Sortie Release - Info |
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Sortie Release - Info
Even I can hit 83k Judgement on ML39 GEO vs Aminin just using Magesmasher +1/LR/SE but with a very good consume mana. With a triple attack proc and high effective TP, it's not unheard of for RDM to cap damage with way better WS/Weapon and 40% Triple Attack/Gain STR
Asura.Shiraj said: » quelthos said: » I am curious on how that is achieved The only time I would hit capped damage on RDM on Aminon is if was about to WS around 1750-2k TP and I noticed an influx of actions at once and I needed to hold off and do an extra drain to ensure no wipe and I end up firing a WS from 2.5k+ It's not a good thing to do in all practicality purposes. Since you were curious: ![]() ![]() exactly my point, not sure about the epeen 99,999 on rdm, over all a dps loss. Bismarck.Sterk said: » E: All on it. Sulpor Valiance. SAM Jinpu, MNK Tornado, COR Savage, BRD Ruthless or Savage, GEO Judgment or Black Halo. F: Do after H so you have SV songs. Bolster Barrier, Frailty, Entrust Fury. For your 5man run did you still have everyone on gartell or solo monk DD it? Asura.Bronzequadav said: » For your 5man run did you still have everyone on gartell or solo monk DD it? You don't have an issue with bad chokehold RNG screwing up kill for windhands?
Well we've only done a 5-man maybe 3 times, so we haven't had a lot of attempts to get bad luck on. Usually if I need a rep I can find someone, but if not we'll just go with 5.
Dodik said: » There's no viable melee setup without brd. It is what it is. The party goes thus: DRK, DRG, DNC, RDM, COR, and SCH Angon (-25% defense 90 seconds, unresistable), Dia III w/ Light Shot (-23% unresistable), Box Step 10 (-23% unresistable) for a total defense cut of -71%. Nether Void Absorb-VIT or Impact for every fight also results in more defense cut away from the mob, and higher weapon rank for everybody. Absorb-VIT forced to land for 1 minute+ with Dark Seal. (a Mob with 3000 Defense will be cut down to about 849(if Absorb-VIT is buffed to a modest 50VIT absorbed, easily possible for any DRK with +3 empy legs and job master, more if Liberator in play). A Mob with 2000 Defense will be cut down to 558 Defense with the same expectation. Haste II on everyone, along with enhanced JA haste+JA haste abilities from subjob and Dual Wield sets puts every melee fighter at capped delay reduction. More optimal sets possible when Embrava is available. This means everyone should cap pdif relatively easily(or damn close), even the supports, and while it won't output the same as a BRD setup for the simple fact that Aria exists now, and they will need to use accuracy foods, it would be easily capable of an 8-boss run. And in this setup, obviously, the DNC RDM and DRG are the core. You can build around these 3 jobs with other jobs if you want to, and only be slightly less effective (COR is listed as context is Sortie(Bolter's Meta), but you'll see good results in say a non-gimmick Ambu, regardless of the COR. But let's be real. Even if we can make melee work without a Bard, everyone wants a Bard. They sing the players' boss music, after all! Keep in mind ATK is really bad without Minuet and Indi. Like...that DNC probably has about 2100 ATK, best case scenario. I'm not saying it's impossible to still cap PDIF with that...but you're not gonna do it on anything challenging.
It's a nice party setup, but it's extremely compromised. edit: confirmed in-game. In my WS set on DNC with just Crooked 11 Chaos: 2477 Atk. With Marcato HM + 4 minuets (and the same Chaos roll): 4375 Atk Carbuncle.Maletaru said: » Keep in mind ATK is really bad without Minuet and Indi. Like...that DNC probably has about 2100 ATK, best case scenario. I'm not saying it's impossible to still cap PDIF with that...but you're not gonna do it on anything challenging. It's a nice party setup, but it's extremely compromised. edit: confirmed in-game. In my WS set on DNC with just Crooked 11 Chaos: 2477 Atk. Asura.Vyre said: » Carbuncle.Maletaru said: » Keep in mind ATK is really bad without Minuet and Indi. Like...that DNC probably has about 2100 ATK, best case scenario. I'm not saying it's impossible to still cap PDIF with that...but you're not gonna do it on anything challenging. It's a nice party setup, but it's extremely compromised. edit: confirmed in-game. In my WS set on DNC with just Crooked 11 Chaos: 2477 Atk. It's just memes all the way down, but still...even if you're /DRK and include the 60% of the time you'll have Last Resort up...you're still not going to be attack capped on anything over 3k DEF. Also RDM/NIN doesn't get LR, so their attack will also be dogshit. COR/NIN doesn't get LR. Your party will be very attack starved and not very threatening to anything with high level stats. Also your accuracy will be DOGSHIT without any madrigals, if your target is difficult. It's a really nice party setup for easy ***though, definitely. Quite optimized. You guys need to define "viable". A party of pup bst dnc sch cor Rdm can do sortie just fine too. Is it viable? Not for majority, nor easy to execute.
