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Reisenjima T4s
Asura.Frod
サーバ: Asura
Game: FFXI
Posts: 1204
By Asura.Frod 2017-05-03 13:05:18
Asura.Saevel said: The fundamental impasse is that current abusers of AC SMN don't want to stop abusing it, they want to keep abusing it as an easy mode win, any recommendation they make will revolve around having no effect on their JP button. In order for the game to continue being relatively healthy, SMN AC zerging needs to stop. These two positions are incompatible with each other. There is nothing that will fix the situation that won't piss off and disappoint the current batch of people abusing it.
Again for the 7th or 8th time now, i know reading comprehension is hard, but there are other mechanics as well in this game that need fixing or removing in addition to changing conduit. HP scaling is a terrible aystem that inteoduces more issues than it supposedly fixes. It needs to go.
サーバ: Lakshmi
Game: FFXI
Posts: 98
By Lakshmi.Iambatman 2017-05-03 13:08:04
That and aren't there blu spells that have plague effect? Delta thrust
Sylph.Gobbo
サーバ: Sylph
Game: FFXI
Posts: 300
By Sylph.Gobbo 2017-05-03 13:33:41
For instance, I haven't seen evidence that Omen Caturae have overpowering regain. In our first Ou last night, Ou was averaging 1-2 attack rounds between spell/TP moves during the 95-15% melee zerg (2 DRK as DDs). We pulled out at 15% to SV buff before the final zerg and he went 6 attack rounds after his last spell without using a TP move. In the same low-hp pause, our second Ou went 6 attack rounds, cast magic, and then did 2 more attack rounds before using a TP move.
So it does matter whether or not you're meleeing monsters, which means extreme subtle blow (a la MNK) might matter as well.
Just read this, you could definitely notice their lack of rediculous Regain on Kin if you use DRK's Soul Enslavement. Under 25% you could easily kill him without it doing a TP move before Soul Enslavement wears off, it just shuts him down and he only nukes during this time.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-03 20:33:43
A lot of people were claiming this and that had tons of regain too because they saw frequent tp moves
It happened in the abyssea era and original was a game mechanic only a few NM's had. SE moved forward with it and eventually every NM got it. It's incredibly easy to test, just turn the *** around and watch the NM for a minute or two, count the seconds in between TP moves. If it's a caster then it's a bit more difficult since they can't do a TP move during cast or right after even if they got TP to do so. Low level NM's you can see have a long *** time, but the high level ones don't. Then push it down under 75% again and turn around, witness it do more TP moves. Repeat for each 25% and by the time your under 25% it's going every few seconds, or immediately after cast.
I've tanked the Omen MB's before after a wipe and they most definitely have the same potent regain. Malign Invocation followed by Firaga followed by Interference all without a single person hitting it, no spells being cast on it other then flash, nothing that could possible give it that much TP, except the brew like regain it had.
Erinys definitely has massive regain at lower HP, we've ran into it before. The entire first half of the fight zero problems, about two minutes after he's under 50% *BAM* TP moves before the next SMN's timer is up. After that we add extra Mewings just to be sure. Remember mewing takes 100% of their TP, no matter if it's 500, 1200 or 2900.
Also remember monsters don't use TP at 1000, they use it at 3000 because SE is cute that way. Once they go under 25% HP that's when they use it at 1000, its standard FFXI monster behavior that even bee's outside of Bastok have. So that whole TP Move -> Spell -> TP Move, yeah it was getting 3000TP that fast and once your under 25% it's just going to do it whenever it's AI says to do it.
Again if you want to cut down the number of TP moves the best strategy is to use Addle II or Pinning to force them to stay longer in casting animation.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-03 20:35:23
For instance, I haven't seen evidence that Omen Caturae have overpowering regain. In our first Ou last night, Ou was averaging 1-2 attack rounds between spell/TP moves during the 95-15% melee zerg (2 DRK as DDs). We pulled out at 15% to SV buff before the final zerg and he went 6 attack rounds after his last spell without using a TP move. In the same low-hp pause, our second Ou went 6 attack rounds, cast magic, and then did 2 more attack rounds before using a TP move.
So it does matter whether or not you're meleeing monsters, which means extreme subtle blow (a la MNK) might matter as well.
Just read this, you could definitely notice their lack of rediculous Regain on Kin if you use DRK's Soul Enslavement. Under 25% you could easily kill him without it doing a TP move before Soul Enslavement wears off, it just shuts him down and he only nukes during this time.
