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Reisenjima T4s
Asura.Syto
サーバ: Asura
Game: FFXI
Posts: 446
By Asura.Syto 2017-04-25 20:06:19
Looks like the bomb has been delivered...
NA/English FFXI QQForums in rage mode over SMN..
lol...
http://forum.square-enix.com/ffxi/threads/52395-Nerf-SMN?highlight=
/startULTIMATEQQ
Lets take away all the Aeonics obtained with Astral Conduit to teach them a lesson guys!! - Khiril (Asura) /endUTLIMATEQQ
lmao
サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-04-25 20:18:12
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Ragnarok.Phuoc
サーバ: Ragnarok
Game: FFXI
Posts: 354
By Ragnarok.Phuoc 2017-04-25 20:21:30
The hate on that OF post is quite strong lol
サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-04-25 20:28:15
What I do not get is: Why would anyone dislike the success of others so much that they want a recall of the success by removing the Aeonics they made with this strategy? It is not a hax, it is a gimmick which may or may not be nerf this next update. It could be any number of other things as well. May as well get mad for those who farm emp and relic and mythic all day long and get all the points on AH page that way. Why not get mad at everyone who does CoP and all other quest/missions to get their toons better? It is simple jealousy lol
Working as Intended
Asura.Syto
サーバ: Asura
Game: FFXI
Posts: 446
By Asura.Syto 2017-04-25 20:28:57
Leviathan.Brotherhood said: »lol some 1 mad?
There is ALWAYS someone mad on the
"Days of our Official FFXI Forums"
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サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-04-25 20:39:09
sad part is, If I said the same thing those who know me would be aware of the troll.... oh well While they are at it, Nerf Pup (auto is best tank in game hands down) Nerf Bst jug pets (Charm all the things) Nerf Whm (cure too strong) Nerf Drk (Its a dark and well fuk dark!!) Nerf Sam ( Make blu great again) Nerf pld ( Face it run is better) Nerf Drg (I like the job but the pet has to go!) Nerf Dnc ( No job should ever let a Galka Dance!!)
:-P
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Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-04-25 20:44:21
Prevent MP recovery or better yet have the NM build resistance if multiple consecutive BP's are done in a very short period of time but have that resistance go down quickly like how the resist wall works on BLM. Would keep SMN powerful but nerf the mega zerg they do.
サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-04-25 21:14:15
Prevent MP recovery or better yet have the NM build resistance if multiple consecutive BP's are done in a very short period of time but have that resistance go down quickly like how the resist wall works on BLM. Would keep SMN powerful but nerf the mega zerg they do.
Another is recast timers for calling avatars out. Can also give a Main stat per avatar BPR, would mean dex/str etc over BPD. Sucks I like smn always have but do not play it. I see nothing wrong with ppl AC AF burning down an NM to get gear. What I do have issue with is the needlepoint you need in gear to get to that tier of smn. since 99999 is cap damage would be nice to see lower geard smn with the right combination of JP and gear alternatives being able to do 30~50k on highest tier content. I love the melee strats out there and Did enjoy the idea that rdm and bard are viable more now than they have been in a long time. Geo is geo should have left it alone but glad they did a bit of a change up also.
Leviathan.Sidra
サーバ: Leviathan
Game: FFXI
Posts: 334
By Leviathan.Sidra 2017-04-25 21:26:18
Leviathan.Brotherhood said: »Prevent MP recovery or better yet have the NM build resistance if multiple consecutive BP's are done in a very short period of time but have that resistance go down quickly like how the resist wall works on BLM. Would keep SMN powerful but nerf the mega zerg they do.
Another is recast timers for calling avatars out. Can also give a Main stat per avatar BPR, would mean dex/str etc over BPD. Sucks I like smn always have but do not play it. I see nothing wrong with ppl AC AF burning down an NM to get gear. What I do have issue with is the needlepoint you need in gear to get to that tier of smn. since 99999 is cap damage would be nice to see lower geard smn with the right combination of JP and gear alternatives being able to do 30~50k on highest tier content. I love the melee strats out there and Did enjoy the idea that rdm and bard are viable more now than they have been in a long time. Geo is geo should have left it alone but glad they did a bit of a change up also.
I think people underestimate a non mythic SMN, and overestimate the value of the mythic a bit. It's probably just because you don't see too many tweeners (not mythic HQ abj, but not gimped). The Oboro JSE SMN Weapon is really good. My 1600 JP appropriately but not godly geared SMN was dropping 25-40k's on WoC. My non SP BPs in Omen are solid as well.