Replace COR with Idris GEO and you should be fine.
More attack and additional def down (even nerfed) should easily cap attack even on DNC. Or replace sch and main heal on GEO/whm. You can then easily cap attack and accuracy with fury and precision. WAR is also way better than DRK in such setup because of Warcry and Tomahawk. Couple of my friends and I just returned from 2021. We're behind but we've been doing Sortie a little bit averaging about 3-5k a run. We're new, don't understand it and are just going in and yoloing it. I keep seeing a lot of veterans talking about their points per run being near 45-90k a run which sounds crazy but I get it cause we're behind.
Currently we have all the key items for ABCD except for the kill all zone D mobs. My question is: Are there any newbie strats we can do to get at least 10k a run in ABCD? Our current setup is Player A THF+WHM Player B RUN+BRD+SAM Player C GEO+BLM Player D COR Not asking for a full blown strat just is it possible to get like 10k a run on ABCD areas if we learn it properly? WHM SAM GEO COR
Buff the hell out of the SAM, including 1hrs, Yaeg, and destroy E boss with some nice WSD/SCD. Might need to experiment with different SC to figure out what does the most damage. Koki -> Kagero -> Koki -> Shoha -> Fudo, maybe? Depends if you can get the hybrids to hit for a lot of damage. GEO can burst all that stuff too. Fury/Malaise, entrust haste? Definitely Sam/Chaos. Ragnarok.Punisha said: » Player A THF+WHM Player B RUN+BRD+SAM Player C GEO+BLM Player D COR Not asking for a full blown strat just is it possible to get like 10k a run on ABCD areas if we learn it properly? I think Maletaru gave you the right setup, if you can get Player A to level SCH you can try magic strat: SCH RUN GEO COR, this may be a bit more gear forgiving than melee strat. In either case put all your galli into those jobs (probably should do oddy and some HTB to round them out) after a couple weeks you should be everyone 5/5 +2, and you'll see your performance increase substantially. I'd suggest starting with the top floor mini-NM, go in and look for DD first (he tends to be more alone earlier in the run and heads towards the big room, if he's mixed in with fomor he will link) (if you want to send people to A and B to do the easy objectives by the porter you can) Then go to A and kill acuex and do all the A chests. (if you don't see Obdella look for it after A boss, sometimes its in D, but by the time you do A boss it might be back in A) Do A boss. Go to B and kill porxie (you probably won't be able to do it initially, but once you can kill 3 mobs quickly doing this before porxie will net you another 100 chest and a 500 chest from porxie, I think most people just have the COR solo ele's for this (or if you get a good SCH they can Fusion > fire burstx2 the umbrils, i don't think I'd try this before the sch is at least all +2) I usually walk into C through locked gate for the extra chest (instead of porting from B, its really not much further) Always do Bhoot last, you'll have to learn where it pops (tends to be in long hallways between ghosts and bones) since you have 5 min. to find an kill him for an extra 500 chest. then you get the 1500 chest for the 4 nm, then pull a corse to the porter and kill and and re-materialize foes (this is why you do this last, because if you missed a NM and re-summon bhoot you need to kill it again tog et the 1500 chest) You can then get the basement chests in F and G for another 300 ea. If you have time you can kill 3 fomor (pulls can be difficult, there's 2 small rooms with only 6 in them) or you can head to the 4 small rooms where they are more spread out and pulls might be easier) for another 500 chest, if you do the small room you can try and kill all 6 in order. If you're able to do all that (probably not for a couple weeks) you'll be close to 10k/run. Once you're comfortable and able to kill the fomor and do the other objectives I'd recommend just trying to focus on doing A and E boss (killing botulous for metal will be necessary and can be finicky with the drop) A > E boss will be 12k a run minimal which if you can mix with some of the above stuff should get you close to 15k, then you can start working on other top floor bosses (and drop the more time wasting objectives I mentioned above) So there were a lot of things we weren't doing for our MNK SAM Aminon fights that we fixed to significantly cut down our kill time.