Guy .. Soul Enslavement steals it's TP for every swing, assuming you have capped magic haste, LR and the rest in physical then you should be stealing his TP faster then he can gain it. The only time you gotta worry is if you WS right as he's finishing a cast and he gains enough TP before you can swing again.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-03 20:36:08
Asura.Saevel said: The fundamental impasse is that current abusers of AC SMN don't want to stop abusing it, they want to keep abusing it as an easy mode win, any recommendation they make will revolve around having no effect on their JP button. In order for the game to continue being relatively healthy, SMN AC zerging needs to stop. These two positions are incompatible with each other. There is nothing that will fix the situation that won't piss off and disappoint the current batch of people abusing it.
Again for the 7th or 8th time now, i know reading comprehension is hard, but there are other mechanics as well in this game that need fixing or removing in addition to changing conduit. HP scaling is a terrible aystem that inteoduces more issues than it supposedly fixes. It needs to go.
Dude give it up, SE's not going to let you continue using AC SMN to easy button everything. No amount of deflecting is going to change that and your not fooling anyone.
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Asura.Frod
サーバ: Asura
Game: FFXI
Posts: 1204
By Asura.Frod 2017-05-03 20:38:39
Dude give it up, SE's not going to let you continue using AC SMN to easy button everything. No amount of deflecting is going to change that and your not fooling anyone.
I'm saying AC isn't the only issue. In addition to whatever they do to AC, THEY NEED TO ALSO REMOVE HP SCALING.
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By clearlyamule 2017-05-03 20:43:09
I've tanked the Omen MB's before after a wipe and they most definitely have the same potent regain. Malign Invocation followed by Firaga followed by Interference all without a single person hitting it, no spells being cast on it other then flash, nothing that could possible give it that much TP, except the brew like regain it had. I've also had them use it less frequently than that WITH people hitting them. Others have also said as much. But please go on
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-03 20:45:38
I've tanked the Omen MB's before after a wipe and they most definitely have the same potent regain. Malign Invocation followed by Firaga followed by Interference all without a single person hitting it, no spells being cast on it other then flash, nothing that could possible give it that much TP, except the brew like regain it had. I've also had them use it less frequently than that WITH people hitting them. Others have also said as much. But please go on
Your basically just bullshitting or only remembering the first 25% where regain is very little. This is something that's been in existence for years and is one of the great "*** yous" SE did to MNK and NIN. Hell we've stood back and timed that ***before, once ever 8~11 seconds depending on how long it takes them to cast that spell.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-03 20:47:15
Dude give it up, SE's not going to let you continue using AC SMN to easy button everything. No amount of deflecting is going to change that and your not fooling anyone.
I'm saying AC isn't the only issue. In addition to whatever they do to AC, THEY NEED TO ALSO REMOVE HP SCALING.
It's the only issue that is game breaking. HP scaling sucks but it's not responsible for SMN AC cheesing T4's in 30s. It's an entirely separate issue your trying to deflect into because it makes you feel better about yourself.
It's perfectly fine to abuse a game mechanic, just don't get upset when the nerf comes.
By clearlyamule 2017-05-03 20:47:54
Your basically just bullshitting
Here you might need this 70% of the time you post
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-03 20:52:15
And problem solved.
Personal attacks only go so far.
Hell our last OU was solid proof. Between 14 and 24% I pull back for full rebuffs and during that time absolutely nothing is happening to OU and he's still cycling TP Move -> Spell -> TP Move just as fast as when I'm hitting him.
Carbuncle.Stiltz
サーバ: Carbuncle
Game: FFXI
Posts: 332
By Carbuncle.Stiltz 2017-05-03 21:23:32
18 pages later:
SUMMONER BUTTON REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
YouTube Video Placeholder
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Carbuncle.Papesse
サーバ: Carbuncle
Game: FFXI
Posts: 438
By Carbuncle.Papesse 2017-05-03 22:20:28
https://www.bg-wiki.com/bg/Occult_Acumen
I haven't tested on Ou but I know that Vir'ava, Yakshi, Kin, Gin, Tumult Curator, the Ambuscade Frog and many other NMs have this trait instead of a high regain. It's very noticeable (and annoying) when using a Mewing strat but it can be countered with Silence or Stoneskin + DT/resist gear since the spells must deal at least 1 damage.
