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The Odyssey - || Strategy and Discussion ||
Leviathan.Boposhopo
Server: Leviathan
Game: FFXI
Posts: 229
By Leviathan.Boposhopo 2021-10-26 18:33:44
We tried with RDM but Stymie Sab Frazzle III didn't make any difference, and the BRD's SV Earth Threnody is stronger and the COR's reset will let them land it again when it wears off. BRD can also cap haste and give MP regen with ballads so the RDM is really only doing Cure IV add messing up the BLM's damage when Rayke isn't up.
Good info, thanks. Was interested in whether Frazzle III was meaningful, Refresh III on everyone who needs it, and maybe some additional RDM nukes (though, resist wall yeah...).
Also prob wasn't giving Threnody quite enough credit for how strong it is on this fight, so yeah BRD feels nearly mandatory too.
Sucks to see such limited flexibility on this fight, feels like a practical necessity to run it with RUN BLM SCH BRD COR GEO and it's a real pain if your 6 person group doesn't quite have the right mix of players/jobs. That's why I was interested in similar strategy with some changes to incorporate jobs like RDM or PUP, but guess that's probably a no go on Veng 10/15. We're pretty much locked into using the one player with the best BLM on that job, another locked on SCH (the only player besides the person who's on BLM who has a well geared SCH), one who's RUN simply because that's the only one of the other "required" jobs he has, etc...
Couple additional questions on Ongo tactics:
1. For Random Deal/Wild Card resets and party positioning... how are you handling that, have the COR and SCH both run in to be in range of the RUN? I assume the SCH really wants the resets too for extra stratagems/Tabula Rasa chance. And hell, everyone else gets some benefits from WC or RD too: BLM for Subtle Sorcery, BRD for Nitro to keep Threnody up, GEO for a Bolster or Dematerialize or Entrust... So is it more a setup of:
[Ongo] -- [RUN] -- [WHOLE PARTY] where everyone moves in for RD/WC and then back up a bit to avoid AoE once the JA is used?
2. Is SCH Regen V + maybe a Paeon + Vivacious Pulse in a pinch (prob want to avoid it for less JAs on cooldown before Random Deal though) generally sufficient for RUN healing support on R15? SCH is obviously kinda busy in this fight, not sure how often you may need a spot cure on the tank.
3. Who (besides the BLM) nukes? Obviously the resist wall is a thing, but how much SCH GEO contribution to MBs are you finding to be worthwhile? If just letting the BLM do their thing, do you add an extra nuker to help deal with fetter procs?
Btw as BRD I dont use Nitro when singing songs before engage. I just do 5 songs with SV and Clarion, then after engage I do NITRO marcato Earth Threnody II on Ongo and then I overwrite songs on everyone with long duration ones. I do it because SV Threnody II is really a powerful debuff (up to -410 magic evasion, which is by far the single most powerful meva debuff in game) that helps a ton with magic accuracy and 5/5 Troubadour makes it land always and with Marcato/Clarion/Troubadour it will be up for more than half of the fight (sometimes whole fight if you get lucky with Rayke/Gambit resets).
That sounds like a good tip if people are buffing then running in. Though to further optimize, I kinda feel like this is a fight where you want to just engage ASAP and deal with songs/rolls while the party starts fighting. Every second counts, and your backline shouldn't need those Ballads urgently from the moment you engage. So maybe just be sure tank has Pro/Shell/Regen V and then get started immediately. BRD go with SV Threnody first song since it's the most impactful, then add INT > March > dummy songs > Ballads. COR go with Wizard's Roll immediately, then get Warlock's up ASAP even if it's slightly after the fighting begins.
The little bit of time saved at the start might even allow for one extra Rayke/Gambit by the end of the fight.
1. We tried having the RUN move towards the party for RD/WC, but that gets risky, conal TP moves can drop the mages and then you're just wiping. Easier to have everyone else move in and stay behind Ongo to get RD/WC. So Generally |WALL|>RUN -> Ongo -> COR -> Everyone Else
2. Regen is generally all that's needed, don't even need Paeon. When Embrava is up obviously that's good too, but our RUN is never really as risk of dying with just Regen V up.
3. We've generally just had SCH and BLM nuke, it might be better to keep it BLM and GEO though. Our previous GEO was lazy, and always complained his nukes weren't good enough so we just had the SCH nuke. You'll want Helix from the SCH anyways. When Rayke/Gambit are going obviously everyone should be nuking as much as possible.
In terms of what Simon mentioned about songs, afaik Marcato and SV don't stack, so it's a useless JA when SV is up. Everyone will have their own way to do songs/rolls/etc and there's really no wrong way to do it (aside from being slow). Personally we get like 90% of buffs up and then BRD pops everything, throws songs on everyone and we engage immediately after. Usually still have like 20-30s of Nitro left, more than enough time to stick Threnody or w/e else. We generally try and keep our buff time <60s for any fight we're doing, but that doesn't always pan out. Even if buffs take a little longer we never really have time issues.
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Server: Fenrir
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By Fenrir.Melphina 2021-10-26 19:17:33
Quote: 1. For Random Deal/Wild Card resets and party positioning... how are you handling that, have the COR and SCH both run in to be in range of the RUN
EVERYONE runs in range for JA resets, so the best time to use the initial random deal is immediately after he uses Elemental Sforzo (since you wont be doing any damage then). Mages and cor run in --> random deal --> mages and cor run out. Time it around his abilities so people don't get hit by an aoe if possible. Wild card and the second random deal follow the same pattern. Everyone in, then everyone out. If you can get more subtle sorcery, bolster, and SV resets on your mages you really really want them. Every little bit of damage matters. It's a brutally rough fight if the JA resets go poorly. Not because he's likely to kill you.... he just stands there like a brick wall soaking up damage and you time out.
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Server: Leviathan
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By Leviathan.Celebrindal 2021-10-26 19:27:41
Bopo and I run in the same group, and we're the SCH+BLM for this fight for us. Its at the same time incredibly satisfying to have a fight of this style that requires so much, but also incredibly frustrating for all the reasons already mentioned.
We also desperately wanted to try various ways away from such a restrictive setup, but trying to change the jobs became more about "what can we give up" vs "what change helps us", because you start breaking down the needs for that fight, and you just start running out things to give up. I really wanted to find a way to get a RDM in the mix early on, but the more we tried it, we realized that meant likely giving up the BRD or GEO...and due to the rules we must follow when Rayke/Gambit are down, even a perfect nuking RDM just can't be fully functional without hurting the BLM's numbers. As a result, we finally broke down and opted for a strat of trying to maximize a few people rather than add numbers to our offensive forces.
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By Fenrir.Melphina 2021-10-26 19:45:57
The fight is just freakin stupid because Rune, Blm, Brd, Geo and Cor are all practically mandatory. That only leaves 1 final spot, and you still need to create the skillchain. So that slot goes to either a scholar or a ranger. Sure you can give up bard or geo or w/e for a red mage, but in the end it's just going to make it harder to win an already uphill battle on a GOOD day. There is almost zero flexibility because on veng 15 the barrier to land nukes is set so stupidly high there is no other way around his resistance. Sure it CAN be beaten, but the way s-e went about designing him leaves a lot to be desired.