I don't mind an Astal Conduit nerf - it's pretty much a cheese strat atm. I just hope it's an Astral Conduit nerf, and not a nerf to anything else SMN related.
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サーバ: Fenrir
Game: FFXI
Posts: 1352
By Fenrir.Richybear 2017-04-25 22:09:56
Just wait, if they do this, they'll just start nerfing all 1hrs, one complaint at a time.
OMG MS RESO SPAM IS TOO GOOD!
OMG NITRO SV SONGS ARE TOO POWERFUL
OMG HUNDRED FISTS IS .... nvm, carry on.
Ok, so maybe not allllll 1hrs
サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-04-25 22:49:04
Leviathan.Brotherhood said: »Prevent MP recovery or better yet have the NM build resistance if multiple consecutive BP's are done in a very short period of time but have that resistance go down quickly like how the resist wall works on BLM. Would keep SMN powerful but nerf the mega zerg they do.
Another is recast timers for calling avatars out. Can also give a Main stat per avatar BPR, would mean dex/str etc over BPD. Sucks I like smn always have but do not play it. I see nothing wrong with ppl AC AF burning down an NM to get gear. What I do have issue with is the needlepoint you need in gear to get to that tier of smn. since 99999 is cap damage would be nice to see lower geard smn with the right combination of JP and gear alternatives being able to do 30~50k on highest tier content. I love the melee strats out there and Did enjoy the idea that rdm and bard are viable more now than they have been in a long time. Geo is geo should have left it alone but glad they did a bit of a change up also.
I think people underestimate a non mythic SMN, and overestimate the value of the mythic a bit. It's probably just because you don't see too many tweeners (not mythic HQ abj, but not gimped). The Oboro JSE SMN Weapon is really good. My 1600 JP appropriately but not godly geared SMN was dropping 25-40k's on WoC. My non SP BPs in Omen are solid as well.
I don't mind an Astal Conduit nerf - it's pretty much a cheese strat atm. I just hope it's an Astral Conduit nerf, and not a nerf to anything else SMN related. How do you stack up to someone who is better geard than you on T4 and not WoC/Kirin or what ever lvl 135~140 content you do?
Bismarck.Zuidar
サーバ: Bismarck
Game: FFXI
Posts: 1273
By Bismarck.Zuidar 2017-04-25 23:02:18
They nerf one thing, people will then complain on something else and then that gets nerfed and it just repeats that dumb cycle.
hate to remember that nerf BS to Embrava/Perfect Defense
サーバ: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2017-04-25 23:21:43
They nerf one thing, people will then complain on something else and then that gets nerfed and it just repeats that dumb cycle.
hate to remember that nerf BS to Embrava/Perfect Defense
Welcome to MMO's.
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サーバ: Odin
Game: FFXI
Posts: 38
By Odin.Umopepisdn 2017-04-26 00:22:10
We as players will gravitate towards the strongest/easiest strategies. It's a never ending cycle, and to not understand or accept how it isn't healthy for the game is ignorant.
I wish SE were more prudent when it came to testing/balancing, but this what we get in a 15year old game run by a skeleton crew at best.
サーバ: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2017-04-26 05:55:37
They evidently don't realize how broken idris frailty and malaise(under bolster) are also or it would have been nerfed a long time ago. It's on the same level as this smn AC nerf you nerf bat people want. It really doesn't matter now because why make it that much harder for the others trying to get wins because most everyone has their aeonics by now that want the few they wanted. It's just hypocrisy to call out the jobs you deem unfit to be broken while others are "fine" to your opinionated view.
Barring SMN, people are killing t4's in under 90s because of frailty/malaise?
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Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10135
By Asura.Sechs 2017-04-26 05:58:44
Greater requirements on support jobs to counteract the increased magic evasion changes party size/balance. This by itself effectively increases the target's HP (both effectively and numerically relatively) and lengthens the fight - which is a significant issue in a couple of instances. I dunno, I said it's viable, not that it's exactely as effective as before.
I think I clearly stated it requires a bit more effort, but it's totally viable.
We're actually having more issues with DD burns, but that's probably because of our members, our jobs distribution and most of all the fact we're not used to these melee strats whereas we've been doing mageburn for almost 2 years.
It's just that things that before were optional (RDM) or didn't make any difference at all (threnody) now are kinda required.
Before we could kill some mobs with a single GEO with more effort, now we kinda need 2.
But for us that's it. There clearly is a difference and I agree it's a noticeable one, but some people exagerate as usual and make it look like it's completely unviable.
