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Reisenjima T4s
Odin.Taffy
サーバ: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 10:01:04
Looking for some advice on Albumen. We are struggling >.<
We have tried many setups but the general gist of it is we are getting resisted like crazy.
Idris Geo - tried both ways with him casting malaise/acummen and Focus/Languor. Second Geo casting other. Brd landing Drk Therondy 2, Rdm landing Frazzle, Distortion > Leaden > Death. 4 very well geared black mages (not sure on their sets but mine is almost perfectly augmented, MP @ 2300 in precast, MBD Capped and between 30-37 macc and matt on all merlinic) - best I hit last night was 67k and thst was with Bolster up. We fought during the day, so no level ups. Even with Bolster up we were still resisted like crazy.
Any advice?
On a side note we did try a Rng style and once the other 2 rng catch up to mine we could probably use this method but it means dropping people to drop hp and doing multiple runs.
Any advice appreciated. We could also go Blu zerg or thf zerg, we have the jobs geared. That Petal back spin though >.<?
サーバ: Asura
Game: FFXI
Posts: 47
By Asura.Midgitis 2017-05-01 10:08:55
Melee zerg is pretty easy, just make use of asylum and temp items to block amnesia and make sure the whm isn't shy to bene off paralyze etc.. if it lands. Esuna is a whm friend for petal back
Also just make sure the paladin uses amnesia tonic and fealty before pulling then burns through all his job abilities then uses super revit and uses them all again to keep hate, its pretty simple but messing up even one thing can cause a snowball affect of things to happen and lead to a wipe.
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-05-01 10:12:39
Quote: I use
Blux3 geo whm
Pld geo brd
And outside buffers
With harden shell, barrier tusk, mighty guard, miso ramen, wilt the blus aren't at much risk and pld is mostly just there to give adds a target on pop. Blus shouldnt die as long as they fan out to minimize counters and are quick on panacea.
Multiboxed maybe 15 kills like that, 1 or 2 losses caused by personal errors, 1 loss caused by blus dying in a probably unpreventable way. Pretty reliable and with the time saved not waiting on adds a single reset is pretty unconsequential.
Dont pop at night though, even if troub is up to dispel it seems to immediately level up and gain insane eva from phaenopsis(sp?).
melee:
miso ramen
protect
shell
boostdex
barrier tusk
harden shell
mighty guard
barfira
baramnesra
fire carolx2(amnesia)
dark carolx2(doom)
honor march
madx2
minuet5
chaos
samurai
rogues
fighters
(you really don't need that much.. i would highly advise the second brd but the cors are more of a 'use because i have' situation, it usually dies with tons of time to spare even with 2 leeches.. left it at 8 songs because i use dual cor but you could throw up ice carols or more minuets if you have daurs/room)
tank:
pro/shell
barfira
baramnesra
ice carolx2
earth carolx2
fire carolx2
dark carolx2
marchx2
tank pt geo does attune/vex, entrust wilt
melee pt geo does attune/frailty, entrust precision fury torpor on DD (wild card or revit entrust just before pop so you can use it, use it, revit, use it a third time)
ideally, you can kill before third set of adds but since #9 is fine to pop you can also pop n/t/marcato/revit and buy a new revit before popping to cover third add pop if needed
and can't stress enough that my buffs are severely overkill, there's just no reason not to use everything i have available
writeup i did in another thread.. it's enough damage for at least 16 chars as is for me so you can keep your buffers in and/or add other misc jobs as long as your blus are on point
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-01 10:15:21
We have tried many setups but the general gist of it is we are getting resisted like crazy.
Your RDM needs a talking to and possibly firing.
ES Sab Frazzle III is somewhere around 200 or more -MEVD, and that's without crazy bad *** gear. It should last a long *** time (the RDM should be 2100JP). Use a revit and the RDM can reapply it if it wears, though we've killed it before mine wore. BRD should be landing the Dark Therondy with Marcato and either ES or NT.
This guy is a huge pushover, unless your support has thrown together a *** build and is just derping along, then it's an absolute nightmare.
By clearlyamule 2017-05-01 10:16:35
So I guess Weapon Bash bypasses immunities if you actually did experience it landing on Kin.
