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The Odyssey - || Strategy and Discussion ||
Asura.Hya
Server: Asura
Game: FFXI
Posts: 314
By Asura.Hya 2022-12-22 14:13:00
weakness forcing dd's to back off could be seriously damaging to finishing on time. Time was so tight for us that we could not afford to have the DDs run out during Lahar. The Matamata pets honestly felt less threatening than in V20. So everyone stays in and does what little DPS they can despite being Weakened. Lahar can be spammed, so running back and forth in and out with Regen from two pets active is going to seriously hamper your damage output during the time period in which it matters most. As WHM, I felt I had no issue healing through Lahar. By the end of the fight, I was basically just spamming Curagas to ensure people did not fall into (more) dangerous HP thresholds.
The problem I have isn't with a healer being able to keep up, it's 3 enemies with aoe basic attacks lining up and oneshotting people. I understand slow/para/Elegy assist with this, but it just seemed like a bad idea to me, it's cool that groups made it through its just hard for me to understand if it was entirely luck based or not especially while weakened. The auto-attacks are not the RNG factor in this fight. Like I said, the Matamata felt less threatening. At no point did they do anything to threaten the party's life, the only serious concern from them is the very real possibility of Debilitating Spout. Like Buukki said, these fights (or at least the way we are attempting them currently) feel very luck-based.
Somebody said earlier to do the fight in 2 phones. It's honestly likely the safest and more consistent strategy. A softening-up run of something like WAR RUN BST SMN BLU SCH could alleviate much of the DPS check hurdle when going with PLD DRK COR GEO BRD WHM. You'd still be rolling the dice on Debilitating Spout, but having Kalunga start with ~40% less HP gives you a ton more time to play it safe with adds in the second run.
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Asura.Jokes
Server: Asura
Game: FFXI
Posts: 182
By Asura.Jokes 2022-12-22 14:14:39
Was doing a Marmokrebs clear for a friend earlier and we got Magiac attack down aura at 75% followed by another magic attack down aura at 40% instead of changing to something else. That should be under 3% chance of happening unless NM’s have a higher chance of particular auras.
Edit: this was followed by another Magic Attack Down aura on the very next run (m.acc at 75 followed by mab at 40. And we had a Gigelorum yesterday with a double attack down aura run, and 2 other runs with a single attack down aura). Seems too coincidental.
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Server: Asura
Game: FFXI
Posts: 596
By Asura.Melliny 2022-12-22 14:23:25
Even if the odds of an aura repeating itself are only 1% that's really not that rare in the grand scheme of things. With the frequency people are going to be spamming these fights repeat auras are bound to happen from time to time.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-22 14:33:19
Somebody said earlier to do the fight in 2 phones. It's honestly likely the safest and more consistent strategy. A softening-up run of something like WAR RUN BST SMN BLU SCH could alleviate much of the DPS check hurdle when going with PLD DRK COR GEO BRD WHM. You'd still be rolling the dice on Debilitating Spout, but having Kalunga start with ~40% less HP gives you a ton more time to play it safe with adds in the second run.
Also, one of the more common issues one-phone fights keep running into is hitting the hate ceiling. You can prolong the inevitable by splitting into 2 phones so you're not going from 100-0% on one boss, effectively cutting your cumulative hate down a good chunk. You can still cap in that shortened fight, but it's a lot less of a chance vs a full fight.
I've been talking about B-team strats for a while now. You still get a decent amount of buffs on a secondary team that I think a lot of people just ignore. Killer Instinct + Corrosive Ooze works on every single boss. Box Steps from Dancer and Heals, can even tank with Fan Dance. If using a RUN in a B-team strat, you can Rayke Unda and cheese Purulent Ooze, then only need to chip down 15~16% from whatever your other DD are. RDM has Dia 3, Haste 2 and all of the debuffs, greatly crippling any boss, and then you can just Bind the add or sleep the boss and time out. Summoner provides a good buff spread as well, and Night Terror should still deal decent damage on every boss. So a good B team doesn't even require GEO BRD COR, leaving those strong support jobs for the main setup, but allows for greater room for error in the A team setup.
I know it's not sexy and you won't get the bragging rights, but you'll get the clear much faster in a 2-phone approach vs 1. I don't think a 3- phone approach where you kill one add on the B/C team is going to be a thing, though. At least not on Atonement 3. The atonement 3 boss adds have the same resistances as the A2 bosses of the same type, and finding 6 people to field 18 jobs for a run just at the chance to clear one of those annoying adds does not seem like a fun idea. On Kalunga, for example, you'd need a C team to chip Kalunga to 74%, force add, then a B team to kill the add on a second run (using Blunt Damage types), then your normal A team for Kalunga. I just don't know if there's enough buffs for the B or C team to make that possible. I would be interested if someone thought that scenario through, cuz it made my head hurt just trying to figure it out (and that's before deciding which of the 6 players would play which job).