None of the other Tier 3's are set up like this. Sure Mboze can just wipe your group with Timbeeer, and ngai can get lucky with protholithic puncture, and xevioso can do some dumb things with timing his aura to go up right after perfect dodge or dispel your scherzo so incisive denouncement becomes an otk.... but in all of those cases you at least have a sense of agency that your play matters and that if none of those things happen you know you can kill the thing. Against ongo you feel powerless because he doesn't kill YOU, he just makes it so you can't kill HIM. That's a completely different type of obstacle, and it's incredibly frustrating to deal with.
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By Vaerix 2021-10-26 23:55:55
The fight is just freakin stupid because Rune, Blm, Brd, Geo and Cor are all practically mandatory. That only leaves 1 final spot, and you still need to create the skillchain. So that slot goes to either a scholar or a ranger. Sure you can give up bard or geo or w/e for a red mage, but in the end it's just going to make it harder to win an already uphill battle on a GOOD day. There is almost zero flexibility because on veng 15 the barrier to land nukes is set so stupidly high there is no other way around his resistance. Sure it CAN be beaten, but the way s-e went about designing him leaves a lot to be desired.
None of the other Tier 3's are set up like this. Sure Mboze can just wipe your group with Timbeeer, and ngai can get lucky with protholithic puncture, and xevioso can do some dumb things with timing his aura to go up right after perfect dodge or dispel your scherzo so incisive denouncement becomes an otk.... but in all of those cases you at least have a sense of agency that your play matters and that if none of those things happen you know you can kill the thing. Against ongo you feel powerless because he doesn't kill YOU, he just makes it so you can't kill HIM. That's a completely different type of obstacle, and it's incredibly frustrating to deal with.
So... With the expanding aura and multiple magic bursts on a single skillchain I would argue that the brd is less important than scholar, scholar and blm are your biggest nukers in the game (geo to an extent too) but sch is vital to the fight.
By Guyford 2021-10-27 00:42:38
SCH gives you double earth weather, helix, scs, embrava, and an extra nuker. You really can't beat that with just threnody and some ballads/int songs and a march.
I'm pretty sure this fight could be done with just blm sch cor run as long as you don't run into macc down aura. Time would be tight tho and would be dependent on your RDs actually hitting rayke each time.
Toss whatever support you want ontop (RDM GEO BRD) or even NIN or BLU helping extend the sc and nuking some during rayke and you'll be fine.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2021-10-27 01:24:44
Neither Ninja nor Blue Mage can make even a scratch of damage on Ongo 15 with Max buffs, nor is it safe for them to be in range creating skillchains since AOE is threatening and healing support is minimal. The only job you could argue is worth a skillchains slot is samurai if you could somehow keep it alive. Anyways, the setup is strict and way too hard for your average player to ever complete.
I mentioned it a page ago, they probably wanted to make a fight where you couldn't abuse magical WS so they went overboard and the only job who can even make a dent in it is black mage with a ton of support. There's no other viable strategy for killing this guy within the time limit. The way others have described it is how I got my few V15 wins. Fun and challenging fight if you have a good solid group with all of the jobs, extremely frustrating if you do not.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2021-10-27 01:29:59
Btw as BRD I dont use Nitro when singing songs before engage. I just do 5 songs with SV and Clarion, then after engage I do NITRO marcato Earth Threnody II on Ongo and then I overwrite songs on everyone with long duration ones. I do it because SV Threnody II is really a powerful debuff (up to -410 magic evasion, which is by far the single most powerful meva debuff in game) that helps a ton with magic accuracy and 5/5 Troubadour makes it land always and with Marcato/Clarion/Troubadour it will be up for more than half of the fight (sometimes whole fight if you get lucky with Rayke/Gambit resets).
Marcato and Soul Voice do not stack
By SimonSes 2021-10-27 01:33:07
Btw as BRD I dont use Nitro when singing songs before engage. I just do 5 songs with SV and Clarion, then after engage I do NITRO marcato Earth Threnody II on Ongo and then I overwrite songs on everyone with long duration ones. I do it because SV Threnody II is really a powerful debuff (up to -410 magic evasion, which is by far the single most powerful meva debuff in game) that helps a ton with magic accuracy and 5/5 Troubadour makes it land always and with Marcato/Clarion/Troubadour it will be up for more than half of the fight (sometimes whole fight if you get lucky with Rayke/Gambit resets).
Marcato and Soul Voice do not stack
Potency doesn't, but I meant +20sec duration from JP on Marcato.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2021-10-27 01:35:08
Hmm are you sure those job points from marcato work with Soul Voice active? I thought SV ignored the Marcato buff and you only get those extra seconds if marcato is used independently.
By SimonSes 2021-10-27 01:43:12
Hmm are you sure those job points from marcato work with Soul Voice active? I thought SV ignored the Marcato buff and you only get those extra seconds if marcato is used independently.
I just tried and you are right, it ignores JP too. Thx! Tho I think that's a bug. It should work like Rolls where potency doesn't add, but duration does, but I guess spaghetti code again.
By Guyford 2021-10-27 01:52:12
Neither Ninja nor Blue Mage can make even a scratch of damage on Ongo 15 with Max buffs, nor is it safe for them to be in range creating skillchains since AOE is threatening and healing support is minimal. The only job you could argue is worth a skillchains slot is samurai if you could somehow keep it alive. Anyways, the setup is strict and way too hard for your average player to ever complete.
I mentioned it a page ago, they probably wanted to make a fight where you couldn't abuse magical WS so they went overboard and the only job who can even make a dent in it is black mage with a ton of support. There's no other viable strategy for killing this guy within the time limit. The way others have described it is how I got my few V15 wins. Fun and challenging fight if you have a good solid group with all of the jobs, extremely frustrating if you do not.
We've been using a THF to extend sc and its only died once in 4 runs while aura was up.
By SimonSes 2021-10-27 04:42:56
Im not gonna quote all people. I will just write it in points.
1. It's not true that you can't SC with someone in melee range. I know for a fact that people successfully use RDM to melee and skillchain with COR
Balduran said: Empyreal Arrow > Leaden Salute (Gravitation) > Chant du Cygne (Darkness) > Wildfire (Darkness [lvl.4] Keep in mind RDM puts a heavy debuffs at Ongo and if you stay in Malignance and not in front of Ongo, then you are completely safe there. Debbufs + RDM being able to cure on top of RegenV is enough (EDIT: or you can use WHM + BRD instead of SCH and GEO, since you have skillchain covered and RDM can nuke after CDC too).
2. Putting 5 SV songs before engage takes like 30 seconds. It wont break your run.
3. SV Lightning Carol II is very useful on this fight for RUN, since it nullify 40% of lightning damage, which helps RUN not to be at risk of needing a cure
4. Since we optimized this fight and (mostly timing od RD, WC, when to Tabula and when to self SC on COR etc) we cleared several Ongos in a row and we usually have several minutes of spare time. Our best time was within duration of first Threnody and we even had like 1min+ remaining when cleared one with Magic Accuracy down aura.
