|
Reisenjima T4s
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-08 10:54:48
Figured i'd write down some WHM things to look out for on Albumen, seeing it can be a right pain in the *** both Debuffs etc.
Think of this NM as Chloris, cause it basically is for healing, but more annoying.
Things to look out for:
Petalback Spin:- AOE Plague, Amnesia, Poison, Silence, Blind, Paralyze. Your priority of removal here Is Silence -> paralyze.
These are the main things on your hit-list, but En-Petrify is totally a thing on this guy, as well as a few other bits, but these are your key.
It can cast Blizzaga IV, Aeroaga IV.
He has a hate reset, so your more than likely not just gonna be managing one guy, but two, I hate to break it but Yagrush is like a godsend for this fight healing wise. (Although, it's totally possible to heal without one with a support mage who's on point)
One nasty thing i've certainly noticed is it likes to do HP down and then Hundred fists (This is on the main page), you need to be hot on your erases, and curaga's here or your tanks going to die.
You can though, if you feel you might struggle, have a support like a RDM or something assist cures, or even a GEO. They more than likely aren't doing anything.
Make sure tanks have things like remedies and Holy waters, and finally Good Luck :D
(I'm not going to cover main strat for this, first page strat is accurate for both JPs and ENG players alike)
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-08 11:04:11
Hate reset is caused by Petalback Spin which is very easily stunnable by any mage job with just languor
[+]
Cerberus.Avalon
サーバ: Cerberus
Game: FFXI
Posts: 1214
By Cerberus.Avalon 2016-03-08 11:09:19
Figured i'd write down some WHM things to look out for on Albumen, seeing it can be a right pain in the *** both Debuffs etc.
Think of this NM as Chloris, cause it basically is for healing, but more annoying.
Things to look out for:
Petalback Spin:- AOE Plague, Amnesia, Poison, Silence, Blind, Paralyze. Your priority of removal here Is Silence -> paralyze.
These are the main things on your hit-list, but En-Petrify is totally a thing on this guy, as well as a few other bits, but these are your key.
It can cast Blizzaga IV, Aeroaga IV.
He has a hate reset, so your more than likely not just gonna be managing one guy, but two, I hate to break it but Yagrush is like a godsend for this fight healing wise. (Although, it's totally possible to heal without one with a support mage who's on point)
One nasty thing i've certainly noticed is it likes to do HP down and then Hundred fists (This is on the main page), you need to be hot on your erases, and curaga's here or your tanks going to die.
You can though, if you feel you might struggle, have a support like a RDM or something assist cures, or even a GEO. They more than likely aren't doing anything.
Make sure tanks have things like remedies and Holy waters, and finally Good Luck :D
(I'm not going to cover main strat for this, first page strat is accurate for both JPs and ENG players alike)
Got it. :)
Bahamut.Tychefm
サーバ: Bahamut
Game: FFXI
Posts: 902
By Bahamut.Tychefm 2016-03-08 11:59:33
Quote: Petalback Spin which is very easily stunnable by any mage job
It's actually pretty fast and we were unable to stun it. So either we suck or well...
[+]
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-08 12:09:09
I can't comment on how we stunned it given that I wasn't the stunner, but I wouldn't be surprised if ours wrote something in GS to stun for them.
サーバ: Odin
Game: FFXI
Posts: 2255
By Odin.Llewelyn 2016-03-08 16:12:23
Definitely need to be cheater cheater pumpkin eaters to stun Petalback Spin.
[+]
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-08 16:18:10
Oh well. I'd recommend it anyway cause it's not any more cheating than most of the plugins/addons used with windower, lol.
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-11 09:58:50
Can Schah Charm thou might ask.
Yes.... Yes it can.
[Dumb ways to die plays in background]
[+]
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-14 23:00:43
Don't think I saw this written anywhere:
Onychophera absorbs DURING Earth Spell casts at some point, I think below 25%
Bismarck.Nobunobu
サーバ: Bismarck
Game: FFXI
Posts: 171
By Bismarck.Nobunobu 2016-03-14 23:19:20
Well, it's over.
Apparently we checkmated it and it stopped spawning adds after we killed Bhata->Ashva->Gaja. Cute 10 min win.
Did you guys kill 3 adds b4 4th can pop and have u guys killed him since this kill?
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-14 23:57:47
Yes at the first, haven't tried it since though. Before this win we got to Mantri with like 13-15 min left (don't remember exact numbers) and supposedly you don't need to kill Mantri to deal full damage, so we can easily win next time we do it.