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Sylph.Gobbo
サーバ: Sylph
Game: FFXI
Posts: 300
By Sylph.Gobbo 2017-05-03 22:26:59
Carbuncle.Papesse said: »https://www.bg-wiki.com/bg/Occult_Acumen
I haven't tested on Ou but I know that Vir'ava, Yakshi, Kin, Gin, Tumult Curator, the Ambuscade Frog and many other NMs have this trait instead of a high regain. It's very noticeable (and annoying) when using a Mewing strat but it can be countered with Silence or Stoneskin + DT/resist gear since the spells must deal at least 1 damage.
Absorbing also nulls it, at least for players. It's super unfortunate when you're prepping a fight with Impact and you get nothing back because you forgot it was gonna absorb it lol.
Edit: It's also possible some of these mobs have rediculous Store TP in combination since that stat also boosts TP return on Occult Acumen.
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Fenrir.Snaps
サーバ: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2017-05-03 22:41:18
My experience leads me to think that usually it's mob ai that changes with HP, not regain. Mobs will always WS when they accumulate 1000 TP if their hp is below 25%. This isn't otherwise true and there seems to be some other ai change at 50% as well. You can test this using Utsusemi. Some mobs can be held forever and they won't WS if you don't give them TP. Either way Subtle Blow is a very nice stat on most mobs.
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Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-03 22:42:41
How the *** dies OA give massive from gravity, addle, paralyga or silencga. Not to mention that silenceing them just makes them use TP moves more often. Yeah unicorn farts and fairy dust.
サーバ: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-05-03 22:49:57
My experience leads me to think that usually it's mob ai that changes with HP, not regain. Mobs will always WS when they accumulate 1000 TP if their hp is below 25%. This isn't otherwise true and there seems to be some other ai change at 50% as well. You can test this using Utsusemi. Some mobs can be held forever and they won't WS if you don't give them TP. Either way Subtle Blow is a very nice stat on most mobs. Mob TP usage is more complicated than that, even at under 25%. For example, if you stun a mob TP move when it's under 25%, it stays at >1000 TP, but does not immediately attempt to use another move when stun wears off, and waits several seconds at minimum before attempting another one. In addition, for mobs that lack regain, the amount of TP they gain is often not consistently proportional with the speed at which they WS, even when under 25%.
Sylph.Gobbo
サーバ: Sylph
Game: FFXI
Posts: 300
By Sylph.Gobbo 2017-05-03 23:10:56
How the *** dies OA give massive from gravity, addle, paralyga or silencga. Not to mention that silenceing them just makes them use TP moves more often. Yeah unicorn farts and fairy dust.
Wow
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-05-04 17:29:44
Just checked Kin cause the opportunity arose. Was in the off party semi-leeching cards on DRK with a GEO Mule and another person on PLD.
At once point in time target got the main tank and Kin obliterated the BLU so our off party leech PLD took over "holding it" while we waited on the terror timer to wear off. I was on the GEO main healing the PLD and yet, TP move -> Spell -> TP Move -> Spell, even if you Shield Bash / Weapon Bash the spell it still does a TP move immediately after.
Carbuncle.Papesse
サーバ: Carbuncle
Game: FFXI
Posts: 438
By Carbuncle.Papesse 2017-05-04 18:46:05
Caturaes are immune to Stun and will get a lot of TP with Impact etc, you could just admit you hadn't thought about Occult Acumen trait for monsters until now but whatever : Caturae bosses don't spam TP moves when being held (even under 25%) because like many others NMs they don't have a crazy high regain, they are not WoC or Vinipata. This is a fact most people seems to agree with, except you.
Concerning Kin, we almost always choose to kill it with Volt Strike / Mewing Lullaby and nothing else <50%, the only moves Kin is able to use are Target and Eleventh Dimension.
Fenrir.Snaps
サーバ: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2017-05-04 18:55:23
They also get TP when they strike you, so holding it with a PLD isn't even a good test to begin with.
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-05-04 19:24:59
Remembered having to hold Kyou recently after meteor one shotted my RNG(awkward jobs due to card needs). Pulled up the log:
Code [19:45:07.384] Kyou readies Malign Invocation.
[19:45:07.416] PLD misses Kyou.
[19:45:08.570] PLD hits Kyou for 173 points of damage.
[19:45:08.843] Kyou hits PLD for 0 points of damage.
[19:45:09.046] Additional effect: plague.
[19:45:09.115] PLD misses Kyou.
[19:45:09.454] PLD's Stoneskin effect wears off.
[19:45:10.439] PLD hits Kyou for 134 points of damage.
[19:45:11.972] PLD hits Kyou for 121 points of damage.
[19:45:13.636] PLD hits Kyou for 45 points of damage.
[19:45:13.976] PLD's Defender effect wears off.
