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The Odyssey - || Strategy and Discussion ||
Bahamut.Skald
Server: Bahamut
Game: FFXI
Posts: 90
By Bahamut.Skald 2022-01-24 11:33:24
For those of you struggling with the pig on Arebati, you can somewhat kite it on a Bard. Have the Scholar Casper after the add spawns (ideally when you ranger is capped) Mordant Rime the pig at 3k tp and just spam songs on yourself till it is on you, during our clear I was able to get the pig to the top of the ramp with mordant on giving your scholar/group a bit of time to just focus on the tiger. We cleared our Tiger with Defense Down Aura for context because the pig was kited.
I have been doing this on most fights that have an add we don't take a RDM too, and it has worked on Ongo and would imagine it works on any fight you can bring a SCH to.
For the fights not allowing the bard to engage or contribute otherwise this is a great tactic indeed, I went as far as throwing together a +86 song enmity set and double up on minne for this purpose. Applying the regular song debuffs and cycling through threnodies is enough to grab and hold its attention, it will however return to the healer if not keeping it up. Standing away from backline when possible and time casts between each add swing works a treat to keep it from running wild and interfering.
Bahamut.Mischief
Server: Bahamut
Game: FFXI
Posts: 56
By Bahamut.Mischief 2022-01-25 00:10:37
Killed V20 Bumba earlier tonight, took two attempts. After fighting it ourselves, I'm not convinced that fetters on V20 are based solely on time anymore. Our first attempt's killspeed was noticeably slower than our second (Attack Down aura + Angon erased early on first, second was nearly flawless), but fetters came out around 20-25% both times. Timestamps had the opening pull and the first Denounce on the second run at 2:20 apart from each other according to one member, and it likely went into fetter mode a few seconds before that. Two runs obviously isn't a large sample size, but it's entirely possible that Bumba just automatically enters fetter mode at 20-25%ish if it hasn't already regardless of time.
One thing I can, sadly, confirm though - the Denounce bug that was reported months ago still isn't fixed. Denounce can still just kill everyone instantly from 100% regardless of buffs. Doesn't seem to be any way to prevent it aside from just get lucky and break aura before he uses it.
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Sylph.Reain
Server: Sylph
Game: FFXI
Posts: 408
By Sylph.Reain 2022-01-25 00:55:51
We've killed it before it summoned fetters. I suspect its probably based on the element switches rather than a straight 2mins30 though.
Haste samba is incredibly strong for it.
We also got the blue proc on one run instantly and it still denounced a few seconds after for more than our max HP. Bumba did Yaegasumi so we were too slow. We were able to re-engage and kill it after weakness. Seems like the timer (or whatever mechanic) for fetters didn't restart until we pulled it again, but that was with blue proc>instant wipe.
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Server: Asura
Game: FFXI
Posts: 86
By Asura.Shaedhen 2022-01-25 10:21:03
For the fights not allowing the bard to engage or contribute otherwise this is a great tactic indeed, I went as far as throwing together a +86 song enmity set and double up on minne for this purpose. Applying the regular song debuffs and cycling through threnodies is enough to grab and hold its attention, it will however return to the healer if not keeping it up. Standing away from backline when possible and time casts between each add swing works a treat to keep it from running wild and interfering.
Could you share that enmity set by any chance ? I've started doing the same because our group is gonna try something similar but there's a few slots where I didn't find any good option yet (hands/feets come to mind). I'm only at around +50 for now (missing the easy +10 from an ambu cape)
Bahamut.Skald
Server: Bahamut
Game: FFXI
Posts: 90
By Bahamut.Skald 2022-01-25 11:04:53
Could you share that enmity set by any chance ? I've started doing the same because our group is gonna try something similar but there's a few slots where I didn't find any good option yet (hands/feets come to mind). I'm only at around +50 for now (missing the easy +10 from an ambu cape)
Telchine are the culprit there xD
And I just noticed a miscount due to telchine feet, 82 total. Thinking over it now the worth of trying to stone those feet for +1 seems oof. I don't know of any other feet option though, the set is mega squishy as it is and might be better to swap in something defensive in its place.
