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Reisenjima T4s
By Afania 2016-06-10 14:49:58
https://m.youtube.com/watch?v=eAfJ8Nki4Rc
He did checkparam at 0:50, I see accuracy that's much higher than 1800 before counting debuffs.
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By Sylph.Jeanpaul 2016-06-10 14:49:58
If a melee can get to about 1500 accuracy from just traits, gear, and vorseals, they're reasonably close. Figure in you'd probably need:
- Idris Precision/Torpor (+200)
- Honor March/Double Madrigals (+133)
- Sublime Sushi +1 (+111 after DEX bonus)
So that puts ya just under 1950. The real issue becomes when you start relying on buffs or debuffs that you can't consistently maintain or full-time (ex: Hunter's Roll getting dispelled). You'd probably end up with some minimum setup consisting of 2 amazingly geared melees, 2 GEOs (Torpor, Precision, Vex, Frailty), BRD with Marsyas, maybe a COR and/or RDM, a tank, and healer or two.
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Sylph.Braden
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By Sylph.Braden 2016-06-10 15:32:30
Distract III caps at 90 although with Saboteur and Leth. Gantherots +1 you can push this up to 201. Regardless, Saevel's math is still way off.
Saboteur doesn't affect the dMND bonus, so it's 179 max without Enfeebling effect+ from gear.
563 skill and capped dMND with Lethargy Sayon +1 and Sucello's Cape is -100 Evasion without Saboteur, which is I'd like to think any Master RDM should be able to reach easily.
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By Leviathan.Comeatmebro 2016-06-10 15:36:33
Worth pointing out that in the video comments, he says his accuracy was 88%. That means that it's ~2056 acc to cap on Neak if they had 100 from debuffs(torpor seems a safe bet, and they said they had an idris). I don't know how much accuracy T4 need because I haven't tested it, but I would think if you need 2056 acc to cap on T3 then T4 would need a few hundred past that.
Fenrir.Snaps
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By Fenrir.Snaps 2016-06-10 15:45:52
Distract III caps at 90 although with Saboteur and Leth. Gantherots +1 you can push this up to 201. Regardless, Saevel's math is still way off.
Saboteur doesn't affect the dMND bonus, so it's 179 max without Enfeebling effect+ from gear.
563 skill and capped dMND with Lethargy Sayon +1 and Sucello's Cape is -100 Evasion without Saboteur, which is I'd like to think any Master RDM should be able to reach easily.
Ah, I see. I haven't paid that much attention to RDM, thanks for the info. Do you know of Saboteur affects the gear enhancements as well?
Sylph.Braden
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By Sylph.Braden 2016-06-10 16:02:26
Gear enhancements come after dMND is added. Here's a quick formula from my phone:
Final = [( [BasePotency * Saboteur] + dMND ) * EnfeebleBonus]
BasePotency = [ (Skill - 190) * 4/21 ], caps at 610 skill (80 base)
Saboteur: 2 normally, 2.12 with Empy 119 gloves
dMND: 0 to 10, min at 0 dMND and max at 50
EnfeebleBonus can reach 1.30 if you throw in Hurkan booties but they're pretty weak outside the bonus, so 1.24 for most sets.
I had to figure this out on my own 'cause the RDM forums here only seem to care about building melee sets. Absolute max for Distract III should be 232, but I don't think you can reach the Enfeebling cap with three slots on enhancements so who knows.
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By Asura.Ladyofhonor 2016-06-11 07:40:46
Leviathan.Comeatmebro said: »Worth pointing out that in the video comments, he says his accuracy was 88%. That means that it's ~2056 acc to cap on Neak if they had 100 from debuffs(torpor seems a safe bet, and they said they had an idris). I don't know how much accuracy T4 need because I haven't tested it, but I would think if you need 2056 acc to cap on T3 then T4 would need a few hundred past that.
Distract not being up full time alone could change this up. In fact if you look at the video at the start he whiffs a ton. So before distract landed his hit rate was crap, then he was probably capped once Sabo-Distract III was on.
By Rife 2016-06-24 03:26:44
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By Asura.Foreverj 2016-06-24 12:18:19
Wow that's really really complicated.
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Necro Bump Detected!
[73 days between previous and next post]
Quetzalcoatl.Trulusia
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By Quetzalcoatl.Trulusia 2016-09-05 20:06:05
So we decided to go the ranger(puppet) route on Erinys tonight. Turns out he takes zero damage from absolutely everything while that aura is up.
A person in our LS said that there is a note about it on a JP blog that says something about taking 100k damage(from the aura I think) or something about a WS can take down the aura, we failed to test either of those things. Looks like the damage taken though only counts the damage before DT is applied.