[19:45:14.996] Kyou uses Malign Invocation.
PLD takes 102 points of damage.
[19:45:15.064] PLD misses Kyou.
[19:45:15.507] PLD's amnesia effect wears off.
[19:45:16.323] PLD misses Kyou.
[19:45:17.307] PLD misses Kyou.
[19:45:17.682] PLD misses Kyou.
[19:45:18.600] PLD misses Kyou.
[19:45:19.347] PLD misses Kyou.
[19:45:20.812] PLD hits Kyou for 158 points of damage.
[19:45:21.659] Kyou hits PLD for 227 points of damage.
[19:45:22.203] PLD misses Kyou.
[19:45:23.529] PLD misses Kyou.
[19:45:24.582] PLD misses Kyou.
[19:45:25.571] PLD hits Kyou for 82 points of damage.
[19:45:25.738] PLD is no longer silenced.
[19:45:25.843] Kyou hits PLD for 236 points of damage.
[19:45:26.522] PLD misses Kyou.
[19:45:27.372] WHM starts casting Stoneskin on WHM.
[19:45:27.609] PLD misses Kyou.
[19:45:29.244] PLD hits Kyou for 152 points of damage.
[19:45:29.584] Kyou hits PLD for 155 points of damage.
[19:45:30.705] PLD misses Kyou.
[19:45:31.896] WHM casts Stoneskin.
WHM gains the effect of Stoneskin.
[19:45:32.100] PLD misses Kyou.
[19:45:33.119] Kyou readies Stygian Cyclone.
[19:45:33.561] PLD hits Kyou for 76 points of damage.
[19:45:33.664] Kyou hits PLD for 116 points of damage.
[19:45:33.970] WHM starts casting Cure III on PLD.
[19:45:34.854] PLD misses Kyou.
[19:45:36.180] PLD misses Kyou.
[19:45:37.711] PLD misses Kyou.
[19:45:39.275] PLD misses Kyou.
[19:45:39.309] WHM casts Cure III.
PLD recovers 821 HP.
[19:45:39.717] WHM starts casting Paralyna on PLD.
[19:45:39.717] PLD is no longer paralyzed.
[19:45:40.294] Kyou uses Stygian Cyclone.
PLD takes 0 points of damage.
[19:45:40.566] PLD misses Kyou.
[19:45:42.573] Kyou hits PLD for 0 points of damage.
[19:45:42.709] PLD uses Provoke on Kyou.
[19:45:42.878] Additional effect: silence.
[19:45:43.559] PLD uses Defender.
Defense is enhanced but attacks weaken.
[19:45:43.865] WHM casts Paralyna.
WHM successfully removes PLD's paralysis.
[19:45:44.544] Kyou starts casting Meteor.
[19:45:45.768] WHM starts casting Silena on PLD.
[19:45:46.007] PLD uses Warcry.
PLD's attacks are enhanced.
[19:45:46.179] PLD is no longer silenced.
[19:45:46.757] PLD uses Aggressor.
Accuracy is enhanced but evasion is impaired.
[19:45:47.504] PLD starts casting Flash on Kyou.
[19:45:48.183] PLD's Stoneskin effect wears off.
[19:45:51.052] WHM casts Silena.
WHM successfully removes PLD's silence.
[19:45:51.088] Kyou casts Meteor.
PLD takes 473 points of damage.
[19:45:51.256] PLD misses Kyou.
[19:45:51.431] PLD casts Flash.
Kyou is afflicted with Flash.
[19:45:51.938] WHM starts casting Cure III on PLD.
[19:45:52.377] WHM's casting is interrupted.
[19:45:52.377] PLD is unable to cast spells.
[19:45:52.378] Kyou hits PLD for 91 points of damage.
[19:45:52.674] Additional effect: silence.
[19:45:52.911] PLD misses Kyou.
[19:45:53.826] PLD misses Kyou.
[19:45:53.897] Kyou is no longer afflicted with Flash.
[19:45:54.916] PLD misses Kyou.
[19:45:55.526] WHM starts casting Cure III on PLD.
[19:45:55.662] PLD misses Kyou.
[19:45:55.968] PLD is no longer poisoned.
[19:45:56.445] PLD parries Kyou's attack with his weapon.
[19:45:56.958] PLD misses Kyou.
[19:45:58.759] PLD hits Kyou for 56 points of damage.
[19:45:59.710] PLD misses Kyou.
[19:46:00.491] Kyou hits PLD for 0 points of damage.
[19:46:00.527] WHM casts Cure III.
