both in zerg and killing all the adds scenarios. It hits like a truck, counters often to limit phys dmg, can wear malignance to avoid most status/magic dmg and doesn't feed much TP. I got my last 2 Schah kill with 6 people and MNK as only DD and adds died in like 1-2 SC. Of course it was not your average MNK (shoutout to Mrgrim) but a decently geared one will still wreck them when heavily buffed.
By Mrgrim 2020-02-25 14:36:31
Anyone done it with MNKs yet?
I’ve killed 6/7 with mnk lol. Only on schah I use a dedicated tank to hold schah and adds and a manawall blm to hold erinys’adds while I hold and kill Erinys lol. You dont even need to mew Erinys nowadays if you know what you doing lol.
Also thanks for the shout out, Spynx P:
Server: Shiva
Game: FFXI
Posts: 518
By Shiva.Malthar 2020-02-25 14:44:20
Anyone done it with MNKs yet?
I’ve killed 6/7 with mnk lol. Only on schah I use a dedicated tank to hold schah and adds and a manawall blm to hold erinys’adds while I hold and kill Erinys lol. You dont even need to mew Erinys nowadays if you know what you doing lol.
Also thanks for the shout out, Spynx P:
Draylo,
Grimm just called you out. Whatcha gonna do? Huh?
Video incoming
[+]
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.
|
|