Anyone know anything about this?
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Fenrir.Snaps
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By Fenrir.Snaps 2016-09-26 19:05:12
Kind of a necrobump, but I was able to observe Larceny being used on Teles yesterday. It does remove the SP and the aura. I think if any groups plan on doing Teles melee (at this point it seems to be the best strategy), then I would highly recommend at least one THF, but probably more. Being able to instantly remove Invincible will shorten the fight and seems essential.
By Verda 2016-09-26 19:06:59
I larceny'd its soul voice but it still charmed :( I'm glad it works for invincible.
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Fenrir.Snaps
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By Fenrir.Snaps 2016-09-26 19:10:46
Well, it removed the aura (Manafont). I guess it must be different for Soul Voice since that TP move is not a song. You might require the red proc in that case.
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By Asura.Ladyofhonor 2016-09-26 19:31:12
Kind of a necrobump, but I was able to observe Larceny being used on Teles yesterday. It does remove the SP and the aura. I think if any groups plan on doing Teles melee (at this point it seems to be the best strategy), then I would highly recommend at least one THF, but probably more. Being able to instantly remove Invincible will shorten the fight and seems essential.
My time has come.
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By Odin.Llewelyn 2016-09-26 20:41:01
Larceny on Kouryu Invincible and various WoC 1 hours is helpful too. I'm curious if you were fast enough and stole WoC Invincible post-bracelets if it would prevent the following Benediction.
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By Sylph.Jeanpaul 2016-09-26 21:28:33
Larceny on Kouryu Invincible and various WoC 1 hours is helpful too. I'm curious if you were fast enough and stole WoC Invincible post-bracelets if it would prevent the following Benediction. In my experience, it hasn't stopped WoC, but I suppose it made it easier to get a follow-up !! proc.
Sylph.Oraen
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By Sylph.Oraen 2016-10-03 22:11:50
How viable are other elements aside from thunder on Schah's adds? Kill speed would improve monumentally with a distortion > leaden rather than simply fragmentation on its own.
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By Odin.Llewelyn 2016-10-03 22:16:15
Fire does well. Haven't actually tried any elements other than those 2. We use Fire on Firesday and Earthsday and Thunder every other day. At least with Fire, though, you can still 3-step with Stone > Fire > Thunder. Rougher on the strategems, but through Super Revitalizers and Tabula Rasas, you should be able to manage. 3-stepping SCs shouldn't be necessary with good BLMs, though. At least in our group, adds tend to die in 1 volley as long as Gajas and Rathas are being hit with Rayke or Gambit.
Sylph.Oraen
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By Sylph.Oraen 2016-10-03 22:22:50
Definitely a good idea for some of the beefier adds, thanks. I do wonder how well ice or water would do on him. I'm basically just looking for any way to make DP more influential in the fight outside of helping with Schah himself.
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By Asura.Pergatory 2016-10-05 10:21:12
I'll toss in the idea of using SMN to extend the skillchain, as they can extend Fragmentation to Light (Flaming Crush) and Fusion to Light (Volt Strike or Predator Claws) without needing TP or anything.
Similar for Dark. Distortion to Dark (Mountain Buster or Eclipse Bite) or Gravitation to Dark (Rush or Spinning Dive).
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By Asura.Avallon 2016-10-05 10:46:10
I'll toss in the idea of using SMN to extend the skillchain, as they can extend Fragmentation to Light (Flaming Crush) and Fusion to Light (Volt Strike or Predator Claws) without needing TP or anything.
Similar for Dark. Distortion to Dark (Mountain Buster or Eclipse Bite) or Gravitation to Dark (Rush or Spinning Dive).
You can close Crush for Radiance in a multi-step skillchain also. It's a thing of pure magic and beauty.
:)
By Verda 2016-10-05 10:53:32
I've also found SMN to be very useful for Schah's adds. Merit BPs high base damage and ability to conduit up to two of the heavier adds makes for a pretty smooth experience imo. During Schah's phase, you can keep blm haste II, and dream shroud (up to 13 mab). Then magic burst impact or night terror where people would usually comet. You can also keep conflag strikes INT down on which stacks with impact, and put shiva's or leviathan's favor up. In my opinion it has made the fights a lot easier.
For Teles, one SMN rotating Earthen Armor, Haste II and Dreamshroud over multiple parties also prevents wipes to the back line during hate resets and helps speed things up. During the last 5-8% too, a SMN can conduit night terror even during the mute aura, making it a lot easier to finish Teles off which is the most difficult phase of the fight. During mute aura as well, SMN can do night terror's, and pavor nocturnus to dispel. You can also spam Atamos for guaranteed dispels and apogee pavor to get three guaranteed dispels in a row. Imo SMN can aid this fight a lot as well.