PLD recovers 689 HP.
[19:46:00.798] Additional effect: petrification.
[19:46:00.934] WHM starts casting Silena on PLD.
[19:46:00.934] PLD is no longer silenced.
[19:46:01.410] PLD uses Rampart.
PLD gains the effect of Defense Boost.
[19:46:02.906] Obey... Follow the light...
[19:46:02.906] Vanquish Kyou.
[19:46:04.675] Kyou hits PLD for 0 points of damage.
[19:46:04.981] Additional effect: curse.
[19:46:05.796] WHM casts Silena.
WHM successfully removes PLD's silence.
[19:46:06.204] PLD is no longer plagued.
[19:46:08.618] WHM starts casting Cursna on PLD.
[19:46:08.618] PLD is no longer cursed.
[19:46:08.789] Kyou hits PLD for 0 points of damage.
[19:46:09.095] Additional effect: plague.
[19:46:11.916] WHM starts casting Cure VI on PLD.
[19:46:11.916] PLD's Stoneskin effect wears off.
[19:46:12.801] Kyou hits PLD for 21 points of damage.
[19:46:13.109] Additional effect: blindness.
[19:46:13.618] WHM casts Cursna.
WHM successfully removes PLD's curse.
[19:46:14.024] PLD's Warcry effect wears off.
[19:46:15.553] WHM starts casting Stona on PLD.
[19:46:15.995] PLD is no longer petrified.
[19:46:16.914] Kyou hits PLD for 0 points of damage.
[19:46:17.630] WHM casts Cure VI.
PLD recovers 1833 HP.
[19:46:18.547] PLD starts casting Flash on Kyou.
[19:46:18.682] PLD uses Provoke on Kyou.
[19:46:20.484] WHM casts Stona.
WHM successfully removes PLD's petrification.
[19:46:20.518] WHM starts casting Viruna on PLD.
[19:46:20.688] Kyou hits PLD for 0 points of damage.
[19:46:20.892] Additional effect: petrification.
[19:46:20.960] PLD is no longer plagued.
[19:46:22.423] PLD casts Flash.
Kyou is afflicted with Flash.
[19:46:22.763] Kyou hits PLD for 0 points of damage.
[19:46:24.156] WHM starts casting Blindna on PLD.
[19:46:24.532] PLD is no longer blinded.
[19:46:25.009] Kyou is no longer afflicted with Flash.
[19:46:25.040] Kyou hits PLD for 0 points of damage.
[19:46:25.687] WHM casts Viruna.
WHM successfully removes PLD's plague.
[19:46:27.896] Kyou starts casting Meteor.
[19:46:27.896] WHM starts casting Stona on PLD.
[19:46:28.202] PLD is no longer petrified.
[19:46:29.088] WHM casts Blindna.
WHM successfully removes PLD's blindness.
[19:46:29.426] PLD's Defense Boost effect wears off.
[19:46:29.528] PLD misses Kyou.
[19:46:29.970] PLD starts casting Reprisal on PLD.
[19:46:30.515] PLD misses Kyou.
[19:46:32.690] WHM casts Stona.
WHM successfully removes PLD's petrification.
[19:46:33.099] PLD casts Reprisal.
PLD gains the effect of Reprisal.
[19:46:33.985] PLD misses Kyou.
[19:46:34.843] Kyou casts Meteor.
PLD takes 0 points of damage.
[19:46:34.951] PLD is unable to cast spells.
[19:46:35.085] PLD misses Kyou.
[19:46:35.292] Kyou hits PLD for 0 points of damage.
[19:46:35.594] Additional effect: silence.
[19:46:36.233] PLD scores a critical hit!
Kyou takes 242 points of damage.
[19:46:37.246] PLD hits Kyou for 88 points of damage.
[19:46:38.469] PLD misses Kyou.
[19:46:38.504] PLD's Stoneskin effect wears off.
[19:46:39.424] Kyou scores a critical hit!
PLD takes 120 points of damage.
[19:46:39.457] PLD misses Kyou.
[19:46:39.730] Additional effect: petrification.
[19:46:43.503] Kyou hits PLD for 105 points of damage.
[19:46:43.809] Additional effect: curse.
[19:46:45.474] WHM starts casting Cure III on PLD.
[19:46:47.617] Kyou hits PLD for 0 points of damage.
[19:46:47.923] Additional effect: plague.
[19:46:50.369] WHM casts Cure III.
PLD recovers 0 HP.
[19:46:50.438] WHM starts casting Cursna on PLD.