ItemSet 383232
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Server: Asura
Game: FFXI
Posts: 94
By Asura.Bigtymer 2022-01-25 11:12:01
We've killed it before it summoned fetters. I suspect its probably based on the element switches rather than a straight 2mins30 though.
Don't the element switches occur at a fixed time though? Pretty sure it was every 60 seconds on V15.
Asura.Hya
Server: Asura
Game: FFXI
Posts: 321
By Asura.Hya 2022-01-25 12:00:57
For the fights not allowing the bard to engage or contribute otherwise this is a great tactic indeed, I went as far as throwing together a +86 song enmity set and double up on minne for this purpose. Applying the regular song debuffs and cycling through threnodies is enough to grab and hold its attention, it will however return to the healer if not keeping it up. Standing away from backline when possible and time casts between each add swing works a treat to keep it from running wild and interfering.
My group tried this for our Arebati attempts and eventual clear. As the SCH, it was nice to not have the mob beating on me for half the fight. I can't speak to what set our bard was using, but the Raaz would still frequently pick a new target. However, just the time bought by kiting it and it having to run back and forth between players provided a few opportunities to rebuff and get heals in. So if your bard has the gear for it and has nothing else to do, this is a reasonable strategy. For something like Arebati specifically, depending on your tank, they may need that bard to be recasting carols, March, and ballad, so your mileage may vary.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-01-25 12:25:58
the set is mega squishy as it is and might be better to swap in something defensive in its place.
I would use Mafic Cudgel (-10% PDT, 5 Enmity) and Genmei Shield (-10% PDT) in that set above instead of the enmity bonus of staff/grip if the monster is wailing on you. Though, I guess you could prepare 2 sets: max enmity, and enmity/pdt hybrid set for when you have the monster's attention.
Can have the SCH cast Animus Augeo on you and self-sing Sirvente with a couple Minnes/March and then fill the rest of your set with PDT/enmity/HP etc. RNG's Shadowbind while he's running amuck is a good time for the BRD to spam songs in their high enmity set.
Could also Decoy Shot the BRD pre-75 to make sure the BRD comes out the gate with a little hate, and then RNG can use Hover Shot after.
Bahamut.Skald
Server: Bahamut
Game: FFXI
Posts: 90
By Bahamut.Skald 2022-01-25 13:22:06
I would use Mafic Cudgel (-10% PDT, 5 Enmity) and Genmei Shield (-10% PDT) in that set above instead of the enmity bonus of staff/grip if the monster is wailing on you. Though, I guess you could prepare 2 sets: max enmity, and enmity/pdt hybrid set for when you have the monster's attention.
That club and genmei definitely a good option since ungeri/alber is not exactly a simple get if you don't already have them lying around or a stash of coffers at least for the staff.
I found that elegy was providing ample time to cast in between swings without getting poked in that set though a sturdier set for sure would not be a bad idea.
By Creecreelo 2022-01-25 13:31:39
One thing I can, sadly, confirm though - the Denounce bug that was reported months ago still isn't fixed. Denounce can still just kill everyone instantly from 100% regardless of buffs. Doesn't seem to be any way to prevent it aside from just get lucky and break aura before he uses it.
Smn PD drastically lowered dmg of Denounce for us when we tried Smn for more consistent clears. Might be worth a shot for some groups to try to make proc'ing easier if they're unable to kill it before fetters. Smn buffs are nice and they can help DD some with Black Halo to not be total dead weight too.
Server: Asura
Game: FFXI
Posts: 86
By Asura.Shaedhen 2022-01-26 06:30:17
Thank you for this ! I didn't think of main/sub weapon so that will be a good addition. However, when I look on the augments table on bgwiki for telchine all I see is enmity - but no enmity +. Is the table incomplete/wrong ?