For Vini and Zerde, a SMN conduiting meteor strike can help speed up the fights a lot, though I'm usually on stun duty for those so rather than personal experience I'm taking this from testimony of other SMN. I've also heard of SMN being considered very useful for the sandworm. Since most this thread doesn't mention this (though the blue gartr one does mention several of these things), I figured I'd offer this info up here as well.
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By Asura.Avallon 2016-10-05 10:56:11
Lots of good info there. The only thing we wouldn't mess around with regarding Teles is the last 10% when she spams one hours. We generally do a fully buffed burst sequence to one-shot her in order to avoid all that nonsense.
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By Asura.Pergatory 2016-10-05 16:50:18
For Vini and Zerde, a SMN conduiting meteor strike can help speed up the fights a lot I can definitely confirm this one on Zerde in particular. My group was struggling with stun resists getting us all killed while doing the usual manaburn method, and eventually I convinced them to let me try Conduit with Ifrit.
I popped Astral Flow & Apogee right away and double-MB'd the first skillchain with Conflag Strike followed by Meteor Strike, then went straight into Conduit for Meteor Strike spam. He snuck a Just Desserts through again so Ifrit and I both got stunned briefly in the middle of Conduit, but I still killed it before Conduit wore off. Literally a ~40 second fight with Ifrit doing about 70% of the damage.
I've done SMN on sandworm too, but mainly just on Mewing duty to wipe its TP before wind & dark skillchains so the BLMs don't heal it. I've heard it can do great physical damage in a melee burn sandworm setup as well, but I'm always stuck on RUN for those because "there's no way your SMN beats my THF". (Which is the same thing BLMs said about my SMN before they let me try it on Zerde.)
Asura.Frod
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By Asura.Frod 2016-10-05 17:39:16
For Vini and Zerde, a SMN conduiting meteor strike can help speed up the fights a lot I can definitely confirm this one on Zerde in particular. My group was struggling with stun resists getting us all killed while doing the usual manaburn method, and eventually I convinced them to let me try Conduit with Ifrit.
I popped Astral Flow & Apogee right away and double-MB'd the first skillchain with Conflag Strike followed by Meteor Strike, then went straight into Conduit for Meteor Strike spam. He snuck a Just Desserts through again so Ifrit and I both got stunned briefly in the middle of Conduit, but I still killed it before Conduit wore off. Literally a ~40 second fight with Ifrit doing about 70% of the damage.
I've done SMN on sandworm too, but mainly just on Mewing duty to wipe its TP before wind & dark skillchains so the BLMs don't heal it. I've heard it can do great physical damage in a melee burn sandworm setup as well, but I'm always stuck on RUN for those because "there's no way your SMN beats my THF". (Which is the same thing BLMs said about my SMN before they let me try it on Zerde.)
For Zerde i've popped conduit immediately after white !! proc. it takes my meteor strike damage from 30k unbursted to 60k unbursted and capped when bursted. I parsed 50% in a party of twelve, doing just over 1m damage. In a run where we (for some dumb reason) swapped to thunder after proccing white i still parsed 25% with unbursted meteor strike damage, <1% shy of the head blm.
For Oncy SMN can really really push the first 50% with ease due to af/ac. in BST/SMN burn focusing on physical i still parsed 50% of the mob's health against 3 other bsts largely due to conduit. Kill time was in the range of 15 minutes with most of that sub 50% and waiting on mode change. I had major resist issues trying magic during that phase after 50% though with a 900 geo swapping bubbles, it was just easier to wait out gimmick shift.
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By Asura.Pergatory 2016-10-05 18:36:41
I had major resist issues trying magic during that phase after 50% though with a 900 geo swapping bubbles, it was just easier to wait out gimmick shift. My experience was similar, it's just not worth it even when a SMN is in the group. Best to pick phys or magic and stick with it.
Most of the time, by the time we got bubbles situated, half the window was gone and then once he changed back to his original mode, now it's not just the SMN waiting for bubbles, but the whole group that's waiting. The key is being able to quickly resume damage once he gets into your preferred mode because it might only last 1 cast.
Also I haven't seen this mentioned but as good of an idea as it seems like, don't use Silence or Addle. Silence just means you won't see his window change (it still changes), and Addle in our experience shifts his casting so it's out of sync with his mode changes. So he'd shift modes between spells instead of at the time he begins casting one.