[19:46:50.743] PLD is no longer cursed.
[19:46:51.322] Kyou hits PLD for 0 points of damage.
[19:46:54.484] PLD's Stoneskin effect wears off.
[19:46:54.824] WHM starts casting Cure VI on PLD.
[19:46:55.402] Kyou hits PLD for 74 points of damage.
[19:46:55.708] Additional effect: curse.
[19:46:55.743] WHM casts Cursna.
WHM successfully removes PLD's curse.
[19:46:58.564] PLD is no longer petrified.
[19:46:58.904] WHM starts casting Silena on PLD.
[19:46:59.347] PLD is no longer silenced.
[19:46:59.449] Kyou hits PLD for 0 points of damage.
[19:46:59.891] PLD misses Kyou.
[19:47:00.537] WHM casts Cure VI.
PLD recovers 74 HP.
[19:47:01.420] PLD starts casting Flash on Kyou.
[19:47:01.592] PLD uses Provoke on Kyou.
[19:47:02.645] WHM starts casting Cursna on PLD.
[19:47:02.986] Obey... Follow the light...
[19:47:02.986] Vanquish Kyou.
[19:47:02.986] PLD is no longer cursed.
[19:47:03.564] Kyou hits PLD for 0 points of damage.
[19:47:03.869] Additional effect: silence.
[19:47:04.209] WHM casts Silena.
WHM successfully removes PLD's silence.
[19:47:05.330] PLD casts Flash.
Kyou is afflicted with Flash.
[19:47:05.840] PLD misses Kyou.
[19:47:06.724] WHM starts casting Cure V on PLD.
[19:47:07.609] Kyou hits PLD for 0 points of damage.
[19:47:07.849] PLD uses Palisade.
[19:47:07.915] Kyou is no longer afflicted with Flash.
[19:47:07.915] Additional effect: paralysis.
[19:47:07.984] WHM casts Cursna.
WHM successfully removes PLD's curse.
[19:47:09.239] PLD misses Kyou.
[19:47:10.803] PLD is paralyzed.
[19:47:11.688] Kyou hits PLD for 0 points of damage.
[19:47:12.028] WHM casts Cure V.
PLD recovers 1719 HP.
[19:47:12.336] PLD misses Kyou.
[19:47:12.573] PLD's spikes deal 3 points of damage to Kyou.
[19:47:13.184] Kyou starts casting Meteor.
[19:47:13.727] PLD misses Kyou.
[19:47:15.193] PLD misses Kyou.
[19:47:16.620] PLD hits Kyou for 46 points of damage.
[19:47:17.265] PLD's Stoneskin effect wears off.
[19:47:18.048] PLD misses Kyou.
[19:47:19.376] Kyou readies Stygian Sphere.
[19:47:19.478] PLD misses Kyou.
[19:47:20.167] Kyou casts Meteor.
PLD takes 191 points of damage.
[19:47:20.919] PLD misses Kyou.
[19:47:22.331] PLD misses Kyou.
[19:47:23.726] Kyou uses Stygian Sphere.
Kyou recovers 2830 HP.
[19:47:23.761] PLD misses Kyou.
[19:47:25.187] PLD misses Kyou.
[19:47:25.700] Kyou scores a critical hit!
PLD takes 279 points of damage.
[19:47:26.752] PLD misses Kyou.
[19:47:27.533] PLD hits Kyou for 93 points of damage.
[19:47:27.740] Kyou hits PLD for 155 points of damage.
[19:47:28.691] PLD scores a critical hit!
Kyou takes 219 points of damage.
[19:47:29.371] PLD hits Kyou for 39 points of damage.
[19:47:30.051] Kyou scores a critical hit!
PLD takes 280 points of damage.
[19:47:30.356] PLD's Reprisal effect wears off.
[19:47:30.491] PLD is paralyzed.
[19:47:32.464] PLD misses Kyou.
[19:47:33.212] WHM starts casting Cure III on PLD.
[19:47:33.418] PLD misses Kyou.
[19:47:33.654] WHM's casting is interrupted.
[19:47:34.096] Kyou misses PLD.
[19:47:35.321] PLD hits Kyou for 131 points of damage.
[19:47:36.306] PLD misses Kyou.
[19:47:37.837] WHM starts casting Paralyna on PLD.
[19:47:37.837] PLD is no longer paralyzed.
[19:47:38.177] PLD misses Kyou.
[19:47:38.314] Kyou hits PLD for 155 points of damage.
[19:47:38.619] Additional effect: petrification.
