Asura.Outlawbruce said: »
You can do 8 runs this method in the time it takes to do one VD method.
Moogle Ambuscade V1 Kupo! |
||
Moogle Ambuscade V1 Kupo!
Offline
Posts: 1731
Asura.Outlawbruce said: » You can do 8 runs this method in the time it takes to do one VD method. geigei said: » Asura.Outlawbruce said: » You can do 8 runs this method in the time it takes to do one VD method. 1-2 mins Normal Yeah, a bit of a exaggeration on wait times to enter and people getting their KI. But I'd say 4 runs easy. The point is, you can ignore all mechanics and be done with 2mins counting buffs with no real effort. Asura.Outlawbruce said: » geigei said: » Asura.Outlawbruce said: » You can do 8 runs this method in the time it takes to do one VD method. 1-2 mins Normal Yeah, a bit of a exaggeration on wait times to enter and people getting their KI. But I'd say 4 runs easy. The point is, you can ignore all mechanics and be done with 2mins counting buffs with no real effort. Asura.Geriond said: » Asura.Outlawbruce said: » geigei said: » Asura.Outlawbruce said: » You can do 8 runs this method in the time it takes to do one VD method. 1-2 mins Normal Yeah, a bit of a exaggeration on wait times to enter and people getting their KI. But I'd say 4 runs easy. The point is, you can ignore all mechanics and be done with 2mins counting buffs with no real effort. Not wasting seals lol. Can save for the smn burn. This method probably works on VD. we just didnt have the proper whm to make it happen. Still in full abyssea 99 gear. They died by one AoE move. With a proper whm, it would probably be the same amount of time as any other melee style Someone brought up a good point. Can the small moogles be bound? Gravitied? Slept? to stop movement?
Offline
Posts: 254
Asura.Outlawbruce said: » Someone brought up a good point. Can the small moogles be bound? Gravitied? Slept? to stop movement? Tried, completely resisted :/ Haven’t had the time to do D/VD yet. Was curious about how much acc is needed and if the smaller mogs move around based on time or dmg done to the boss?
Setbgm 49 for Luck of the Mog music XD more fitting since fighting moogles
Has anyone tried giving treats as mentioned in the ffxi digest 6?
Bismarck.Nekhekh said: » Has anyone tried giving treats as mentioned in the ffxi digest 6? That's v2, no one cares about v2 This month sucks but if you are going to do D you might as well do VD. The mechanics are the hard part.
DD DD GEO BRD RDM (WHM or SCH) Monk would be the best option but we've used SAM and DNC. Landing Silence is important and red mage is invaluable for stacking debuffs to weaken the boss, especially Paralyze/Addle2. The boss builds resistance to silence, important to stack Saboteur each time, but that's not always possible due to the Amnesia aura. 3 silences will land but 4-5 are dicey. It's important that DDs don't just rush face-first into this dude. When you get close to aura phases, start dragging boss to regen moogle, then trigger aura. Turn around during aura phase, TP feed is too dangerous with him right on top of you. Asura.Ramsy said: » Haven’t had the time to do D/VD yet. Was curious about how much acc is needed and if the smaller mogs move around based on time or dmg done to the boss? They seem to move in random (?) intervals. Credit to my lsmate Lotso who came up with this, I think, we used a different strat tonight to get VD wins for alts. This strat's speed depends on what you bring to fill:
RDM- only job that's non-negotiable DD- MNK BY FAR best in this slot, highest HP/meva, SAM or even NIN would work, you want tough jobs that can do DD without feeding much TP. NIN can blink tier 6 spells so that's handy. healer- doesn't matter which really And then some combination of BRD/GEO/COR alts or leeches or another DD. You're getting Haste2 so not too hard to cap haste. Fight at starting corner. RDM does enfeeble cycle during Saboteur, Silence, and then DDs slow damage before boss 1-hours. RDM Grav2, DD pushes, RDM Bind, and everyone runs to the opposite corner ASAP. You simply outrange the aura, no stupid chasing moogles or lag. If Bind wears early, run to little moogle. We had a high success rate with this strat. You want to limit TP feed because Crystalline Flare still sucks, and we got unlucky with Chainspell > Sleepga once, but this is the best way to approach the fight IMO if you have seals to burn. Interesting concept, without speed enhancing tools you would have to be preemptively far enough away to not die before you outranged it though. Specifically the ones doing damage would be very likely to get dropped by dotaura well before they got 40 yalms away, 3 tics is death. That means you've got like 7~9 seconds to get away?
Assume the healer runs out of range well before the aura and cure bombs the dd before they can fall over trying to get away. Aura is not instant. Should have plenty of time to move after SP.
Ragnarok.Flippant said: » Aura is not instant. Should have plenty of time to move after SP. I think there's a reason if this specific Ambuscade Fight is appearently the most hated and was the only one which got never repeated so far not even a second time, where multiple fights have already been repeated for their third time. So again it's not the strategy in itself that's insanely hard, it's more that due to technical issues the potential space for error is sometimes almost non existant. It's very easy to SMN burn, so it isn't the hardest one there is.