Reisenjima T4s - SMN and Omen edition. Think it might sometimes. Long time ago my ls was fighting ultima and stuns weren't working because of shield then last second used weapon bash and bam managed stun CB.
Shiva.Spynx
サーバ: Shiva
Game: FFXI
Posts: 371
By Shiva.Spynx 2017-05-01 10:27:09
We have tried many setups but the general gist of it is we are getting resisted like crazy.
Your RDM needs a talking to and possibly firing.
ES Sab Frazzle III is somewhere around 200 or more -MEVD, and that's without crazy bad *** gear. It should last a long *** time (the RDM should be 2100JP). Use a revit and the RDM can reapply it if it wears, though we've killed it before mine wore. BRD should be landing the Dark Therondy with Marcato and either ES or NT.
This guy is a huge pushover, unless your support has thrown together a *** build and is just derping along, then it's an absolute nightmare.
I can confirm this: as long as your debuffers/blm aren't really undergeared, focus/languor+Therondy+Frazzle3 push the resist rate to the minimum (our "worst" BLM, still decently geared, never got a resist and most his deaths were doing around 60-70k with the 99k rayke/gambit'd)
Odin.Taffy
サーバ: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 11:01:49
What could be causing it to be failing with the above buffs? I'm so stumped... but support are all geared well and we haven't had any problems with other nms up to Albumen (we are on our last 3, albumen, schah and vinapata). Hitting hard on all other nms including the other t4's. Have not attempted schah or vinny yet.
Brd is using nitro and sv with etudes and then sleeping and dark threnody 2. Rdm is sab frazzle 2 (Hes 70 jp away from frazzle 3 I think) - geos are both geared very well and one of them is idris. I can link my Blm set from my lua later so you can see the augments / set but like I said it's your typical death mb set keeping mp above 2200 hitting mbd cap with all merlinic having a minimum augment of macc and mab 30. All jobs are started except the rdm and brd but both rdm and brd are geared very well.
I understand the strategy - I'm popping with manawall and lasting out all adds. Quickly wipe and re raise and buff up. We only have 1 run but he's super revit and random dealing rayke/gambit. We must be missing something simple I just don't know what hence why I came to the community for advice :(
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-01 11:09:18
Your RDM is useless. Replace them with someone who has recent experience playing it.
Shiva.Spynx
サーバ: Shiva
Game: FFXI
Posts: 371
By Shiva.Spynx 2017-05-01 11:12:41
I think your main issue could be the frazzle II vs III that according to bgwiki is a -80 meva difference (50 vs 130 caps) and those values may even not be up to date. Just to put that in perspective, non-idris GEO languor is 75 so it's like you are completely missing another debuff. The strat you mentioned is the one we use and works pretty well when we don't *** up breakga/sleep. Also obvious but make sure that the Idris geo is the one doing the accuracy bubbles and it tags the mob again if he gets hit by Petalback Spin (hate reset)
[Edit] Just checked and the hate reset is only on the primary target so won't be an issue, just make sure that the loupon is always alive
Odin.Taffy
サーバ: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 11:21:04
Your RDM is useless. Replace them with someone who has recent experience playing it.
Care to elaborate with some actual advice? He's doing exactly what you said he should do. Just doesn't quite have the JP yet (my fault he's been asking everyone to CP for 3 weeks) - is the difference between Frazzle 2 and Frazzle 3 really the breaking point here?
If so I'll put all the focus on helping him master it this week.
Looking at this set he is very close to it from last time I remember checking him. He does have Regal Gem, Enki Strap and Grio as well as the other important pieces. NQ Stinky rings though.
ItemSet 346904
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2017-05-01 11:24:53
Yes, Frazzle 3's cap before Saboteur is almost triple the potency of Frazzle 1. It's almost the difference of an entire extra Languor or Focus
Odin.Taffy
サーバ: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 11:25:17
I think your main issue could be the frazzle II vs III that according to bgwiki is a -80 meva difference (50 vs 130 caps) and those values may even not be up to date. Just to put that in perspective, non-idris GEO languor is 75 so it's like you are completely missing another debuff. The strat you mentioned is the one we use and works pretty well when we don't *** up breakga/sleep. Also obvious but make sure that the Idris geo is the one doing the accuracy bubbles and it tags the mob again if he gets hit by Petalback Spin (hate reset)
[Edit] Just checked and the hate reset is only on the primary target so won't be an issue, just make sure that the loupon is always alive
We have a Blu/Blm come and ES Entomb the adds to wake them so we never mess up sleeps and dont pull a blm away from nuking. I Feel like we have the strategy down very well, maybe the difference here really is frazzle 2 vs 3, will update after we try Sunday if that made the difference pushing us over the edge.