[19:47:41.983] WHM casts Paralyna.
WHM successfully removes PLD's paralysis.
[19:47:42.460] Kyou hits PLD for 160 points of damage.
[19:47:42.801] WHM starts casting Silena on PLD.
[19:47:42.801] PLD is no longer silenced.
[19:47:46.268] Kyou hits PLD for 96 points of damage.
[19:47:46.404] PLD is no longer plagued.
[19:47:46.473] Additional effect: blindness.
[19:47:46.847] WHM starts casting Cure VI on PLD.
[19:47:47.661] WHM casts Silena.
WHM successfully removes PLD's silence.
[19:47:48.342] Kyou hits PLD for 114 points of damage.
[19:47:50.587] Kyou hits PLD for 0 points of damage.
[19:47:50.826] WHM starts casting Stona on PLD.
[19:47:50.826] PLD is no longer petrified.
[19:47:50.893] Additional effect: silence.
[19:47:52.118] WHM casts Cure VI.
PLD recovers 1529 HP.
[19:47:52.119] PLD hits Kyou for 153 points of damage.
[19:47:54.463] WHM starts casting Silena on PLD.
[19:47:54.565] Kyou hits PLD for 0 points of damage.
[19:47:54.599] PLD uses Provoke on Kyou.
[19:47:54.839] PLD is no longer silenced.
[19:47:55.314] WHM casts Stona.
WHM successfully removes PLD's petrification.
[19:47:55.858] PLD misses Kyou.
[19:47:55.891] PLD starts casting Flash on Kyou.
[19:47:56.537] Unable to cast spells at this time.
[19:47:58.781] Kyou hits PLD for 0 points of damage.
[19:47:59.087] Additional effect: plague.
[19:47:59.733] WHM casts Silena.
WHM successfully removes PLD's silence.
[19:47:59.834] Kyou starts casting Meteor.
[19:47:59.835] PLD misses Kyou.
[19:48:00.106] PLD casts Flash.
Kyou is afflicted with Flash.
[19:48:00.820] PLD starts casting Reprisal on PLD.
[19:48:00.820] PLD misses Kyou.
[19:48:02.487] Kyou is no longer afflicted with Flash.
[19:48:02.929] Obey... Follow the light...
[19:48:02.929] Vanquish Kyou.
[19:48:04.393] PLD casts Reprisal.
PLD gains the effect of Reprisal.
[19:48:04.666] PLD misses Kyou.
Or to highlight..
Code [19:45:07.384] Kyou readies Malign Invocation.
[19:45:33.119] Kyou readies Stygian Cyclone.
[19:47:19.376] Kyou readies Stygian Sphere.
This was below 25%, as only one more bravado occured after that. Pretty obvious there's minimal if any regain. Went almost 2 minutes between TP when I was keeping up cureskin.
[+]
Carbuncle.Stiltz
サーバ: Carbuncle
Game: FFXI
Posts: 332
By Carbuncle.Stiltz 2017-05-04 19:40:30
When you have 3,000 shitposts and counting on a forum like this; you don't admit to or acknowledge your own ignorance.
You're dealing with a creature that absolutely loves the smell of its own farts.
If you wanna test TP/OA/Rogaine on something, stack DTQ/A on thf/nin with a k.club and as little SB as possible.
You'll have answers in less than eighteen pages and you won't even need to post the same thing fifteen times a day.
By clearlyamule 2017-05-04 19:43:13
Wow can't believe this is still going on lol. At least I assume it is since I can't see the mental breakdown side of it just the responses
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-05-04 19:48:24
When you have 3,000 shitposts and counting on a forum like this; you don't admit to or acknowledge your own ignorance.
You're dealing with a creature that absolutely loves the smell of its own farts.
If you wanna test TP/OA/Rogaine on something, stack DTQ/A on thf/nin with a k.club and as little SB as possible.
You'll have answers in less than eighteen pages and you won't even need to post the same thing fifteen times a day. It doesn't take a genius to pull up your equip history and see that every single piece of SMN gear was acquired between the end of february and the middle of march. I get it, you hopped on the bandwagon and it was good. Unfortunately, it's coming to an end and no amount of personal insults, whining, flawed logic, or rants on this forum will stop it. It's in SE's hands now.
Now why don't you pack up your ***attitude and roll on home, even the people who are against nerf don't care what you have to say.
By Ruaumoko 2017-05-04 20:59:10
Leviathan.Comeatmebro said: »When you have 3,000 shitposts and counting on a forum like this; you don't admit to or acknowledge your own ignorance.
