For the melee 9 boss method what is the split for objectives on the top floor?
Guessing the RDM solo Acuex and the COR solo Elementals, but is everyone else together the knock off the other two or are they split somehow?
My favorite path goes
Everybody to A at the start > A Shard > Ghatjot
To E > Botchi > Aminon > Dhartok
PLD, BRD, DNC to C and get the C Shard on corses; ignore Metal
COR, RDM, GEO to B to get B Shard
Reconvene at B > Leshonn > Skomora
Everybody together to D and pull 3 Fomors in the halls
PLD&COR proc one, DNC procs one, and RDM&BRD proc one
Degei > Trib > Aita > Gartell > 80k Galli
TL;DR: Our group only splits for B and C. We always do A and D as a group.
It's not my favorite method we've ever used but it's very effective and works even if someone doesn't have any pops saved up at the start of the run. Some more context on the method:
- Staying together at the start helps songs and rolls get on everyone. DNC does not need any buffs to self-SC, and RDM+GEO can effectively nuke down the Acuexes while all the buffs are happening.
- The routing works particularly well for song timing. Re-singing during Dhartok eliminates the need to hold before doing the split, and those songs last all the way until Skomora. The only complexity is singing without NiTro at Triboulex to do Soul Voice songs that will hold through both Aita and Gartell.
- Leshonn at the start of the BCD sweep is probably not ideal, as the chance of losing a song that won't be reapplied until Aita is high. We can probably route it better.
- I basically never use Saber Dance. The ability to spot Healing Waltzes is way too valuable, and I generally end each boss fight with a Contradanced one to get a bunch of debuffs off and save the PLD's Stratagems. Remember that unlike Panacea, Healing Waltz works while being knocked back (and as a bonus, it doesn't cost 20k). I can also cast Curing Waltz on people as we head to C or G without having to stop to cast, saving valuable time.
- We use Chocobo Jig both to counteract the Haunt effect and reach max movement speed, and to bridge to Bolter's Roll when it's on cooldown or the party is split. Generally C is just barely enough faster than B to get the Shard that with Jig we can make it back to the group at B just as they're finishing up and grab Bolter's there.
- This is more of a general DNC thing, but remember that Presto and Building Flourish both have a longer duration than cooldown. This is a Big Deal when engaging bosses that most other DD jobs have no obvious analog to. Proper management of TP, FMs, and ability cooldowns allows DNC to apply level 10 Box Step (DEF-23%), Haste Daze, and use 3x ~99999 WSes within the first ~6 seconds of each fight.
- The COR getting an 11 roll while heading toward Aminon is critically important. The difference between being able to fish for an 11 on Tactician's/Miser's and being stuck with 9s is a solid 3-4 minutes of kill speed, and by far the biggest variable in the run's success.
- It's generally worth having someone run ahead in H to check the Naakual square for the Bitzer. It wastes about a minute but is insurance against a 3.5-minute loss.
- When exiting G and H it's really important that everyone is together. Someone getting aggro and then leaving the sector before the rest of the party can lead to unrecoverable scenarios. The BRD and/or RDM should generally try to be the last ones out of the basement.