When we try to go Melee it's usually because we're *** bored about Magicburn and wanna try something else, more than "omg we need melee we can't do this with mages!1!one!"
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サーバ: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2017-04-26 06:02:45
Asura.Ladyofhonor said: »They evidently don't realize how broken idris frailty and malaise(under bolster) are also or it would have been nerfed a long time ago. It's on the same level as this smn AC nerf you nerf bat people want. It really doesn't matter now because why make it that much harder for the others trying to get wins because most everyone has their aeonics by now that want the few they wanted. It's just hypocrisy to call out the jobs you deem unfit to be broken while others are "fine" to your opinionated view.
Barring SMN, people are killing t4's in under 90s because of frailty/malaise? One specific example doesn't define another. The amount of reduction under bolster that geo gives is far beyond anything this game has given in the past on any other previous buff job. The values being so low that it boost any job by such an epic proportion of damage that to deny that amount of boost is to just deny the same thing smn is doing now with their AC ability. I never said that Smn AC isn't broken but idris bolster is as well and has been but nobody jumped so much on that bandwagon because they wanted their wins.
You literally just claimed that GEO is as broken as SMN. Yet using non-SMN strats, only what, Zerde? is generally killed in 90s or so?
They're obviously not on the same level of broken, at all.
サーバ: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2017-04-26 06:14:37
Asura.Ladyofhonor said: »Asura.Ladyofhonor said: »They evidently don't realize how broken idris frailty and malaise(under bolster) are also or it would have been nerfed a long time ago. It's on the same level as this smn AC nerf you nerf bat people want. It really doesn't matter now because why make it that much harder for the others trying to get wins because most everyone has their aeonics by now that want the few they wanted. It's just hypocrisy to call out the jobs you deem unfit to be broken while others are "fine" to your opinionated view.
Barring SMN, people are killing t4's in under 90s because of frailty/malaise? One specific example doesn't define another. The amount of reduction under bolster that geo gives is far beyond anything this game has given in the past on any other previous buff job. The values being so low that it boost any job by such an epic proportion of damage that to deny that amount of boost is to just deny the same thing smn is doing now with their AC ability. I never said that Smn AC isn't broken but idris bolster is as well and has been but nobody jumped so much on that bandwagon because they wanted their wins.
You literally just claimed that GEO is as broken as SMN. Yet using non-SMN strats, only what, Zerde? is generally killed in 90s or so?
They're obviously not on the same level of broken, at all. The example in question was that you guys claim one is is OK to be nerfed and not the other. I didn't mean for the geo idris to be in the same 90 second win category just their amount of overall game battle dynamic is the same in being too OP. The fact you used a 90 second interval for smn to be the same as what idris bolster brings to the table is not taking into account what it does. I am just curious in your mind what about 1 defense on a mob under bolster idris/dia 3 isn't broken? I would love an explanation of how that relates to any other previous job that buffed.
The whole reason SMN is OP is because it can completely ezmode and kill the hardest monsters in the entire game light years faster than anything else. Monsters that even with bolstered Idris GEO frailty/malaise do not die in under 90s utilizing any other strategy. To try to claim somehow GEO is the broken one when SMN is doing things that 15 other jobs cannot do with the exact same buffs is absurd.
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Fenrir.Caiir
VIP
サーバ: Fenrir
Game: FFXI
Posts: 199
By Fenrir.Caiir 2017-04-26 07:05:22
Many people here explained the difference to you several times over. If you're too dense to read an actual sentence, then it's your own damn fault
サーバ: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-04-26 07:19:54
So the problem is one job's SP can kill things in 90s and other jobs' SPs take 6-10min?
So, the clear fix is to play this up like the ZNM Hydra, wall everything at 1 HP for 10min, then no matter which SP/strat/anything you use, nothing will die so fast that anyone feels bad.
All SPs are meant to compress some amount of power in a short window of time. Whether that power is enmity (Invincible), curing (Benediction), damage (Mighty Strikes), dumb (Mijin) or so good it is necessary for everything (Bolster) that is their whole point.
But they are not all equal, because the capabilities of the jobs outside of their SPs are not equal.
SMN has had to contend with timers on their stuff, which has been a complaint of players using the job foooooorrrreeeeevvvvveeeeerrrrrr. In typical fashion, SE, instead of reducing the timers so SMNs could SP as frequently as melees WS, which would have been a less controversial fix, they boosted the DMG. This left SMNs still unable to XP chain on their own as quickly as non-pet jobs, dealing far more DMG than is necessary three times per minute...