Bahamut.Skald
Server: Bahamut
Game: FFXI
Posts: 90
By Bahamut.Skald 2022-01-26 12:07:00
Thank you for this ! I didn't think of main/sub weapon so that will be a good addition. However, when I look on the augments table on bgwiki for telchine all I see is enmity - but no enmity +. Is the table incomplete/wrong ?
So for whatever reason I was under the impression enmity+ was a thing on Telchine. Admittedly the two Telchine and the enmity+ Intarabus are the slots I have yet to make for myself, so that seems a mistake on my part.
So back to your original conclusion of not finding good hand/feet options, I'm right there with ya.
Doing a quick search there are a couple non-ilv pieces for feet, notably +5 on Ghadhab Nails. and lol +3 Storm Manopolas for hands.. I think at this point I will likely stick to Nyame in those slots.
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Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-01-26 13:07:33
Can also put 5 merits into Enmity Increase.
By SimonSes 2022-01-26 13:47:52
Do we even know how exactly enmity works on Add after Caper?
Add still has its rule, that taking hate on NM resets it's enmity it seems, but he also seems to no longer be stuck to 2nd hate on the list. Probably because Caper evens out hate on everyone, so it somehow breaks that mechanic. That being said Im still not sure if you can apply normal hate on it. It seems to bounce to everyone who make enmity action. It looks more like mechanic where everyone are on hate cap and mob stays on someone who poke it the more frequently and don't let VE to decay, but it can be everything. Maybe only VE works and CE is reduced to 0 forever? Anyone actually tested if you can for example take PLD and do some ridiculous hate spike like hit, Sentinel, DE Flash, palisade, rampart and invincible and stop doing anything and check if add will stay on PLD for a long time?
Server: Asura
Game: FFXI
Posts: 3185
By Asura.Geriond 2022-01-26 14:13:14
It seems to work like this:
It pops with the exact same starting enmity table as the boss at the moment. After that, they obey normal enmity rules, except whoever (or whatever) is at the top of the boss's enmity list has their enmity set to 0 on the add.
If a new person overtakes the top spot on the boss's enmity list, they get set to 0 on the add's list; the former top person does not get their former enmity back on the add, but is now allowed to start building enmity on the add normally again.
If that's how it works, Caper basically acts as a full hate wipe on the add for everyone, since it puts all hate on the target, which then gets zeroed out because the boss is on them. As a result, it starts bouncing between everyone but the tank depending on their actions that affect the add's enmity.
However, there might be more quirks if reports of the add beelining to people who just got raised are accurate.
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Sylph.Reain
Server: Sylph
Game: FFXI
Posts: 408
By Sylph.Reain 2022-01-26 14:47:58
Hasn't really been my experience at all. I wonder if different adds have different behavior. It's been more like vagary style hate where last action performed may pull hate for most fights for us (excluding top of the hate list).
I've been able to ask people to stop acting and spam Pianissimo/Tenuto every 5s and pull the add 30 away and once it's 30 away I can keep it on me. Ultimately though, having the bard nearby for rebuffing etc. has been more useful than having the add far away.
They also don't seem to like people using medicine. I wonder if you could just spam something cheap like Selbina Milk or Antidotes and keep the add on you.
Asura.Crevox
Server: Asura
Game: FFXI
Posts: 370
By Asura.Crevox 2022-01-26 15:06:30
Did the new gear provided by Odyssey mitigate the need on jobs to rely on crafted gear?
Part of the reason I started to drift away from the game was the giant gil hurdle to getting crafted gears on the jobs I played. The crafted gear was almost always the best by a good margin, and it was just a matter of grinding gil to be able to afford it rather than overcoming content.
I don't do any botting or RMT, and while I did farm a lot of gil to make my only REMA (Nirvana), my friends also lost interest because of how much gil was needed to progress further.
By SimonSes 2022-01-26 15:34:32
Did the new gear provided by Odyssey mitigate the need on jobs to rely on crafted gear?
Part of the reason I started to drift away from the game was the giant gil hurdle to getting crafted gears on the jobs I played. The crafted gear was almost always the best by a good margin, and it was just a matter of grinding gil to be able to afford it rather than overcoming content.