5. I dont think SCH is required for this fight, but its probably optimal.
6. This one I will quote SCH gives you double earth weather, helix, scs, embrava, and an extra nuker. You really can't beat that with just threnody and some ballads/int songs and a march. SCH might be more useful, but imo only if you can get refresh and haste from elsewhere. Stoneja and Stone VI are huge spells for this fight and you want to have capped magic haste for recasts. You want to squeeze as much damage during Rayke as possible. Also I wouldn't discount -400 magic evasion, +78INT, capped haste and 42tic refresh on mages, tons of accuracy on COR and +100 lightning meva, 40% lightning nullification and 34 additional regen on RUN that easily.
7. Im not so sure that NIN couldn't "make even a scratch of damage on Ongo 15 with Max buffs". NIN doesnt care about nuke wall, which alone is a huge thing. Im not trying to say NIN is in any way optimal, but I can see it could work.
8. I think the absoulte core is RUN BLM COR, then imo most optimal is SCH and BRD. 6th can be many jobs really imo, but I can easily see SCH not being use, if you can provide enough healing and other way to skillchain and maybe support nuke, so for example RDM+BLU+NINorGEO, or just use WHM + BRD + melee that can self SC (possibly nin who can easily selfSC and add 2 nukes on his own).
By Vaerix 2021-10-27 12:07:37
Im not gonna quote all people. I will just write it in points.
SCh might be more useful, but imo only if you can get refresh and haste from elsewhere. Stoneja and Stone VI are huge spells for this fight and you want to have capped magic haste for recasts. You want to squeeze as much damage during Rayke as possible. Also I would discount -400 magic evasion, +78INT, capped haste and 42tic refresh on mages, tons of accuracy on COR and +100 lightning meva, 40% lightning nullification and 34 additional regen on RUN that easily.
own).
While I did throw accuracy songs on the cor to make sure there was no issues to tp/sniper shot, Rune is pretty much a wall in this fight and could probably self-maintain, outside of aura pretty easily, Ongo isn't particularly dangerous with correct runes, a good phalanx and good dt set. Regen alone does a ton of work for this fight.
By SimonSes 2021-10-27 12:39:19
Im not gonna quote all people. I will just write it in points.
SCh might be more useful, but imo only if you can get refresh and haste from elsewhere. Stoneja and Stone VI are huge spells for this fight and you want to have capped magic haste for recasts. You want to squeeze as much damage during Rayke as possible. Also I wouldn't discount -400 magic evasion, +78INT, capped haste and 42tic refresh on mages, tons of accuracy on COR and +100 lightning meva, 40% lightning nullification and 34 additional regen on RUN that easily.
own).
While I did throw accuracy songs on the cor to make sure there was no issues to tp/sniper shot, Rune is pretty much a wall in this fight and could probably self-maintain, outside of aura pretty easily, Ongo isn't particularly dangerous with correct runes, a good phalanx and good dt set. Regen alone does a ton of work for this fight.
I know it's not often, but in like 10 runs our run went down to red few times and sch needed to emergency cure. It also kinda depends on what you use. I bet if you use RDM for example to melee and skillchain and drop SCH then you will have more tp moves and more damage to deal with.
Phoenix.Capuchin
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By Phoenix.Capuchin 2021-10-27 15:26:24
2. Putting 5 SV songs before engage takes like 30 seconds. It wont break your run.
But why wait? Buffing once the party is actually in position to fight is an easy way to shave some valuable seconds off your run, with no significant downside. This isn't a fight where you have to have melees fully buffed to zerg the instant a mob pops or something.
Those extra seconds MIGHT be make or break for some runs (you really think nobody ever timed out at single digit mob HP?) - certainly not inconceivable to have some bad luck with resists, meva aura, bad luck with lucky/XI COR rolls, etc. And believe it or not, groups exist that may not have as high quality gear or skill as your obviously well practiced team. That might be just enough extra buffer for them to get a clear versus timing out.
And realistically, it is gonna take most people more than 30 seconds to fully buff. More like somewhere between 30-60 seconds, when you're casting 10+ songs and using several JAs:
1. Threnody on mob
2-4. 3 full strength buffs on backline (INT etude and Marches as your first priority?)
5-6. 2 dummy songs
7-8. 2 last real songs (Ballads?)
9-??. Any Pianissimo stuff (like carols, marches, paeons on your tank) - which you'd want Nitro duration on, and can absolutely be applied from a distance during the fight but you'd lose Nitro by buffing the mages and THEN running up, then singing Pianissimo songs on the RUN.
Also gotta consider JA delay on each of SV, CC, Nightingale, Troubadour, Pianissimo, Marcato (if you're using it during initial SV buffs), etc... And maybe the BRD isn't an absolute robot hitting every song exactly when spell recast delay is up, instantly targeting the RUN after Pianissimo with zero lag, etc. And consider that your inventory doesn't even load in for a while upon zone, and I don't love singing and realizing my F'ing Nitro duration pieces didn't swap in because of that. But hey, it's all good by the time you get up the ramp to the fight.
Anyway, let's say maybe 45 seconds as a more realistic singing time. That's 5% of the 15:00 fight timer. You don't want an extra 5% on the clock to start doing some damage? I do.
Asura.Saevel
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By Asura.Saevel 2021-10-27 15:29:04
The fight is just freakin stupid because Rune, Blm, Brd, Geo and Cor are all practically mandatory. That only leaves 1 final spot, and you still need to create the skillchain. So that slot goes to either a scholar or a ranger. Sure you can give up bard or geo or w/e for a red mage, but in the end it's just going to make it harder to win an already uphill battle on a GOOD day. There is almost zero flexibility because on veng 15 the barrier to land nukes is set so stupidly high there is no other way around his resistance. Sure it CAN be beaten, but the way s-e went about designing him leaves a lot to be desired.
None of the other Tier 3's are set up like this. Sure Mboze can just wipe your group with Timbeeer, and ngai can get lucky with protholithic puncture, and xevioso can do some dumb things with timing his aura to go up right after perfect dodge or dispel your scherzo so incisive denouncement becomes an otk.... but in all of those cases you at least have a sense of agency that your play matters and that if none of those things happen you know you can kill the thing. Against ongo you feel powerless because he doesn't kill YOU, he just makes it so you can't kill HIM. That's a completely different type of obstacle, and it's incredibly frustrating to deal with.
So... With the expanding aura and multiple magic bursts on a single skillchain I would argue that the brd is less important than scholar, scholar and blm are your biggest nukers in the game (geo to an extent too) but sch is vital to the fight.
Without BRD your non-Rayke nukes are going to get resisted into the dirt, along with recasts being too long and MP eventually running thin. We tried switching out the BRD for RDM and the result was worse, BRD buffs + SV / Marcato (after SV wears) Elegy are just too good for sustained DPS on what is a really tight DPS race.