By Verda 2016-10-05 19:17:46
For the sandworm I know papesse will use night terror and malaise only for the magic phase if you're going physical route, seems he has very good success with it I doubt any other pact except perhaps netherblast would do much damage though and netherblast does less than night terror so (as I recall a post he made in another thread, they used blue savage blade spam and would do malaise night terror during magic phase). Also, really glad you're all posting on your smn experiences too :)
Lots of good info there. The only thing we wouldn't mess around with regarding Teles is the last 10% when she spams one hours. We generally do a fully buffed burst sequence to one-shot her in order to avoid all that nonsense. It may be we just don't have any DP cor so don't use that, but we tend to do kaustra and noctohelix II when it gets in the 16% range, then do as many chains as fast along with conduit. It's one of our highest win rate nms, so seems to work for us, just killing the last 10% would be objectively easier though but if we space more than 3 death in a burst it seems to do more harm than good to dps.
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By Asura.Reidden 2016-10-30 14:04:13
Bumps, these strats work.
Fenrir.Ramzus
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By Fenrir.Ramzus 2016-10-30 15:29:07
For anyone curious in trying melee strats, they are the definitive way of doing Kirin/Teles/WoC.
I believe 1150 base acc before food/vorseals/buffs is enough to cap accuracy on WoC and Kirin (Bolster Torp/Precision, SV Honor/Mad/Mad) and you need a little bit more for Teles.
For WoC I like to use:
BLU BLU BLU BLU GEO WHM
PLD GEO GEO RDM
RDM can ES sabo Distract III during bracelets and help baby sit the PLD, as can the GEOs in that PT. Buffs are Bolster Precision/Attunement (melee pt), and Bolster Torp/Frail/Vex/Wilt. I think he does maybe 400 dmg total per person in the course of the fight. We also use 2 outside CORs for Sam/Rogue/Fight/Miser, and an outside BRD for Honor March/V March/Mad/Mad/Scherzo.
We buff in front of the Temporary Item NPC so our CORs can spam buy Super Revitalizers to guarantee 11s on all rolls via Snake Eye spam.
We've managed to kill WoC in 2min 45sec via this method without losing yet, the increase in kill speed really reduces the variability in winning since it has a smaller chance of using Benediction/Charm. You can also replace a BLU for a THF to Larceny PD or Invincible if it uses it.
We use the same strategy for Kirin/Kouryu, except replace a BLU with a RUN for Odyllic Subterfuge/One For All just to completely cripple it. A THF might also be handy if it gets off PD/Invinc. I think we've killed it in just over 1 minute flat via this method.
Again, same strategy for Teles except we used 3-4x THF and made the RDM change to SCH for Embrava/Regen 5 on both pts in case of dia aura. We did a Larceny rotation and took off Silence/Dia aura this way. Our fastest kill speed is just over 2 minutes, it got 2 SPs total off because it was dying too fast and would get locked in its SPs for the full minute. WHM should also use Baraero to reduce Clarasch Call damage.
I should mention that if you don't have Idris accuracy buffs you may want to consider using more accuracy or replacing Fighter's Roll for Hunter's Roll. We also use Allies' Roll in place of Rogue's Roll for Teles.
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By Leviathan.Comeatmebro 2016-10-30 16:49:29
I'd say the definitive method for kirin is whatever jobs you're already on or can easily assemble, I've done it in ~90 seconds pop to dead with mages as well. Only take 3 or 4 SCs, depending on how far below 50% he is when he gets a chance to transform.
Would agree melee are much better than mages for WoC and Teles.
Didn't see a thread up here and the info on BG is all over the place so I figured I'd make a thread to summarize the NM kill strats so far for people who want to try it for themselves. Everyone is welcome to add info themselves and I'll update the OP
Albumen
Ashweed x3 + Void Grass x3 + Vermihumus + Coalition Humus
Notes:
-4x Adds spawn with the main NM
-4 More spawn at 28:00, and 4 more spawn at 26:00 for a total of 12x adds (doesn't spawn any more, may respawn if you kill them, unconfirmed)
-Adds won't hesitate to SP shortly after spawn (about 10 seconds after.) Possibly 2hs are Chainspell, Mijin Gakure, Benediction (I haven't seen a 4th one? It might be the DNC one?)
-Main NM has access to standard Korrigan moves (including Fatal Scream, Petalback Spin etc.)
-Petalback Spin causes hate reset
-Stunnable by GEO/BLM with just focus or languor.
-Main NM can do Hundred Fists (often does Terror->Hundred Fists)
-Main NM has a 5-15 second long enpetrify effect that lands semi-frequently.