Bismarck.Nobunobu
サーバ: Bismarck
Game: FFXI
Posts: 171
By Bismarck.Nobunobu 2016-03-15 23:20:46
Our group has been trying to Schah, we tried to kill 1st 3 adds as soon as they pop, but has been unsuccessful due to 4th add popping way faster than the previous adds. Gaja's shield also screwing us up for not able to break it. Any suggestion would be appreciated :)
Our setup: PLD,RUN,WHM,SCH,SCH,GEO+ 4xBLM 2xGEO
By geigei 2016-03-16 00:16:39
Bismarck.Nobunobu said: »Our group has been trying to Schah, we tried to kill 1st 3 adds as soon as they pop, but has been unsuccessful due to 4th add popping way faster than the previous adds. Gaja's shield also screwing us up for not able to break it. Any suggestion would be appreciated :)
Our setup: PLD,RUN,WHM,SCH,SCH,GEO+ 4xBLM 2xGEO
I found out shield is automatic if you dont kill it fast enough, just practice more and maybe gear better.
サーバ: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2016-03-16 03:02:18
Figured i'd write down some WHM things to look out for on Albumen, seeing it can be a right pain in the *** both Debuffs etc.
Think of this NM as Chloris, cause it basically is for healing, but more annoying.
Things to look out for:
Petalback Spin:- AOE Plague, Amnesia, Poison, Silence, Blind, Paralyze. Your priority of removal here Is Silence -> paralyze.
These are the main things on your hit-list, but En-Petrify is totally a thing on this guy, as well as a few other bits, but these are your key.
It can cast Blizzaga IV, Aeroaga IV.
He has a hate reset, so your more than likely not just gonna be managing one guy, but two, I hate to break it but Yagrush is like a godsend for this fight healing wise. (Although, it's totally possible to heal without one with a support mage who's on point)
One nasty thing i've certainly noticed is it likes to do HP down and then Hundred fists (This is on the main page), you need to be hot on your erases, and curaga's here or your tanks going to die.
You can though, if you feel you might struggle, have a support like a RDM or something assist cures, or even a GEO. They more than likely aren't doing anything.
Make sure tanks have things like remedies and Holy waters, and finally Good Luck :D
(I'm not going to cover main strat for this, first page strat is accurate for both JPs and ENG players alike) White Mage point of view of this:
I did with just 1 tank and no geo (Just me and the tank in 1 party).
1.Kept barstonra/barpetra and ignored the stona effect as it only lasted a couple second.
2. Tank was very fast at flashing/voking and we had geo stuns for petal/hp down move.
3. When it did went through I had a deal with the tank, she would use echo drops while I DC + paralyna and sacrifice the rest. That way gave me more time for HP capping instead of taking debuffs off and kept her from getting paralyzed for a few, saved our butt quite a couple times. Erased + cured fast the HP effect.
4.Make sure to always erase the MP down effect, sucks to sacrifice it -_-.
5. Tanks need holy water, but with cursna gears and cursna received gears, we didn't ran through too many issues, even when he decided to be a *** and spam it. I had her ready to tell me when its getting at 3s for benediction but we didn't needed.
6. Keep your tank capped HP with Cure 3.
That was pretty much it, the rest is entirely on the shoulders of the blms, geos and the brd. Once you get the sleep/breakga sorted out, its a pretty "easy" fight in general.
サーバ: Asura
Game: FFXI
Posts: 334
By Asura.Krystela 2016-03-16 03:20:47
Whm point of view for telos was:
I had 2 tanks and a geo.
1. Keep them heal/buffed and debuffs up, Baraero and have your geo help out heal/haste.
2. Hope for the best...
3. #2 is kinda a joke but not really at the same time. Be ready to use Asylium towards the end.
4. Tell your tanks to use their temps during Silence aura and run in/out while dia is up. Make sure you stay alive (lol, yar been there, done that >.>)
Rest is your on your tank shoulders to voke after deaths(Blm) and geo dispelling. That fight is mostly based on how fast you process and react/priorize to the information happening. It's a finger workout.
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-16 07:22:02
The worm is by far the easiest to focus down as a WHM cause you can just cast regen 4 and the odd Cure.
There's really nothing to do on that fight. We even did it with a RUN Tank, and i just went afk. (Don't tell the JPs i went afk)
Largely because things from that fight is un-eraseable. and the odd viruna and silena. Nothing hit hard enough to threaten a tank. Maybe Discord, but it's like bleh C3 + Regen = AFK.
Fenrir.Montaeg
サーバ: Fenrir
Game: FFXI
Posts: 99
By Fenrir.Montaeg 2016-03-16 08:42:47
Actually the worm has an un-eraseble stat-down impact style TP move mentioned in OP (cathlicon(sp)/sacrifice don't work either). It's not a big deal, but just a warning to not waste your time trying. Although it doesn't hit particularly hard it can get dicey if the main + adds do dustvoid then another TP move right in a row, as it can catch the tank with no gear and drop them pretty fast.