Then SE added abilities to cut out the timers completely.
It is incredible to believe that this was unintended. Because the result is so obvious. But this is SE...
If they adjust it, and I rather they don't because their adjustments are always from a wrong direction, I whatever they do still allows SMNs to DD. Because their buffs aren't unique/necessary enough to make them a go-to as a backline...
And they shouldn't be a backline. They are able to call gods for pity's sake. In lore, one SMN alone was able to turn the tide of an impossible war! Maybe, after the SPs are used up, the SMN should just drop dead. Like, the SP adds a doom status. I don't know if they would be a real solution to any concerns, but it would be interesting from a lore perspective.
Odin.Horu
サーバ: Odin
Game: FFXI
Posts: 180
By Odin.Horu 2017-04-26 07:32:26
I was under the impression all 1hr abilitys were suppose to double or even triple the job's purpose value, WAR's being adding a 1 to ftp thru crits, monk with their hundred fists, theifs with their perfect dodge, or pup's overdrive.
not all job abilitys are ment to be OP with the thief example (With the exception of never getting physically hit [but who ever does that nowadays as a pimped resort]) or ninja with its 1 off self destruct
even jobs like bard become OP (when dealing with melee buffing and certian other things)
when soulvoice gets activated add 100% to the majority of songs, throw in calrion call for a extra song (Also affected by soul voice), daurdabla extra 2 songs (Also affected by soulvoice),
Wait, theres more, throw in a marcato ability too on your first song Gjallarhorn or Marsyas, and you have another 50% added to the next song!!!! amazing!!! (Whats that? you got your songs to 17minutes? thats 17minutes worth of 150% 100% boost along with 4 other songs with 100% boost (with probably 14-16min duration depending on your gear)and Honer march in the middle somewhere that boosts 5 buffs at once (Albeit any melee will only use 2-3 of those specific buffs depending on the job)
My point being, GEO is one of the few jobs that affect magic head on, to complain that its OP is a weak argument, it only affects 2 buffs with idris and a 3rd buff is unaffected by idris meaning its at the absolutly base stats (Which is really not much at all since its duration is so limited). since majority of fights in escha or reisei are 30min max, you don't have time to waste with constant deaths or stratergys that take 1hr to get done.
If you need to use a melee style, use geo,COR,brd,DD with geo affecting the mob more and brd affecting the party more and cor working all the finer details.
If you need to do distance style, use smn,geo,cor,bst,pup, etc etc etc,
Magic style geo,cor,smn,MB job etc etc etc.
My point being is when your doing a 30minute max fight, you don't have time to waste fumbling with deaths, get the job done fast, get it done right or the fight is a loss completely from the start due to the time limit (Anyone pandemonium warden when it was first released or absolute virtue for that matter?), GEO and SMN aren't the only pimped jobs with their 1hrs activated, problem is people don't give a crap and the ones that complain are the ones not getting invite to the groups or linkshells.
I love geo, i love smn, and brd and pup, and the GS wielders and the 2 swing the triple attack dual wielders, etc etc etc,.
If your jobs not getting invited, then its not suited to join,level the job needed. its called endgame for a reason. don't send a ninja to tank a mob that constantly wipes shadows every swing and don't send a eminent wielding nut in against a level 150 mob. simple fact
By Sylph.Cherche 2017-04-26 07:42:55
Fenrir.Cherrywine said: » Like, the SP adds a doom status. I don't know if they would be a real solution to any concerns, but it would be interesting from a lore perspective. Well, you're dead.
Good news though! You killed the boss already!
Bahamut.Tychefm
サーバ: Bahamut
Game: FFXI
Posts: 902
By Bahamut.Tychefm 2017-04-26 07:44:30
BRD 101 - Does NOT stack with Soulvoice
Asura.Neufko
サーバ: Asura
Game: FFXI
Posts: 236
By Asura.Neufko 2017-04-26 07:44:51
It would be a buff actualy.
Might aswell teleport the smn to abyssea-atlepa hp6 after SP.
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Asura.Xijaah
サーバ: Asura
Game: FFXI
Posts: 97
By Asura.Xijaah 2017-04-26 07:57:18
Well, to be fair, all things considered, it's not like a damage penalty during AC (as long as it's reasonable) would prevent smns to DD in a non-smnburn setting. Even if it's a severe one, like a -20%, i could see how a group could still benefit from a well timed AC bp spam. Good SMNs will keep playing their job and pushing it to the limits, regardless.
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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