I don't do any botting or RMT, and while I did farm a lot of gil to make my only REMA (Nirvana), my friends also lost interest because of how much gil was needed to progress further.
Depends for what job and how versatile/bis you want to be.
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Server: Asura
Game: FFXI
Posts: 28
By Asura.Superiority 2022-01-26 15:56:20
Did the new gear provided by Odyssey mitigate the need on jobs to rely on crafted gear?
Part of the reason I started to drift away from the game was the giant gil hurdle to getting crafted gears on the jobs I played. The crafted gear was almost always the best by a good margin, and it was just a matter of grinding gil to be able to afford it rather than overcoming content.
I don't do any botting or RMT, and while I did farm a lot of gil to make my only REMA (Nirvana), my friends also lost interest because of how much gil was needed to progress further.
My personal opinion, is that the difference between some of the crafted items vs UNM/Odyssey items are small percentages, and that player skill and knowledge will always beat out BIS geared idiots. There are SO many wide varieties of items to gather that you are not "required" to get crafted items. I do agree with SimonSes on the versatility though.
Asura.Bippin
Server: Asura
Game: FFXI
Posts: 1091
By Asura.Bippin 2022-01-26 16:03:32
Did the new gear provided by Odyssey mitigate the need on jobs to rely on crafted gear? Will depend but my jobs that used SU3/Su5 Weapons before ody still use them now.
SAM RUN MNK COR DRG DRK that is
With that said Ody is a good way to earn gil.
Shiva.Thorny
Server: Shiva
Game: FFXI
Posts: 2910
By Shiva.Thorny 2022-01-26 16:04:44
Odyssey gear is quite strong and you shouldn't need very many crafted items for the 5 main slots on most jobs. However, RMEA haven't really gone anywhere, I think it's hard to suggest you can play effectively at a high level without farming gil. Crafted gear is mostly limited to accessories, though some jobs also have very useful Su5 weapons.
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Asura.Wotasu
Server: Asura
Game: FFXI
Posts: 344
By Asura.Wotasu 2022-01-26 16:18:08
Did the new gear provided by Odyssey mitigate the need on jobs to rely on crafted gear?
Part of the reason I started to drift away from the game was the giant gil hurdle to getting crafted gears on the jobs I played. The crafted gear was almost always the best by a good margin, and it was just a matter of grinding gil to be able to afford it rather than overcoming content.
I don't do any botting or RMT, and while I did farm a lot of gil to make my only REMA (Nirvana), my friends also lost interest because of how much gil was needed to progress further. Since you mention Nirvana, not much from Odyssey gearwise replaces Smns crafted gear, only The Ammo piece sadly. So still need to buy crafted Smn gear c.c
By macsdf1 2022-01-26 21:02:30
Did the new gear provided by Odyssey mitigate the need on jobs to rely on crafted gear?
Part of the reason I started to drift away from the game was the giant gil hurdle to getting crafted gears on the jobs I played. The crafted gear was almost always the best by a good margin, and it was just a matter of grinding gil to be able to afford it rather than overcoming content.
I don't do any botting or RMT, and while I did farm a lot of gil to make my only REMA (Nirvana), my friends also lost interest because of how much gil was needed to progress further.
Just farming your daily segments should get u plenty of gil. And ambu, and omen too.
Asura.Crevox
Server: Asura
Game: FFXI
Posts: 370
By Asura.Crevox 2022-01-26 21:18:09
REMAs are a bit of a different case, and I know that gil farming will pretty much always be needed. When I was playing the game as Summoner/WHM/GEO, almost all my gear was farmed from content like Skirmish, Delve, Omen, Geas Fete, etc, then augmenting it. So, almost all my gear was obtained by defeating tough monsters/content. However, then they introduced the better crafted gear such as Apogee +1, Baayami +1, the job necklaces, Sancus +1, etc, and my progression was suddenly put to a halt in the form of a wall of gil. I always had to get gil to afford extra augmenting materials, some accessories, and more, but now so many pieces of BIS gear were purely gotten through very expensive and rare HQ crafting.