One other incentive to doing a 2-run fight is that you get RP for both visits. It's the same thing as entering twice from Rabao, but saves time on the zoning part. For Instance, doing 74% on first run could net like (throwing numbers out of the air) 2700, but the second run you could get like (idk here) 3800 or whatever it is for killing that boss. Which is more than if you lost twice taking the boss down to like 40% each time (I think). Could be wrong here, but the amp/rp thing is exacerbated in repeat fights.
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By Asura.Melliny 2022-12-22 15:40:18
Quote: One other incentive to doing a 2-run fight is that you get RP for both visits. It's the same thing as entering twice from Rabao, but saves time on the zoning part. For Instance, doing 74% on first run could net like (throwing numbers out of the air) 2700, but the second run you could get like (idk here) 3800 or whatever it is for killing that boss. Which is more than if you lost twice taking the boss down to like 40% each time (I think). Could be wrong here, but the amp/rp thing is exacerbated in repeat fights.
I don't think it works that way. If memory serves you can't double dip on moogle amps on the same boss. What I mean is if you're fighting a boss and lets just use even numbers here for this example.... let's say the maximum RP you were allowed to get in the fight for killing the boss was 3000 with amp. Now let's say you went in on the first attempt and chipped it down to 74% health and with your amp that rewarded you with 2500 RP. In this case you only missed out on 500 RP for the fight. Even if you were to go into the same fight a second time and popped your amp, you would still only receive 500 more RP from killing the boss with your second team.
When you fight the same mob with multiple teams, the total amount of RP you're allowed to obtain from all attempts combined is the same as the total amount of RP you would get if you went in and killed with a single attempt. When you zone back to the lobby after a partial kill you leave a certain amount of RP "on the table" so to speak. This remaining RP is the maximum you're allowed to get on subsequent attempts without actually zoning back to rabao and starting a fresh run from scratch.
Someone correct me if I'm wrong here, but from my memories of these fights on vengence 20 this is how moogle amps work when you do the same NM with multiple teams. I actually want to be wrong here because it would be better for us if it worked the way Buukki suggested above, and it's been a long time since I ran the same Nm with multiple attempts so I may be misremembering, but I'm pretty sure it works the way I just described.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-22 15:47:16
Someone correct me if I'm wrong here, but from my memories of these fights on vengence 20 this is how moogle amps work when you do the same NM with multiple teams.
Your memory is 100% incorrect. We fought Gigelorum with a B team and got somewhere around the amount I mentioned above, like 2700. Someone in the group said it didn't make sense to amp the second run (the clear) and we insisted that you CAN amp the same boss in a row and receive large amounts of RP, even by doing minimal damage. We went on to kill Gigelorum and didn't just get the remainder of the RP; we actually got full RP for killing the boss from 74% - 0% (whatever that was calculated at, it was like A LOT). Which ended up being more than if we had killed Gigelorum in one run using one amp. I am sure of this. You can exacerbate the effects of amps in this way by repeating the same boss and amping each time, still dealing at least 5-6% damage each time. It's actually how I got much of my RP from certain bosses when we used to do 3-boss runs
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-22 15:48:38
I am doing Gigelorum back to back atm and getting 9341 on first KI and 2357 on 2nd KI
This is boosted, right?
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Server: Asura
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By Asura.Melliny 2022-12-22 15:55:55
Fair enough. I haven’t done a multi team attempt on one nm in quite a long time. Maybe it used to work that way and got changed, or maybe I’m just getting old. But that’s good to know. If you can amp the same nm with multiple teams then that’s really effecient rp farming.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-22 16:09:12
9341 + 2357 + 2357 = 14,055 RP
for 13500 segs.
Not quite. You start at a loss for segs, because you don't get the cost of the 3 initial phone segs back. You have to build a charge for that 9341 first. It's more something like
1500 (amps) x3 = 4500 segs
dealing 6%, you get ~2200/amp, net ~700 per amp
so 2100 (700x3) free segs on charge run
subtract 9000 for the cost of the initial 3 phones
2100
-9000
------
-6900
So you start at a loss of 6900 Segments before you begin that process. You'd have to do that process like 12 times to catch up to the initial segment loss from the first 3 runs. Then yes, you could gain infinite segs if you keep that bonus going.
Carbuncle.Maletaru
Server: Carbuncle
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Posts: 2521
By Carbuncle.Maletaru 2022-12-22 16:26:23
9341 + 2357 + 2357 = 14,055 RP
for 13500 segs.
