|
Reisenjima T4s
By Shichishito 2019-08-02 20:10:28
It doesn't matter that you control 3 characters in ff7 it's still a single player game. Number of humans. Solo/duo/trio etc. period. there is no option for multiboxing in ff7.
if someone says he soloed mob X without mentioning that he runs a multibox then the statement is misleading and helps nobody.
its a bad habit around here and it needs to stop.
Bahamut.Negan
サーバ: Bahamut
Game: FFXI
Posts: 2193
By Bahamut.Negan 2019-08-02 20:20:30
It doesn't matter that you control 3 characters in ff7 it's still a single player game. Number of humans. Solo/duo/trio etc. period. there is no option for multiboxing in ff7.
if someone says he soloed mob X without mentioning that he runs a multibox then the statement is misleading and helps nobody.
its a bad habit around here and it needs to stop. I soloed Aeonics and Dyna D's with my LS.
By Afania 2019-08-02 21:57:47
I would guess your bigger issue is doing damage when you only have a melee DD.
Zerde is very much doable with one single melee.
I'm wondering if anyone knows if Zerde has any form of Regain to make a Mewing Lullaby/SA WS strategy viable?
Have you watch Ejiins 5 man melee video? He explained setup and buffs quite clearly.
YouTube Video Placeholder
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-08-03 01:17:57
Killed it with our own setup. SV Threnody, Sabo/Stymie Frazzle 3, Entrust Languor, Boost-INT and Pear Crepe were enough to land stun on my GEO with her crappily auged FC Merlinic. Now for what's probably the hardest NM we'll need to kill with our setup. <.<
[+]
サーバ: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2019-08-03 08:56:11
grats, but gotta agree if you've got a good brd who with nitro for first sleep, and super revit for a 2nd one if needed, Vini will be much easier than Zerde or Schah...assuming all 3 are melee'ed.
I think you'll find Vinipata easier than expected.
Asura.Sirris
サーバ: Asura
Game: FFXI
Posts: 730
By Asura.Sirris 2019-08-03 09:13:54
Ejin's video is neat but man that method sucks compared to summoner strat. 2 SMNs can carry 2 full parties of players in under 60 seconds total with RDM Chainspell Stun, very low risk and you can bring leeches.
Vini is super easy, just a matter of sleeping adds really.
Bahamut.Shozokui
サーバ: Bahamut
Game: FFXI
Posts: 460
By Bahamut.Shozokui 2019-08-03 09:49:07
Leviathan.Celebrindal said: »grats, but gotta agree if you've got a good brd who with nitro for first sleep, and super revit for a 2nd one if needed, Vini will be much easier than Zerde or Schah...assuming all 3 are melee'ed.
I think you'll find Vinipata easier than expected.
^ this. Vinipata isn't as bad as you think. Especially if you're meleeing. Just make sure to use things like Barfira/Baramnesra, Fire Carol, Odyllic Subterfuge, Vex/Attune (only if you have extra geo, torpor/frailty more important), asylum, Moneta's Tonic, etc.
You can kill him in less than 60 seconds with good DD :)
I personally find Schah/Vini to be the easiest of all. They're just straight forward zergs.
By Afania 2019-08-03 11:34:58
Ejin's video is neat but man that method sucks compared to summoner strat. 2 SMNs can carry 2 full parties of players in under 60 seconds total with RDM Chainspell Stun, very low risk and you can bring leeches.
Vini is super easy, just a matter of sleeping adds really.
He didnt say melee is better, just doable.
God forbid people play melee because they want to or dont want to gear smn. I like how "smn" repeatly pop here after someone asked for lowman melee setup advice lol.
サーバ: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2019-08-03 11:43:02
Its been said a thousand times and I don't want to degrade a thread where someone asks for help into a "SMN is bad" thread, but it may bear repeating for someone attempting such low-man strats.
SMN burns attempt to defeat a target before it is able to process its own logic and actually fight back. Melee burns on the large scale attempt the same thing but do have to deal with some aspects of the target due to higher TP feed to the mob, and usually take just a bit longer.
A paced win on a target allows the mob to process where it is in the fight and retaliate with its "gimmicks" or tactics, and thus require the party/alliance to find ways to deal with those mechanics.
I'm not gonna get on the high horse and say one is better than the other. I'm only gonna say that all tactics result in the same thing: a win. So whatever your group's personnel allows for easiest is the way to go. Or after a few rounds, whatever your group desires to attempt based on "favorite style" or just to have fun are also very viable and certainly doable.