Strategies
Source: Ramzus/Lyramion
The only strategies recorded thusfar have been by Lyramion/myself. I don't know the exact details of his but the underlying concept is the same so I'll just add whatever I know, he's welcome to add in points himself after he wants.
Setup: BRD/BLM GEO/BLM PLD WHM | BLM/SCH BLM/SCH BLM/SCH BLM/SCH GEO/WHM COR/WHM | SCH SCH
Buffs:
Languor, Malaise, Focus, Haste, Entrust Acumen
Tactician's Roll, Wizard's Roll, Voidstorm (II)
Part 1: Adds Spawning
BRD pops JAs before spawning it (NT, Marcato, Elemental Seal). Horde Lullaby 2 on spawn immediately before they allahu akbar you. From here on, it's basically just afk until more adds spawn. The BRD needs to pop super revit as soon as possible, and then reuse JAs at ~28:30 remaining in the fight to resleep the 4 new adds that will spawn. After that, afk again until 26:00, once all 12 have spawned, someone can wake up all the adds to wipe your ally as fast as possible.
Part 2: NM Fight
Wait for everyone to recover and for BRDs JA timers to come back up, we rotated the SCH into the BLM pt for voidstorm 2 and then moved them back out.
BRD opened with NT/Marcato/Ele Seal and pulled with Horde Lullaby II (make sure your BRD memorizes how long their Lullaby lasts with NT+Marcato and NT+Marcato+CC) then we moved the Mandragora away from all the babies and started Gravitations alternating Death in pairs. The GEO in the tank PT popped BoG Languor for now.
As soon as possible, The COR should go into the PT with the BRD and RD'd + Super Revit RD'd again to get Marc/Ele Seal/NT back up, as well as got the GEO's BoG back for another Languor. Then at some point, The tank PT GEO did bolster malaise+languor and one of the SCHs tabula rasa'd and we just Death SC'd continuously. The BRD made sure to keep track of her Lullaby timer and told me when it had <30 sec remaining, then I ele seal Breakga'd then the BRD reapplied Lullaby with NT/CC/SV/Ele Seal for an additional 6.5min for a total of 12min. At some point the COR WC'd the BRD+1st bolster to see if they'd get it back (just in case for some reason it takes more than 12 min of fighting to kill). If bolster didn't recover then our GEOs swapped PTs and continued. The GEO/BLM can stun Petalback Spin 100% of the time with just Languor or just Focus, we only got hate reset 1 time because it did it mid-cast so it got through.
Erinys
Voidsnapper x3 + Ashweed x3 + Mistmelt + Scroll of Tornado
Use THF, THF, THF, THF and THF. Every other DD is an absolute waste of time. Rudra's does 20k+ easily with either SA or TA and way shorter timers.
Buffs: Chaos, Miser, Tactician, Samurai, Frailty, Fury, Wilt, DEX/Barrier
Setup: PLD/BLU WHM, SMN, GEO (WHM was dualboxed by PLD so no /smn)
GEO THF/SAM THF/SAM THF/SAM COR/SMN /SMN
I dualbox'd GEO and did wilt/frailty in the tank pt, and DEX/Fury in the melee pt. The bubbles never wore for the most part (i did switch frailties between pt a few times and changed DEX to Barrier in tank pt) but you should never have an issue with it wearing off.
We also had all 6 members of the THF pt to get both lucid wings1/2 and we timed using them around when all THFs offloaded tp, in reality I should have saved them for when I did bolster but that's just for something to consider in the future.
We had 2 COR/SMN and a SMN rotating lullaby with SMN->COR1->SMN->COR2->SMN etc as soon as timers were up after the initial spacing out of lullabies to get a good cycle going. We opted from using BSTs to kill adds and just mewing lullabied all of them, not a single TP move went off the entire 23min fight.
I should mention that all THF were basically geared from their other jobs without actually dedicated gear (they all geared it from their BLUs/NINs etc) and they all had 0 JP. So if we were to use 3x Aeonic THF with 2100 JP we could probably get the fight down to sub 15 minutes no problem.
Onychophora
Void Crystal x3 + Void Grass x3 + Titanite x10 + Worm Mulch
Notes:
-Absorbs damage during TP moves
-Does relatively little damage, as do adds.
-Luopans soak Gorge/Disgorge damage making it a non-issue.
-Has unique TP move called Psychosis Gorge(sp?) that is an unerasable/sacrificable impact type stat reduction.
-Absorbs magic damage after casting Fire type spells below 50%, switches to absorb Physical Damage when it starts casting Earth spells
-Spawns adds after first SC, will retaliate with Doomvoid if you repeat the same SC, need to cycle some elements (not sure total amount)
-Increasing SC level causes more adds to spawn, can cycle t1 SCs.