- I assumed we weren't benefiting from Aria on Aminon without Box Steps so I wasn't using Aria, but turns out we are, so we increased our damage by replacing Minuet 3 with Aria. - We used to use Bolster on F boss for extra safety, but decided it's probably unnecessary to do that and now we use Bolster on Aminon instead to get full benefit of SV Aria. - We weren't using Impact before since I figured the stats down wouldn't last very long, but I was told it does, so now we include that into our fights. - Taking the mentioned fixes into account, I no longer need more than 2 Chi Blasts (on normal mode Aminon; we haven't fought Hard Mode with these changes yet), so I now use RD/WC to focus on resetting the SAM's Meditate moreso than my Chi Blasts. With the above additions, we're now able to kill Aminon in under 3 mins with a bit of luck and optimization on my part. This can be pushed even further if you have things that we don't such as: 3 separate players for the MNK BRD COR so all 3 jobs are playing optimally and a GEO that wants to break out the club to contribute damage. Here's an example of one of our updated fights. 3:04 kill with no 5 or 6 WC to reset SAM's 1 hours and I also forgot to do RD after WC to get the SAM another Meditate. It also shows that even though I messed up Absorbs a couple times during the fight, we didn't get any TP moves off, displaying how TP feed isn't that strict with this setup like some people might think. Mind posting your monk sets?
Is hoxed ampulla a "must"?
It's not a must.
You're just a gimp if you don't have it. (troll face) Warbandi said: » Is hoxed ampulla a "must"? Just getting started on my Sortie journey, so please forgive this question - couldn't find an answer searching this thread.
Do flan's synergasm/hp-equalizer move drain HP from botulus and if so, does it count for coffer if they're behind when they do it? I've been doing ABCD objectives, A boss, EFGH basement coffers if there's time... and today I happened to agro botulus while killing flan. After killing the 2 flan I had, I switched to botulus and it was already at 60% and that seems a bit steep for counter damage (since I was on mnk). Is this a thing? I've heard of folks aoe'ing the flan down all together, but never using flan to quickly drain botulus. What's the scoop? Never observed this. What I've seen before is the botulus absorbing one or multiple of the other flans to heal himself, so I guess why not the other way around.
Bismarck.Sterk said: » So there were a lot of things we weren't doing for our MNK SAM Aminon fights that we fixed to significantly cut down our kill time. - I assumed we weren't benefiting from Aria on Aminon without Box Steps so I wasn't using Aria, but turns out we are, so we increased our damage by replacing Minuet 3 with Aria. - We used to use Bolster on F boss for extra safety, but decided it's probably unnecessary to do that and now we use Bolster on Aminon instead to get full benefit of SV Aria. - We weren't using Impact before since I figured the stats down wouldn't last very long, but I was told it does, so now we include that into our fights. - Taking the mentioned fixes into account, I no longer need more than 2 Chi Blasts (on normal mode Aminon; we haven't fought Hard Mode with these changes yet), so I now use RD/WC to focus on resetting the SAM's Meditate moreso than my Chi Blasts. With the above additions, we're now able to kill Aminon in under 3 mins with a bit of luck and optimization on my part. This can be pushed even further if you have things that we don't such as: 3 separate players for the MNK BRD COR so all 3 jobs are playing optimally and a GEO that wants to break out the club to contribute damage. Here's an example of one of our updated fights. 3:04 kill with no 5 or 6 WC to reset SAM's 1 hours and I also forgot to do RD after WC to get the SAM another Meditate. It also shows that even though I messed up Absorbs a couple times during the fight, we didn't get any TP moves off, displaying how TP feed isn't that strict with this setup like some people might think. Do you get Bot/Naraka chest in E/G? Yeah. I Flash/Pflug/Vallation to establish hate on Botulus. Naraka we only do if it's on the way to the G. If it's in the Vampyrs I consider it a waste of time to go for it and we skip it.
I've been messing around with Monk setup farming for a bit now. Me and a friend multi boxing 3 chars each using mnk, brd, cor, geo, rdm, whm and having no problem doing 9/9 with hard mode aminon (though if something goes wrong it will prob cost you the final boss when doing hard mode, normal mode you have room to mess up). We usually kill last boss with 2-3min left.