You're dealing with a creature that absolutely loves the smell of its own farts.
If you wanna test TP/OA/Rogaine on something, stack DTQ/A on thf/nin with a k.club and as little SB as possible.
You'll have answers in less than eighteen pages and you won't even need to post the same thing fifteen times a day. It doesn't take a genius to pull up your equip history and see that every single piece of SMN gear was acquired between the end of february and the middle of march. I get it, you hopped on the bandwagon and it was good. Unfortunately, it's coming to an end and no amount of personal insults, whining, flawed logic, or rants on this forum will stop it. It's in SE's hands now.
Now why don't you pack up your ***attitude and roll on home, even the people who are against nerf don't care what you have to say. Holy ***, even I felt this one.
Ragnarok.Phuoc
サーバ: Ragnarok
Game: FFXI
Posts: 354
By Ragnarok.Phuoc 2017-05-04 21:31:30
For the health of your main game if a exploit is discovered is necessary a fix.
In my opinion
Melee-Zergs should remain at ILV135 content as max, zergs take a ***-ton of gear, Skills and devotion but killing the TOP-BOSSES in less than 60 seconds is not "FUN".
The only way of beat content ILV150 + should be with Rangers, Mages and pet jobs but..... taking 15 or 20 mins of a intense fight, dealing with adds, game mechs, phases changes.
People are pissed with this SMN exploit because: In a Mele-Zerg at least you need 2 billions gil sets, you need expose yourself, you need parse HIGH and you have massive competition for the DD-SLOTs in your ally.
1.-SMN do you have competition in the PARSE or DD SLOTS?
2.-SMN do you put yourself in RISK dealing high amount of damage?
3.-SMN your set is worth of 2 billions and you need play best slot item between 4 ultimate weapons?
Is total acceptable have your Mele-Job for Zergs and Burns under ILV135 and your ILV150 job SMN, BLM, RNG etc.
The rules of ANY-GAME is puting yourself in a minor disavantaje to have a rewarding feeling after of win. Break this rule and the game will stop of being fun.
This post makes no sense.
1 > No the only competition on a zerg situation for a smn is another smn, if we put AC zergs on the side, any DD can outdo a smn.
2 > A smart smn shouldnt be in death range ever but same happens with ranged jobs and i dont see anyone complaining.
3 > Lets take WAR for example, full argosi +1 costs 300m right now @ ragnarok prices (which are basically the same across servers), say 200m for a tp set btw purchases and reisen augments and a 119-3 ragnarok which is 180m, the rest is EX gear which ends in about 700m total and not 2 billion gil, a smn would be close to that number so to answer your question no, smn doesnt need it or any job for that matter.
Aeonics been around for a long time now, i dont understand the reason for anyone to be mad because there's more than 1 or 2 strats for it but well w/e.
Please 10th come fast so this witch hunt can end and smns stop doing 2M dmg during conduit : D
Carbuncle.Stiltz
サーバ: Carbuncle
Game: FFXI
Posts: 332
By Carbuncle.Stiltz 2017-05-04 22:07:49
Leviathan.Comeatmebro said: »It doesn't take a genius to pull up your equip history and see that every single piece of SMN gear was acquired between the end of february and the middle of march. I get it, you hopped on the bandwagon and it was good.
Goddamn dude, we almost went a whole page and a half without a single person even bringing up summoners. lol
Since you're so invested in my history, maybe you'd care to explain the ten year gap between a 75 RNG and a dozen 99s to all these wonderful people too.
You're absolutely right. I started riding the ***out of that SMN A/C wagon a year before anyone even saw RT4s or thought about A/C burning them.
Damn, and all this time I thought I was riding the OP dragoon bandwagon. Guess you know more about me than I do!
Holy ***, watch out! I just leveled WHM the other day. HEALWAGON HERE I COME!
Leviathan.Comeatmebro said: »Unfortunately, it's coming to an end...
YouTube Video Placeholder
For the health of your main game, if an exploit is discovered, it is necessary to fix.
Since we're back to talking about game breaking exploits, I must've missed the twenty pages of RT4 discussion about people breaking the game with gear swap luas.
NO, THAT'S PERFECTLY FINE! THERE'S NOTHING WRONG WITH A THIRD PARTY SCRIPT THAT AUTOMATES GEAR SWAPPING IN A WAY THAT'S PHYSICALLY IMPOSSIBLE THROUGH IN-GAME MACRO CODING. IT'S NOT AN EXPLOIT IF EVERYONE'S DOING IT!
You kids are funny.
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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