サーバ: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2016-03-16 08:57:19
Actually the worm has an un-eraseble stat-down impact style TP move mentioned in OP (cathlicon(sp)/sacrifice don't work either). It's not a big deal, but just a warning to not waste your time trying. Although it doesn't hit particularly hard it can get dicey if the main + adds do dustvoid then another TP move right in a row, as it can catch the tank with no gear and drop them pretty fast. Is it identical to the stat down effect seen with Golden Kist? If so, you can use stat boosts like from Braver's Drink or Fenrir to prevent it.
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-16 09:26:03
Actually the worm has an un-eraseble stat-down impact style TP move mentioned in OP (cathlicon(sp)/sacrifice don't work either). It's not a big deal, but just a warning to not waste your time trying. Although it doesn't hit particularly hard it can get dicey if the main + adds do dustvoid then another TP move right in a row, as it can catch the tank with no gear and drop them pretty fast. I diddnt mean to write eraseable... <_< i meant un-erasable.
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-19 00:14:18
Rekilled Teles/Schah/Albumen today:
I think Albumen levels up when it kills someone while TPing? I'm not 100% sure but it definitely has to do with people dying.
Teles:
It is really wise to bring one of the GEO on /BLM to just stun during SCs, it ran at us a total of once the entire fight.
Also run away on mute/dia aura if you aren't already.
Schah is significantly easier if you use PLD/WAR and just pull 1 at a time since you can super tank them. Confirmed that leaving the Mantri up still allows you to do full damage to Schah.
We weren't able to "checkmate" it again, but people were observing that certain adds casted certain elements- that may have to do with it. Also, towards the ends the adds were spawning REALLLLLLLLLLLLLLLLLLLLLY slow, maybe like 2min between? We thought it was over but it was just taking forever
[+]
Fenrir.Snaps
サーバ: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2016-03-19 11:35:52
I looked through the logs for our last two wins and the elements for each add are the same.
Schah's Bhata - Casts fire based spells
Schah's Ashva - Casts wind based spells
Schah's Gaja - Casts earth based spells
Schah's Ratha - Casts ice and water based spells
Schah's Mantri - Casts thunder and dark based (sleepga) spells
Schah - Casts fire, wind, earth, ice, water, and thunder based spells
We popped it on iceday and used fire for the last fight compared to thunder on thundersday. The skillchains were fragmentation and fusion. /shrug
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-21 10:08:54
Fighting Erinys at the moment, figured I'd point out what these JPs are doing.
Noticed that all the THFs are using Regain whilst sleeping equipment.
So this is Nesanica ring & Opo-Opo Necklace. (OFC using
They where also using Roller's ring to help TP Regain. :)
We also are presently (As i write this), having a RUN tank all the Adds, and a NIN/RUN tanking the main NM.
The Adds can create Knockback aura.
Edit: We won first try! :D
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-22 07:11:13
Thanks OP for updating the first page. makes it a little bit easier, instead of going through everything.
Maybe someone should give a proper written strat tho for Schah though, instead of it being a general monster Summary as it is.
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-22 08:39:14
I mean, you can probably make a pretty good inference out of the information given... it's literally just adds pop->pld picks one to voke->assist a person->sc it down->rinse/repeat->Death Schah once all adds (sans Mantri) are down
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-22 08:48:35
I mean, you can probably make a pretty good inference out of the information given... it's literally just adds pop->pld picks one to voke->assist a person->sc it down->rinse/repeat->Death Schah once all adds (sans Mantri) are down Mm true, but most groups arent strong enough to take Mantri fast, and some just ignore it entirely. Plus all the others are largely clear cut instructions :3
consistannnccyyy
Fenrir.Ramzus
サーバ: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2016-03-22 18:04:05
also semi-related since i haven't bothered to update OP from 2nd round of aeonics:
properly geared THF (+aeneas) with 0 JP and doing a 6 person wing rotation can take down erinys in under 10 min. I believe we did
THF THF THF COR GEO GEO
PLD SMN WHM leech with the SMN/WHM/COR doing their mewing lullaby rotation.
I would consider it to be the easiest of the HELM NMs due to very low gearing requirement outside of PLD
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-22 19:16:33
I will say all where done with aside from the main WHM (Me), and 1 American GEO who i brought to 3 fights total. Everyone was default client. So yeah do NOT need to be 100% the best of the best, if you have good co-ordination.
So dispel that Myth now. The Key to victory is just good co-ordination and a bit of luck.
