MNK/RUN In Delve? |
||
MNK/RUN in Delve?
Hello, I've noticed quite a few of the Japanese players are subbing Runefencer on MNK in delve atm, has anyone tried this extensively, was just looking for some feedback on the pros and cons, and where this combo would excell, thankyou.
Its used for taking down the Delve Bosses shields.
Shark you can use 2 MNK/RUNs with Thunder to take down his shield. (can't stun him with shield up) Tojil's shield can be taken down with elemental damage as well but its much less documented. Wind > Fire > ???Thunder > Water
Necro Bump Detected!
[53 days between previous and next post]
I dont know the specifics because I was on BRD at the time but when we did Tojil, we had 2 mnk/run w/ thunder melt away Kurma. Was super effective.
Asura.Melbufrauma
Offline
/RUN is only recommended for Dakuwaqa. Tojil and Muyingwa MNKs should be /WAR.
I clear in about the same time with mnk/run vs mnk/war on tojil, I actually prefer having the aura off since it gives us a little room if for some reason our stunner lagged. It's also different and makes it slightly more entertaining!
Leviathan.Comeatmebro
Offline
shouldn't really die to lahar unless your dd are tarus, and losing sv to [dispel move] is probably worse than 30-45 seconds of weakness hurting dps
not that it really matters, both work I'm often rolling with mediocre people in pickup runs who may know how to gear for DPS but many will completely lack proper DT/weak sets, and dualboxed healers who won't react quickly enough. Just adds a little more room for error.
Offline
Posts: 1012
Phoenix.Dramatica said: » I clear in about the same time with mnk/run vs mnk/war on tojil, I actually prefer having the aura off since it gives us a little room if for some reason our stunner lagged. It's also different and makes it slightly more entertaining! Meh... my LS tried RUN sub vs Tojil once and we didnt like it. Tojil seems to be highly resistant to Rune-Damage cuz we were doing around 5ish Damage per hit iirc which even with 4-6 MNKs wasnt enough to break Aura lol. We literally broke Aura once at the start due to hundred fists and then Tojil's HP was dropping too fast for us to drop Aura again lol. Normally get 35~ on Daku but its looking like you will need to have the GEO(s) Nuke if you want Aura to drop, 5ish Damage per hit isnt gonna cut it. Run sub is pretty nice for Elemental resist tho. I do like the idea of throwing up Water Runes + Vallation + Pflug so that I can fight through Tojil's spikes care free lol
Necro Bump Detected!
[225 days between previous and next post]
I tried /war and /run, and it's really easy to break aura if 2 mnks toss lunge (with the correct element)
With /war, you're suppose to do more dps, but you have attack down aura the whole fight. With /run, you're suppose to do less dps, but you can break the aura really easily. Which makes you safe from lahar for the first 50%, and you havent any attack down status. So this make your dps equivalent to /war, but with a safer fight. (Nb : spells and moves used by tojil do less damage to /run than /war) Both works well. We have a necrophiliac here.
Valefor.Sehachan said: » We have a necrophiliac here. Yes, but why out yourself in this forum? (yeah I get the joke 6/10) i usually bring a rune fencer on 12~18 man runs or come rune myself. most dd jobs can just use /run on lowman runs for w/e zone and works out fine w/ auras
I don't always post...but when I do it's a thread months old, and still some how fool other people into contributing to it?
*bump*
Necro Bump Detected!
[2244 days between previous and next post]
just finished well over 3m beads in 1 day with mnk/war and geo/rdm granted it was during campaign but still. This was a mix of all 6 zones and nothing even bothered me so I would say /run is completely unnecessary.
amg necro sorry |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|