So how 'bout instead of just throwing down the "just SMN burn it" card every time someone asks for help, y'all let those with experience doing it the way the OP desires help out?
By Afania 2019-08-03 11:47:19
Leviathan.Celebrindal said: »grats, but gotta agree if you've got a good brd who with nitro for first sleep, and super revit for a 2nd one if needed, Vini will be much easier than Zerde or Schah...assuming all 3 are melee'ed.
I think you'll find Vinipata easier than expected.
Vini is naraka I think they take reduced piercing dmg?
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2019-08-03 11:48:54
In addition to the differences in battle flow, self-imposed limitations are the only thing that can make this game hard for competent players. Trying something new and potentially being challenged might be more interesting than clicking AFAC on your 10th Aeonic when you still won't have anything challenging to use it on.
The only reason SMN burn wasn't nerfed is because it saved SE the work of weakening T4 to make them casual accessible. Make no mistake, it's the equivalent of the massive nerf every other content has received, it just occured more organically.
[+]
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-08-03 11:50:13
Yeah, but Banish III should help it take decent damage, unless NMs' special defense gets lowered less than on normal mobs from Banish.
Honestly the biggest issue we've found so far is that Scarletite Ingots are really rare on this server and we went 0/8 on Tenzen dropping one last night. <.<
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-08-03 19:18:00
Managed to take it down with our crappy setup. Pretty cool that a THF can solo DD an entire Aeonic with no Idris and no COR rolls.
Asura.Eiryl
By Asura.Eiryl 2019-08-03 20:02:41
I would really like to see the/a video of you doing schah, with that setup
It must've been pretty hectic with time and adds.
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-08-03 20:12:42
It took us a few tries with a couple time outs, but the win was with 2 or 3 mins left. Don't know if I'd be able to record since I'm on a crappy laptop and triple boxing. Can't even run Youtube videos at 60 fps.
Bismarck.Ihinaa
サーバ: Bismarck
Game: FFXI
Posts: 160
By Bismarck.Ihinaa 2019-08-03 20:38:59
No Idris, no Epeolatry, no Yagrush. My characters, thf rdm and brd, were perfect though, minus brd t/n gear. Because reasons. edit: and turms body+1 and legs+1. Small server is small.
We wiped a few times because largely there are no guides on how to tackle the nms with our specific setup and lacking super buffs. Had to learn as we go.
Now to make it harder by looking for a buyer and increasing its hp a little. Get on that man. Hell, get 2 buyers. I'll just rudra harder next time.
Asura.Eiryl
By Asura.Eiryl 2019-08-03 20:42:43
Should've definitely been using that Vajra / Mandallic in that scenario though!
[+]
Valefor.Darvis
サーバ: Valefor
Game: FFXI
Posts: 30
By Valefor.Darvis 2019-08-03 22:11:40
Congrats! Always like seeing this sort of thing.
By tyalangan 2019-08-04 07:30:41
We wiped a few times because largely there are no guides on how to tackle the nms with our specific setup and lacking super buffs. Had to learn as we go.
Will you be updating guides (BG discussion page, etc.) with your low-man approach? I am very curious of the strategies, decisions, and gear choices used to Rudras through some of these.
[+]
Bismarck.Sterk
サーバ: Bismarck
Game: FFXI
Posts: 309
By Bismarck.Sterk 2019-08-04 11:21:15
Only automation on RUN WHM GEO was GEO stunning Zerde.
Bismarck.Ihinaa
サーバ: Bismarck
Game: FFXI
Posts: 160
By Bismarck.Ihinaa 2019-08-04 17:53:18
I do have auto-cure'ing scripts I wrote on both my brd and rdm, but they go on and off depending on what we're fighting and what happens in each fight. Most of the time, I'm alt-tabbing between 2 characters, and let the third one be automated. The one that's automated can change several times within the same fight though. Besides, good ol' Erinys.
Will you be updating guides (BG discussion page, etc.) with your low-man approach? I am very curious of the strategies, decisions, and gear choices used to Rudras through some of these.
Step-by-step? Not really. At least not from me. That's just contributing to the problem FFXI has in general. Need specific setups and using specific strategies. Just go fight it, take a wipe, see what went wrong and try again while trying to fix it. If you're getting amnesia'd too much, use fire carol, stunned too much, use lightning carol, etc. Sleep what needs to be slept, make it as harmless as possible and make good use of your pdt/mdt/meva set.