Eryins is without a doubt the easiest of them all. Sadly aside from just the clear for weapons, theres like 0 reason to kill him.
On our kill we diddnt even have a full party of THFs
We even had a a WAR/THF SaTa the main tank, with Nibiru Tabar, which kind of reinforces just how easy it is.
That being said, For a group who are prepared, i do not think Schah is the hardest, the issue with him is pure time constraints. Our group, we never had an issue of actually wiping. And on our winning Kill, i main healed through HP Being set to 1 twice, and had noone die.
The moment we decided to not kill the Mantri, lead to the time being freed up, went from struggling to break 60% on Schah, to me telling them to ignore Mantri (As suggested here), then the next day winning on our second pop of the day.
The NM we struggled with the most was honestly the mandy, loosing 12 times total, first 4 of which where genuine wipes. Where as everything else we lost to it because of time out. (We only lost to Vini outside of Schah and Albumen).
If anyone on my server actually want to do these NMs and need clearing up on strats. Please do not be afraid to send tells or leave messages here. I'm sure Me, the OP or anyone here will respond.
Edt: I'll also make a proper note on a bug on Tees. Which might cause wipes if it occurs.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-03-22 19:23:27
Fighting Erinys at the moment, figured I'd point out what these JPs are doing.
Noticed that all the THFs are using Regain whilst sleeping equipment.
So this is Nesanica ring & Opo-Opo Necklace. (OFC using
They where also using Roller's ring to help TP Regain. :)
We also are presently (As i write this), having a RUN tank all the Adds, and a NIN/RUN tanking the main NM.
The Adds can create Knockback aura.
Edit: We won first try! :D
I'm really wanting to try this with fencer WAR/THF and Reikkiko + Blurred Shield +1.
My question is, are the THF's getting TP fast enough to go every time their JA's are up or are they having to wait? They would have to get 70TP/tick which might be possible if they were using all stuff like sleep pots + perfect Tact roll and maybe Adloquim.
Reikiko's 30tp/tick along with tact roll should enable a WAR to get over 1000TP in 60s while stacking another 1000 in TP Bonus from Moonshade and Fencer, not to mention occasionalyl giving people the 700TP Bonus from Warcry. I've messed with Mighty Strikes Savage and seen crazy high numbers before.
Forum Moderator
サーバ: Sylph
Game: FFXI
Posts: 6115
By Sylph.Shadowlina 2016-03-22 19:34:29
Fighting Erinys at the moment, figured I'd point out what these JPs are doing.
Noticed that all the THFs are using Regain whilst sleeping equipment.
So this is Nesanica ring & Opo-Opo Necklace. (OFC using
They where also using Roller's ring to help TP Regain. :)
We also are presently (As i write this), having a RUN tank all the Adds, and a NIN/RUN tanking the main NM.
The Adds can create Knockback aura.
Edit: We won first try! :D
I'm really wanting to try this with fencer WAR/THF and Reikkiko + Blurred Shield +1.
My question is, are the THF's getting TP fast enough to go every time their JA's are up or are they having to wait? They would have to get 70TP/tick which might be possible if they were using all stuff like sleep pots + perfect Tact roll and maybe Adloquim.
Reikiko's 30tp/tick along with tact roll should enable a WAR to get over 1000TP in 60s while stacking another 1000 in TP Bonus from Moonshade and Fencer, not to mention occasionalyl giving people the 700TP Bonus from Warcry. I've messed with Mighty Strikes Savage and seen crazy high numbers before. hi there!
I'm sure a WAR/THF is a fine substitute for a THF as long as you said. That they had a good fencer build. We went with a WAR/THF using a Nibiru Tabar and he didn't have a problem at all. I would not be Suprised if a WAR using that sword would also be fine us if savage blade as their SaTa set too. But the key is thar you really don't want anyone melee ing. Perhaps maybe if you felt brave and had confident tanks maybe a second tank could bike a dragon and use t as a tp builder away from main NM.
It offers at least alternatives if party members in the group do not feel confident about their THF gear too.
[+]
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9913
By Asura.Saevel 2016-03-22 19:45:35
But the key is thar you really don't want anyone melee ing. Perhaps maybe if you felt brave and had confident tanks maybe a second tank could bike a dragon and use t as a tp builder away from main NM.
Oh yeah you absolutely don't want to feed TP to any of these so I would be sitting idle in Regain gear. Valorous head gives 3Tp/tick and the sword 30Tp/tick, and tact roll should give 40~50Tp/tick, should be more then enough TP when combined with Fencer traits and TP bonus gear. Guess it's just a long boring fight as you slowly chip it's HP down.
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.
|
|