Any other advice please let me know, thanks for the input all^^
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-01 11:36:04
Your RDM is useless. Replace them with someone who has recent experience playing it.
Care to elaborate with some actual advice? He's doing exactly what you said he should do. Just doesn't quite have the JP yet (my fault he's been asking everyone to CP for 3 weeks) - is the difference between Frazzle 2 and Frazzle 3 really the breaking point here?
If so I'll put all the focus on helping him master it this week.
Looking at this set he is very close to it from last time I remember checking him. He does have Regal Gem, Enki Strap and Grio as well as the other important pieces. NQ Stinky rings though.
ItemSet 346904
Wiki
Red Mage
Gifts
Count enfeebling magic
Count magic accuracy
Realize that Frazzle III is almost entirely based on skill unlikw Frazzle II.
Realize the effects of Sab and +potency on Frazzle III
Finally realize the RDM in question should ALREADY know this and you shouldn't of even had to ask.
That's up there with a BLM not knowing about dINT or a DS not knowing their WSCs.
Fighting 150 content is about more then copying someone's gear from a forum and collecting it on COR or GEO.
Odin.Taffy
サーバ: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 11:42:22
As I said Sae, he has been bugging about the jp for 2 weeks and probably does know this. I on the other hand, did not. That's why I came here for advice :)
What is dINT?......
I'm kidding - hope that you read that and it made you at least smile a little ;p
サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-05-01 11:45:17
What could be causing it to be failing with the above buffs? I'm so stumped... but support are all geared well and we haven't had any problems with other nms up to Albumen (we are on our last 3, albumen, schah and vinapata). Hitting hard on all other nms including the other t4's. Have not attempted schah or vinny yet.
Could you define this "Geared well"?
I think there are a lot of ranges between what is geared well, and geared Right.
Full 119 gear no Jp? Nope
Full 119 + 500+ jp= Nope
Full 119 2100+ Right gear sets to maximize every action = Yes
Could help to know what gear you have in the mix so ppl who know the job best can maybe suggest what is, if anything, missing.
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2017-05-01 11:57:57
Taffy said: I can link my Blm set from my lua later so you can see the augments / set but like I said it's your typical death mb set keeping mp above 2200 hitting mbd cap with all merlinic having a minimum augment of macc and mab 30.
If you insist on nuking it, then I would suggest going with Fire MBs over Death. EDIT: Ah, I see you're doing Leaden as well- well, it would depend then on how good your COR is.
Odin.Taffy
サーバ: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 12:02:06
Leviathan.Brotherhood said: »What could be causing it to be failing with the above buffs? I'm so stumped... but support are all geared well and we haven't had any problems with other nms up to Albumen (we are on our last 3, albumen, schah and vinapata). Hitting hard on all other nms including the other t4's. Have not attempted schah or vinny yet.
Could you define this "Geared well"?
I think there are a lot of ranges between what is geared well, and geared Right.
Full 119 gear no Jp? Nope
Full 119 + 500+ jp= Nope
Full 119 2100+ Right gear sets to maximize every action = Yes
Could help to know what gear you have in the mix so ppl who know the job best can maybe suggest what is, if anything, missing.
Geo 1: Idris, All applicable Skill+, DT- and Pet Regen sets so bubbles never fall, Idris - master
Geo 2: As above minus the Idris - Master
Tank Geo: As above minus Idris - 1270 ish JP (don't always take the tank Geo unless everyone is on as they can fill other spots as needed)
Cor: Max duration, still no Ou neck for rolls. Good leaden set. All applicable AF/Empy/Relic - 400 ish JP and currently working on it (or main cor quit last week so he's pushing this up to get it to par)
Rdm I Explained above.