Not quite. You start at a loss for segs, because you don't get the cost of the 3 initial phone segs back. You have to build a charge for that 9341 first. It's more something like
1500 (amps) x3 = 4500 segs
dealing 6%, you get ~2200/amp, net ~700 per amp
so 2100 (700x3) free segs on charge run
subtract 9000 for the cost of the initial 3 phones
2100
-9000
------
-6900
So you start at a loss of 6900 Segments before you begin that process. You'd have to do that process like 12 times to catch up to the initial segment loss from the first 3 runs. Then yes, you could gain infinite segs if you keep that bonus going.
Yes, but this assumes you only ever get 5% on an NM. You could clear one of them and get another 1,135 per run, meaning that you start off at less of a "deficit" and also gain more per run.
First clear = 3492 + 2357 + 2357 = 8,206, costs you 13,500, net loss of 5,294.
Amped win is 10,476 + 2357 + 2357 = 15,190, costs you 13,500, net gain of 1,690.
You're at a "profit" after 4 runs.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-22 16:41:08
You're right, I was taking the worst case scenario of a 5% cheese losing every time, because it is the least effort. Clearing the NM rewards much higher so you are correct that you can multiply your segments a lot sooner. Kujah was talking about a win somewhere in the 3 runs, which definitely is a bonus. However, it also assumes you can clear the run every single triple run. If you lose once, the numbers until you're at "profit" fall off a little bit. You'll get there eventually if you can keep it up, and it's quicker than losing 3x.
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By Asura.Geriond 2022-12-22 21:00:40
If you are using DRK as your primary DD for Kalunga, I suggest having them pop Soul Enslavement when it summons the 2nd add, then smack the first add 4 times or so to drain its TP before switching back to Kalunga for the rest of it. Since our group started to do that, the add hasn't gotten any moves off the whole fight.
Asura.Jokes
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Posts: 182
By Asura.Jokes 2022-12-23 01:44:10
So Arebati seems really tough on DPS with RNG COR. Just wondering if anyone has tried to resist the dispel from Glassy Nova with a Magic Evasion setup maybe PLD WAR DNC GEO BRD WHM barblizzara ice carol bolster geo-attunement etc? Might not be resistible but its worth trying
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Asura.Hya
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By Asura.Hya 2022-12-23 01:52:02
So Arebati seems really tough on DPS with RNG COR. Just wondering if anyone has tried to resist the dispel from Glassy Nova with a Magic Evasion setup maybe PLD WAR DNC GEO BRD WHM barblizzara ice carol bolster geo-attunement etc? Might not be resistible but its worth trying Can corroborate the difficulty dealing damage with just RNG and COR. Even with all the buffs (Minuets/Honor, Geo-Fury/Agi, CC Chaos/Sam). Timed out more than once at 40%, I can't imagine these two DDs dealing enough damage to push through double add Regen. Arebati may come down to two Key Items or perhaps could be cleared with the TP denial strategy. Two DDs on any of these T3s has not seemed to be enough to counter the Regen nor clear within the ~12 minutes (after buffs) that you have to fight.
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Shiva.Thorny
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By Shiva.Thorny 2022-12-23 06:09:25
The whole infinite segs deal is pointless for RP farming, you're spending nearly an hour for a gain of 1500 segments. It would take all day to make up for one sheol-c run.
Pretty useful for helping people without wasting segments though, and segment-starved groups could always do a couple t1s on their off jobs before trying their current progression NM if they're running with 1 moglophone setups to avoid any segment bleed.
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By Asura.Toralin 2022-12-23 06:26:46
Also cleared Gig today BRD COR WAR MNK SCH PLD. Caper at 40% and it went fairly smooth anyone try RUN on Gige 3x water runes?
if we get enough DPS early not able to control hate last 10-20% without caper, if we put in SCH then we lose the add controls/dia3/debuffs from rdm, the SCH times we really only got it to 38%
trying with BRD COR WAR MNK RDM PLD
thoughts on ballad3 + schere earring vs dirge on monk?
Once DD get hate capped Invincible wont even make it turn to you for more than 1-2 second
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By Asura.Toralin 2022-12-23 07:17:56
Also cleared Gig today BRD COR WAR MNK SCH PLD. Caper at 40% and it went fairly smooth anyone try RUN on Gige 3x water runes?
if we get enough DPS early not able to control hate last 10-20% without caper, if we put in SCH then we lose the add controls/dia3/debuffs from rdm, the SCH times we really only got it to 38%
trying with BRD COR WAR MNK RDM PLD
thoughts on ballad3 + schere earring vs dirge on monk?