By tyalangan 2019-08-04 19:55:14
I think that was my main thought was if you were TPing in DT sets and still laying enough damage as the lone DD to kill in time.
Bismarck.Ihinaa
サーバ: Bismarck
Game: FFXI
Posts: 160
By Bismarck.Ihinaa 2019-08-04 23:11:20
I'm pretty against posting 'do this and win' information, but since you're just curious, I'll share a few things.
I was in normal TP gear almost the entire time. Only need pdt/mdt/meva gear when it uses a tp move(often) or turns to you(rare). BGWiki has a list of all their abilities and whether it's physical or magical.
This is all from the perspective of muh thf: I had to /nin for Albumen because of his counter; helps when it turns to you and you're swinging away at it as fast as a thf does, and also when you do drive-by TAWSs. Erinys, Onychophora and Teles were all cake; you kill it the same way you kill it with larger groups. Schah adds mostly die in 2-3 WS, so just cure bomb your way through their tp moves and pray you don't get amnesia'd. Non-Bhatas take a few more WSs, and queen piece take even more. Charm buffer on the queen piece, then rudra Schah to death and hope you make it in time. For Vinipata, just keep Scherzo on and run out when it uses its aoe doom. For Zerde, once you get by the constant stuns, you'll be fine. I was a little surprised that dagger was doing full damage to it. Stacked WSs were hitting for 50k~ when fully buffed.
サーバ: Asura
Game: FFXI
Posts: 131
By Asura.Kalimairo 2019-08-05 00:08:24
I would guess your bigger issue is doing damage when you only have a melee DD.
Zerde is very much doable with one single melee.
I'm wondering if anyone knows if Zerde has any form of Regain to make a Mewing Lullaby/SA WS strategy viable?
Have you watch Ejiins 5 man melee video? He explained setup and buffs quite clearly.
YouTube Video Placeholder
at least hide ur NO ja, No knock back. and its clearly not you healing.
[+]
Asura.Shiraj
サーバ: Asura
Game: FFXI
Posts: 1071
By Asura.Shiraj 2019-08-05 00:27:18
You do realise how hard it is to successfully 5 man Melee Zerde, let alone 5 box it. Just give the dude credit he deserves. I don't see you doing this anytime soon.
He was manually curing as you can easily tell.
Bahamut.Shozokui
サーバ: Bahamut
Game: FFXI
Posts: 460
By Bahamut.Shozokui 2019-08-05 00:37:49
No Idris, no Epeolatry, no Yagrush. My characters, thf rdm and brd, were perfect though, minus brd t/n gear. Because reasons. edit: and turms body+1 and legs+1. Small server is small.
We wiped a few times because largely there are no guides on how to tackle the nms with our specific setup and lacking super buffs. Had to learn as we go.
Now to make it harder by looking for a buyer and increasing its hp a little. Get on that man. Hell, get 2 buyers. I'll just rudra harder next time.
The smaller your group is, the lower the requirements get. Having a small party is a benefit, not a hindrance. (Geas-fete scaling is *** dumb)
The fewer players you have, the less necessary Yagrush is. Only 1 fight even remotely demands a yagrush anyways (Albumen).
You can kill almost all these without a GEO at all. You have a RDM and a BRD. RDM fixes accuracy problems and lowers the march requirement by 1 for haste cap.
Idris is not required while meleeing because you're not trying to kill it before you run out of canduit. You can run a melee fight out until the end of the timer so the buffs are just helpful and not necessary.
Epeo is not even remotely required for HELMs, none of them hit very hard.
Congrats, good luck on the rest.
Bismarck.Ihinaa
サーバ: Bismarck
Game: FFXI
Posts: 160
By Bismarck.Ihinaa 2019-08-05 03:34:39
Maybe I'll put on a bronze knife since my goal was to impress you 'n all.
[+]
サーバ: Asura
Game: FFXI
Posts: 131
By Asura.Kalimairo 2019-08-05 03:55:06
You do realize (fixed it for you) how hard it is to successfully 5 man Melee Zerde, let alone 5 box it. Just give the dude credit he deserves. I don't see you doing this anytime soon.
He was manually curing as you can easily tell. i do realize but why is he lying.
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.
|
|