Brd: All REMA incluing Carniwen, geared very well including some +3 AF. 7min duration on her sleeps for adds. Not master but working on this as we speak.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-01 12:02:23
If you guys are using 2 RUNs then you can MB death, otherwise Fire might be better. We use 2 RUNs with revit and a COR ja resets with BLMs /SCH to spam Death's really fast.
Odin.Taffy
サーバ: Odin
Game: FFXI
Posts: 79
By Odin.Taffy 2017-05-01 12:03:06
Taffy said: I can link my Blm set from my lua later so you can see the augments / set but like I said it's your typical death mb set keeping mp above 2200 hitting mbd cap with all merlinic having a minimum augment of macc and mab 30.
If you insist on nuking it, then I would suggest going with Fire MBs over Death.
Everything I've read said Death Death Death - if Fire works well this would really simplify things for us IMO.
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2017-05-01 12:05:06
I don't know why people have seemingly always talked about using Death- Fire was easier to deal with pre-updates and is certainly easier now.
By Afania 2017-05-01 12:25:03
Taffy said: I can link my Blm set from my lua later so you can see the augments / set but like I said it's your typical death mb set keeping mp above 2200 hitting mbd cap with all merlinic having a minimum augment of macc and mab 30.
If you insist on nuking it, then I would suggest going with Fire MBs over Death. EDIT: Ah, I see you're doing Leaden as well- well, it would depend then on how good your COR is.
Albuman was one of the toughest high lv NM to do good leaden dmg on before nerf, I imagine it's going to be even tougher now.
(I'm fact, I don't recommend mage start for Mandy, personally)
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-01 12:28:28
I don't know why people have seemingly always talked about using Death- Fire was easier to deal with pre-updates and is certainly easier now.
Because Death does a lot more damage, if you have the support for it. ES Sab Frazzle III + ES Marcato Dark Threnody II + Langour is floored magic evasion. Then RUN 1 Does Gambit x 3, RUN 2 does Rayke x 3, MB 4~8 Alacrity Deaths (depends on how many BLMs you bring) for 800 ~ 900K damage. Myke + temps for MP back and do it again. If timed right you can get two volleys per Rayke (it's a shorter duration). The RUN's then swap JA's and you do it twice again. Everyone pops super revits and do it four more times before we start bringing the COR in for Random Deal, which usually gives another attempt or two before Wildcard is needed. That is a lot of magic damage in a very short period of time, for us it dies in a few minutes.
The only problem I've ever had with meleeing it when it counters me to death. Melee modes only works when your DD's are good enough to kill it but not good enough to pull hate from the tank, otherwise procing a DA or TA and having it counter you for 800 damage each followed by it's regular attack for multiple hits of 500 sucks ***.
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2017-05-01 12:37:35
Afania said: Albuman was one of the toughest high lv NM to do good leaden dmg on before nerf, I imagine it's going to be even tougher now.
I figured that was probably the case but I thought he might know something I didn't.
Saevel said: Melee modes only works when your DD's are good enough to kill it but not good enough to pull hate from the tank, otherwise procing a DA or TA and having it counter you for 800 damage each followed by it's regular attack for multiple hits of 500 sucks ***.
You're going to pull hate from the tank regardless due to resets- you just need to be on a job that's prepared to take a few swings.
サーバ: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2017-05-01 12:38:21
Leviathan.Brotherhood said: »What could be causing it to be failing with the above buffs? I'm so stumped... but support are all geared well and we haven't had any problems with other nms up to Albumen (we are on our last 3, albumen, schah and vinapata). Hitting hard on all other nms including the other t4's. Have not attempted schah or vinny yet.
Could you define this "Geared well"?
I think there are a lot of ranges between what is geared well, and geared Right.
Full 119 gear no Jp? Nope
Full 119 + 500+ jp= Nope
Full 119 2100+ Right gear sets to maximize every action = Yes
Could help to know what gear you have in the mix so ppl who know the job best can maybe suggest what is, if anything, missing.
Geo 1: Idris, All applicable Skill+, DT- and Pet Regen sets so bubbles never fall, Idris - master
Geo 2: As above minus the Idris - Master
Tank Geo: As above minus Idris - 1270 ish JP (don't always take the tank Geo unless everyone is on as they can fill other spots as needed)
Cor: Max duration, still no Ou neck for rolls. Good leaden set. All applicable AF/Empy/Relic - 400 ish JP and currently working on it (or main cor quit last week so he's pushing this up to get it to par)
Rdm I Explained above.