Once DD get hate capped Invincible wont even make it turn to you for more than 1-2 second
We found the MNK needed Dirge + Refresh3 + Schere on full time to not rip hate. Would TP and WS with it on and managed to never pull aggro. We also tried RUN but eventually settled on Aegis PLD as the best tank for the job.
Thats what we ran, even spamming atonement it got to where I could not pull it off the monk, even if he turned his back I fired every ja, sent cure4, as soon as he would hit it, it would turn back to him. Eventually he ate a dispel and our DPS went to ***and we timed out
Asura.Saevel
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Posts: 9910
By Asura.Saevel 2022-12-23 07:58:46
Also cleared Gig today BRD COR WAR MNK SCH PLD. Caper at 40% and it went fairly smooth anyone try RUN on Gige 3x water runes?
if we get enough DPS early not able to control hate last 10-20% without caper, if we put in SCH then we lose the add controls/dia3/debuffs from rdm, the SCH times we really only got it to 38%
trying with BRD COR WAR MNK RDM PLD
thoughts on ballad3 + schere earring vs dirge on monk?
Once DD get hate capped Invincible wont even make it turn to you for more than 1-2 second
We found the MNK needed Dirge + Refresh3 + Schere on full time to not rip hate. Would TP and WS with it on and managed to never pull aggro. We also tried RUN but eventually settled on Aegis PLD as the best tank for the job.
Thats what we ran, even spamming atonement it got to where I could not pull it off the monk, even if he turned his back I fired every ja, sent cure4, as soon as he would hit it, it would turn back to him. Eventually he ate a dispel and our DPS went to ***and we timed out
Strange. For us both adds popped and went on the WAR, never the mnk ,and neither WAR nor MNK pulled aggro at all. Songs were Soul Voiced and the PLD had sirvente too. When it died, the clock had 7 mins left, maybe you are taking too long?
Well makes sense if the WAR was the second on the bosses hate list right when the adds spawned. They make a copy of the bosses hate list at spawn time, with the caveat that anytime the boss looks at someone their value gets reset. It's why the first add is so much easier to handle in a dual team setup.
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By Asura.Toralin 2022-12-23 08:29:17
Also cleared Gig today BRD COR WAR MNK SCH PLD. Caper at 40% and it went fairly smooth anyone try RUN on Gige 3x water runes?
if we get enough DPS early not able to control hate last 10-20% without caper, if we put in SCH then we lose the add controls/dia3/debuffs from rdm, the SCH times we really only got it to 38%
trying with BRD COR WAR MNK RDM PLD
thoughts on ballad3 + schere earring vs dirge on monk?
Once DD get hate capped Invincible wont even make it turn to you for more than 1-2 second
We found the MNK needed Dirge + Refresh3 + Schere on full time to not rip hate. Would TP and WS with it on and managed to never pull aggro. We also tried RUN but eventually settled on Aegis PLD as the best tank for the job.
Thats what we ran, even spamming atonement it got to where I could not pull it off the monk, even if he turned his back I fired every ja, sent cure4, as soon as he would hit it, it would turn back to him. Eventually he ate a dispel and our DPS went to ***and we timed out
Strange. For us both adds popped and went on the WAR, never the mnk ,and neither WAR nor MNK pulled aggro at all. Songs were Soul Voiced and the PLD had sirvente too. When it died, the clock had 7 mins left, maybe you are taking too long? Generally I would say on that pace maybe 1-2 min slower, but then cant seem to hold the hate off the MNK. prob get the 2nd add out around 9min ish mark, everything is going great then about 10-20% hate becomes major issue, once the dispel gets off on the war and/or mnk the chance to overpower the regen really becomes impossible
Carbuncle.Maletaru
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By Carbuncle.Maletaru 2022-12-23 08:33:18
The whole infinite segs deal is pointless for RP farming, you're spending nearly an hour for a gain of 1500 segments. It would take all day to make up for one sheol-c run.
Pretty useful for helping people without wasting segments though, and segment-starved groups could always do a couple t1s on their off jobs before trying their current progression NM if they're running with 1 moglophone setups to avoid any segment bleed.
The other benefit is for people who are short on segments and looking to progress. Sure, it's nowhere near as efficient as actual seg farming, but you only get one moglophone per day, so you can't gain any more segments than whatever you get in your seg farm run, at least up until now with this cheese. It unlocks infinite segments as long as you don't mind wasting your time.
Most of the hour is also just standing around waiting for timers to tick down too, so you could do this while playing on another character, watching Netflix, preparing dinner, or whatever.
It's not for me, but I think there are scenarios where people would want to take advantage of this.