Draylo said: » It's very easy to SMN burn, so it isn't the hardest one there is. Offline
Posts: 173
Asura.Sechs said: » Draylo said: » It's very easy to SMN burn, so it isn't the hardest one there is. SE would make this nm take reduces damage from repeated BP if this wasnt "working as intended" i mean *** werent meant to go in butts either You say it's incredibly easy to smn burn, but I've seen at least 10 groups on Asura wipe using smn burn lmao.
But yes it is basically cheating. Conduit OP. I personally think Mnk DD Strat is the best/safest strat for Ambu this month. Lakshmi.Buukki
Offline
Monk effectively doubles your aura survival timer(triples, Inner Strength), if you use Chakra at the appropriate moment. I like the strategy above. Margin for error is greater due to having to pay attention to mechanics. And as usual, finding a good RDM could prove challenging.
SMN isn't fool proof. He can benediction at the wrong moment, or worse, just use a sleepga 2 and its basically over. Sleepga is a real danger but unless youre using less than 3 SMN, even bene wont be an issue.
Make sure THF land feint on moogle and use bully. Pets on att food. GEO start with bolstered indi frailty (to reduce risk of being caught by silencega before casting geo), and use geo paralysis to reduce even further the risk of it casting something. Shits happen but layering bully intimidation, paralysis and eventual stuns from voltstrikes, can reduce quite well the odds of failure I don't see how sleepga is an issue if you bring a RDM to silence.
I've actually been in groups where the GEO was landing the silence. Never tried myself, not sure what sort of gear do you need. But I guess if you bolster prepull, have Indifocus up and have good macc gear, it shouldn't be an issue to land it. Or were you guys talking about fights that last too much time and silence wear? Of course a silence landed from a non-RDM job will last way less time. Other than that I've only seen SMN groups fail if: 1) The SMN are utter *** (especially if you go wih the "only" 2 SMNs setup, they need to be good) 2) There is no THF or the THF fails at stealing Invincible 3) Benediction goes off at like 1% or close to that Other than that SMN strat is pretty failproof and each attempt, fail or not, lasts like what, 1,5 mins max? So it's not too big of a deal to go again even if you fail, with the current very fast queues. (well you do need to reset SPs in that case of course, and that can be annoying) Artsncrafts said: » SE would make this nm take reduces damage from repeated BP if this wasnt "working as intended" Sorry I don't think this is an efficient mean to measure things "intended to be" and ways to exploit in-game mechanics. Quote: i mean *** werent meant to go in butts either Before being basically wrong this is quite homophobic. Lakshmi.Buukki
Offline
Asura.Sechs said: » I don't see how sleepga is an issue if you bring a RDM to silence. Lakshmi.Buukki said: » And as usual, finding a good RDM could prove challenging. You just listed the 4 areas where SMN method isn't failproof. For built groups this is nothing to overcome, shout groups could struggle with an errant benediction, no silencer, cutting corners for an easy clear etc. But it's not necessarily Meebles level failproof. That ambu was run in, rayke/battuta/sforzo/odyllic > afac win. This one there are a few things that need to happen or that can go wrong to cause a failure. Asura.Eiryl said: » Interesting concept, without speed enhancing tools you would have to be preemptively far enough away to not die before you outranged it though. Specifically the ones doing damage would be very likely to get dropped by dotaura well before they got 40 yalms away, 3 tics is death. That means you've got like 7~9 seconds to get away? Assume the healer runs out of range well before the aura and cure bombs the dd before they can fall over trying to get away. Like Flippant said, aura has a bit of a wind-up (10 seconds?). With movement speed gear you can make it safely. Healer and red mage stay 20' out so they have a head start. This strat probably isn't pug-friendly because it requires communication between DD and RDM for disengage/Bind. Lakshmi.Buukki said: » You just listed the 4 areas where SMN method isn't failproof. For built groups this is nothing to overcome, shout groups could struggle with an errant benediction, no silencer, cutting corners for an easy clear etc. But it's not necessarily Meebles level failproof. That ambu was run in, rayke/battuta/sforzo/odyllic > afac win. This one there are a few things that need to happen or that can go wrong to cause a failure. I mean the 3 aspects I listed don't even completely count imho. The first is "SMNs are ***". I mean 99% of the ambuscade are gonna fail if you bring DDs that simply are so ***their damage isn't enough. The second is "THF doesn't do what he's supposed to do and the reason why he's invited in the pt". Translating this with your Meeble example, it's the same as if the RUN runs in and doesn't Rayke/Battuta/Sforzo/Odyllic, exactely the same. RDM (or other mage) not landing silence could be in this same group. Third is Benediction at 1%, this is random, nothing you can do about it, and it's the only real aspect of all the list, I would dare to say. Everything else is not "chance of failure because of uncontrollable aspects or low margin for error", it's more something about people not doing what they're supposed to do in that pt, period. And if you have this, 99% of Ambu fights would similarly fail. So yeah, 1% Benediction is the only chance of random, uncontrollable failure. From my experience it's very rare, and it is the more rare the more your DDs are good at what they're supposed to do (dealing damage!) |
||
All FFXI content and images © 2002-2024 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|