The entire first half of the fight is reseting Rayke over and over again while chaining non-stop with TR and bursting with Subtle Sorcery. Those wear out within a few minutes leaving you to have to slowly ship away at it's remaining HP and race the clock. The more you can do during that first burst phase the less you need to chip away at afterwards.
The most "disposable" member is actually the GEO because Malaise is nerfed into the floor and we already have a ton of MAB. So if you must get rid of someone, then the GEO is disposable, but there isn't anything else as useful to put in it's place. As for nuking, neither the SCH nor the GEO should be nuking during the chain, they are just inflicting negative DPS by nerfing the BLM's chains of Stoneja / Stone VI / Stone V. The exception would be the SCH landing a solid Helix II when appropriate.
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Asura.Saevel
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By Asura.Saevel 2021-10-27 15:34:58
So question, has anyone attempted to have buffed sword users with decent Requiescat sets? We've been mulling it over but never had the chance to see if Requiescat's funky nature will let us bypass Ongo's silliness?
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Phoenix.Capuchin
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By Phoenix.Capuchin 2021-10-27 15:45:29
The most "disposable" member is actually the GEO because Malaise is nerfed into the floor and we already have a ton of MAB.
Can you clarify this for me - do you mean just that the MDB- from Malaise isn't very helpful due to Ongo's particularly quirky mechanics?
Gaol doesn't have the straight up GEO nerfs that Sheol A/B/C do, right?
Leviathan.Boposhopo
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By Leviathan.Boposhopo 2021-10-27 15:55:09
And consider that your inventory doesn't even load in for a while upon zone, and I don't love singing and realizing my F'ing Nitro duration pieces didn't swap in because of that. But hey, it's all good by the time you get up the ramp to the fight.
Anyway, let's say maybe 45 seconds as a more realistic singing time. That's 5% of the 15:00 fight timer. You don't want an extra 5% on the clock to start doing some damage? I do.
This exact reason (the gear not loading) is why we always run up the stairs about 75% before buffing, gives gear time to load, and then we're a couple steps away from engaging as soon as buffs are done.
Leviathan.Boposhopo
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By Leviathan.Boposhopo 2021-10-27 15:58:26
So question, has anyone attempted to have buffed sword users with decent Requiescat sets? We've been mulling it over but never had the chance to see if Requiescat's funky nature will let us bypass Ongo's silliness?
Tried Requiescat, does terrible damage.
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Leviathan.Boposhopo
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By Leviathan.Boposhopo 2021-10-27 15:59:30
The most "disposable" member is actually the GEO because Malaise is nerfed into the floor and we already have a ton of MAB.
Can you clarify this for me - do you mean just that the MDB- from Malaise isn't very helpful due to Ongo's particularly quirky mechanics?
Gaol doesn't have the straight up GEO nerfs that Sheol A/B/C do, right?
Gaol does have GEO nerfs, however personally we've found Malaise extremely helpful, there was quite the noticeable damage difference with it up.
I should have done all these in one message sorry! lol
Asura.Wotasu
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By Asura.Wotasu 2021-10-27 16:05:07
Geo-Malaise is nerfed 75% on v15, which means with bolster you get a 50% effect. So very useful.
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Lakshmi.Buukki
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By Lakshmi.Buukki 2021-10-27 16:08:06
Gaol doesn't have the straight up GEO nerfs that Sheol A/B/C do, right?
I don't even know what you're talking about. ABC have no Geomancy nerf at all from what I am aware of. You have it backwards. Gaol has the Geomancy cut, not Sheols.
FWIW, I think Geriond tested some of the Malaise values on Ongo some time back and showed that Malaise, even with the proposed -75%(?) nerf, was still useful.
Edit: Wotasu beat me there, but yeah. You should definitely be using Malaise. GEO is not "disposable" for Ongo.
Asura.Wotasu
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By Asura.Wotasu 2021-10-27 16:43:28
I think I saw testing about Geo nerf in C on NM's Agon mobs and Mimic to 100%. Normal Nostos no nerf.
https://www.ffxiah.com/forum/topic/41358/bubble-trouble-a-geomancer-guide/67/#3583362
Phoenix.Capuchin
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By Phoenix.Capuchin 2021-10-27 16:51:27
I don't even know what you're talking about. ABC have no Geomancy nerf at all from what I am aware of. You have it backwards. Gaol has the Geomancy cut, not Sheols.
I don't know how accurate it is, but the BG Odyssey page has talked about nerfs for Indi- spells on NMs (not normal Nostos) in Sheol ABC for a while now:
Quote: Unique Sheol A Adjustments
Notorious Monsters (including Mimics):
Offensive Indicolure effects are reduced by: -75% Quote: Unique Sheol B Adjustments
Notorious Monsters (including Mimics):
Offensive Indicolure effects are reduced by: -85% Quote: Unique Sheol C Adjustments
Notorious Monsters (including Mimics):
Offensive Indicolure effects are reduced by: -95%
So, doesn't really shock me to hear Gaol has some reductions too - but I didn't know what they are, whether they're Indi- only or also apply to Geo- spells, etc. Maybe somewhere in the 150+ pages of this topic, but it's not really clearly explained in the usual wiki places (no mention at all on the same BG page for Odyssey in the Gaol section).
By Guyford 2021-10-27 16:51:59
The fight is just freakin stupid because Rune, Blm, Brd, Geo and Cor are all practically mandatory. That only leaves 1 final spot, and you still need to create the skillchain. So that slot goes to either a scholar or a ranger. Sure you can give up bard or geo or w/e for a red mage, but in the end it's just going to make it harder to win an already uphill battle on a GOOD day. There is almost zero flexibility because on veng 15 the barrier to land nukes is set so stupidly high there is no other way around his resistance. Sure it CAN be beaten, but the way s-e went about designing him leaves a lot to be desired.
None of the other Tier 3's are set up like this. Sure Mboze can just wipe your group with Timbeeer, and ngai can get lucky with protholithic puncture, and xevioso can do some dumb things with timing his aura to go up right after perfect dodge or dispel your scherzo so incisive denouncement becomes an otk.... but in all of those cases you at least have a sense of agency that your play matters and that if none of those things happen you know you can kill the thing. Against ongo you feel powerless because he doesn't kill YOU, he just makes it so you can't kill HIM. That's a completely different type of obstacle, and it's incredibly frustrating to deal with.
So... With the expanding aura and multiple magic bursts on a single skillchain I would argue that the brd is less important than scholar, scholar and blm are your biggest nukers in the game (geo to an extent too) but sch is vital to the fight.
Without BRD your non-Rayke nukes are going to get resisted into the dirt, along with recasts being too long and MP eventually running thin. We tried switching out the BRD for RDM and the result was worse, BRD buffs + SV / Marcato (after SV wears) Elegy are just too good for sustained DPS on what is a really tight DPS race.