-Main NM and babies can all Dustvoid to fully strip tank equipment, need some sort of method of immediately getting it back on so you don't die (our PLD make an equipset and macro'd it and mashed it when it did dustvoid.)
Strategy:
Source: Lyramion, Ramzus
PT1: PLD WHM SCH GEO
PT2: SCH BLM BLM BLM GEO COR
Buffs: Wizard's Roll, Tactician's Roll, Languor, Malaise, Focus, Acumen
I followed Lyra's suggestion of doing Wind->Ice->Fire->Dark->Thunder-> but I'm not sure how much it matters? If possible, Wind->Ice->Dark would probably work the best as those produced the highest damage nukes. I had BLMs self storm on every single SC so I wouldn't have to deal with it. On the wind SC I had the other SCH SC, no one except me MB'd so I could get some super powered Helix off. Without Bolster/Temp I was landing 13k Helix, with Bolster+Soldier the highest I saw was 30k.
There is very relatively little damage dealt by the NM this entire fight, GEOs should theoretically be able to full time BoG bubbles until they wear off naturally, unless they have enough regen (not sure if it's even possible to fully negate?)
During the more important SCs (Wind/Dark) we'd spam dia on the NM to force it to use a TP move before going, just to guarantee not healing it since 3x Death was doing >200k damage total. The TP feed is incredibly slow on this NM so this is a guaranteed method of being able to avoid TP dmg absorption 100% of the time if you SC immediately after it goes.
However, below 50% when it starts absorbing damage based on whether it's casting fire/earth, it starts to do multiple TP moves in a row instead of just one, so do be careful of that. We opt'd out of using silence after the first 3 landed, since it appeared to use spells almost guaranteed after silence wore which disrupted the flow of the battle. I'm not 100% certain, but I think it casts spells every 30 seconds and whether it decides to use Fire or Earth is random? It does use the same element spell multiple times in a row, though. I didn't observe enough to see whether it occurs in phases or not.
Schah
Voidsnapper x3 + Gravewood Log x3 + Leisure Table + Trump Card Case
The hardest fight in the game. Tumult Curator might be close, but he doesn't really give anything special. Anyone who wants an aeonic weapon eventually has to face this guy, who is on another level from all of the other NMs required. Even the best geared and most coordinated groups WILL lose to this guy, multiple times, before winning once.
Everything about this is a nightmare. Schah spawns a grand total of 14 adds; 7 Bhata (pawn), 2 Ashva (knight), 2 Gaja (bishop), 2 Ratha (rook), and 1 Mantri (queen). If any Bhata lives for too long (2-3 mins), it "promotes" into another Mantri. Ashva can use Banneret Charge (sets HP to 1) from 100%, which is basically an instant loss if it hits the PLD. Gaja can use Besieger's Bane (20' Terror+Zombie+Bio) from 100%, which is, again, instant loss if it hits the PLD and WHM. Every single caturae possesses knockback TP moves, and they can go into the trees and knock the PLD out of the corner. Hate is nigh impossible to hold; they WILL eventually split off from the PLD and attack others.
There are some good sides, and some key points. Bhata has less health than the other adds, and will almost always die in one SC+MB volley. Ratha does nothing special, so it can be left alone until the two Ashva/Gaja are dealt with. Mantri has FAR more health and defenses than the other adds (letting a second Mantri spawn is basically game over), but she can't use Enthrall (charmga) until 50%. Finally, don't even think of keeping the adds alive; Schah himself takes virtually no damage until they're all dead.
With all adds dead, it becomes a race against the clock. Only Death does any reasonable damage against Schah, so as many of those need to fire off as possible (hence BLM/SCH). Be careful; we have seen Schah use Besieger's Bane, Royal Decree, and Enthrall, as well as all the other caturae TP moves. We haven't seen him use Banneret Charge, but that just might be extremely rare. This is far easier to survive than with adds up, but don't let your guard down. Slack off on damage at any point, and you very well might time out.
The Corsair was dualboxed (by me). Every other job you simply cannot dualbox, too much is required. Setup was PLD/BLU WHM SCH in tank pt, then BLM/SCH BLM/SCH SCH GEO GEO COR. 1 Idris, no mage has any Amalric+1 gear. We did get lucky on Wild Card reset this time, but we have beaten him without it.
Before you start worrying about getting clears for an aeonic weapon, ask yourself if you're ever going to be able to beat this guy...because to get one, you're going to have to. Using a brew won't count either. Up for the challenge?
Teles
Void Crystal x3 + Voidsnapper x3 + Siren's Hair + Scroll of Maiden's Virelai
Notes:
-Uses SPs in random order at 79, 59, 39, 29, 19 and 9%. At 9% it will keep using SPs over and over.