It's probably better using a DD like sterks setup for faster kills overall but we just find this super easy to play. Not really great gear on any char. R15 godhands/hoxne on monk, r0 mpaca / stage4 horn on brd / nobody has over r20 nyame. So def don't need max gear or anywhere close to it. As for route we ideally do aminon first > E > D > C > B > A > Trib > Aita > Gartell. We don't get any metals for poison/haunt, just shards to enter boss rooms. Monk eats the higher poison stacks on E and can chakra it off, regen4/healing/indi regen handles poison on the rest. We skip the NMs on floor1. We don't split up, just do the shard objectives as we pass by the areas. Everyone engages on every boss except aita, monk solos that. though others will pop a ws off on aita disengaged with TP because no reason not to. We asylum on gartell wind hands and kill before dispels can become an issue. As for aminon I sam roll the monk, crooked chaos everyone, then take luzaf ring off and I'll tact roll the backline (Mnk stands in front of aminon, everyone else stacks behind him within ws range). Everyone is /drk except monk so everyone is doing absorb TP which can kind of be overkill at times (whm occas skips a cast here and there). Whm pulls aminon since it doesn't really matter if they get dispelled, lets us pull faster while doing songs, buffs finish by the time he gets to us and frazzle/threnody go up, absorbs start and we engage. Cor quickdraws for tp, rdm occas impacts for tp but mainly just to keep debuff up, everyone WS as they get TP. Monk JA usage is chi blast + footwork on engage into first random deal, then impetus, footwork when first wears and then chi blast when first wears into wild card, footwork/chi blast as they fall and then final random. Just try to not have more than footwork/chi blast on cd when its random deal time. Brd will recast nitro soulvoice songs/threnody2 after the wild card since soulvoice is still up, its not needed to kill him in time but gives you the songs for E boss after, esp on slower kills. We def don't kill as fast as a group with another DD would. Really is a laid back approach compared to other setups, though I can see why people prefer other setups as being more involved and min/maxing may make it a bit more interesting. Asura.Bronzequadav said: » Really is a laid back approach compared to other setups Of course, I've never actually done the PLD DNC method so I can't say if that method is also easy to bring Aminon first-timers into, but I feel MNK method is pretty simple for a random to pick up. Asura.Bronzequadav said: » Everyone engages on every boss except aita, monk solos that. Glad to hear other people trying out MNK. Bismarck.Sterk said: » I've never actually done the PLD DNC method We actually geared up the DNC setup first, before you posted about doing it on monk and while we did clear aminon (wasn't a 9/9) and there was a ton of room for improvement it is for sure more involved than the monk setup imo and I wasn't really looking forward to it. Then you started dumping your monk run info and it sounded much more manageable for multi boxing so started working on that and I prefer this method far more. Also since we have whm for auspice, subtle blow isn't really an issue with chirich rings on top so we initially had everyone on aita and it was a faster kill but then one run he actually earth fetter twice and it was just annoying with the moving out of fetters and the slow removing hastes. We weren't dealing as much damage as your group no doubt does as well so we got 2 sets of fetters I think, both earth. While it didn't prevent us from killing and it was still a faster kill it was annoying enough that we just have the monk solo it. If we were pressed for time we would def just have everyone get on it. Also for any monks looking to do it like this, It costs roughly about 680k in hoxne gil per hard mode 9/9 run, less for normal mode (keeping it up the entire run). Imagine it would cost significantly less if you used a second DD in place of the whm so it was less reliant on the monk. You could also turn it off while doing floor1 objectives and only use it on bosses as well to lower the cost if you really need to. Question for who played RDM in 8+ boss melee setup sortie.
Which debuffs do you use on which boss and how do you prioritize them? On D/H boss, how do you handle the elemental proccing? Thanks! While this won't fully answer your question, you generally don't need anything beyond dia3 on any of the (non aminon) bosses unless you're running a setup without proper buffs. Distract3 will require stymie on H unless he's in earth mode I believe. E boss I believe it lands easily. Think you need a threnody to easily land it on G, never bother with it though. Think it lands on F if its in wind hands but again never bother with it. We just dia3 on pull and zerg for melee.
As for Proc, just tier 1 spells will do it, D/H proc very easily. Honestly the geo should be doing it but anyone can do it with elemental spells and even cor quickdraws. Shouldn't ever take more than 1-2 casts unless you just get super unlucky once in a long while. |
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