The entire first half of the fight is reseting Rayke over and over again while chaining non-stop with TR and bursting with Subtle Sorcery. Those wear out within a few minutes leaving you to have to slowly ship away at it's remaining HP and race the clock. The more you can do during that first burst phase the less you need to chip away at afterwards.
The most "disposable" member is actually the GEO because Malaise is nerfed into the floor and we already have a ton of MAB. So if you must get rid of someone, then the GEO is disposable, but there isn't anything else as useful to put in it's place. As for nuking, neither the SCH nor the GEO should be nuking during the chain, they are just inflicting negative DPS by nerfing the BLM's chains of Stoneja / Stone VI / Stone V. The exception would be the SCH landing a solid Helix II when appropriate.
RDM versus BRD recast are gonna be the same whether its a march or haste 2 and embrava. Sure, by the time embrava wears your gonna be missing 13.75 haste but its basically dead at that point.
You've mentioned subtle sorcery in early posts too and I don't understand why. Do you mean Manafont? Do you not have a capped fast cast set? Hate has never been any kind of issue and even if you did pull hate you have douse.
We don't use malaise, geo-INT for the extra 78-90 INT and indi focus but either way could work.
Everyone should nuke during rayke.
All that being said, BRD probably is a little better, but I don't think it makes that much of a difference over RDM.
On another note, Geo debuffs are also nerfed in sheols to my knowledge.
Leviathan.Boposhopo
Server: Leviathan
Game: FFXI
Posts: 229
By Leviathan.Boposhopo 2021-10-27 17:00:34
The fight is just freakin stupid because Rune, Blm, Brd, Geo and Cor are all practically mandatory. That only leaves 1 final spot, and you still need to create the skillchain. So that slot goes to either a scholar or a ranger. Sure you can give up bard or geo or w/e for a red mage, but in the end it's just going to make it harder to win an already uphill battle on a GOOD day. There is almost zero flexibility because on veng 15 the barrier to land nukes is set so stupidly high there is no other way around his resistance. Sure it CAN be beaten, but the way s-e went about designing him leaves a lot to be desired.
None of the other Tier 3's are set up like this. Sure Mboze can just wipe your group with Timbeeer, and ngai can get lucky with protholithic puncture, and xevioso can do some dumb things with timing his aura to go up right after perfect dodge or dispel your scherzo so incisive denouncement becomes an otk.... but in all of those cases you at least have a sense of agency that your play matters and that if none of those things happen you know you can kill the thing. Against ongo you feel powerless because he doesn't kill YOU, he just makes it so you can't kill HIM. That's a completely different type of obstacle, and it's incredibly frustrating to deal with.
So... With the expanding aura and multiple magic bursts on a single skillchain I would argue that the brd is less important than scholar, scholar and blm are your biggest nukers in the game (geo to an extent too) but sch is vital to the fight.
Without BRD your non-Rayke nukes are going to get resisted into the dirt, along with recasts being too long and MP eventually running thin. We tried switching out the BRD for RDM and the result was worse, BRD buffs + SV / Marcato (after SV wears) Elegy are just too good for sustained DPS on what is a really tight DPS race.
The entire first half of the fight is reseting Rayke over and over again while chaining non-stop with TR and bursting with Subtle Sorcery. Those wear out within a few minutes leaving you to have to slowly ship away at it's remaining HP and race the clock. The more you can do during that first burst phase the less you need to chip away at afterwards.
The most "disposable" member is actually the GEO because Malaise is nerfed into the floor and we already have a ton of MAB. So if you must get rid of someone, then the GEO is disposable, but there isn't anything else as useful to put in it's place. As for nuking, neither the SCH nor the GEO should be nuking during the chain, they are just inflicting negative DPS by nerfing the BLM's chains of Stoneja / Stone VI / Stone V. The exception would be the SCH landing a solid Helix II when appropriate.
RDM versus BRD recast are gonna be the same whether its a march or haste 2 and embrava. Sure, by the time embrava wears your gonna be missing 13.75 haste but its basically dead at that point.
You've mentioned subtle sorcery in early posts too and I don't understand why. Do you mean Manafont? Do you not have a capped fast cast set? Hate has never been any kind of issue and even if you did pull hate you have douse.
We don't use malaise, geo-INT for the extra 78-90 INT and indi focus but either way could work.
Everyone should nuke during rayke.
All that being said, BRD probably is a little better, but I don't think it makes that much of a difference over RDM.
On another note, Geo debuffs are also nerfed in sheols to my knowledge.
Subtle Sorcery also cuts mobs resistance meaning unresisted (or less resisted) nukes, not using it for the enmity-. We use it inbetween 1st and 2nd Rayke usually to try and get it back with Wild Card
Server: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2021-10-27 17:20:04
Ongo only has ~100 MDB (very, very low for ilvl NMs), which means even at -75% for V15, Malaise is quite potent.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9991
By Asura.Saevel 2021-10-27 18:10:12
Ongo only has ~100 MDB (very, very low for ilvl NMs), which means even at -75% for V15, Malaise is quite potent.
It's not -75%, it's over 90% reduction at V15 making most debuff Geomancy worthless (I think it's actually 95% but might be worse).
Hmmm...
Initial Speculations:
Looks like they took components of Walk of Echoes (setting), and Elemental Circles and brought it together.
They must of learned new ideas through the Lilith HTBF and how they can play with those elemental fetters to create unique battlefield environment and apply further stress with them..
Instead of Abyssea, this may be a Walk of Echoes 3.0? Anything iLvl 140+ .. We are ready!
Keep this thread clean, hoping to post critical details and discuss strategies.. Eventually I will create a Node on this with full details.. We can then update BG-Wiki with information that we gather..
Those of you who play on Nasomi.. Please don't post on here, you have a Fafnir to camp.. so get back to work.. This is isn't Bubbly Bernie version 3.0. He will be OG 1.0 forever on Nasomi.. ^_^
Sorry about the delay on updating this as I have been slammed with a lot of work since COVID-19 defense ramp up procedures at my hospital facility.
I have barely had time to update and barely any time to explore this content myself. I appreciate everyone's work so far. I will update this OP Thread with some resources and information that people have found across all servers including videos and screenshots..
Keeping this as a basic vital post highlight source so as new posts with vital information emerges I will just pin it here so it is all in one space and no need to jump around different pages..
To Begin.. The Basic Release Info from SE:
Some First Initial Basic Discoveries:
looks like you enter through Rabao
And you have 30 min to kill a bunch of trash mobs. Probably a boss at the end too.
More Initial Entry Discoveries Pinned:
About to enter Odyssey for the first time.
I'll report back. Setup is PUP, COR, BLU x2, SMN, RDM
Ok, it's looking like they made this content specifically to prevent BLUs from cleaving through this content.