-Each SP comes with a mega range aura.
-Soul voice: 1 minute silence aura and it gains access to virelai and a charm TP move called Entice. Vex/attunement will block Entice 99% of the time, but only charm buffer can block virelai reliably. Important to note that charm buffer can be dispelled easily in this fight. We had PLD use Sent. or invincible when this aura was up, but tank party will still have to rely on healing temps if HP goes too low.
-Manafont: 1 minute MDB down aura. Laughably easy to deal with if you have vex/attunement and Aegis on PLD. This is a good period to do as much damage as you possibly can.
-Invincible: 30 second 200-300/tic dia aura. Manawall can block this damage, which leaves the rest of the mage party to heal themselves. As long as no one panics and uses cures/temps, it's not too bad to deal with.
-Heavily favors using Clarsach when someone pulls hate at a distance, usually resulting in the entire backline getting 1shot.
-It's very important to pop this at a spot where the mage party can abuse terrain due to Clarsach's range. There are a few spots that work, but we settled on the spot near warp #2.
Strategy
Source: Ejiin
Tank party: PLDx2 GEOx2 WHM. Mage party: BLMx3 SCH GEOx2.
-PLD x2 was used because it has wonky hate, similar to Seiryu mechanics, where once damage is dealt to it, it will partial reset hate on its current target and chase the person who damaged it. This can be completely negated by having a 2nd tank who tries to get hate during periods when damage is done to it. Doing this, it did not chase BLM even once the entire fight.
-WHM was pulling hate a lot and wiping the backline, so we ended up having the WHM stand with the tanks.
-GEOs were used for vex/attunement/focus/wilt and entrust haste cycle for tank party, which made Teles very manageable to deal with. Focus was so the GEOs in the tank party could land dispel. GEOs in the mage party did standard mage GEO buffs/debuffs.
-Clarsach gives it many buffs, including Attack/MAB/MDB/Meva boosts, so it's a good idea to have several people on Dispel duty.
-Magic burst Death in pairs, spacing them out appropriately to avoid magic resistance mechanic to allow for 99,999 on each death.
Vinipata
Void Crystal x3 + Duskcrawler x3 + Bone Chip x10 + Scarletite Ingot
Notes:
-Spawns with 2 adds, Green Naraka has random hate, Blue one usually stays glued to the tank.
-Astral Flow at around 46 and 16, seems to be a hybrid between AF and Meikyo? Will do Sakra Storm or Yama's Judgment at the end of 4 TP move and spawn 2 more adds at the end of each AF, for a maximum of 6 adds. Will spawn a Green+Blue Naraka each time
-Meikyo Shisui at 74, 49, 24%, and spams it below 10%. Will also do Sakra Storm or Yama's Judgment as its 4th TP move.
-Yama's Judgment is 5-count doom.
-Meikyo Shisui during Raksha Stance : Judgment or Illusion > Judgment or Illusion > Vengeance > Yama's Judgment
-Meikyo Shisui during Yaksha Stance : Bliss or Damnation > Bliss or Damnation > Oblivion > Sakra Storm
-CAN BE STUNNED with elemental seal (save it for the 4th tp move of SP)
-Fairly resistant to most debuffs.
-Will heavily favor Raksha Stance which gives it -50% MDT. Can supposedly be terror/DT reset proc'd by completing a SC in the middle of the animation for a stance TP move.
-Killing adds will cause him to respawn one per TP move until he reaches his current maximum add capacity.
Strategy
Source: Papesse, Ramzus, Lyramion, Geigei
PT1: PLD RUN WHM SCH SCH BRD/BLM
PT2: BLM BLM BLM BLM GEO/WHM GEO/WHM
Buffs: Focus, Haste, Malaise, Languor, Entrust Acumen, Firestorm II
Fight is very heavily terrain dependent, Warp#2 highly recommended.
Like Albumen, this fight is highly dependent on BRD sleeps.
The mages should be positioned at the top of the hill, while the PLD tanks it at the bottom of the hill with their back facing the mages, Vinipata should be on the dirt path. Knock back makes this fight a total bitch, the PLD needs to be very alert and run immediately back to Vinipata if they get knocked back before it gets repositioned closer to the mages.
Part 1: Initial Spawn + Fighting
The BRD should open with NT CC Ele seal and sleep the adds right on pop. The PLD runs the NM down the hill, positions it. As soon as positioning is good, 1 GEO should bolster Focus+Malaise while the other does BoG Languor+Haste. The first SCH can also tabula rasa and then immediately start spamming fusion while the RUN Gamb/Raykes and the BLMs MB Firaja->Fire6. This fight is highly dependent on your ability to push Vinipata down to the next set of adds spawns.