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By Asura.Iamaman 2022-12-23 10:55:08
Thats what we ran, even spamming atonement it got to where I could not pull it off the monk, even if he turned his back I fired every ja, sent cure4, as soon as he would hit it, it would turn back to him. Eventually he ate a dispel and our DPS went to ***and we timed out
Once you cap hate there is nothing that can really be done w/o a SCH in the party to Caper hate off. Using Schere w/ Refresh helps but by the last few percents, you hit the cap and I don't think the MNK has a high enough MP pool to make a massive difference. The tank can throw whatever they want at it at this point and it won't do anything.
IMO this is why doing 2 KIs against him makes so much more sense. You run into this issue with other bosses but it isn't as dangerous since they don't dispel, once the MNK gets dispelled by Giga, it's most likely over. We consistently had problems with him bouncing hate below 10% and dispelling the DDs, we got as low as 4% (someone else 1%) and lost because of this. Once you stop dealing buffed damage, the regen is impossible to overcome.
Doing 2 KIs basically guarantees you start at 75% (or lower) and buy yourself a little bit of time, but more importantly makes hate easier to manage. It still gets spicy below 20% but it can be managed. You are still rolling the dice that you don't get attack down and he doesn't go into a dispel frenzy though. The run we won with, he was hitting HP down every few seconds instead of dispels, but I've had others where he dispelled every few seconds instead and it is a lot harder on the party. It's hard enough to account for him doing it every 4 or 5 TP moves, but when it's one after another after another, it gets rough.
I did put together a water resist set to see if it would help resist his dispels, but never got to try it tanking. We tried one run with a WHM and barwatera, it seemed to help, but it could just be coincidence. I def got hit with it and resisted the dispel, though, even on MNK at least once.
Another thing to consider is that letting the adds bounce around is feasible but they enstun and slow, if both adds are hitting DDs then it slows down DPS a fair bit even with a lot of meva.
Asura.Saevel
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By Asura.Saevel 2022-12-23 11:25:42
Thats what we ran, even spamming atonement it got to where I could not pull it off the monk, even if he turned his back I fired every ja, sent cure4, as soon as he would hit it, it would turn back to him. Eventually he ate a dispel and our DPS went to ***and we timed out
Once you cap hate there is nothing that can really be done w/o a SCH in the party to Caper hate off. Using Schere w/ Refresh helps but by the last few percents, you hit the cap and I don't think the MNK has a high enough MP pool to make a massive difference. The tank can throw whatever they want at it at this point and it won't do anything.
IMO this is why doing 2 KIs against him makes so much more sense. You run into this issue with other bosses but it isn't as dangerous since they don't dispel, once the MNK gets dispelled by Giga, it's most likely over. We consistently had problems with him bouncing hate below 10% and dispelling the DDs, we got as low as 4% (someone else 1%) and lost because of this. Once you stop dealing buffed damage, the regen is impossible to overcome.
Doing 2 KIs basically guarantees you start at 75% (or lower) and buy yourself a little bit of time, but more importantly makes hate easier to manage. It still gets spicy below 20% but it can be managed. You are still rolling the dice that you don't get attack down and he doesn't go into a dispel frenzy though. The run we won with, he was hitting HP down every few seconds instead of dispels, but I've had others where he dispelled every few seconds instead and it is a lot harder on the party. It's hard enough to account for him doing it every 4 or 5 TP moves, but when it's one after another after another, it gets rough.
I did put together a water resist set to see if it would help resist his dispels, but never got to try it tanking. We tried one run with a WHM and barwatera, it seemed to help, but it could just be coincidence. I def got hit with it and resisted the dispel, though, even on MNK at least once.
Another thing to consider is that letting the adds bounce around is feasible but they enstun and slow, if both adds are hitting DDs then it slows down DPS a fair bit even with a lot of meva.
On this note we found out some interesting things and would like to know if others have some missing info.
We know that the adds spawn with a copy of the bosses hate table, then just zero someone out if they ever become #1 to the boss. When we went in the second time, the add had no hate on anything and our bard was able to easily pull it away and kite it indefinitely. The DD's / healer just ends up with one add to deal with later on.
Our question is, does the add spawn the moment the boss becomes "active" or does someone need to do an action on the boss first? Our idea is, can someone "aggro" the boss, have the add spawn, then have someone else "pull" the boss away and the aggro person super tanks the add? If nobody did anything to the boss or add, then the hate table should be empty and it'll just be on whomever it first aggroed.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2022-12-23 13:29:09
You do, but it's unlikely you would have kept up the moglophone rp train going from the start, so I didn't bother mentioning it.
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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