Only main target took full damage. Surrounding targets took 90% reduced damage (main targeet 15k, all others 500 or less)
All mobs can be fully enfeebled (Sleep, Silence, Slow, Para) but standard rules apply for mob types (we saw Skeletons, couldn't Blind them)
I can very easily see a RUN or PLD tank running in and aggroing the group of mobs, with a BRD sleeping them all. 2 DDs kill one by one with proper support. SMN Bloodpacts were doing full damage on single mobs (same rules for BLU applied for SMN when we tried Thunderspark for lulz)
At the end, we found a group of mobs (bats) with a Fetter and a group of untargetable Yagudo. We cleared the bats, then killed the Fetter. Once the Fetter is killed, the Yagudo become targetable. For killing all of the Yagudo, you get 10 Izzat.
In total, we farmed 20 Izzat. We'll try using them tomorrow on boxes, maybe even spawn an NM. After we killed the fetter, a conflux spawned that gave us the opportunity to spawn a monster for 10 Izzat. We were low on time, so we just chose to exit.
Player with Trusts.. First Experience Testimonies:
Went in with trusts. Was able to 1 shot most things with leaden.
Yield: 31 scales and 3 scale boxes (from the chest).
Edit: Chests gave 11, 13 and 16.
More Vital Data Testimonies Discovered:
Random info:
-Killing trash gave izzat and lustreless scales
-Using 10 izzat to pop chest gave 2 scales and a box
-Killing fetter made untargetable yagudo killable, giving 10 izzat killing them all
-Popping NM with 10 izzat from ethereal junction spawned a red morbol that did blood weapon and dropped 2 boxes of scales
-Not sure what items you need to trade to junction to spawn monsters
-Was unable to use the thing at the start after killing fetter/yagudos/morbol, may have to kill all trash? I looked around and missed a pack, timed out before I could kill them all
-Moogle keeps track of trash killed, physis, and chests, and the power of your alter egos while in odyssey (Moogle Mastery)
More Testimonials and Discoveries..
Does anyone know what is needed to clear the RoE for Sheol A?
You need to run (can do on sneak/invi, only trasnparent mobs are true sight/sound) to last floor (A7) using confluxes. On last floor there is Otherworldly Vortex mentioned in RoE quest. You need to touch it (it lets you leave Odyssey too) to complete the quest. Credit for that info goes to Mischief from Bahamut.
Here is a video of my first experience with Odyssey:
YouTube Video Placeholder
Tried exploring, found more information
- I didn't realize there was a conflux on each floor to move up
- Each floor increases in mob level, capping at 131, and general nastiness of monster family (manticores, giants I remember on last floor)
- Translocators bring you down to previous levels, so the first floor one doesn't work until you find the higher level ones
- One character got stuck on a floor and couldn't move up, nor did they get the RoE objective upon someone else reaching the top
So for soloers, seems like it's best to stick to lower level floor to farm scales, more experienced parties can move up to desired difficulty for more scales. First time in would be best just getting the RoE objective and unlocking translocators.
Initial Video Detailing Climb to 7th floor for easy RoE Completion for Augment Unlock on Gear:
YouTube Video Placeholder
More Info about Moglophone KI's:
Anyways did a solo run this morning and got about 100 scales from just killing trash in first floor. Wondering what others are getting from parting up vs solo.
edit: Also can you hold one Moglophone KI on you, and then have the moogle hold one?
I was wondering this too. I picked up my KI last night and am holding it until later today and going to see if I can run two times in a row.
You can. I used my ki after few hours yesterday and when I checked moogle timer was at 15h, so it was going down while I had KI on me.
More Testimonial Higlights:
Bahamut.Lexouritis said: »Maybe Mischief will post about it, he figured it out on his mule. I'll try and post what i know, but it seems like we skip everything and just kill the fetters, mobs around the fetters, and sometimes the UNM near the fetters.
Bahamut.Lexouritis said: »and if u get to the final thing upstairs, personal chest for everyone.
Not sure if someone said it already, but you CAN store a KI. So only need to farm every 2 days!
I am confused on how people move up using sneak and invisible, in this run I explored everything, vortexes just said "you can't use this yet", or let me summon an NM but never move somewhere else, even after i killed the fetter, all the guards, the NM, opened one chest, and killed about 90% of all the mobs. If anybody can spot where in this video I should have been able to "move up" it would really help: https://www.youtube.com/watch?v=5i9GhE5nO3I
thanks At the mandies in your run. Just hug left wall and you'll find it. It took me a while to find the first flux as well, but the rest were less "hidden". A video was posted a couple pages ago showing the route.
YouTube Video Placeholder
Bahamut.Lexouritis said: »vortexes just said "you can't use this yet" Need to click Shimmering lights for access to some portals or not have aggro iirc. I may be wrong though
Bahamut.Lexouritis said: » It rewarded me again with a box + 50k gil.
did u kill a fetter? Seems like 50k per Fetter and 1 box per fetter (per character). The big Box from RoE seems to be just 1 time thing. The smaller boxes seem to be fetter based?
Killing all 4 fetters netted us about ~70 scales per run per person after touching otherworldy vortex.
Edit: With RoE quest being completed in a run, was more like 110-130.
So how many scales is it per upgrade? Didn’t see on Bg-wiki and don’t feel like shifting through posts on here. Should be just under 12 stacks to max. Based on scales only being worth 5rp instead of 10 :/
Clip to the top and nab the box, in and out, 5 minute adventure.
For realsies? SE let content like that out after the mass-ban clipping/duping-alex adventures get onto the live server? Thought they learned their lesson since the AMAN trove boxes can't be scouted via Hex IDs. The box he means is the one from completing the RoE once. You can walk to it in 6-7 mins without speed hacks anyway. The big deal about completing the RoE is you can start augmenting your gear at that point.
Well if dude already finished a piece few days after update, there isnt much time gate here it seems.
Probably just the appetitizer was released (im on a work trip, cant "enjoy" the new content till weekend...)
He finished because he bought scales or have legion of mules. Regular player with 1 account will need realistically around 10-14 days for one piece farming daily.
Traded 5 Emperor arthro shells to vortex (dunno how many it took from inventory, might have only taken 1 of the 5). Summoned Brachys, a crab that had a high ass counter rate and instantly killed me on my thf in one attack round. 500+ damage counters with no DT set. Likely not advisable to spawn mobs solo with trusts.
Bahamut.Lexouritis said: »Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill featers and go touch otherwordly.
Unless maybe kill 2 featers solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
Bahamut.Lexouritis said: »
Personal box at the end when touching Otherworldy Vortex for each FETTER you kill, for all party members. If u kill all 4 fetters AND EVERYTHING around them it seems you will get 4 boxes.
~edited phrasing
So looks like if you solo, go for trash and farm with th4+ and for group you kill fetters and go touch otherwordly.
Unless maybe kill 2 fetters solo and go to the top? You could open 2 chests that way and get 2 boxes. So in theory maybe even get 4 chests and some scales from farming.
I'm not sure if you need to just kill the fetters or the fetters + all the semi-invisible beastmen around the fetters.
It's possible to kill a fetter without aggro from the semi invisible beastmen that are sight aggro like Yagudo and Orcs. I'm assuming Quadav will sound aggro which makes them easier to gather in a group.