I came back after a while and started playing and gearing BLM. A lot of the top magic burst/nuking gearsets used the sets of crafted equipment. Ea +1 gear goes for around 30 million per piece on Asura, and I believe it was more when I played before the sparks inflation stopped. Even then, I have friends that play DD jobs and a lot of their sets recommend gear pieces that have around that cost or more as well. There's also the job necklaces that also have to be crafted/HQ'd, and I felt like anything I needed to progress wasn't killing content to get drops, it was just farming gil for weeks just to finally to buy one very expensive item at a time.
So, yeah, I was asking to kinda see what the state of gearing was. A lot of the main posts on job guide sets are out of date, so I'd have to dig deeper on each job to learn where they stand, so I thought I'd ask to get a better idea on the Odyssey equipment.
By Guyford 2022-01-26 21:39:39
Just went 1/1 on v20 mboze with mewing strat, SMN BRD COR SAM WHM GEO. Did honor minx3 scherzo, sam and monk rolls for SAM with hastega 2,tp bonus, warcry, EA, and shining ruby. Everyone else got x2 minne, 1-2 ballads, indi barrier, and gallant roll.
SAM just fudoed it down with mew every 30 seconds, completely ignored add and just cured through it. Light shot dia2 and silence were the only debuffs on boss. Bolster geo fury at 50%, smn conduited to get buffs back on when needed and used alexander at 27% when sam 1hred as well.
It only got off 2 tp moves before 25%, one was uproot and quickly sced it off. Got a little lucky with wildcard hitting a 5 so got a 2nd alexander, bolster, and meikyo. Got hit with timber twice but both during alexander so just popped panaceas. It was dead 3 wses after the 2nd alexander wore.
Pretty sure a similar strat would work for bee as well. Will try it next time.
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Asura.Hya
Server: Asura
Game: FFXI
Posts: 321
By Asura.Hya 2022-01-26 21:55:30
Hasn't really been my experience at all. I wonder if different adds have different behavior. It's been more like vagary style hate where last action performed may pull hate for most fights for us (excluding top of the hate list).
So, during my group's Arebati attempts, I popped a Libra on the Raaz(Razz), at ~68%. This was used after a Caper on the RUN(Alamihgo) at ~74%. Emaro was GEO, who had not done any action at all after Caper. Aburaage was COR, and Wfoadamabbppasdpasdoaps was BRD who was using enmity set to attempt to kite the add. Our 6th member(RNG), had died, raised, then hit Shadowbind on the add and immediately took enmity just to die again. The add never attempted to attack the RUN, despite their 100% enmity on the Libra. Enmity going to the person with the last action performed does seem somewhat consistent(among those that have 100%), but also contradictory to Libra since they'll never run to the person that's #1 on the hate list for the main NM.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9990
By Asura.Saevel 2022-01-26 22:50:50
Hasn't really been my experience at all. I wonder if different adds have different behavior. It's been more like vagary style hate where last action performed may pull hate for most fights for us (excluding top of the hate list).
I've been able to ask people to stop acting and spam Pianissimo/Tenuto every 5s and pull the add 30 away and once it's 30 away I can keep it on me. Ultimately though, having the bard nearby for rebuffing etc. has been more useful than having the add far away.
They also don't seem to like people using medicine. I wonder if you could just spam something cheap like Selbina Milk or Antidotes and keep the add on you.
So far we've been able to kinda control the add using voke or having a Ninja present to do stuff on it. I say kinda because we aren't really dedicating someone to just doing this. On Kalunga I had the add on me (was WAR), I eventually pulled hate which caused the add to go towards are other folk and I was able to get it turned back around with Provoke. I stayed on me for about 10~15s before heading back over to our other folks, just to have me voke it again when it came back up and again it stayed on me awhile. Seeing as voke is entirely VE, it's likely that the minor damage it was doing combined with the decay is how it lost hate, well that and me having Dirge.
It definitely has it's own hate table that can be effected by others, and if you ever hit the top of the boss's enmity list the add just forgets you exist.