GEOs should be helping with status ailments, particularly spamming cursna on the PLD on Yama's Judgment. Global recasts on Cursna make it hard for a single WHM to consistently remove it on time while dealing with curing+other debuffs.
As you continue to MB it down, prepare yourself at approximately 50% for Astral Flow to occur, and BLMs should change off of Firaja to just single target MBs. As soon as the AF animation goes at ~46, everyone should just gather ontop of it and wipe as soon as possible, having a good Helix II MB on it shortly before 50% is indispensable as it can whittle down a good 10% while someone zombies vinipata during recovery.
Part 2: Saccing
Right before wiping, someone needs to throw a Bio II or Dia II on Vinipata just in case to prevent it from regening while zombing. We had our GEO that used bolster sac it while we all recovered. It is highly important that you wipe TOWARDS THE DIRT PATH AS LOW AS POSSIBLE and remain there while waiting for weakness to wear, otherwise a stray TP move while saccing might wipe all of you again. When ready, get buffs up again, the BRD should this time use CC + SV ontop of the usual JAs for maximum duration sleep on adds, since the goal is to (hopefully) kill it before adds wake up this time.
Part 3: Killing it
Everyone repositions again, mages should hide at the very top of the hill in the little corner to avoid TP move on pull, BRD pulls with Horde Lullaby II again with all JA/SP while PLD stands on bottom of hill ready to flash Vinipata on pull.
Repeat the same thing, the 2nd GEO and SCH should now Bolster/TR (obviously switch bubbles on GEO so that you have Bolster Malaise+Focus again) and start SCing + Firaja/Fire6 with Gambit/Rayke. The RUN should also super revit so that they can Gambit+Rayke at low % again just to force it to 0, as <10% can get messy.
The BRD also needs to super revit before 25% to have JAs ready to immediately sleep adds 5/6 when they spawn. At that point, go back to strictly single target, and throw out another Gambit+Rayke, and hope that it dies before anything wakes up. You should IDEALLY have about 15 minutes left, but you may find that to not always be the case. If you wipe at <10% (we have at least 3 times), continue saccing it until the BRDs JA timers are up, it'll be a really bad time crunch as you have probably 3 min to finish it. You'll need to watch out too because it likes to use Meikyo frequently <10%, and when you start the fight it'll open up with 4 tp moves while repositioning, so everyone needs to stay away, as it will very easily wipe you.
This fight is very very dependent on how frequently it uses Raksha Stance. We've had fights take 12 min, and fights taken 29 min entirely because it stayed in Raksha Stance for 100% of the fight.
Zerde
Void Grass x3 + Ashen Crayfish x3 + Flan Meat x10 + Black Pudding
Notes:
-Arguably the easiest fight, is a complete Zerg.
-Spawns with 2 adds that cause an approximate 21'? 400 dmg Bio Aura. Killing the adds will drop the aura until new ones spawn.
-Frequently spawns new adds, at <50% it gains access to adds that give a doom aura.
-Auras can be avoided by everyone except for PLD+WHM by abusing terrain on Warp 2.
-Gains access to charm at <50%.
-Can be proc'd with SC+Fire MBs (?)
Strategy
Source: Ramzus, Lyramion.
PT1: RUN PLD/BLU WHM
PT2: BLM BLM BLM SCH GEO GEO
(can alternatively throw SCH into tank PT after storms and bring 4 BLM).
Buffs: Languor, Malaise, Acumen, Focus, entrust Haste, Firestorm II
1 BLM should use elemental seal before pop, and immediately stun it when its popped to avoid a 10 second stun from Just Desserts. The fight entirely relies on this opening stun.
Once positioned, the PLD uses appropriate /BLU spells (Jettatura, Geist Wall, Sheep Song etc.) when adds spawn to hold hate. Everyone should abuse the hill terrain to be a good 23' away from the NM and avoid aura. We had both of our GEOs Bolster + have the SCH TR + Embrava both PTs and just zerged it down with Firaja->Fire 6 MBs in under 2 min.
The PLD+WHM should use Charm Buffer before 50% (around 60 is pretty good) as it goes down pretty fast, and might use charm fairly fast. It has a fairly large range on it, as our WHM got hit by it on our first win, so assume that it'll probably be 20'.
Every time we've fought it, SC+MB proc'd it around 60% and made it take very massive damage (i.e. multiple 99,999 Fire MBs) which made it drop really fast, I'm not sure how easy it is to replicate this.
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