On the first day, when I duo'd with my cousin on RUN and me on COR with a THF4 set, we killed 1 fetter but stopped killing the semi-invisible beastmen because they were not dropping anything. Not all of the beastmen aggro'd. Only the Yagudo beastmen that were in sight of us or each other aggro'd us. Care needs to be taken by support in this case as support will get aggro'd if they rush in too early before the tank has claim on everything. These mobs hit very hard.
Definitely go in with at least th4 if solo farming just trash mobs.
Go in with a full, balanced party to maximize drops from fetters. The fetters are easy to kill. The beastmen hit hard and have a little more hp than common trash mobs. Helps to sleep them too as they can easily overwhelm even the toughest of tanks.
Me and a group of peeps went in yesterday, to do some testing.
Killing a fetter + beastman group rewards 10 izzat, no special drops were seen, we did not have a thief, just a range using bounty shot.
Gonna test farm some nms tonight. i tried to spawn 1 today with my alt using unity items, turns out 1 is not enough.
My second run of this is probably the best I can do.
Went in, killed all normal monsters, Feters and Beastmen, killed all of the Yaguado. I had 20 Izzat, spawn a Unity NM Which was a Sporebat type mob that died in a 4 step SC. This NM used Blood WEapon, the NM I tried yesterday used 100 fists and rek'd me.
I got 90 Izzat from Monsters and 22 from the 2 boxes that I got from NM and a chest I used them on. The only thing I didn't do on Floor 1 was spawn the Junction that said "Item can be used to pop something here" I had 3 Sarama Hides, 2 Thuban Things and neither worked, nor did a combination of them work.
All of my drops were done with TH2 from Gear.
Few unanswered questions:
How is the augmentation to Trust power in Odyssey earned? I believe the requirement must be more than simply killing sets of trash mobs and making it to the otherworldly at the end.
Rewards upon reaching end were:
360k gil from a group that killed everything on first floor, 2 NM's popped.
100k gil for solo killing 2 groups (4 izzat) worth of scrubs and reaching end.
On another run I also got 100k gil for solo killing more scrubs (4 sets I think.
Seems like the NMs from either spawn point will be one of the 119/122 unity NMs with similar mechanics, but not exactly the same as my morbol didn't go through 3 stages and only did blood weapon. May be a good ideal to either focus on repeatedly killing one to raise its kill count for the moogle or killing all of them at least once. Can't wait for Pandemonium Warden v3 in the future lol Yep. Surprised the hell out of us.
But as I said I was getting 100k for just clearing a couple of easy rooms and heading for the exit solo for the RoE.
Thinking about it, we did a bit more than the first floor full clear on that run, did a second fetter and agon mobs and popped another NM at least. spawn a Unity NM Which was a Sporebat type mob
What method did you use to spawn this nm?
So there seems to be 2 spawn methods, Unity Item (I think 5 minimum) or Izzat once you have killed a fetter.
In terms of the invisible mobs I don't know if its a coincidence or not but every time they have aggro'd they go after my GEO and no other character. Dunno if the bubble is causing something funky to happen.
It should be possible, to kill fetters on all floors + escape as low as 3 man, I cleared everything in my run and had about 3 minutes to spare but a lot of it was goofing about looking at chests etc. I'd say 4 man would be the most optimal though as you can't really AOE.
Only flaw would be is that the fetters on floors seem to be placed randomly so you could get screwed over on travel times but imagine if you wanted to eat some taco's and take that risk you could and do it no probs.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Leviathan.Kingkitt said: »My findings thus far:
As stated multiples times already here, you can sneak/invisible to maneuver around the mobs here. However..
The invisible mobs appear true sight and/or sound, so you have to be cautious of them.
Appears that killing fetters gives personal loot. We all got a box.
You can solo for the RoE if you want following the guidlines above.
Competing RoE gives you 1 large box.
Clear is NOT party wide and each person must touch it individually for credit. (Also recieved 60k gil, we cleared 1 fetter/quadavs, and the mob family near it)
Didn't notice until after fetter and invisible mobs were dead, but one or the other gave 10 izzat.
Have tried a few different unity mats for unm 119/122 and traded 5 to pop a NM. NM that spawned was of the same mob family as items traded.
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull and kill regular mobs, until you see opportunity where nothing is close to fetter (there is always a moment when there is max 1 mob close to it at some point). Kill fetter fast (It's easy to kill. One good 2 step SC will kill it), then kill remaining mobs. I wouldn't try to aggro more than few mobs in general when solo or duoboxing, especially if you dont have Malignance set on COR.
Something of note to add was that our rng and cor were doing 0 dmg to the fetter from distance and had to move much closer to do any damage. This may relate to how aoe does much reduced damage. Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Max gil reward is higher than we thought, just got 495k from today's run.
Btw force popping nm's uses a single UNM mat, not 5. And they cannot be reused within the same run. Spawning NM appears to be unrelated to what you use to pop.
So far NM's we faced: Tipuli(fly),Aegupius,harpe(weapon),leucippe and physis (morbol).
Moogle mastery ranks up as you kill stuff, @287 kills, 8x NM and 2 chests we at Mastery III.
Do you need to touch the flux on the top floor to get the gil? Or when does the gil actually get distributed to you? Yes, you have to leave personally to get it, and as always if other party members are fighting its locked out.
My second run experience soloing on COR with trusts:
Leaden Salute all the things
Tact/Sam with august, ygnas, monb, star sybill, koru
Killed everything on floor 1 and 4 groups on floor 2
30 izzat but could only find 2 chests to open
both chests only dropped 1 box each so was a little unlucky
TH4
Ended up with 135 scales. Could have been alot higher if I found a third chest and if the chests dropped more than 1 box each.
(I also got a message saying 'moogle magic II' when I killed a regular enemy. Must be to do with the total amount of things killed.)
Tonight ill be going in with my COR GEO duo. How do you do the fetters? Kill the surrounding mobs then attack the fetter while trusts keep you alive with invisible beastmen smacking you? Then the beastmen?
Pull/kill regular mobs with ranged attack. Run in to fetter with max 1 or 2 shadows aggro. Kill fetter > kill the rest.
Just look out what you aggro. Aggroing BLM mob that stand close to middle will probably result in mass link eventually. Regular mobs dont link at all, but transparent mobs (before and after killing fetter) do.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective.
Each flux takes you to a higher floor. There are 7 floors with the 7th floors flux being the exit and the RoE objective. Not sure if it was mentioned, but looks like you can't pop the same NM twice from UNM mats in the same run. Popped once on first floor, and later on the 4th floor it gave a message saying we couldn't pop the same NM again.
Sharing Shamgi's notes posted in the BST forum for relevant details:
Ok, just went into an Odyssey and discovered some things:
1. You can charm things in there. Things seemed to be fairly simple to charm, and Charm+ gear meant that my dhalmel stayed charmed 15+ minutes.