By SimonSes 2022-01-27 14:29:45
SimonSes said: Honestly I bet most of you will be vexed by what I'm about to say but I find this being extremely cheap and annoying game design.
My problem with this is that they applied it to every single monster.
Having some monsters that are based on Adds and the fact that players will have to adapt their strategies to deal with them is actually really cool, it creates variations etc.
The fact that they lazily applied this change to every single NM in the content is... I dunno, it feels very cheap and very bad to me.
I think it's a little to early to say. Different NMs might have different adds with different mechanics. It's like saying all ambuscades are the same, because they have adds. Adding adds (or more adds) is the common mechanic to increase difficulty in FFXI. Doesn't mean it must be the same strategy for all of the adds in Odyssey tho. For example I'm thinking if maybe Mboze's add could be used as TP battery to reduce TP on Mboze :)
This is not Mboze, but Arebati in the video, but switch WAR to DRK and BRD and COR to use Naegling and we probably have new best strategy for Mboze too :)
YouTube Video Placeholder
Snapweed ofc is a little worse than Raaz, because it will use Stink Bomb which is AoE, but with PLD curing with Majesty and Carol II it shouldnt be big issue at all.
By Heck 2022-01-27 15:22:15
SimonSes said: Honestly I bet most of you will be vexed by what I'm about to say but I find this being extremely cheap and annoying game design.
My problem with this is that they applied it to every single monster.
Having some monsters that are based on Adds and the fact that players will have to adapt their strategies to deal with them is actually really cool, it creates variations etc.
The fact that they lazily applied this change to every single NM in the content is... I dunno, it feels very cheap and very bad to me.
I think it's a little to early to say. Different NMs might have different adds with different mechanics. It's like saying all ambuscades are the same, because they have adds. Adding adds (or more adds) is the common mechanic to increase difficulty in FFXI. Doesn't mean it must be the same strategy for all of the adds in Odyssey tho. For example I'm thinking if maybe Mboze's add could be used as TP battery to reduce TP on Mboze :)
This is not Mboze, but Arebati in the video, but switch WAR to DRK and BRD and COR to use Naegling and we probably have new best strategy for Mboze too :)
YouTube Video Placeholder
Snapweed ofc is a little worse than Raaz, because it will use Stink Bomb which is AoE, but with PLD curing with Majesty and Carol II it shouldnt be big issue at all.
Tried multiple strats for Mboze, including using the add as a TP battery. BLU SMN COR BRD DRK PLD we got tree around 15% before we wiped to Uproot. PLD would tank Mboze, DRK would push it to 75% while BLU and SMN rotate TP reductions. PLD + BLU help heal. When add spawns DRK tanks it behind but on top of tree while BLU and SMN stand behind the add so your far enough from getting hit by Mboze but close enough not to make add run around.DRK COR and BRD savage blade tree while getting TP from add. The AoE paralyze/slow is a real pain in the *** and everyone needs to bring panaceas and remedies. If no attack down/magic acc down auras it's possible to win since the TP feed is controllable with SMN and BLU.
Just won today with DRK BST BLU WHM BRD COR with just DRK doing damage. the BST + BLU rotation is pretty strict so miss timing will likely be a wipe. Had a couple min left when we won and it was def down aura.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-01-27 15:33:47
You see how the JP are not afraid to try unconventional methods for clearing. I am always impressed at their determination to try something different. No tank, no ranged shooting, but WAR/BRD/COR does all of the damage and TP resetting makes Glacial Roar rare. Same as Mboze it seems, I really like this method. WAR and DRK in Sakpata can basically tank most of these bosses on their own, especially if their TP moves are frequently reset.
I read on Aramith's Twitter that the BST in his group would communicate how much TP was reset to determine if they thought Arebati might use a TP move soon. But adding RDM for Slow II, Paralyze II, Addle II, Distract III and Frazzle III, along with a SV Elegy probably means Arebati isn't going to be getting off any TP moves at all. Very very neat strategy I would like to try.
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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:
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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:
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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.
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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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