Brd: All REMA incluing Carniwen, geared very well including some +3 AF. 7min duration on her sleeps for adds. Not master but working on this as we speak. Very good
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-01 12:48:35
Taffy you need to stop what you guys are doing and focus on getting your people to at least 1800JP. "Gifts" are essentially level ups where lots of extremely important stats get increased by large amounts. The only jobs that can get by without being at 1800+ are 900 skill GEO, WHM's and COR's, the rest need 1800 due to all the +Skill and Magic Accuracy they get.
Here is what RDM gets for example. BRD, BLM, RUN is all similiar.
Quote: Magic Accuracy
10
15
Past 550
20
25
Enfeebling Skill
5
8
Past 550
10
13
And BRD
Quote: Magic Accuracy
5
8
Past 550
10
13
Skill
5 for all three
8 for all three
Past 550
10 for all three
13 for all three
Ragnarok.Inx
サーバ: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-05-01 12:49:22
Taffy said: I can link my Blm set from my lua later so you can see the augments / set but like I said it's your typical death mb set keeping mp above 2200 hitting mbd cap with all merlinic having a minimum augment of macc and mab 30.
If you insist on nuking it, then I would suggest going with Fire MBs over Death. EDIT: Ah, I see you're doing Leaden as well- well, it would depend then on how good your COR is.
Albuman was one of the toughest high lv NM to do good leaden dmg on before nerf, I imagine it's going to be even tougher now.
(I'm fact, I don't recommend mage start for Mandy, personally)
Agreed. I mean if you have a surplus of hq RUN, sure, have at it. But if you don't, stick with ranged physical RNG/COR/SMN. Gets the job done.
サーバ: Bahamut
Game: FFXI
Posts: 201
By Bahamut.Boogerballs 2017-05-01 12:58:26
Taffy said: I can link my Blm set from my lua later so you can see the augments / set but like I said it's your typical death mb set keeping mp above 2200 hitting mbd cap with all merlinic having a minimum augment of macc and mab 30.
If you insist on nuking it, then I would suggest going with Fire MBs over Death. EDIT: Ah, I see you're doing Leaden as well- well, it would depend then on how good your COR is.
Albuman was one of the toughest high lv NM to do good leaden dmg on before nerf, I imagine it's going to be even tougher now.
(I'm fact, I don't recommend mage start for Mandy, personally)
Agreed. I mean if you have a surplus of hq RUN, sure, have at it. But if you don't, stick with ranged physical RNG/COR/SMN. Gets the job done.
oh man, here comes the smn hate...
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9933
By Asura.Saevel 2017-05-01 13:23:46
Bahamut.Boogerballs said: »Taffy said: I can link my Blm set from my lua later so you can see the augments / set but like I said it's your typical death mb set keeping mp above 2200 hitting mbd cap with all merlinic having a minimum augment of macc and mab 30.
If you insist on nuking it, then I would suggest going with Fire MBs over Death. EDIT: Ah, I see you're doing Leaden as well- well, it would depend then on how good your COR is.
Albuman was one of the toughest high lv NM to do good leaden dmg on before nerf, I imagine it's going to be even tougher now.
(I'm fact, I don't recommend mage start for Mandy, personally)
Agreed. I mean if you have a surplus of hq RUN, sure, have at it. But if you don't, stick with ranged physical RNG/COR/SMN. Gets the job done.
oh man, here comes the smn hate...
That horse has long since left the stable. Not enough time between now and May 10th to get their SMN's burning.
Asura.Xijaah
サーバ: Asura
Game: FFXI
Posts: 97
By Asura.Xijaah 2017-05-01 13:44:01
Hello people, i would like to kindly remind that, although it is evident some of you completely ignore it, many skilled/diehard smns made the job work for t4s way before AC zergs were a thing (you could find it inspiring to go back a few pages back and see their awesome contribution to the topic before It derailed).
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-05-01 13:47:03
And those skilled, diehard SMNs will still be able to make it work after AC zergs cease to be a thing. The only people who are going to be suffering are the ones who threw everything they could at getting apogee/nirvana to jump on the bandwagon without actually learning the job or building the other related sets.
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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