2.Charmed pets seem to be quite strong. Beyond the normal HP, they seemed to have fairly high damage, hitting other mobs in their own pack for 4-600 a swing, with crits as high as 900. My Dhalmel once used Berserk and those numbers got pretty big, same with their Sound Wave move. My record was a crit for 1500 or so. This is with NQ food and no other pet related buffs. I had one crawler end up at 74% when it killed another crawler in the pack, likely benefiting from all the DA and Haste.
3. Pets seem quite effective at killing the Halos. They hit hard already, but notably, they aggro nothing, not even the Beastmen around the Halos when doing so. The Halo produces a damaging AOE every couple of seconds that was hitting for 200 or so, but the pet, with it's 40k+ HP, doesn't care at all. Indeed, I left the pet to it's own devices and killed other packs with trusts while it worked the halo down itself, which actually seemed quite nice. When it died, the Orcs around it didn't aggro, so it was easy to pull them one by one, as they don't link either.
4. Mob spawns are random, which can hurt this strat, but from two runs a majority of the packs seem charmable, and many of them are often pretty powerful. Given the strat above, I feel like a monk style pet would be best here.
Overall, I'm super interested in trying this with a full group where you can use the pet to deal with adds while you work on a pack yourself and to safely kill Halos while you clear other things.
One issue was Sic, the recast was way worse than I remembered, and my lua isn't set up at all to deal with it. My best guess is to just set up my gearswap to always produce a physical damage set for Sic and then just use pets who focus physical damage with their TP moves. If it's a buff move, then no big deal, if it's physical then it's the right set.
They do link, my experience has been all sight linking though (fought orcs and yags so far). Do not link with the Fetter though, found this out by trying to range attack the fetter down, only to realize the fetter is immune to auto-range attacks.
They do link, my experience has been all sight linking though (fought orcs and yags so far).
Well its kinda expected. Orc, Yagudo and Goblins are all sight aggro/link. Quadavs are sound aggro/link and it's how they are in Odyssey too.
They arent immune to ranged attacks you just need to be stood in the fetter to do damage.
So not immune to ranged attacks, but immune to any attacks from a range. XD
As with all farming things it's more efficient to solo, if the kill speed is high, like 119 content. 6 solos have 6x more chances for boxes.
Luck's definitely a factor; and yeah I think solo probably is best.
I think a lot of it has to do with people finding each other, people needing to sneak/invis themselves, and having to stagger the flux (so it doesn't glitch out). Was a lot of wasted time there.
Was just curious if other groups were experiencing it as well.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them. As group you are suppose to kill Fetter at floor 1,3,5 and 7 and run to otherworldy vortex at the end. You should get 4 PERSONAL box from otherworldy that way and I think one more personal box from killing beastman kings at floor 7 (they are around Fetter there).
So thats 5 personal chests
At least 40 Izzat to open chests
Probably at least 40 single scales from killing trash around fetters if you take at least TH4 with you.
Small boxes are on avg around 13 scales?
So probably around 70-80 scales at least per person, maybe more if you have time to farm more.
Very good geared solo player on specific job like COR, can get more with luck, but it might be other bonuses from killing fetters and NMs that we might dont know about.
Went in as Pup/Whm. Killed 3 Fetters, champion NM on floor 7 after fetter, and a few other random mobs using automaton only.
Literally no drops + exit only gave me 5k gil.
I wonder if you need to take an action on the fetters or something yourself before you can get drops or credit for killing them.
No, you need to kill Fetter AND beastman mobs around it to get credit for personal box at the end and 10 Izzat. I assume you killed only Fetters.
Bahamut.Lexouritis said: »THF can pick the locks/chests in odyssey, in case no one mentioned, or knows about it yet. However some times mimic will pop out. Unsure how hard they are, as it opens with deathtrap, and his mule has sparks gear (and it got one shot). Credit goes to mischief
"Either gave a 'however it has no effect' message and consumed the tool, opened the chest, or a mimic popped out"
Awesome Map created by Pantafernando:
I made a quick map of Odyssey to make ease to hit the fluxes.
Etheral Junctions, Fetters and camps change apparently random.
EDIT: all maps have North heading the upper border.
Aegypius NM:
Bird
Popped using 5 Abyssdiver feathers
Uses Broadside Barrage and Damnation Dive
Uses Perfect Dodge at low HP and gains an Encumbrance aura that stays for the rest of the fight
Carbuncle.Papesse said: »Beware of the Treant NM Ptelea and its dangerous Leafstorm AoE. Leafstorm is hybrid wind based. It can crit, miss, be absorbed by shadows and Elemental Sforzo. One For All, Gelus Valiance and Baraero substantially reduce damage.
As far as getting these telepoints, mentioned on BGwiki's Odyssey page that you're supposed to be able to travel between to get to further levels of Odyssey, does anyone have any info on the requirements to gain access to these? Do you have to kill all of the fetters to go up a floor? Also, has anyone tried going in with a group of six and then disbanding and everyone using their own trusts to expediate the process of both killing enemies on every floor, taking care of all the fetters on a floor and then popping the nm's so that you might progress to these tele-points if those happened to be the requirements? I know some players might have found that they can farm higher amounts of the Lustreless Scales solo rather than teaming up but if you go in with 6 and then make you're own parties with trusts.. and there are multiple telepoints with up to say 15 sets of mobs and fetters then the possibility of having a high return still might be worth it.
Another thing i noticed maybe means nothing but i saw some pixels floating out of nowhere that seemed like a mobs name. Maybe a glitch? Or the others maps? Or a random mob?
I'm sure people regularly killing fluxes/beastmen already knew this, but AoEs that would have hit the untargettable/invisible beastmen will still generate enmity on them, so people should watch for that if they're sleepgaing or horde lullabying fodder.
We spawned an NM in today's run.
Brachys: Crab NM (PLD/MNK)
Had a pretty decent (25-30%) Counter rate. Bubble Curtain's Shell effect reduced enspell (RDM with Crocea Mors) dmg to 0 unless it was dispelled. Used Invincible at 25%. Easily landed enfeebles (Slow, Para, Blind, Frazzle, Distract) Pretty easy fight overall.
It was spawned using 10 Izzat after we killed Fetter + Beastmen mobs surrounding it.
Asura.Ladyofhonor said: »I have Moogle Mastery III, not sure what's doing it. Status report has:
Nostos killed: 306
Damysus: 2
Salmandra: 2
Cynara: 1
Chests: 3
Seems I ranked up when I killed an Agon Bruiser.
The augment system is “tiered”. I’m working on my alts Emeici +1.
Ranks 1-5 give +2 damage. Ranks 6-10 give +2 damage, +3 acc/macc. I assume ranks 11-15 give +2 damage, +3 acc/macc, +2 crit rate.
That’s a neat way to do it, it incentivizes the more expensive ranks.
Just had a bad solo experience... turns our not all popped NM's are soloable. Do not recommend popping the nm's for 10 izzat.
Got a cactus who would constantly triple attack and did 600 normal / 1200 crit per attack round. August got insta-KO then healer then myself within 7 seconds.
Recent Video by Brother Ejinn and Martel:
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